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cp_snakewater | final1 released!

Created 25th August 2010 @ 15:28

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choiie

keso

Great finds compleat, keep ’em coming!

Meanwhile the map’s been updated to b5: http://dl.dropbox.com/u/2447457/cp_snakewater_b5.bsp.bz2

changelog b5:
Made the entire map brighter
Added a platform to allow medics to reach the roof of the shack on mid
Reworked the detail on last a bit
Reworked the last area heavily, raising the capture point and rebuilding the tower
Reworked the ground in choke to make it a bit smoother
Fixed signs being the wrong color near 2nd forward respawn
Made some optimization
Fixed a few more clipping errors
Fixed not being able to shoot through the conveyor belt near flank
Fixed some slight imbalances

compleat

Alright, here are some more:

Texture bugs, looks weird and changes according to the angle:
http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b50000.jpg
http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b50019.jpg
http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b50014.jpg
http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b50035.jpg

You can see through here, it’s so insignificant it doesn’t matter much, but it is just weird to be able to look through every time I go next to the window :p :
http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b50001.jpg

These need to be lifted a little:
http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b50002.jpg
http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b50018.jpg
http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b50028.jpg
http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b50030.jpg

You can stand here and look through the roof while taunting:
http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b50029.jpg

You can get up here, even with scout. The tube thing isn’t bad I guess, but the other two are one-sided (there is no where to get up on the blu side):
http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b50005.jpg
http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b50010.jpg
http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b50011.jpg

Little glitches:
http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b50007.jpg
http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b50008.jpg

These lack textures:
http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b50012.jpg
http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b50013.jpg
http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b50015.jpg
http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b50025.jpg
http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b50021.jpg (might be hard to see, but you can look through the “cealing”)

Changes depending on how you look at it? :
http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b50027.jpg
http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b50026.jpg

Lower this a bit:
http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b50024.jpg

Align this:
http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b50033.jpg (ignore my mate’s comment, he just finds that joke funny ;p, he actually likes the map)

Nothing serious, just looks weird I guess:
http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b50034.jpg
http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b50020.jpg (woody thing to the left)

You can also stand here:
http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b50032.jpg
http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b50016.jpg
And hide here…:
http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b50017.jpg

That’s all I could get, took some time. Apart from those, the map is already pretty clean, great job.
Some of the stuff I pointed out aren’t necessarily bad, I like being able to hide in tricky spots as soldier/scout, but it’s up to you to decide if you want to leave them or block them.


Last edited by compleat,

choiie

keso

Again thanks for an awesome work, I’ve fixed all of these. Hopefully I’ll have a new b6 out tonight with mainly aestethic changes.

compleat

Align this:
http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b50037.jpg
http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b50036.jpg

Dunno if you want the floor to be next to the ramp, or leave this little separation:
http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b50038.jpg

Make this wall to touch the left one (also on blu side):
http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b50039.jpg

The “antenna” keeps appearing and disappearing depending on how you stand on the first point, maybe it’s a config issue, not really sure:
http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b50040.jpg
http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b50041.jpg

spence

¤_¤

Quoted from compleat

The “antenna” keeps appearing and disappearing depending on how you stand on the first point, maybe it’s a config issue, not really sure

he just needs to increase the fall off distance, nothing to do with your cfg.

choiie

keso

Quoted from spence

[…]

he just needs to increase the fall off distance, nothing to do with your cfg.

Correct, sometimes the fade distances are a bit off.

choiie

keso

Updated to b6 version: http://dl.dropbox.com/u/2447457/cp_snakewater_b6.bsp.bz2

changelog b6:
Added various detal throughout the map, including a 3d skybox and detail sprites
Changed the clipping on the conveyor belt
Moved the crates on the trains a bit to allow for a kewl scout jump
Made some heealthkit rearrangements near second
Rebuilt the gates to bottom area

I’ve been releasing new versions a bit too often the last week, but I now I feel I’ve reached a stage where nearly all bugs are removed, I’ve settled on the gameplay, and I can only focus on the detailing and final polishing. Hopefully this version is very close to the gameplay of the rc or final version. Looking forward to what you think about it!

choiie

keso

Added new screenshots of b6 to OP.

compleat

You can jump and watch through here:
http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b60000.jpg
http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b60001.jpg

Align these:
http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b60002.jpg
http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b60004.jpg
http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b60011.jpg

you can watch, and shoot, through here (it’s only on one side of the map):
http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b60003.jpg

Weird wood:
http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b60005.jpg

Not relevant, just a visual thing, you can really tell the difference in texture, there is like a “line”:
http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b60006.jpg

Move this a liiiitle bit backwards, right now it’s flying:
http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b60007.jpg

Part of the wall past the fences has no texture:
http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b60009.jpg

You can get stuck with this:
http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b60010.jpg

Fix this (it’s on both sides of the map I believe):
http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b60012.jpg

This lacks a wall/cealing:
http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b60013.jpg

There is an invisible wall here where the decals show:
http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b60015.jpg

Make the upper thing surrounded by bullet decals to not affect players, right now it can ruin a pretty interesting jump that leads to the window at the right (unless you wanna completely remove that jump…):
http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b60016.jpg

All new windows in respawn need this aligned:
http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b60004.jpg

It’s getting harder and harder to find stuff :P, played the map on dxlevel 9+ and it really is a beauty, great job on the lighting.
I like the new healh pack positioning too.


Last edited by compleat,

Whoah, chojje, you actually made a map that looks playable.

choiie

keso

Made a sneaky b6a update with a few small fixes, enjoy: http://dl.dropbox.com/u/2447457/cp_snakewater_b6a.bsp.bz2

compleat

You can stand over here, only on the blu side of the map:
http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b6_1.jpg

Also over here, on both sides:
http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b6_2.jpg

Texture glitch:
http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b6_3.jpg
http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b6a0001.jpg

Depending from where you see it, stuff keeps appearing or dissapearing:
http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b6_4.jpg
http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b6_5.jpg
http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b6_6.jpg

You can still double jump on the tube and watch through the roof on red side:
http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b6_7.jpg

Also, remember that invisible ramp I told you to add on the wood fence? I would also add one on the opposite side, here is a demo for you to understand:
http://dl.dropbox.com/u/11430411/Demos/TF2/sw_invramp.7z

And in your b6a, there is a texture glitch in one of the fixes:
http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b6a0000.jpg


Last edited by compleat,

archy

Compleat seems to be the son of a detective.


Last edited by archy,

compleat

hahaha nah, I just like being able to contribute with such an awesome map.
Doesn’t take much more than 10 to 30 mins looking around the map to find stuff like that, and since I’m finally on my holidays, I have no problem using 20 mins of my free time looking for bugs.

choiie

keso

And it’s highly appreciated! I’ve fixed all these, and I’ll be coming with a new version once I’ve got a bit clearer view on where I should place the healthkit near second. There is a thread and a a poll about it on mygamingedge, go there and vote if you’ve played the map and have an opinion: http://forums.mygamingedge.com/viewtopic.php?f=7&t=7

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