Difference between revisions of "Snakewater"

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{{improveimage|The map has had numerous updates since the screenshots had been taken}}
 
{{Map infobox
 
{{Map infobox
| game-type=Control Point
+
  | map-status                = community
| file-name=cp_snakewater_final1
+
  | map-game-type             = Control Point
| map-image=Snakewater mid.jpg
+
  | map-file-name             = cp_snakewater_final1
| developer=[http://steamcommunity.com/profiles/76561197998577229 chojje] / [http://forums.tf2maps.net/member.php?s=2fdbe54cc923099cd335dea675a3b8c0&u=1958 (TF2Maps) tovilovan]
+
  | map-image                 = Snakewater mid.png
| map-environment = Alpine
+
  | map-released              = {{Patch name|11|21|2013}}
| map-setting = Daylight, cloudy
+
  | map-released-major        = Two Cities Update
| map-health-pickups-small = 6
+
  | map-environment           = Alpine
| map-health-pickups-medium = 6
+
  | map-setting               = Daylight, cloudy
| map-ammo-pickups-small = 8
+
  | map-pickups-health-small = 12
| map-ammo-pickups-medium = 12
+
  | map-pickups-health-medium = 6
 +
  | map-pickups-ammo-small   = 8
 +
  | map-pickups-ammo-medium   = 12
 +
  | map-stamp-link            = https://steamcommunity.com/stats/TF2/leaderboards/252386
 +
  | map-has-bots              = yes
 
}}
 
}}
  
{{quotation|'''Two Cities Update'''|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.}}
+
{{Quotation|'''Two Cities Update'''|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.}}
  
'''Snakewater''' is an official [[Control Point (game mode)#standard control point|Standard Control Point]] map. 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.
+
'''Snakewater''' is a [[Steam Workshop|community-created]] [[Control Point (game mode)#Symmetric|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.
  
The objective of Snakewater is to control all five capture points. Each team starts with their second and final control points locked, leaving only the middle point available.
+
Snakewater has been often used in [[6v6]] [[Snakewater (competitive)|competitive]] play.
  
Snakewater became an official map in the Two Cities Update. It has been often used in 6's [[Snakewater (competitive)|competitive]] play.
+
== Locations ==
 +
{{HelpfulOverviewNote}}<br>
  
== Locations ==
+
All directions and names are given from the perspective of defense as their primary name, excluding the middle point.
All place names are given from the perspective of defense as their primary name (in terms of left and right), except obviously for the middle control point.
+
 
=== Control Points 1/5 ===
+
=== Control Points 1 & 5 ===
 
* '''Left''': One of two main paths that the team can move through, the other being right.  There is a raised plank allowing for cover from support classes as well as a fence located further up.
 
* '''Left''': One of two main paths that the team can move through, the other being right.  There is a raised plank allowing for cover from support classes as well as a fence located further up.
* '''Lower/Main''': This area is lower down and has a large path to the point.  This makes it difficult if there is players on the control point.  There is a staircase that leads up to the right area for a quick getaway as well.
+
* '''Lower/Main''': This area is lower down and has a large path to the point.  This makes it difficult if there are players on the control point.  There is a staircase that leads up to the right area for a quick getaway as well.
 
* '''Right''': This is the other main path that the team can push from.  There is a large rock and an elevated house, which is useful for the defending team to watch any area that the offending team may push from.
 
* '''Right''': This is the other main path that the team can push from.  There is a large rock and an elevated house, which is useful for the defending team to watch any area that the offending team may push from.
* '''Drop Down''': This area is to the far left, and is a small, one man door on top of a long crate with stairs made of boxes.  This area is mostly only useful for the defending team to move through, or for a Spy to come in.
+
* '''Drop Down''': This area is to the far left, and is a small, one-man door on top of a long crate with stairs made of boxes.  This area is mostly only useful for the defending team to move through, or for a Spy to come in.
 
* '''Lobby''': This is the main area where the attacking team stands and it has access to all of the paths for attacking.
 
* '''Lobby''': This is the main area where the attacking team stands and it has access to all of the paths for attacking.
  
 
<gallery widths=150px heights=90px>
 
<gallery widths=150px heights=90px>
File:Snakewater last 2.jpg | Final Point
+
File:Snakewater last 2.jpg|Final Point.
File:Snakewater last.jpg | Main / Lower
+
File:Snakewater last.jpg|Main / Lower.
File:Snakewater Main Lobby.jpg | Main Lobby
+
File:Snakewater Main Lobby.jpg|Main Lobby.
File:Snakewater Lower Lobby.jpg | Lower Lobby
+
File:Snakewater Right Lobby.jpg|Right Lobby.
 +
File:Snakewater Lower Lobby.jpg|Lower Lobby.
 
</gallery>
 
</gallery>
  
=== Control Points 2/4 ===
+
=== Control Points 2 & 4 ===
 
Some people refer to this control point as "'''Yard'''" because of its open area.
 
Some people refer to this control point as "'''Yard'''" because of its open area.
  
*'''Ramp''': One main area that allows access into the lobby, it's located in the middle area of the yard.
+
* '''Ramp''': One main area that allows access into the lobby, it's located in the middle area of the yard.
*'''Cliff/Drop Down''': This area is covered behind a fence, as well as having access to the lobby.  This area is called drop down because a player can go through the lobby and go through the pit at the top, getting easy access behind the opposing team.   
+
* '''Cliff/Drop Down''': This area is covered behind a fence, as well as having access to the lobby.  This area is called drop down because a player can go through the lobby and go through the pit at the top, getting easy access behind the opposing team.   
*'''Control Point''': The control point itself is located more to the left of the whole area.  The cliff is located above it, so the team can drop down to defend it. A train cart is located to the right of the point.  A fence and a house protect the team from direct fire, however they can both be jumped over.
+
* '''Control Point''': The control point itself is located more to the left of the whole area.  The cliff is located above it, so the team can drop down to defend it. A train cart is located to the right of the point.  A fence and a house protect the team from direct fire, however, they can both be jumped over.
  
*'''Main''': This is the main area where most players will tend to move onto the point.  It is located right in front of the team and acts as an opening area.
+
* '''Main''': This is the main area where most players will tend to move onto the point.  It is located right in front of the team and acts as an opening area.
*'''House''': This area is mostly used as a sniping area for attacking Snipers.  It is located above the main area.  Players can drop down from it, but it is generally more difficult to get back up.
+
* '''House''': This area is mostly used as a sniping area for attacking Snipers.  It is located above the main area.  Players can drop down from it, but it is generally more difficult to get back up.
  
 
<gallery widths=150px heights=90px>
 
<gallery widths=150px heights=90px>
File:Snakewater 2nd.jpg | Yard
+
File:Snakewater 2nd.jpg|Yard.
 
</gallery>
 
</gallery>
  
 
=== Control Point 3 ===
 
=== Control Point 3 ===
Because of the symmetrical style of Snakewater (and almost all 5 Point Control Point maps), each team share a similar landmark/location on their respective sides of the middle point. A popular method to counteract this is to add the prefix "'''our'''" or "'''their'''", e.g. "their Choke". Some players may also refer the middle point as "'''Mid'''".     
+
Because of the symmetrical style of Snakewater (and almost all 5 Point Control Point maps), each team shares a similar landmark/location on their respective sides of the middle point. A popular method to counteract this is to add the prefix "'''our'''" or "'''their'''", e.g. "their Choke". Some players may also refer to the middle point as "'''Mid'''".     
  
*'''Control Point''': The middle point is comprised of two sheds with outstretched planks, containing a log that connects the two.  This log hangs directly over the middle point.
+
* '''Control Point''': The middle point is comprised of two sheds with outstretched planks, containing a log that connects the two.  This log hangs directly over the middle point.
*'''Kitchen/Shed''': These buildings are located to the left and right of the point.  Inside both of the buildings are areas that lead to either team's respective right area.
+
* '''Kitchen/Shed''': These buildings are located to the left and right of the point.  Inside both of the buildings are areas that lead to either team's respective right area.
*'''Choke''': This is the area where the team can emerge from from.  It is straight behind the little house vertical to the point.
+
* '''Choke''': This is the area where the team can emerge from.  It is straight behind the little house vertical to the point.
*'''Right''': The area that is directly to the right of the choke.  Players can go through the sheds to get to this area for each respective team.  Teams can push through right instead of through choke because of its advantages.
+
* '''Right''': The area that is directly to the right of the choke.  Players can go through the sheds to get to this area for each respective team.  Teams can push through right instead of through choke because of its advantages.
*'''Houses''': These areas are located somewhat behind the planks on top of the shed and are often used to fire down on the control point and sheds. Within these buildings are two rooms; the lower room is "'''Saw Room'''" and the upper room is "'''Window Room'''".
+
* '''Houses''': These areas are located somewhat behind the planks on top of the shed and are often used to fire down on the control point and sheds. Within these buildings are two rooms; the lower room is "'''Saw Room'''" and the upper room is "'''Window Room'''".
  
 
<gallery widths=150px heights=90px>
 
<gallery widths=150px heights=90px>
File:Snakewater mid.jpg | Middle Point
+
File:Snakewater mid.png|Middle Point.
 
</gallery>
 
</gallery>
  
 +
== Helpful overview ==
 +
[[File:Snakewater overview with lines.png|left|Snakewater's locations|600px]]
 +
<big>1.Kitchen/Shed
 +
2.House
 +
3.Main
 +
4.Cliff
 +
5.Lobby
 +
6.Right flank
 +
7.Lower/Main
 +
8.Left flank
 +
9.Houses
 +
 +
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</big>
 +
 +
{{clr}}
 +
== Strategy ==
 +
{{main|Community Snakewater strategy}}
 +
{{community strategy stub link}}
 +
 +
== Control Point timing ==
 +
{{Control Point Timing/Official Map}}
 +
 +
== Related achievements ==
 +
{{see also|Obtaining Snakewater achievements}}
 +
Snakewater has 5 map-specific [[Snakewater achievements|achievements]].
 +
{{Snakewater achievement list}}
 +
 +
== Update history ==
 +
{{Update history|
 +
'''{{Patch name|11|21|2013}}''' ([[Two Cities Update]])
 +
* Added Snakewater to the game.
 +
* Added achievements for Snakewater, [[Process]], and [[Standin]].
 +
 +
'''{{Patch name|2|29|2016}}'''
 +
* Updated several maps to support [[Competitive Mode]].
 +
 +
'''{{Patch name|10|12|2016}}'''
 +
* Changes based on community feedback.
 +
 +
'''{{Patch name|12|19|2018}}''' ([[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.
 +
 +
'''{{Patch name|1|8|2019}}'''
 +
* Fixed missing clip brush in [[RED]] kitchen.
 +
* Fixed minor clipping issues.
 +
 +
'''{{Patch name|1|22|2019}}'''
 +
* Updated {{code|cp_snakewater_final1}} to fix missing player clips.
 +
 +
'''{{Patch name|6|22|2021}}'''
 +
* 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.
 +
 +
'''{{Patch name|9|16|2021}}'''
 +
* 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.
 +
 +
'''{{Patch name|9|26|2022}} #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.
 +
 +
'''{{Patch name|10|5|2022}}''' ([[Scream Fortress 2022]])
 +
* 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.
 +
 +
'''{{Patch name|12|5|2022}}'''
 +
* Fixed missing cubemaps.
 +
* Improved blockbullets.
 +
* Visual fixes.
 +
}}
 +
 +
{{Two Cities Update Nav}}
 
{{Maps Nav}}
 
{{Maps Nav}}
 +
 +
[[Category:Quickplay maps]]

Latest revision as of 19:47, 15 August 2024

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
Item icon Map Stamp - Snakewater.png
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

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.

All directions and names are given from the perspective of defense as their primary name, excluding the middle point.

Control Points 1 & 5

  • Left: One of two main paths that the team can move through, the other being right. There is a raised plank allowing for cover from support classes as well as a fence located further up.
  • Lower/Main: This area is lower down and has a large path to the point. This makes it difficult if there are players on the control point. There is a staircase that leads up to the right area for a quick getaway as well.
  • Right: This is the other main path that the team can push from. There is a large rock and an elevated house, which is useful for the defending team to watch any area that the offending team may push from.
  • Drop Down: This area is to the far left, and is a small, one-man door on top of a long crate with stairs made of boxes. This area is mostly only useful for the defending team to move through, or for a Spy to come in.
  • Lobby: This is the main area where the attacking team stands and it has access to all of the paths for attacking.

Control Points 2 & 4

Some people refer to this control point as "Yard" because of its open area.

  • Ramp: One main area that allows access into the lobby, it's located in the middle area of the yard.
  • Cliff/Drop Down: This area is covered behind a fence, as well as having access to the lobby. This area is called drop down because a player can go through the lobby and go through the pit at the top, getting easy access behind the opposing team.
  • Control Point: The control point itself is located more to the left of the whole area. The cliff is located above it, so the team can drop down to defend it. A train cart is located to the right of the point. A fence and a house protect the team from direct fire, however, they can both be jumped over.
  • Main: This is the main area where most players will tend to move onto the point. It is located right in front of the team and acts as an opening area.
  • House: This area is mostly used as a sniping area for attacking Snipers. It is located above the main area. Players can drop down from it, but it is generally more difficult to get back up.

Control Point 3

Because of the symmetrical style of Snakewater (and almost all 5 Point Control Point maps), each team shares a similar landmark/location on their respective sides of the middle point. A popular method to counteract this is to add the prefix "our" or "their", e.g. "their Choke". Some players may also refer to the middle point as "Mid".

  • Control Point: The middle point is comprised of two sheds with outstretched planks, containing a log that connects the two. This log hangs directly over the middle point.
  • Kitchen/Shed: These buildings are located to the left and right of the point. Inside both of the buildings are areas that lead to either team's respective right area.
  • Choke: This is the area where the team can emerge from. It is straight behind the little house vertical to the point.
  • Right: The area that is directly to the right of the choke. Players can go through the sheds to get to this area for each respective team. Teams can push through right instead of through choke because of its advantages.
  • Houses: These areas are located somewhat behind the planks on top of the shed and are often used to fire down on the control point and sheds. Within these buildings are two rooms; the lower room is "Saw Room" and the upper room is "Window Room".

Helpful overview

Snakewater's locations
1.Kitchen/Shed
2.House
3.Main
4.Cliff
5.Lobby
6.Right flank
7.Lower/Main
8.Left flank
9.Houses
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 Point 1 and 5 ×1
4 .600
×2
3 .067
×3
2 .509
×4
2 .208
Control Point 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.

Snakewater Salesman
Snakewater Salesman
Win 141 Rounds.


Snakebit
Snakebit
Win a round in which the enemy team has attempted to capture your final control point.


Log Jammin
Log Jammin
Kill 15 enemies in the rafters above the central capture point.
The Snakeout
The Snakeout
Wipe the other team with 12 or more players on the server.


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.

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 2022)

  • 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.