The map geometry on Amaranth doesn't guide me towards the points. The A point on that map is tucked away in a corner and there's no team-specific signage. I'd say Berry should aspire to make a better map.
I'm proud of Amaranth less in the way that it's "an amazing map" or anything like that and more in the way that it was my first map that could be considered decent and that it was a stepping stone to better layouts from ones with issues of scale, terrible sentry spots/connectors and a variety of other issues and something to learn from to make better future maps.
As usual, I'll use what I've learned from previous maps in this one, and try to make it the best I can. I've not seen enough of the map in testing to properly judge yet (and I'm mostly working on fixing major issues with the map rather than gameplay flaws at the moment) but what I see at the moment gameplay-wise that needs a major rework is:
- The central connector; it's very linear and not very interesting to play on. I saw this as I was making it but as always decided to test it regardless. A total remake of this area is likely the best decision.
- The more central side of B; it's not at all interesting for either team to be fighting at, and very awkward to get between this side and the other side (with the roof). Ideally, a grouping point before a CP (or etc.) should allow the players to access all the routes.
- The area in front of BLU spawn; it's rather large and flat, and there's not a lot to it. There is currently (as far as I see) enough reasoning to take the tunnel route (full health/ammo, the largest/main-most route into A) but the area above the tunnel is blank-feeling and also provides some mean sightlines.
Among other things, I plan to do the following for A3 also:
- Get rid of some nasty spots players shouldn't really be on (that I left unclipped to see how they play through); shipping containers at B, satellite dish building at A
- Potentially look at covering some/all of the deathpit at B to make a more interesting battling area
- Actually fix RED visualizers this time
- Make the BLU forward spawn less awkward to come out of
- Make the main BLU spawn less tight towards the right end and possibly make the left end more comfortable (as well as properly making the respawn room trigger this time).
Thematically I'd also like to expand on the ice cream theme gimmick of the map; at the moment the plan is to just have shipping crates of ice cream, but otherwise that's just something to worry about in the future.