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cp_snakewater | final1 released!

Created 25th August 2010 @ 15:28

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Defur

Have you gotten the americans to play the map anything?

Hur är deras respons isåfall? :D

choiie

keso

It will be played in ESEA season 8 :)


Last edited by choiie,

Defur

OOOOOOOOOOOOOOOOOOOOOOOOOOO

gz : D

compleat

and I’ll do my best to try to get it played here in south america ^_^.
About the health pack, never played with it at the bottom, but at least in my personal experience, the one in the corner was very attacking-team friendly. I would always grab it without much problem when trying to cap the point as scout.
I’ll try to organize some pugs with the different versions of the map to test the positioning and see if I can give you better feedback.

choiie

keso

Updated to b7: http://dl.dropbox.com/u/2447457/cp_snakewater_b7.bsp.bz2

changelog b7:
Compiled with HDR to hopefully make it a tad brighter
Moved the healthkit back into the corner near second
Fixed more texture and clipping errors (thanks Compleat and CB)
Added some fences to clean up at mid

compleat

Small stupid details.

You can see and shoot through here:
http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b70000.jpg

This stair “leg” is floating, doesn´t touch the ground, which looks kinda weird:
http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b70001.jpg

There are still some stuff to be fixed, but all of those I mentioned before, dunno if you haven´t had enough time to fix everything, or just forgot (considering the number of screenshots I gave you..)

But I couldn´t find any other “new” bug. If you want me to point the stuff out that still needs to be fixed I´ll do so.

choiie

keso

I had a few problems with some of them, like for example the one about seeing through roofs; it will require some reworking which I havent planned on doing just yet. If you could tell me which ones I’ve missed I’d be glad, but I thimnk I fixed all that I wanted to fix or were able to.

compleat

This can still stop you from jumping over the “roof” from time to time:
http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b60016.jpg

This texture glitch that keeps changing depending on how you see it is still there (caused by the intersection of both wooden borders I believe):
http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b6a0001.jpg

This still isn’t properly aligned:
http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b60011.jpg
http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b70002.jpg

You can still look through here on both sides/colors:
http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b50013.jpg

Those were the old “bugs” I was talking about, plus the invisible ramp that I think should be added on the fence (you added one, but you can still have the same issue coming from the other side).
I hope I’m not being annoying insisting with them, if there is any reason you aren’t changing the things I mentioned just let me know so I don’t bring them up again.

Now, some new stuff:
The lower part on the 3 respawn windows changes depending from where you see them(probably border overlapping with the wall):
http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b70007.jpg

You can shoot through here (much like in freight):
http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b70005.jpg

You can’t shoot through here:
http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b70004.jpg

Minimal visual detail, grass “transpasses” the metal ramp:
http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b70006.jpg

In here: http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b70003.jpg
You can shoot through here (also through the right border, you just need to extend it a tiny bit):
http://dl.dropbox.com/u/11430411/Imagenes/cp_snakewater_b70008.jpg

choiie

keso

#1: I actually like to keep it that way.
#2: fixed
#3: That’s a valve prop, so I can’t do much about it.
#4: fixed
#5: fixed
#6: same as #3
#7: fixed
#8: I don’t really know what you mean, but I think I fixed it :P

Right now plugging away on a waterfall :D

antyjc

2ne1

I would really love it if you made the two halfs of the map look different. Style-wise they are both pretty similar, and it just annoys me :D

Maybe something like granary, look at the two second points, RED is wooden, and BLU is more stone and steel. The map itself is very nice, but it is really the visuals that annoy me.

compleat

I don’t actually mind much about that, altough changing the visuals for both teams can be a double edged sword … you gotta be careful not to bring imbalances when doing so, like granary has for instance…

WARHURYEAH

GlueEater

I think anty means for it to be clearer as to what sections belong to what team, granary is like that in terms of props like the cones on blu or the tyre on 2nd for red.

Changing the buildings walls for each side won’t do much harm and would make the map look more complete imo. Many custom maps don’t really take that into account, only official maps still uphold those differences.

choiie

keso

This is really something I’ve been considering and that I’m working with when detailing, but it’s also a choice I’ve made to make both sides as equal as possible. If you look at badlands, the sides are about 100% identical, and this is how I think I’ll keep snakewater as well, and work more with textures to make a difference between the two sides. For exteriors, however, I might do something to make each side different.

Del

This exit too small. Make it wider.

http://img406.imageshack.us/img406/4045/cpsnakewaterb6a0000.jpg
http://img153.imageshack.us/img153/8910/cpsnakewaterb70000.jpg

Mark

Phase

You wanted some feedback on detailing so here are some screenshots of some mistakes and suggestions (mostly really anal stuff that shouldn’t concern anyone who doesn’t have OCD)

http://dl.dropbox.com/u/6591985/snakewaterscreenshots.rar

I really enjoy the skybox texture by the way.

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