Snakewater
| Snakewater | |
|---|---|
| Basic Information | |
| Map type: | Control Point |
| File name: | cp_snakewater_final1
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| Released: | November 21, 2013 Patch (Two Cities Update) |
| Developer(s): | Toivo "chojje" Sawen |
| Map Info | |
| Environment: | Alpine |
| Setting: | Daylight, cloudy |
| Bot support: | Yes |
| Map Items | |
| Map Photos | |
| Map overview | |
| Map Stamp | |
| Supporters Leaderboard | |
| “ | What is Snakewater? Well, it's an action-packed control point map. It was created by community author Toivo Sawen. It's been battle-tested in competitive matches around the world. And it's now an official part of TF2. But one thing it is not is a city because this is the Two Cities Update and we're announcing a second city tomorrow. So for the record, Snakewater is more of a mill town than a city. To summarize: Action-packed. Toivo Sawen. Official part. Not a city.
— Two Cities Update, Mannhattan
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” |
Snakewater is a community-created Standard Control Point map released in the Two Cities Update. It is set in the middle of a logging facility and consists of a base for each team, an open second point for each team, and a center point. Inside of RED's and BLU's last spawnrooms, the exterior backside of an ambulance truck is visible, functioning as both teams' respective resupply cabinet.
Snakewater has been often used in 6v6 competitive play.
Contents
Locations
Note: If you are having trouble with finding the locations listed here, see the Helpful overview section to see their exact position marked on the map.
Control point 3
- Log: The middle point is surrounded by two sheds with outstretched roofs, containing a large log hanging directly over the point that connects the two.
- Kitchen (also Shed): These buildings are located to the left and right of the point. Inside them is a small health pack and a flank route around the Choke.
- Choke: One of the two routes connecting the middle point to the preceding/following points. It is located at the bottom of a slope, connecting the Yard and the central point.
- Lumbermill: This is a large, two-story building which separates the middle point from the 2nd/4th points. It has two exits which lead into the central area; one is through a large room containing a medium health pack and a small ammo pack, while the other passage is through a window on the second floor which leads to the Kitchen's roof and from then onto the Log.
- Third Spawn: A spawn room located besides the Lumbermill's main exit, facing the middle point. It has no resupply locker and its door is one-way. It becomes the default spawn once the 2nd/4th point is captured.
Control Points 2 & 4
- Yard: Between the Choke and the 2nd/4th point stands a large clearing without any cover. This open space is overlooked by a window from the neighboring Lumbermill.
- Train: The control point itself is located atop a railway bridge that stretches from the Lumbermill to the Cliff. Right next to the point is a wagon loaded with logs. Located below the Train bridge is an underpass which bypasses this area entirely and leads directly to the Lobby's lower area. The side of the Train bridge facing the Yard is semi-protected from enemy fire thanks to a shed and some fencing.
- Cliff (also Fence): Behind the 2nd/4th control point (from the attacker's perspective) is an elevated ridge overlooking the area. Up against the base of the Cliff is a medium health and ammo pack.
- Lobby: Much like with the middle point, there is a large building which separates the 2nd/4th points from the first/last points. There are multiple floors to this building as well as a plethora of entrances and exits. From the 2nd/4th point there is a ramp that connects it to the Train bridge. The left side of the Lobby (from the attacker's perspective) is a single, wide doorway leading to the last point, while the opposite side has two smaller doorways on different elevations from each other. The Lobby also has a basement or a lower area that leads to the Basin, and there is a long hallway that extends perpendicular to the Lobby and ends in a small balcony overlooking the Lumbermill's entrance/exit. Located below said balcony is a small health and ammo pack.
- Second Spawn: A wooden cabin that serves as a spawn room facing the Yard. It has no resupply locker and has a one-way door. It becomes the default spawn once the middle point is captured.
Control points 1 & 5
- First Spawn: The initial respawn and resupply area is a concrete building with two exits on either side leading to the Truck and Container flanks.
- Final/First Point: The final/first control point is located in the middle of a giant open area, squeezed right up against the First Spawn and flanked by two paths that connect the First Spawn to the Lobby. It is partially enclosed in a half-collapsed room with a roof which can be stood on.
- Truck: One of the paths from the initial spawn to the Lobby. Found on it is a large dump truck as well as a tall shed that overlooks the Basin. Below the tall shed is a small health kit and medium ammo pack, as well as a small building with a wooden platform connecting it to the main Truck path.
- Basin: A slope which ascends from the Lobby's lower area directly to the Final/First Point. It also has a staircase that leads up to the Truck path.
- Container: On the opposite side of from the Truck is another concrete path, containing a shipping container with stairs made out of boxes. A shutter door and a doorway on top of the container itself lead to Lobby.
Helpful overview
1.Kitchen/Shed 2.Choke 3.Lumbermill 4.Yard 5.Cliff 6.Lobby 7.Truck flank 8.Basin 9.Container flank
Red/blue diagonal lines: Red/Blu first spawn Red/blue double diagonal lines: Red/Blu second spawn Red/blue double diagonal lines w/ a circle: Red/Blu third spawn
Orange circle: Middle/third point Yellow circles: Second/fourth points Green circles: First/fifth points
Strategy
| “Sun Tzu's got nothing on us!” This map's Community strategy page is a stub. As such, it is not complete. You can help the Team Fortress Wiki Community Strategy Project by expanding it. Notes: None added |
Control point timing
| Control Point | Multiplier | Seconds | ||
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| Control Points 1 and 5 | ×1 |
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| ×4 |
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| Control Points 2 and 4 | ×1 |
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| ×3 |
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| ×4 |
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| Control Point 3 | ×1 |
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Related achievements
Snakewater has 5 map-specific achievements.
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Update history
- Updated several maps to support Competitive Mode.
- Changes based on community feedback.
December 19, 2018 Patch (Smissmas 2018)
- Fixed "splash bug" issues throughout the map.
- Fixed a lot of visual issues.
- Improved clipping and made movement smoother.
- Made fence near yard closed to projectiles.
- Fixed missing clip brush in RED kitchen.
- Fixed minor clipping issues.
- Updated
cp_snakewater_final1to fix missing player clips.
- Fixed clipping throughout map.
- Fixed explosion splash being caught by objects throughout map.
- Made movement smoother throughout map.
- Reworked some problematic areas like the kitchen.
- Minor visual enhancements throughout the map.
- Minor visual fixes.
- Minor clipping fixes.
- Slightly increased spawn time when attacking last.
- Fixed some jumps being made impossible in previous update.
- Made some areas like respawn doors smoother to walk past.
- Nature & Wildlife preservation measures.
- Minor visual, clipping/blockbullet, and detailing fixes.
- Fixed alignment issues.
- Fixed some mirroring issues.
- Updated mid slightly to make it more mirrored.
- Increased wall heights on mid to allow more jumps.
- Updated last spawn room to reduce the randomness of spawnpoints.
- Slightly increased cap time on last to account for longer travel time to the point.
- Speculative changes to fix some "wallbug" issues.
- Added Competitive mode stage.
October 5, 2022 Patch (Scream Fortress XIV)
- Fixed walkable ledge near mid.
- Fixed match summary screen for competitive mode.
- Created some space between spawn points and door trigger in first forward spawn.
- Minor visual fixes.
- Fixed missing cubemaps.
- Improved blockbullets.
- Visual fixes.
Changelog
- Increased spawntimes of attacking team to give defenders a chance of recapping second
- Added some crates on mid to prevent sightlines
- Changed all doors to nonsolid to avoid players getting stuck
- Changed the shed near last for a wooden platform and changed healthkit from medium to small
- Added signs throughout the map
- Increased the skybox height
- Added lights in spawnroom
- Fixed bad clipping near second resupply (thanks Mick-A-Nator)
- Added hazard strips to mark capture areas
- Fixed BLU second cap being smaller than RED
Changelog a6 (September 2, 2010)
- Loads of small fixes (thanks Archy for your finds!)
- Really fixed being able to shoot between the logs on mid
- Changed the mid area to prevent most classes from reaching the bridge over the cap
- Changed the lobby a bit to make it tighter and less clustry
- Switched two of the fences on second cap to prevent sightlines and protect the second cap a bit
Changelog a7 (September 6, 2010)
- Made it easier for scout to reach the bridge over mid
- Removed the doorway from flank to try to move the pushes towards the choke area
- Added various detail along with some optimization
- Redesigned the last capture point a bit to make it less wide
- Made the lobby even smaller
- Several small fixes
Changelog a8 (September 20, 2010)
- Fixed a few bugs, mostly visuals
- Changed mid a bit to make it a bit easier to flank the team holding mid, and also to make it easier to avoid sticky spam
- Started detailing mid (couldnt keep my hands off...)
- Somewhat fixed a nasty sightline where you could snipe mid from second respawn.
- A few smaller fixes.
Changelog a9 (September 29, 2010)
- Reworked the flank area to make it more useful as a flank rather than an attack route
- Continued detailing mid and a bit of second as well
- Flipped the map to illuminate RED rather than BLU side on mid
- Rebuilt the RED side to remove some balance issues, now both sides are identical
- Small fixes and changes
Changelog a10 (September 29, 2010)
- Fixed bugs
Changelog b1 (October 28, 2010)
- First beta release
- Detailed entire map
- Reworked the final area severely
- Changed sky and lighting, thanks supersandvich for the awesome sky texture!
- Added windows from second capture point to lobby
Changelog b2 (December 2, 2010)
- Added a flank leading from last to second to allow for sneaky backcaps (thanks grazr for your feedback)
- Made it easier for defenders to reach the last capture point
- Removed the trees (finally) and reworked the sightlines on last.
- Added some detail to hide the fact that there is no 3d skybox
Changelog b3 (December 8, 2010)
- Fixed LOTS of clipping errors
- Fixed texture errors, bad displacements and structures clipping through ceilings
- Fixed tanks near last not being solid
- Moved the forward respawn door a bit
- Increased the spawn wave times when attacking last slightly
- Increased the spawn wave times when attacking second slightly
- Exchanged the logs on the train near second for crates
- Removed the logs above second cap
- Added an opening in the fence near to second to add another attack route
- Made the crane above second non-solid
- Re-added spectator cameras (no idea how they disappeared)
- Lowered the shacks near last cap
- Increased the height of the ground near mid
- Made the vault doors in bottom lobby a tad wider
- Made the windows on dropdown one-way
- Made a roof near mid accessible
- Replaced the prop window
- Extended the balcony overlooking second to make the dropdown a bit more viable
Changelog b4 (December 11, 2010)
- Small fixes and changes
- Fixed a few more clipping errors
- Replaced the wooden platform near second
- Removed an annoying support near dropdown along with some tires
- Fixed a few slight imbalances
- Changed a few ramps to avoid glitches
- Moved the fences near second a bit to prevent a sightline
- Removed a crate near the train on second
- Tweaked lighting to make the map a bit brighter
- Moved the respawn when pushing last
- Moved the spawn locations slightly
- Tweaked the dropdown
- Moved the window from house to choke for optimization and gameplay reasons
Changelog b5 (December 19, 2010)
- Made the entire map brighter
- Added a platform to allow medics to reach the roof of the shack on mid
- Reworked the detail on last a bit
- Reworked the last area heavily, raising the capture point and rebuilding the tower
- Reworked the ground in choke to make it a bit smoother
- Fixed signs being the wrong color near 2nd forward respawn
- Made some optimization
- Fixed a few more clipping errors
- Fixed not being able to shoot through the conveyor belt near flank
- Fixed some slight imbalances
Changelog b6 (December 21, 2010)
- Added various detal throughout the map, including a 3d skybox and detail sprites
- Changed the clipping on the conveyor belt
- Moved the crates on the trains a bit to allow for a kewl scout jump
- Made some heealthkit rearrangements near second
- Rebuilt the gates to bottom area
Changelog b8 (January 2, 2011)
- Aesthetical changes
Changelog b9 (January 21, 2011)
- Updated to b9 which will be played in ESEA season 8!
Changelog b10 (January 31, 2011)
- Rebuilt the tower above last (thanks pingu for your assistance!)
- Removed the right ramp to the tower
- Moved the left attack route up a bit to make it more useful
- Removed a few fences near flank to mess down the area
- Made it a lot easier to jump up into the dropdown
- Moved the bridge near mid to not allow soldiers to spam down into choke
Changelog RC1 (Febuary 17, 2011)
- Released RC1 (release candidate 1).
Changelog RC2 (March 10, 2011)
- Reworked the choke area to prevent sniper sightlines
- Reworked the flank area, removing the staircase to avoid combos just rolling behind defenders of 2
- Fixed being able to enter various enemy spawnrooms
- Other bugfixes
Changelog RC4 (July 4, 2011)
- Widened the left exit when attacking 2 from mid
- Moved spawn exits on last back a bit
- Various small changes
Changelog RC5 (August 9, 2011)
- Added a new door in lobby to allow teams to get closer to last before ubering
- Changed the grate ramps to solid metal
- Made the lobby a bit bigger
- Some detail work
- Optimization
Changelog Final Release (September 6, 2011)
- 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
- Added snakes!
Trivia
- There is a display behind a room visible from BLU's Final Control Point of a mini Control Point captured by 2 BLU Scout targets with a fallen over RED Medic target.
Gallery
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