Here's the current WIP version if anybody wants to try it out: https://dl.dropboxusercontent.com/u/2447457/cp_snakewater_g4.bsp
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) |
Game Settings | |
---|---|
In-game Sensitivity | |
Windows Sensitivity | |
Raw Input | |
DPI |
|
Resolution |
|
Refresh Rate |
Hardware Peripherals | |
---|---|
Mouse | |
Keyboard | |
Mousepad | |
Headphones | |
Monitor |
There are several bugs which need fixing (teleporter outside map, crates unbalanced on mid, spawnroom missing), so I figured I might as well try to do some balance changes while I'm at it.
I'm not sure when and how I will release the upcoming version, for now I'm sticking to internal versions while I'm making changes. Who knows what the future has in store....;)
frknLunacideI think moving the forward spawn to here would be good. It would make it harder to contest 2nd from the yard, but it wouldn't make 4 man suicides impossible.I like this better than swapping the forwards. It allows for good jumps to get you in the fight fast, but not as fast as is possible with the current location.Show Content
That is literally swapping the forward spawns, though. I like the idea.
kalhoThe extra room looks interesting and i subscribe everything frkn said. Longer respawn times or the spawns being farther away is needed.
Alright, I'll take a look at changing this.
cage-Would that new fence to the left of the big door remove the sniper line from there to the back left? because if that is where most medics hold that might make sniper useless on last.
You can no longer see in through the door, but there is a sightline if you move up a little on the far left side (defenders perspective). I'm definitely looking at tweaking these sightlines.
Another thing I'm gonna try working with is the light settings.
Alright, I've been tinkering with a new version of Snake, and I've got some screenshots while internal testing commences: http://steamcommunity.com/sharedfiles/filedetails/?id=158581334 http://steamcommunity.com/sharedfiles/filedetails/?id=158581316 http://steamcommunity.com/sharedfiles/filedetails/?id=158581271
The idea is to make pushing out easier through blocking off sniper sightlines and giving much more room for attackers. Tell me what you think!
If there's any bugs you've find through the almost 2 years (wow!) since the release, now's the time to tell me! A few have been fixed already (crate discrepancy on mid, missing spawnroom on BLU, etc), but I'm sure there are more out there!
Download of current version for anyone who hasn't got it: http://fakkelbrigade.eu/luke/cp_snakewater.bsp.bz2
Amazing to see Valve picking up community maps again! Really well deserved after all the work Scorpio has put down mapping and running map pugs to keep evolving competitive TF2.
aykarinI'd love to run this on my server, but Multiplay haven't uploaded B3 yet.
I will run b2 for a few games today ^^
Cheers!
I updated to b3a to fix the invisible wall: https://dl.dropbox.com/u/2447457/cp_quay_b3a.bsp.bz2
LimboBeen jumping around it for a bit, and it looks really good but on the second point on the red side, the door that is right beside the point you cant actually walk through, but you can on the blue side, other then that though it looks good, ill update if there's something else i find. If you want a video i can do that just tell me.
Wow, thanks. Lucky we found this before any major playtesting commenced!
Alright, finally b3 is out! https://dl.dropbox.com/u/2447457/cp_quay_b3.bsp.bz2
Changes include a completely reworked second point along with some lobby changes. Mid remains more or less the same compared to b2, so if you have some more feedback on that area I'd appreciate it. Screens can be found here: http://steamcommunity.com/profiles/76561197998577229/screenshots/
Enjoy!
If there's a genuine interest for fixing these issues, I might be able to help out. If somebody could compile a list of what needs to be fixed, I'll have look and see what I can do.
OH GOD THIS MAP HAS SO SEXY ROLLOUTS
I run [1 2 3; ALT+A ALT+S ALT+D] So I won't miscast spells when intending to use items, kinda sucks to have shitty binds for control groups but mostly binding "target hero" and "target control units" bound to x and c works out.