Is this map really going to be played in 6's :o? Or will still be the old version ?
I hope this one is played next season. It is pretty awsome.
Is this map really going to be played in 6's :o? Or will still be the old version ?
I hope this one is played next season. It is pretty awsome.
i like the changes overall, i think it will make mid/last much better, and the house on second looks good too
i did notice when going up on those stairs under the house on 2, if youre too close to the wall, you get stuck until you move out a little bit (yellow line)
and this is just my thinking, but perhaps adding the fence back under the house would make it more polished (gray lines) but this is just me being picky
(edit: looks like you already addressed the fence portion i missed that)
overall very good changes
https://dl.dropboxusercontent.com/u/78898876/2013-09-07_00001.jpg
i like the changes overall, i think it will make mid/last much better, and the house on second looks good too
i did notice when going up on those stairs under the house on 2, if youre too close to the wall, you get stuck until you move out a little bit (yellow line)
and this is just my thinking, but perhaps adding the fence back under the house would make it more polished (gray lines) but this is just me being picky
(edit: looks like you already addressed the fence portion i missed that)
overall very good changes
[img]https://dl.dropboxusercontent.com/u/78898876/2013-09-07_00001.jpg[/img]
The part in G6 next to 2nd that you can see through the X fence is a bit misleading. You should either be able to shoot through it or have the old wire fence pattern over that spot. Map is looking great overall.
The part in G6 next to 2nd that you can see through the X fence is a bit misleading. You should either be able to shoot through it or have the old wire fence pattern over that spot. Map is looking great overall.
Pretty happy with the changes overall. Only thing I don't like as much now is the train on 2nd. I'm not sure what you could do with it (probably don't remove it), but it's still pretty hard to see into the yard/"green" area without being on the catwalk area near lobby or some other high ground. Unless it's intended, then *shrug*.
Good work with last & mid though.
Pretty happy with the changes overall. Only thing I don't like as much now is the train on 2nd. I'm not sure what you could do with it (probably don't remove it), but it's still pretty hard to see into the yard/"green" area without being on the catwalk area near lobby or some other high ground. Unless it's intended, then *shrug*.
Good work with last & mid though.
I don't like the walls being made non transparent at mid but aside from that I'm pretty okay with this. Maybe add something where the tree used to be because it feels like that entire area is really empty compared to the rest of the map. 2nd feels really visually cramped just because you can't see anything though.
I don't like the walls being made non transparent at mid but aside from that I'm pretty okay with this. Maybe add something where the tree used to be because it feels like that entire area is really empty compared to the rest of the map. 2nd feels really visually cramped just because you can't see anything though.
Is the g6 link broken for someone else? I can't download it ;_;
Is the g6 link broken for someone else? I can't download it ;_;
Error (509)
This account's public links are generating too much traffic and have been temporarily disabled!
Mirrors please?
Error (509)
This account's public links are generating too much traffic and have been temporarily disabled!
Mirrors please?
g6 download
http://www.mediafire.com/download/fpldiy2i2za3012/cp_snakewater_g6.bsp
Can you please bzip that for the sake of the children
Can you please bzip that for the sake of the children
nightwatchCan you please bzip that for the sake of the children
http://www.mediafire.com/download/504jzheqdg9gyvy/cp_snakewater_g6.rar
Dont have bzip.
[quote=nightwatch]Can you please bzip that for the sake of the children[/quote]
http://www.mediafire.com/download/504jzheqdg9gyvy/cp_snakewater_g6.rar
Dont have bzip.
Some friends and I pugged this map yesterday. Standing on 2nd felt like you were completely blind if you are a defending team. Also on mid, having so you can't see the kitchens, you feel completely exposed. Bad enough inside the kitchens themselves you have blind angles and such, but capping just seems so dangerous. So far not a fan.
Some friends and I pugged this map yesterday. Standing on 2nd felt like you were completely blind if you are a defending team. Also on mid, having so you can't see the kitchens, you feel completely exposed. Bad enough inside the kitchens themselves you have blind angles and such, but capping just seems so dangerous. So far not a fan.
I'm unsure as to how I feel about dropdown and whether its an improvement or not. Blocking the sightlines at 2nd kind of makes it feel too closed in to either defend or push without having someone watching from underneath or up in yard. Also, rip the tree
I'm unsure as to how I feel about dropdown and whether its an improvement or not. Blocking the sightlines at 2nd kind of makes it feel too closed in to either defend or push without having someone watching from underneath or up in yard. Also, rip the tree
a big fan of the walls on mid
2nd is okay, I have yet to play it with the new structure instead of the solid fence on second
a big fan of the walls on mid
2nd is okay, I have yet to play it with the new structure instead of the solid fence on second
Not liking the changes really.
Not liking the changes really.
I feel claustrophobic with all the wire fences replaced, I liked a lot of the transparency particularly at mid.
I feel claustrophobic with all the wire fences replaced, I liked a lot of the transparency particularly at mid.
SideshowNot liking the changes really.
Do elaborate.
The fences are changed for visual reasons - while transparency may be desirable it also creates other problems. In g6 I've opened it up more, so I hope this feels more balanced.
What do you think about the new rooftop near two - do you think it seems balanced or is it too much of a strongpoint?
[quote=Sideshow]Not liking the changes really.[/quote]
Do elaborate.
The fences are changed for visual reasons - while transparency may be desirable it also creates other problems. In g6 I've opened it up more, so I hope this feels more balanced.
What do you think about the new rooftop near two - do you think it seems balanced or is it too much of a strongpoint?
chojjeSideshowNot liking the changes really.
Do elaborate.
The fences are changed for visual reasons - while transparency may be desirable it also creates other problems. In g6 I've opened it up more, so I hope this feels more balanced.
What do you think about the new rooftop near two - do you think it seems balanced or is it too much of a strongpoint?
To be honest I loved the changes on second specially on g6. It could use some small tweaks like the make the stairs a bit wider and not so clumsy to climb up an make the same stair entrance a bit taller. Also another visual for that kind of window with a X inside, as of now it looks like you can shoot through it, which is a bit misleading :P
EDIT: Looks like map had a texture bug, now I can see the wired fence texture, nevermind :P
Regarding mid, I'm not really a big fan of it, I think it favors scouts too much on midfights as it makes both medic and demo (usually the ones who stay by the area around shack) too exposed by the lack of view into kitchen. They can't predict it coming and call for support from the team, making it very easy to get picked on crucial moments.
Just my 2 cents :)
[quote=chojje][quote=Sideshow]Not liking the changes really.[/quote]
Do elaborate.
The fences are changed for visual reasons - while transparency may be desirable it also creates other problems. In g6 I've opened it up more, so I hope this feels more balanced.
What do you think about the new rooftop near two - do you think it seems balanced or is it too much of a strongpoint?[/quote]
To be honest I loved the changes on second specially on g6. It could use some small tweaks like the make the stairs a bit wider and not so clumsy to climb up an make the same stair entrance a bit taller. A[s]lso another visual for that kind of window with a X inside, as of now it looks like you can shoot through it, which is a bit misleading[/s] :P
EDIT: Looks like map had a texture bug, now I can see the wired fence texture, nevermind :P
Regarding mid, I'm not really a big fan of it, I think it favors scouts too much on midfights as it makes both medic and demo (usually the ones who stay by the area around shack) too exposed by the lack of view into kitchen. They can't predict it coming and call for support from the team, making it very easy to get picked on crucial moments.
Just my 2 cents :)
I'm not really a big fan of the fact that some of the fences were made solid.
I dunno, I guess I'll just have to go and have a scrim or something on it and see what big of a difference all of these changes made.
I'm not really a big fan of the fact that some of the fences were made solid.
I dunno, I guess I'll just have to go and have a scrim or something on it and see what big of a difference all of these changes made.
Looks like the new structure is going out, and I'm opening up the fences slightly. I'll upload g7 soon, but I'd love if anybody could upload it to a mirror since you killed my Dropbox last time.
Looks like the new structure is going out, and I'm opening up the fences slightly. I'll upload g7 soon, but I'd love if anybody could upload it to a mirror since you killed my Dropbox last time.
Presuming i'm around when you release g7 i'll throw up a mirror
Presuming i'm around when you release g7 i'll throw up a mirror
Why was the change to drop down made?
Why was the change to drop down made?
Benson-Why was the change to drop down made?
Checking it ruins the flow of the game.
[quote=Benson-]Why was the change to drop down made?[/quote]
Checking it ruins the flow of the game.
FallenBenson-Why was the change to drop down made?
Checking it ruins the flow of the game.
I feel like holding on the right spawn/ where people usually hold would be a death trap agiasnt a good sniper
[quote=Fallen][quote=Benson-]Why was the change to drop down made?[/quote]
Checking it ruins the flow of the game.[/quote]
I feel like holding on the right spawn/ where people usually hold would be a death trap agiasnt a good sniper
I think you've ruined 2nd. The g5 version would be perfect (if you put back the tree).
I think you've ruined 2nd. The g5 version would be perfect (if you put back the tree).
nerkulI think you've ruined 2nd. The g5 version would be perfect (if you put back the tree).
Ask, and you shall receive.
G7 is now released, and I plan this to be the final testing version for a while. Please spam your feedback still!
Download link: http://fastdl.colonslash.eu/maps/cp_snakewater_g7.bsp.bz2 (no more dropbox foolery).
[quote=nerkul]I think you've ruined 2nd. The g5 version would be perfect (if you put back the tree).[/quote]
Ask, and you shall receive.
G7 is now released, and I plan this to be the final testing version for a while. Please spam your feedback still!
Download link: http://fastdl.colonslash.eu/maps/cp_snakewater_g7.bsp.bz2 (no more dropbox foolery).
http://cloud-2.steampowered.com/ugc/1100291190126419529/459FA156D2B270B52F7F82A4C8DB2813F478237D/
Well it's a nice mix, at least it just doesn't look like a mindless wall.
How about a little discussion about the new last, there is like a big empty spot behind the new, wall maybe add something there? :S
http://cloud-2.steampowered.com/ugc/1100291190004528165/DB773F7E069C98D840419E984A87C0DEBC948AC2/
[img]http://cloud-2.steampowered.com/ugc/1100291190126419529/459FA156D2B270B52F7F82A4C8DB2813F478237D/[/img]
Well it's a nice mix, at least it just doesn't look like a mindless wall.
How about a little discussion about the new last, there is like a big empty spot behind the new, wall maybe add something there? :S
[img]http://cloud-2.steampowered.com/ugc/1100291190004528165/DB773F7E069C98D840419E984A87C0DEBC948AC2/[/img]
raikuWell it's a nice mix, at least it just doesn't look like a mindless wall.
How about a little discussion about the new last, there is like a big empty spot behind the new, wall maybe add something there? :S
http://cloud-2.steampowered.com/ugc/1100291190004528165/DB773F7E069C98D840419E984A87C0DEBC948AC2
The goal of the current changes have been reducing unnecessary detail. I think we can agree that the area is rather insignificant as a combat space, and thus I don't need it to attract any unnecessary attention.
[quote=raiku]Well it's a nice mix, at least it just doesn't look like a mindless wall.
How about a little discussion about the new last, there is like a big empty spot behind the new, wall maybe add something there? :S
http://cloud-2.steampowered.com/ugc/1100291190004528165/DB773F7E069C98D840419E984A87C0DEBC948AC2[/quote]
The goal of the current changes have been reducing unnecessary detail. I think we can agree that the area is rather insignificant as a combat space, and thus I don't need it to attract any unnecessary attention.
Probably an unpopular opinion but dropdown was my single favorite part about snakewater. I don't think watching it takes away from the flow of the map since it's such a high risk high reward area cause you're stuck in a corner the second you fall down and can easily get focused. Ideally I'd like to see an unchanged mid and second but add the last changes.
Probably an unpopular opinion but dropdown was my single favorite part about snakewater. I don't think watching it takes away from the flow of the map since it's such a high risk high reward area cause you're stuck in a corner the second you fall down and can easily get focused. Ideally I'd like to see an unchanged mid and second but add the last changes.