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cp_snakewater | final1 released!

Created 25th August 2010 @ 15:28

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choiie

keso

Quoted from Robeomega

http://steamcommunity.com/sharedfiles/filedetails/?id=175749613
This direction sign does not seem to be effected by the light right near it
Other than that loving the new changes

Yeah, the lighting isn’t final yet, so there are some bugs. Apart from that, glad you enjoy the changes.

kalhó

MM
Nave

The new dropdown looks good.

Smyther

X

Went RJing around with FaKanza, a team mate who does lots of jump maps.

– Didn’t realise you can climb on top of the lights above the bridge on 2nd between train and lobby.
– Lots of places are much brighter, this is good.
– Forward spawn being shoved back is awesome. Much more penalty for wiping after pushing last.
– Coming out of new forward spawn, there’s a great pogo line across mid to saw.
– New planks on mid are great, means mid isn’t quite as dominating as you can hide behind them.
– What was drop-down now makes a great place to hide.
– New expanded area on last is great. The wall looks like the perfect solution to the fence that made attacking that way open to someone hiding.

FaKanza also discovered you can use the new wall for a way on last to get to the defending medic in 2 ways.
– Get buff, use gunboats, pain-train optional
– Jump off forward off the wall
– Keep low and head towards the truck rather that up over the hut
– Pogo as you land
– Strafe between the hut and the truck, aiming for the little badly lit rock.
– Surf up the rock, onto point
– Surf off the dome of the capture point (so it’s tricky)
– Aim to get through the gap
– Land on the bucket/sand pile
– 2 rockets lefts to do whatever to the combo
– Rest of the team’s attention has been drawn to the point, not you.
– Your team can now waltz in, with the enemy distracted by a roamer on their medic and a 2nd player on the point who’s now disappeared.
Alternatively:
– Check who’s above point
– Change timings to throw yourself over the cp’s roof
– Pogo off the roof
– Land in same place with 1 rocket to force medic.

We’re loving the changes and really want to try some of the stuff we found looking around the new map.


Last edited by Smyther,

fraac

JOHN
CENATION

Will test this in mixes.

ninya

Team

Can we expect a new map version in S16?

choiie

keso

Quoted from ninya

Can we expect a new map version in S16?

That’s up to the ETF2L admins. At any rate, I expect to wrap up any changes in a future “official” version soon, so I do suggest at least looking at the changes before the next season.

unu

Quoted from Smyther

FaKanza also discovered you can use the new wall for a way on last to get to the defending medic in 2 ways.
– Get buff, use gunboats, pain-train optional
– Jump off forward off the wall
– Keep low and head towards the truck rather that up over the hut
– Pogo as you land
– Strafe between the hut and the truck, aiming for the little badly lit rock.
– Surf up the rock, onto point
– Surf off the dome of the capture point (so it’s tricky)
– Aim to get through the gap
– Land on the bucket/sand pile
– 2 rockets lefts to do whatever to the combo
– Rest of the team’s attention has been drawn to the point, not you.
– Your team can now waltz in, with the enemy distracted by a roamer on their medic and a 2nd player on the point who’s now disappeared.
Alternatively:
– Check who’s above point
– Change timings to throw yourself over the cp’s roof
– Pogo off the roof
– Land in same place with 1 rocket to force medic.

Hard to follow, video please.

atmo

would be highly impressed if you can surf the cap point consistently on a non-local server.

Dogghi

бекон

Quoted from Smyther

Went RJing around with FaKanza, a team mate who does lots of jump maps.

– Didn’t realise you can climb on top of the lights above the bridge on 2nd between train and lobby.
– Lots of places are much brighter, this is good.
– Forward spawn being shoved back is awesome. Much more penalty for wiping after pushing last.
– Coming out of new forward spawn, there’s a great pogo line across mid to saw.
– New planks on mid are great, means mid isn’t quite as dominating as you can hide behind them.
– What was drop-down now makes a great place to hide.
– New expanded area on last is great. The wall looks like the perfect solution to the fence that made attacking that way open to someone hiding.

FaKanza also discovered you can use the new wall for a way on last to get to the defending medic in 2 ways.
– Get buff, use gunboats, pain-train optional
– Jump off forward off the wall
– Keep low and head towards the truck rather that up over the hut
– Pogo as you land
– Strafe between the hut and the truck, aiming for the little badly lit rock.
– Surf up the rock, onto point
– Surf off the dome of the capture point (so it’s tricky)
– Aim to get through the gap
– Land on the bucket/sand pile
– 2 rockets lefts to do whatever to the combo
– Rest of the team’s attention has been drawn to the point, not you.
– Your team can now waltz in, with the enemy distracted by a roamer on their medic and a 2nd player on the point who’s now disappeared.
Alternatively:
– Check who’s above point
– Change timings to throw yourself over the cp’s roof
– Pogo off the roof
– Land in same place with 1 rocket to force medic.

We’re loving the changes and really want to try some of the stuff we found looking around the new map.

i was trying to do it but couldn’t find the “Badly lit rock” because on blu side it’s not badly lit :P

http://i.imgur.com/734Kp6G.jpg


Last edited by Dogghi,

atmo

stop giving americans excuses for team swapping, chojje!

fraac

JOHN
CENATION

Cool. What were the problems with dropdown and the tree on 2nd?

Dogghi

бекон

you can also pogo jump onto the medic through the new dropdown route

http://www.youtube.com/watch?v=5isCBqJDe8I

I know, the screenshot is from old snakewater :P

Smyther

X

Yeah, bad description, but you pogo off the new wall, pogo around hut, and fly through the point. I think the rock surf is for going over the top.

The dropdown jump looks easier, though (in fact maybe you could do to it on the old current version), but then dropdown has many eyes on it. The thing we thought about the through-the-point way is that you end up far away from where you started, and keep out of sight.

All in all it looks like last is easier to push, and with the spawn door change, last should be easier to push out of. I think this is all really good and makes me exited about snake for the first time. Though, I still can’t help think an extra one-way route from last to second is needed to really help the defenders push out and get cap time going. Surely there’s a door from lobby to under the ramp you can add? So defenders can’t get out unseen and uncontested.

crouton

LEGO

Crates on mid equal now?

juan

adios

the new last respawn is cool bcus it makes it easier to push from last;
but i dont get why the 2 walls on mid arent see through anymore, it will make kitchen pushes and flanks much easier;
the new drop down made it quite useless imo;
the new wall on right side of last is cool cus u can bomb and sit on top of it and do dmg but not fully comit so thats cool;
on 2nd the thing above the mini stairs isnt see through anymore ( i dont get that…);
i think thats pretty much it :) try to make the walls on mid and 2nd see through pls

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