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cp_snakewater_rc3 
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Post cp_snakewater_rc3
apprently theres a newer version of snakewater, rc3. on the server we have rc2

any chance of uploading rc3 some time? :P

thx!


Tue May 10, 2011 11:29 pm
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Post Re: cp_snakewater_rc3
A link would be nice.


Tue May 10, 2011 11:34 pm
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Post Re: cp_snakewater_rc3
A direct link, though it's zipped:
http://www.ozfortress.com/maps/download ... er_rc3.zip


Tue May 10, 2011 11:36 pm
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Post Re: cp_snakewater_rc3
_rc3 has been around for ages, and has been being played for that entire time. :oops:


Tue May 10, 2011 11:39 pm
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Post Re: cp_snakewater_rc3
_rc3 was released on the 14th April 2011.

It's now on our servers.


Tue May 10, 2011 11:56 pm
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Post Re: cp_snakewater_rc3
thx!


Wed May 11, 2011 12:37 am
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Post Re: cp_snakewater_rc3
I noticed cp_snakewater_rc4 being played tonight in Albert’s TF2 Cup #4.

The change to spawn location should ease the problem attacking teams have pushing the final CP - if only someone would take another pass at the final CP of Freight.

Here's a link to rc4, if you would be so kind =)

http://dl.dropbox.com/u/64049/cp_snakewater_rc4.bsp.bz2


Sun Jul 24, 2011 8:48 pm
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Post Re: cp_snakewater_rc3
henchling wrote:
The change to spawn location should ease the problem attacking teams have pushing the final CP - if only someone would take another pass at the final CP of Freight.
God I wish, my team lost so many games because we just couldn't take last even with multiple tries. Doesn't help when the russkis go Heavy/Engy/Pyro/Sniper too.

Anyways, so where did they move the spawn to? It was next to mid before iirc. Cheers.


Mon Jul 25, 2011 12:50 pm
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Post Re: cp_snakewater_rc3
My poor phrasing has led you astray. Apologies.

The default spawn location - in this scenario, the defending team's spawn -has been changed:

rc3

rc4


rc3

rc4


rc3

rc4

Moving the spawn further back should prevent teams from quickly running back to spawn for health/ammo, and defending Medics won't, in theory, be able to sit safely in spawn, with uber/buffing teammates, until the point is threatened.

The only other significant change I've noticed has been made to the attacking team's left route to CP2:

rc3

rc4


rc3

rc4

I'm still of the mind that Snakewater would benefit from a clearly defined yard, à la Granary & Badlands, between mid & CP2, but the change should prevent this flank from being locked down quite so easily.


Mon Jul 25, 2011 2:10 pm
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Post Re: cp_snakewater_rc3
Good changes, and I agree henchling, perhaps removing the section of wall between the two exits from the 'house' onto what currently passes for a 'yard' (in front of the forward spawn door, below the window) would open it up more like Granary and allow more dynamic pushes.


Thu Jul 28, 2011 11:23 am
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