After a little more than a year and in total 40 iterations, cp_snakewater is finally ready for a final release. It's been a long process from the first pre-alpha, and I can't thank everybody who's been helping me out enough. Hopefully you'll enjoy this map in the upcoming Wireplay and ETF2L seasons, and keep providing feedback so maybe them ap can be further improved in the future.
changed the lobby area further to make the new entrance less chokey
Fixed not being able to change classes in left side of first respawn
Fixed grates in bottom lobby being non-solid
Further detail work
Fixed a lot of clipping errors
Fixed visual bugs
Final optimization to further buff FPS
Alright, I've been tinkering with a new version of Snake, and I've got some screenshots while internal testing commences: steamcommunity dot 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. fakkelbrigade dot eu/luke/cp_snakewater.bsp.bz2