Snakewater

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Snakewater
Snakewater mid.png
Basic Information
Map type: Control Point
File name: cp_snakewater_final1
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
Healthico.png Health Kits: Smallhealth.png ×12  •  Mediumhealth.png ×6
Ammoico.png Ammo Boxes: Smallammo.png ×8   •   Mediumammo.png ×12
Map Photos
Loading screen photos.
Map overview
Snakewater overview.png
Map Stamp
Backpack Stamp Snakewater.png
Supporters Leaderboard

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.

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

Snakewater's locations
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

Main article: Community Snakewater strategy

Control point timing

Control Point Multiplier Seconds
Control Points 1 and 5 ×1
4 .600
×2
3 .067
×3
2 .509
×4
2 .208
Control Points 2 and 4 ×1
14 .000
×2
9 .333
×3
7 .636
×4
6 .720
Control Point 3 ×1
22 .000
×2
14 .667
×3
12 .000
×4
10 .560


Related achievements

See also: Obtaining Snakewater achievements

Snakewater has 5 map-specific achievements.

Log Jammin
Log Jammin
Kill 15 enemies in the rafters above the central capture point.


Mutually Air-Sured-Destruction
Mutually Air-Sured-Destruction
While rocket jumping, use a rocket to kill a rocket jumping enemy who also kills you with a rocket.


Snakebit
Snakebit
Win a round in which the enemy team has attempted to capture your final control point.
The Snakeout
The Snakeout
Wipe the other team with 12 or more players on the server.


Snakewater Salesman
Snakewater Salesman
Win 141 Rounds.

Update history

November 21, 2013 Patch (Two Cities Update)
  • Added Snakewater to the game.
  • Added achievements for Snakewater, Process, and Standin.

February 29, 2016 Patch

October 12, 2016 Patch

  • 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.

January 8, 2019 Patch

  • Fixed missing clip brush in RED kitchen.
  • Fixed minor clipping issues.

January 22, 2019 Patch

  • Updated cp_snakewater_final1 to fix missing player clips.

June 22, 2021 Patch

  • 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.

September 16, 2021 Patch

  • 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.

September 26, 2022 Patch 1

  • 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.

December 5, 2022 Patch

  • Fixed missing cubemaps.
  • Improved blockbullets.
  • Visual fixes.

Changelog

This is the changelog of the map before it was added to the game.
Changelog:
Changelog a5 (August 28, 2010)
  • 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