http://en.wikipedia.org/wiki/Chinook_wind
btw, what's a Chinook Hop?
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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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http://en.wikipedia.org/wiki/Chinook_wind
btw, what's a Chinook Hop?
Hey!
With Snakewater finished up for the upcoming ETF2L season, I've got another treat for you.
Here's cp_chinook! http://fastdl.colonslash.eu/maps/cp_chinook_a1.bsp.bz2
Currently in a1 version, I've tried to create a straightforward 5 CP map, but playing around a lot with the connectors between the points to create some interesting gameplay.
CP 1:
http://cloud.steampowered.com/ugc/636421081734030789/3074B2A6679EF7DE98FE93B6ACCB6991A42438E3/
http://cloud-2.steampowered.com/ugc/636421081734033082/C38F02C50970CFF09FACCFFAB9C26BD468CA0B46/
The area is divided into two, which forces teams to coordinate their defence. There's a lot of vertical action with three distinct levels of gameplay. Aggressive and mobile play is rewarded.
CP 2:
http://cloud-3.steampowered.com/ugc/636421081734034462/3D1085C3E38FF58997860ED4E53BDA8102DA22E8/
Overlooked by a bridge and a small hut, the point is situated on low ground in this yard. Key will be controlling the gih ground surrounding the point. The wide connectors allow a lot of crazy plays.
CP 3:
http://cloud-2.steampowered.com/ugc/636421081734035306/BAD12D09B617EC3F21B4DA2F0E94488645A7B62F/
Situated on a bridge, this spacious mid point requires teams to control the air before moving forward with ground units. The lower area allows for flanks and surprising plays.
Try it out, and give me your feedback! As you can tell the visuals are very basic for now while I'm focusing on the gameplay.
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.
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).
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.
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?
liasI can't download g5 8( Error (404)
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Yep, g6 is now the official latest testing version.
https://dl.dropboxusercontent.com/u/2447457/cp_snakewater_g6.bsp
raikuchojjeHere's g6 now: https://dl.dropboxusercontent.com/u/2447457/cp_snakewater_g6.bsp
I changed the fence for a little building, tell me what you think!
http://cloud-3.steampowered.com/ugc/1100291190029939964/19582A95809889A8CF262C3BD5CD14C09CA1463B/
How do you feel about removing that mid pole ?:p
I could, but the structure looks a bit heavy to be supported by fewer poles.
Here's g6 now: https://dl.dropboxusercontent.com/u/2447457/cp_snakewater_g6.bsp
I changed the fence for a little building, tell me what you think!
WaldoI feel that until lobby is significantly less spamable from 2 it will still be impossible push out of last without the other team failing a push first. As is, you would have to pop through lobby, and the other team can fight 5v6 because of how much of a kill zone bats and lobby are.
Well, a lot of maps have this property (Badlands comes to mind). I on't know how to change this without reworking the 2-1 connector entirely.
raikuchojjeWhat about this? https://dl.dropboxusercontent.com/u/2447457/New%20Bitmap%20Image%20%283%29.jpg
Maybe make the both lower walls see-through?
I could, but I kind of like making the little staircase more powerful for sneaky plays, and reducing the sightline from grass to the main entrance into lobby. If you could justify it, I'm more than happy considering changing it.
I was just about to bump the old Snakewater thread when I found this! Thanks for the feedback - as you have noticed the visuals are still quite provisional, while I'm making sure the gameplay changes work out.
The fences are problematic - they add a lot of visual noise to the map which makes it confusing for newer players, but on the other hand they're very important to gameplay because of the visibility they give. The idea is to simplify the visuals, but I agree that it may change the balance in favor of bombers.
I'm currently finishing up g6 which adds some visibility through the fences and cleans up some other things.
I can't since Hooky created the thread... Sorry about that.
I'd be happy to pick up work on Quay again, but I'll get nowhere without feedback. If you like I can get a new version out soon for you to try.