chojje
Account Details
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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#60 Updating cp_snakewater in Map Discussion
CollaidePendjidx 81
http://imgur.com/a/XVg6I

Not really sure if I like this ramp:
http://i.imgur.com/LT6TZ0t.jpg
I like how it's less compact than the current version, but the fact it's angled towards the attacker seems a little odd, as you're already incredibly fucked if you're stuck on the flat ground by that spawn area.

And the other side of the argument is:
Now you can hold closer and still have highground.
When opposing team pushes you can reach highground faster than before.

Would you say that this change helps defenders more than attackers?

posted about 8 years ago
#55 Updating cp_snakewater in Map Discussion
saffron

Good finds, cheers!

posted about 8 years ago
#53 Updating cp_snakewater in Map Discussion

Hey everyone,

At long last I've been able to work with the changes and bugfixes you've suggested.

Here's the current updated version: https://dl.dropboxusercontent.com/u/2447457/cp_snakewater_u1.bsp.bz2

Changelog u1:

* Loads of small clipping fixes, the map should be a LOT smoother to play now
* Loads of visual fixes
* Slightly tweaked last, adding a fence and moving the ramp slightly. Image: http://steamcommunity.com/sharedfiles/filedetails/?id=643766053
* Rotated the little balcony near the shacks at mid. This change might be reverted if it's impopular.
* Added an awning to prevent spam from the walkway above grass connector
* Fixed spawnpoints
* Changed BLU Lobby to mirror RED
* The old sky is back! Hooray!

If you get to playtest this version, please give me your feedback! There are likely to be a thousand new bugs for the hundreds that I fixed, so your bugfinding skills are always appreciated.

Cheers,
chojje

posted about 8 years ago
#1 Updating cp_snakewater in Map Discussion

Hey everyone,

I'm chojje, the author of cp_snakewater. I was approached recently by Fubar about updating Snake, and when discussing it with Valve they thought it would be a good time to do so two years after its release.

Specifically, Fubar brought up a problematic sentry spot which rendered the final point stale in Highlander. I will try to resolve this problem, and do a complete overhaul of the map where I take any feedback from the two last years into account.

So my question for the competitive community right now is the state of the map in both the 6s and Highlander scene.

* Is there any particular area which is problematic/not fun?
* Are there any glitches that have been abused in competitive play?
* What is the general opinion on Snakewater in the various formats?

I'm really glad to see the map still being played competitively, and I'll be really happy to take any feedback into consideration when updating the map! If anybody wants to playtest the upcoming versions, please send me a PM and I'd love to join in or survey the playtesting.

Thanks for your assistance,
chojje

posted about 8 years ago
#10 Snakewater in TF2 General Discussion

As I haven't seen the version released in the game, I can't tell. Most likely it will be very similar to g7, with some minor bugfixes.

And yes, I will definitely be able to make updates in the future, as long as the community demands it.

posted about 11 years ago
#6 Snakewater in TF2 General Discussion
nerkulKeep working on that new map (chinook?), was really fun.

I'll definitely pick it up again some time soon!

posted about 11 years ago
#4 Snakewater in TF2 General Discussion

Yay!

Thanks to everyone who's helped me out over the years - without the support of the competitive community from day one, this wouldn't have happened.

Don't be afraid to keep sending feedback, who knows what the future holds in store.

/"Toivo" chojje "Sawen"

posted about 11 years ago
#33 cp_chinook | a1 released! in Map Discussion
gr8stalinBIG CHOJJE WE DID SOME MAP PUG TESTING

cp_chinook_a4:big sniper sightlines on last, don't just use a shutter door that can be opened to block one off

mids last way too long and second never sees any play

you can kite people forever on mid and even uber there, too much cover

room behind second was useless, flank as well

question raised - why is second lower than everything else?

don't use shutter door on second JUST to block a sightline, especially if it is 2way

lots of unecessary crouch jumping on lots of places, including last

Also I made a POV, should show most of the kiting.

you're amazing :')

Most of the changes near last are very experimental and right now I'm trying to find connectors that work out - the actual structures are very clunky. I agree that both mid and last are too big, and I'm currently working to make them both smaller.

posted about 11 years ago
#29 cp_chinook | a1 released! in Map Discussion
DunderBroDid you change the skybox thing I talked about at the last to second thingy?

Yes.

posted about 11 years ago
#27 cp_chinook | a1 released! in Map Discussion

Updated to a4: https://dl.dropboxusercontent.com/u/2447457/cp_chinook_a4.bsp

posted about 11 years ago
#26 cp_chinook | a1 released! in Map Discussion

Updated to a3: https://dl.dropboxusercontent.com/u/2447457/cp_chinook_a3.bsp

posted about 11 years ago
#9 Wind Waker HD in Other Games

I'm so pissed that you won't get a game disc with the limited edition console - I might get that one anyways because of the swag controller.

posted about 11 years ago
#25 cp_chinook | a1 released! in Map Discussion

A2 released: https://dl.dropboxusercontent.com/u/2447457/cp_chinook_a2.bsp

Thanks to the nlpg group for feedback!

posted about 11 years ago
#23 cp_chinook | a1 released! in Map Discussion
marioHave you tried something like this? A wall around the bases on mid that a soldier can crouch jump onto. Would allow for a more risky path for flanking classes.

http://i.imgur.com/MToPBcr.jpg

Yeah, I think the current path up is one too much and I'll probably rework it along the lines you described. I really want the lower and bridge area to work together, and now they feel too disconnected.

posted about 11 years ago
#14 cp_chinook | a1 released! in Map Discussion
Daggerhookychojjeit's not snakewaterit's not quay

I can't believe that no one ever figured out how to pronounce it right.

key

she-nawk

posted about 11 years ago
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