Download TF2 CP Snakewater Final 1: A Classic Control Point Map
TF2 CP Snakewater Final 1 Download: A Guide for Beginners and Experts
If you are a fan of Team Fortress 2, you might have heard of or played on a map called cp_snakewater_final1. This is a popular control point map that has been featured in many competitive matches and tournaments. But what is this map exactly, and why should you download it? In this article, we will answer these questions and more, as we give you a comprehensive guide on everything you need to know about TF2 cp_snakewater_final1 download.
tf2 cp snakewater final 1 download
History and Changes of TF2 CP Snakewater Final 1
Before we dive into the details of the map, let's take a look at its history and how it has changed over time.
How TF2 CP Snakewater Final 1 Became an Official Map
TF2 cp_snakewater_final1 was not originally created by Valve, but by two community authors named Toivo "choiie" Sawen and tovilovan. They submitted their map to TF2Maps.net, a website where users can share their custom maps and get feedback from other players. The map was well-received by the community, especially by the competitive scene, who praised its balanced design, smooth gameplay, and aesthetic appeal.
The map caught the attention of Valve, who decided to make it an official part of TF2 in the Two Cities Update in November 2013. This update also introduced two other community-made maps, mvm_rottenburg and mvm_mannhattan, as well as new weapons, cosmetics, achievements, and more. Valve also added a stamp for cp_snakewater_final1, which players can buy to support the original authors.
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How TF2 CP Snakewater Final 1 Has Evolved Over Time
Since its official release, TF2 cp _snakewater_final1 has undergone several changes and improvements, both by Valve and by the community. Some of the main changes are:
The addition of a forward spawn for the attacking team when they capture the second point, making it easier to push the final point.
The removal of some props and details that caused visual clutter or collision issues, such as barrels, crates, and pipes.
The adjustment of some textures, lighting, and shadows to improve the map's appearance and performance.
The fixing of some bugs and exploits that allowed players to get out of bounds or access unintended areas.
The tweaking of some geometry and clipping to smooth out the movement and prevent players from getting stuck.
These changes have made TF2 cp_snakewater_final1 more polished and enjoyable to play on, while still retaining its original charm and identity.
Map Overview of TF2 CP Snakewater Final 1
Now that we have covered the history and changes of the map, let's take a closer look at its layout, environment, and control points.
Control Points 1 & 5: The Final Points
The final points of each team are located inside their respective bases, which are large wooden buildings with multiple entrances and exits. The points are on raised platforms that can be accessed by stairs or ramps. The points are also surrounded by walls and fences that provide cover and protection from enemy fire. However, there are also windows and gaps that allow attackers to shoot or jump in from different angles. The final points are usually the hardest to capture, as defenders have a spawn advantage and can set up sentries, sticky traps, or other defenses. Attackers need to coordinate their pushes and use their ubers wisely to break through the enemy lines.
Control Points 2 & 4: The Yard Points
The second points of each team are located in open areas outside their bases, which are called yards. The yards are connected to the final points by long corridors that have multiple doors and windows. The yards also have some buildings, rocks, trees, and other props that provide cover and height advantage. The second points are on flat ground that can be easily contested by both teams. The points are also close to the forward spawns of the attackers, giving them a spawn advantage. However, defenders can also use the corridors and buildings to flank or ambush the attackers. The second points are usually easier to capture than the final points, but still require good teamwork and positioning.
Control Point 3: The Middle Point
The middle point of the map is located in a swampy area with a large wooden bridge that crosses a river. The point is on the bridge itself, which has two levels: a lower level that has water and pipes, and an upper level that has planks and railings. The point is also flanked by two buildings: a sawmill on one side, and a shack on the other. The middle point is the most contested point of the map, as both teams spawn equidistant from it and fight for control. The point is also exposed to attacks from all directions, as there are many routes and paths that lead to it. The middle point is usually captured by the team that has better DM skills, faster rollouts, or more aggressive plays.
Tips and Tricks for TF2 CP Snakewater Final 1
Now that we have explored the map's overview, let's move on to some tips and tricks that can help you play better on it.
General Tips for All Classes
Some general tips that apply to all classes on TF2 cp_snakewater_final1 are:
Use the high ground whenever possible, as it gives you more vision, mobility, and advantage over your enemies.
Watch out for flankers and spies, as there are many hiding spots and routes that they can use to sneak behind you.
Communicate with your team, as teamwork is essential for capturing or defending the points.
Be aware of your surroundings, as there are many environmental hazards that can damage or kill you, such as water, saw blades, trains, etc.
Have fun and enjoy the map!
Class-Specific Tips for Offense and Defense
Some specific tips that vary depending on the class and the role on TF2 cp_snakewater_final1 are:
ClassOffenseDefense
ScoutUse your speed and mobility to flank or harass the enemy team. You can also use the water, pipes, and planks to jump or dodge around the map.Use your speed and mobility to contest or capture the points. You can also use the water, pipes, and planks to escape or chase enemies around the map.
SoldierUse your rockets and jumps to deal damage and gain height advantage. You can also use the sawmill, shack, and buildings to ambush or surprise the enemy team.Use your rockets and jumps to defend and deny height advantage. You can also use the sawmill, shack, and buildings to retreat or hold the enemy team.
PyroUse your flamethrower and airblast to support your team and disrupt the enemy team. You can also use the corridors, doors, and windows to flank or spycheck the enemy team.Use your flamethrower and airblast to protect your team and counter the enemy team. You can also use the corridors, doors, and windows to block or reflect the enemy team.
DemomanUse your grenades and stickybombs to spam and trap the enemy team. You can also use the bridge, ramps, and stairs to sticky jump or detonate around the map.Use your grenades and stickybombs to spam and trap the enemy team. You can also use the bridge, ramps, and stairs to sticky jump or detonate around the map.
HeavyUse your minigun and sandvich to tank and heal your team. You can also use the walls, fences, and props to cover or peek the enemy team.Use your minig