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SteamID64 | 76561197998577229 |
SteamID3 | [U:1:38311501] |
SteamID32 | STEAM_0:1:19155750 |
Country | Sweden |
Signed Up | October 13, 2012 |
Last Posted | May 8, 2023 at 4:07 AM |
Posts | 167 (0 per day) |
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RedDaggeridk how nitpicky you want, but I got a load of nitpicky stuff.
Love nitpicky
catman1900is the map ever going to get updated officially in game?
Seems to be possible!
Gonna work on this in the weekend so look forward to _u16 on Sunday.
mustardoverlordI have absolutely nothing constructive about updating snakewater to add, I just wanna say shoutout for chojje for maybe being the most open to criticism map maker of all time
Really warms my heart :) But no map maker can be open to criticism if there is none to begin with. Again, huge thanks to everyone contributing to fix bugs and polish this old beast!
cinnot sure how feasible it is to fix these issues or if it's even worth it but i have seen laz wallbug above the 2 boxes in 2nd yard and also above the top right (from spawn) entrance to last
From what I remember Wallbug is an engine issue that it's tough to deal with with a given map geometry, but if somebody has more information I'm happy to have a gander.
riotbzwooden beams in kitchen are breeding grounds for splash bugs
if you can make them flush with the walls or remove them all-together that would be great
Are you sure about this? In theory this kind of bugs should've been fixed in the previous bughunt run.
Disregard this, map is a mess
Hi guys
JackyLegs convinced me to do another bug fixing run, so here we go. Not looking to do any gameplay changes, just fixing some stuff that's been irking me. Let me know if you've found any clipping issues or visual bugs.
Cheers,
chojje
TwiggyBarryChuckleLegitimately retarded that they had Sunshine in the map pool when it is not played in ETF2L. Congrats to FROYO but I feel robbed of a proper deciding map in what was otherwise a super close grand finals and a legitmate chance to dethrone Froyo.Then what map do you put in to replace it Mr. Smart? Cardinal? Metalworks? Ashville? No additional map? Then how do you do pick and bans?
Obscure
Cheers,
Byte
Hey everyone. I'm shipping the updated Snakewater to Valve today. I've been working hard the past few weeks to get them to accept and include the custom content graciously created for the map, to no avail. I still decided to go ahead with the update, as the hard work put into the gameplay update definitely deserves recognition.
Here's a link to the version I'm sending to valve. It should be as good as finished - if you find any bugs please alert me quickly so I can notify Valve.
Download u14: https://dl.dropboxusercontent.com/u/2447457/cp_snakewater_u14.bsp
Changelog u14:
* Reduced size of roof awnings to better match clips
* Removed custom content
* Fixed a malicious sightline
I will get back once the map is officially updated with a more proper changelog for _final1, and proper acknowledgement for all involved in the update process.
Cheers,
chojje
saamAre you still planning on updating this? I wanted to playtest it tomorrow but if you're not there's no reason to. I've added you on steam if you wanna talk more
I sure am! The recent weeks have been hectic otherwise than mapping, but I have been making some slow progress toward a6 in the last couple of days. I'd love to talk in Steam - I'll try to chat you when I get an opportunity.
diamond0wnerLain(Just post the demo so he can look around on his own)chojjeThank you for the feedback,
As you might have noticed the updates are a bit slow at the moment - I've just relocated and started at a new workplace, so I've had a lot on my mind as it is. I'm looking forward to putting out a6 this weekend, so if there's any feedback or thoughts after the recent playtesting, now's a great time to put it forward.
Cheers,
chojje
Here ya go http://sizzlingstats.com/stats/486935
Hvala lepo,
Really enjoyed your playthrough video as well!!
Putting some work into a6 right now - the main focus will be some manner of rework at last, to improve the area around the point.
Thank you for the feedback,
As you might have noticed the updates are a bit slow at the moment - I've just relocated and started at a new workplace, so I've had a lot on my mind as it is. I'm looking forward to putting out a6 this weekend, so if there's any feedback or thoughts after the recent playtesting, now's a great time to put it forward.
Cheers,
chojje
Ohh, I love this initiative. Sadly the time is a bit off for my schedule, or I'd be happy to join weekly. Looking forward to the feedback to come out of this!
As a suggestion, this might be a good opportunity to branch out into other game modes than 5 cp, if the map list looks a bit short.
Hey,
Thanks to Bilbert's findings, I've been able to complete u13. This version should be (if not) very closed to finished.
Updated to u13: https://dl.dropboxusercontent.com/u/2447457/cp_snakewater_u13.bsp
Changelog u13
* Fixed roofs extending too far
* Fixed some visual inconsistencies (????)
* Fixed a lot of visual inconsistencies
* Fixed multiple clipping bugs (thanks Bilbert)
Cheers,
chojje
Thanks Bilbert. I clearly didn't spend enough time jumping around before claiming this is a better version. u13, coming up!
Hey,
Considering u11 which I shipped to Valve was not included in the Competitive update I'm going to be releasing a couple more versions before I call the current updating session completed.
Updated to u12: https://dl.dropboxusercontent.com/u/2447457/cp_snakewater_u12.bsp
Changelog u11 + u12:
* Fixed head bump in dropdown
* Fixed blocked spawnpoint
* Fixed duplicate props
* Cleaned up some details
* Fixed solidity of lower doors at mid
* Fixed some perches
* Replaced roof awnings with nonsolid displacements (credit to FubarFX for the method)
* Improved lighting further
Since the gameplay changes are minimal, and the lighting should be vastly improved over u10, I recommend any tournament organizer to update their ruleset to use u12 as soon as possible. Hopefully there won't be any gamebreaking bugs this time.
Cheers,
chojje
SmytherThere are a lot of gaps that eat rockets and pipes, especially all the gaps between the crates in the crate stacks.
I am aware of this, but I haven't spent too much time on minor issues like this until I'm settled on the general layout. For the beta version, all of these errors should be fixed.