Snatch TE version feedback thread


(SteelRat) #1

Ok, I have received a number of requests for a TE version for Snatch already so I decided to start this post.

Please post constructive feedback, suggestions and ideas in this thread and I will consider them for a Tournament Edition version of Snatch.

Things that have been brought forward so far that I am considering are:

  1. Don’t swap the spawn points for the 2:nd stage of the map.
  2. Make the truck non-damageable

Cheers,
SteelRat


(swine) #2
  • remove the door @ axis h/a rack near spawn

  • crouch tunnel for the CP (screenshot)
    A tunnel for the cp which is getting smaller and smaller so you have to crouch at the end,
    so the allies cant rush out and it’s a bit easier for axis to take them out…

  • first tank barrier should need more chargebar (125% or something)
    and the construction kit should be near the allies spawn
    check the screenshot “1barrier-kit”

  • the “hole” after the second h/a rack should look like an explosion whole
    and it should be bigger so you cant get rifled or panzered that easy.
    (screenshot: “bigger-hole”)

  • cp should need only 1 chargebar

  • remove axis mg which covers the bridge, you should work with crossfire.

  • radio which you can turn on/off for the axis spawn :slight_smile:

  • axis 30sec allies 20sec spawn

  • mark the radio wall

  • only 1 axis spawn, allies should get 2 (cp and default)

  • replace the truck with a tank (movesclae 1.25)
    http://www.new-etmaps.de/pics/pref_dt_sdk_fz222_1_b.jpg
    downloadlink: http://www.new-etmaps.de/Prefabs/dt_sdk_fz222.rar

  • allies has to steal ammo for the tank now
    tank has to destroy the maingate, which you can open with a switch or close it, till
    the tank is in position. (check screenshot: “switch” )

  • replace the third barrier. should go below the bridge. and the construcion kit also
    a bit more on the allied side. (check screenshot “2barrier”)

  • the finish is at the old position of the third barrier, where the tank has to destroy
    a big generator, something liek the “fueldepot” (screenshot: fueldump)
    We need a big “BANG” at the end of the map :smiley:

  • a small whole should be in the hole where allies have to grab the docs or ammo, so you
    can shoot a panzer or a rifle from axis spawn…(check screenshots: “holeinthewall” and “box”)
    the box should be there to do some nice rifle shoots.

  • an optical change is to remove a “gras” texture near the axis spawn, check “remove” screenshot.

  • screenshot “tree” shows you where you should add a second tree so the allies have a bit more cover from the landscape

Related links:
http://swine.vpclan.de/snatch/


(Viax) #3

I agree with most of the changes swine proposed, they’ll make the map last longer and more suitable for competative play.


(SPU9) #4

swines changes sounds really good!


(Gringo) #5

I would move the last truck barrier a little closer to the axiz spawn to give them a better chance to defend it!


(Otternase) #6

nice ideas from swine, would be really nice if you can implement those changes for the next version :slight_smile:


(SteelRat) #7

Some good comments, here are mine:

"- crouch tunnel for the CP (screenshot)
A tunnel for the cp which is getting smaller and smaller so you have to crouch at the end,
so the allies cant rush out and it’s a bit easier for axis to take them out… "

Do you feel it is too easy to play as Allies?

"- first tank barrier should need more chargebar (125% or something)
and the construction kit should be near the allies spawn
check the screenshot “1barrier-kit” "

Do you mean that Axis would have to run down to the Allied CP on order to build the barrier?

“- cp should need only 1 chargebar”.

It is in the snatch.pk3 version (satchel for axis), in the snatch_beta.pk3 it is dynamitable only and thus requires more chargebar

“- radio which you can turn on/off for the axis spawn”

Don’t see the need for this in a TE version??

"- only 1 axis spawn, allies should get 2 (cp and default) "
“- remove axis mg which covers the bridge, you should work with crossfire”

"- mark the radio wall "

What do you mean? It is already on the command map?

"- the finish is at the old position of the third barrier, where the tank has to destroy
a big generator, something liek the “fueldepot” (screenshot: fueldump)
We need a big “BANG” at the end of the map "

This is starting to sound like a totally different map to me, snatch is about the radar parts.

I would move the last truck barrier a little closer to the axiz spawn to give them a better chance to defend it!

OK.

/SteelRat


(swine) #8

edit a bit fucked up with the qoutes :x


(eRRoLfLyNN) #9

Imo for tourney play -

  • take both barriers out (Allies already have to blow the gate so the truck can get through) - if u want to keep one, keep the second and leave it where it is, maybe put it a tiny bit closer to the Axis spawn
  • agree with above re spawns - keep Axis in middle spawn & Allies at CP (if they own it) with option to select their 1st spawn also
  • Maybe 2 Radar parts
  • Maybe truck can be moved as far as the Main Gate without Parts being secured (not sure about this though, it would need to be tested!)
  • Keep spawn times as they are in the “final” version - Axis 30 Allies 15 - I suppose that can be changed by Leagues etc anyway
  • I didn’t really notice if the ladder (by the buildable bridge) is there b4 the bridge is built. If it is I would say remove it until the bridge is built & let the bridge / walkway be destroyable by satchel

(DerSaidin) #10

All good sugfestions so far.

One other thing I was thinking would be cool, is if the dynomightable wall on the building didnt just make a hole, but the roof collapsed and made a ramp up to the top.

One other thing steel rat, with the visual bugs, such as floating stairs and stuff, You would have seen how picky I am with them in the other thread. If you want I’d be happy to look over it and correct them/tell you. That’d make the map look nicer.
I dont know about anyone else, but visual bugs in maps realy bug me.

PM me if your want to take up my offer. :slight_smile:


(jah) #11

my sad critic:

TE edition? Make the map even crappier, compile it without any light settings, and release it with some bugs. Like adlernest. Clans love playing on crappy maps.

Seriously, i’m very sad with all the “TE” versions that have been released lately. Snatch still has some glitches and still looks very poor (it has no detail… even the vertical stairs seem to be glued onto the walls…). Some clipping brushes are still missing (that big vertical black thingy next to the radar for example) and others are badly placed (like the one in the bushes outside the allied CP - badly place because in all other maps you can walk through bushes, but i guess this map is special…). The allied cp windows are so small that you can’t even get out climbing them (another special thing for this special map).

I see the “final” version of the map as a rough sketch. It still needs a lot of work. But heh, if you want to release a TE version, go ahead. Clans like crappy, silly looking maps. I know that by experience, i play in one (3 years rtcw + since et was released; played on eurocup and reached premier finals on opencup, i r 1337 i roxor! etc).

Frostbite is the only custom map played in Clanbase that is good looking AND clan playable (ah yes, it’s an old rtcw custom map…). AND FUN xD

TE edition thingys (i know you won’t resist and you’ll prolly publish the map so whatever):

  • too much health/ammo crates (look at the stock maps… usually maps only have 1 or 2 ammo racks and they’re usually a long way from objectives - to avoid camping!)
  • too many team only doors (and why on earth would the axis CP door would be “free-for-all” if all the other doors are “axis-only”?)
  • axis shouldn’t get such a clear view from their spawn to the radar with the parts (respawn as panzer - boom - parts recovered);
  • if clans wanted lots of truck/tank barriers they would play goldrush stock edition… (instead of the TE edition \o/);
  • add a trickjump somewhere, maybe out of axis spawn, clans love that (i think it’s because of that that adlernest is so popular harharhar);
  • truck should be indestructable (like sd2);

well, thats all that i can think of now. I know i know, i’m a sad sad man. but i just want to play good maps with cool gameplay maps that could actually look cool if the mappers just had put a bit more effort into it.

J

PS: i’m really really sorry.


(Gringo) #12

Have u made any maps?


(DerSaidin) #13

jah does have one point amongst that… post.

The final was probably a little premature. But the TE is where you can fix that.
Beta it up!!!

Actually its a loose - loose situtation. People were crying at me for putting out so many betas of adlernest.

I say if thats what it takes to get a nice map, then go for b10!


(nedd3h) #14

Remove the ammo/health racks imo.


(rbnt) #15

I agree with almost every suggestion swine made, except for the tank ideas :stuck_out_tongue: Just make sure the truck cant be damaged and let the allies be able to spawn at their primary spawn all through the map. they can choose between cp (after they built it) and primary. axis will be able to spawn somewhere close to the bridge after allied took the truck. that way axis still have a chance to defend the truck half way to route.

Its a very decent map anyway, good job.

If ever you would make a map again soon, make a map with a large indoor part again like braundorf :slight_smile: would be nice.

EDIT: [02:54:54] [nd`aCoZz]: u can build cp in warmup and spawn there @ match \o/

bug?:open_mouth:


(aCoZz) #16

Hi all !

Let me say first that the map idea is really nice, some changes are needed thou.

I agree with most that swine said, except the tank part that would change the map completely. Just make that the truck cant get damaged, and keep the primary allies spawn for allies…

Maybe add an axis spawn point somewhere around the bridge or a bit lower down the road, so they have a chance to stop the truck after it leaves the depot.

Also this is a bug i accidently noticed while trying out the map with few more guys. You can build CP at warmup, select it’s spawnpoint and u get spawned there at the start of match. Heavy bug :slight_smile:

Anyway it’s a really cool map, just needs some fixes, nice job for now steelrat, keep up the good work.


(nedd3h) #17

u can build cp in warmup and spawn there @ match

could a mapscript fix this (etpro)


(swine) #18

i try to explain why i think we need a tank.

if allies can blow the main gate at the beginning, then it’s to easy for them, cause if they push with 4 guys from cp 2 can go for backraping. they can get a lot of ammo from the ammo rack at the first spawn…
we thought this would make it to hard for axis. so we thought about that the allies can open the maingate with a switch, like on frostbite.
the tank (without an mg tbh) is just a “tweaked truck” :slight_smile:
it can blow the main gate when the allies moved it into position with the “ammo” pack, which is actuaslly a radar pack.
and to make the “secure way” a bit shorter we thought the tank can also blow up a fueldepot at the position, where the last barrier is now…

the main part of the map will be the same…we have some docrun and we need to blow something.
the only change will be what the allies have to do and with which vehicle.

the tank i want to see is something new imo, it’s not always the same tank like on grush…it’s a version which actually can be a bit faster without looking liek a “ferrari tank” or something.

i hope you can understand me a bit why we thought to change the truck with a tank, which cant get damged of course.


(aCoZz) #19

if allies can blow the main gate at the beginning, then it’s to easy for them, cause if they push with 4 guys from cp 2 can go for backraping. they can get a lot of ammo from the ammo rack at the first spawn…
we thought this would make it to hard for axis. so we thought about that the allies can open the maingate with a switch, like on frostbite.
the tank (without an mg tbh) is just a “tweaked truck”
it can blow the main gate when the allies moved it into position with the “ammo” pack, which is actuaslly a radar pack.
and to make the “secure way” a bit shorter we thought the tank can also blow up a fueldepot at the position, where the last barrier is now…

Well after more thought i have to agree the tank is maybe a better idea. Also the suggested model from Swine is more an APC then tank, and it doesn’t have an MG, which we’re trying to avoid anyway. Also i have to agree allies would have an easy way to plant the gate from the beggining, this way they would be depending on the tank.

The story can be : " Allies need to steal the radar parts, secure them inside the tank, and safely escape the depot using the tank for blasting the main depot gate, and escorting it to secured area. :smiley:


(deej) #20

Well all playtesting we have done does give one chokepoint. A good set-up axis defence can cripple the allies at the bridge. Attacking from either side (corridor or truck barrier) is made impossible with 3 axis camping on their side of the bridge. Allies can get out of this quite difficult.

BTW a public Snatch2 SW testserver is up at et.fragland.org:27970 (83.243.82.88:27970).