Pudding

CP Pudding A4

Berry

resident homo
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Dec 27, 2012
1,056
1,898
Pudding - It's squishy! It's plump! It's moist!

Snowy single-stage 2CP A/D

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zahndah

professional letter
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Jul 4, 2015
721
642
Hey berry, am I unbanned from this map yet, or do I still have to hire someone to go get me ice-cream :B1:
 

Moonrat

nothing left
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Jul 30, 2014
932
585
Oh shit, Berry's making a new A/D map. Hopefully it turns out as well as Amaranth did.
 

Zed

Certified Most Crunk™
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Aug 7, 2014
1,241
1,025
Oh shit, Berry's making a new A/D map. Hopefully it turns out as well as Amaranth did.
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.
 

Berry

resident homo
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Dec 27, 2012
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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.
 

Berry

resident homo
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Dec 27, 2012
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A4
- Made the left route (from BLU side) into B less RED-friendly and more BLU-sided
- BLU now have a route into the dish building at A
- Added platforms over the dropdown above the cave to allow players to go straight onto the A bridge
- Added a bridge between both upper attacking sides of B
- Added more ice cream in front of BLU spawn as cover
- Fixed BLU trigger not working
- Fixed getting stuck behind a sign at B
- Added a spoon as a bridge between the covered area beside the dish building at A and the elevated BLU route in

Read the rest of this update entry...
 

Berry

resident homo
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Dec 27, 2012
1,056
1,898
Hooray, it's that time of the year again when college is out! Which means Berry will not be too exhausted for mapping briefly. Small list of my A5 plans (to be started on tomorrow cos it's late now), feel free to add to this list (not including small stuff in here):
  • More forward-y BLU spawn
  • Completely remake the A-B connector room with the ice cream belts cos it's long and chokey.
  • Perhaps slightly make B more interesting and put it in a spot closer to the attackers slightly
  • BLU spawn right side needs to be a tad bigger so it's less cramped
  • Outside BLU spawn is a little boring (open, big and flat) so it could be made a bit radder