CP Amaranth

Berry

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By Berry "Berry" Berry and Theo "TheoF114" Fletcher

Contest #10 (2 skillsets) map entry. Single-stage, two control point (gorge-style) attack/defend map. Merged with TheoF's 2 skillsets detail entry in November 2014, then continued to be updated as a regular beta map.

File redistribution on other mapping sites not permitted without asking. (gamebanana, tfmaps etc)
 
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Berry

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Updated some stuff, A is mostly done for now aside from lighting and a couple more props for cover.

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Berry

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Progress update. Done a nice chunk of the brushwork on B, and almost all of the brushwork on the A-B connector is done. The map is really starting to take form now.

67gxL0h.png

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The clipped train is intended to be a moving one ala freight / well, so that won't be in the way when it's playable. Also decided on it definitely being gorge style as opposed to mountainlab style (I wanted to do some other stuff to it for it to be ML but I didn't think it was gonna work the way it was going).
 
Mar 23, 2010
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very good for an a1. the first point didnt feel like something that would work well with a gorge-style gamemode with the elevator and like 3 routes red can attack the point at.

i dont understand the point of the forward red resupply at all, also.
 

Berry

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very good for an a1. the first point didnt feel like something that would work well with a gorge-style gamemode with the elevator and like 3 routes red can attack the point at.

i dont understand the point of the forward red resupply at all, also.

I've never been opposed to swapping things up a little to try how it works (referring to the forward resupply, which was originally a setup spawn).

As for the A point not working with gorge-style, could you go further into detail? I understand red currently have too many counter-flanks, which I'll change and add a little more defend-ability into the point.

As for the other main issues I overlooked such as that one door you can kill fresh spawners through (which originally had a slide door before I changed the exit) and a couple other small things (mostly at B and on the connector) I'll also make sure to change for A3.
 

Berry

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A3
- Filled doorway between A and blue forward respawn with a one way door
- Removed middle doorway between A and the A-B connector (the little room sits there for a little cover still)
- Red resupply removed to see how it affects gameplay
- Default red respawn wave time lower to 7.5 before A is capped (was previously 10), and 6 after B is capped (was previously 7.5)
- Replaced setup gate facing blue spawning room doorway with a shutter door to prevent spawncamping
- Changed windows at building beside B out with an open doorway

- Added glass into windows
- A capture time increased to 4 from 3.5
- B capture time decreased to 5 from 6
- Fixed A capture zone being inconsistent with the hazard tape
- Downscaled room before B with doorway slightly blocked by large crates
- Closed half open shutter in building opposite building with blue forward spawn in, strengthening sentry spot
- Fixed being able to stand in front of B sign, creating annoying/unintentional sniper spot
 

Berry

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A4
- Fixed train
- Added BLU spawn route up to higher ground
- Put glass in higher half of tower connecting to BLU spawn
- Removed RED setup resupply
- Removed RED B forward resupply
- Expanded upon room previously housing RED B resupply
- Changed RED side covering at B to a shed

- Changed A cap time from 4 seconds to 5
- Changed one way door at A to be open only when B is capped
- Modified some pickups
- Changed red respawn wave time from 7.5 to 6.5
- Clipped railway tracks at B
 

Berry

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Maybe you already fixed it, but in the 3rd screenshot in the first post, there's a curragated metal thing in the bottom right, that was very annoying to pass around as a heavy, because it was very close to the train traffic light, and I kept getting stuck there. (or maybe the heavy is just too fat).

Is it the ramp up to the train (which still needs clipping), or on the side of a building?
 

Berry

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A5
- Fixed building in BLU original spawn
- Repositioned BLU forward spawn so it encourages all three routes to B
- Majorly modified hallway which housed for blue forward spawn originally
- Doubled cap times (both from 5s to 10s)

- Added clip ramps up onto empty train at B
- Fixed sign at B saying A
- Removed now-useless signs outside old blue forward spawn
- Adjusted rampings on buildings opposite A
- Repositioned metal sheets at B so they don't block a mini-route for either team
 

Berry

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Took a lot of feedback from gameday video (8th, not 15th). Quite a few major changes.

A6
-Revised middle A/B connector- mostly A side
-Added route to building opposite A through the 'useless two-floor shed' bridged onto BLU spawn
-Flipped roof of small shed beside B
-Added side-door to room opposite A, where there used to be a full health and medium ammo pack
-Revised left shed at B, allowing for easier pushing through this way
-Rebuilt/positioned RED spawn

-One-way tunnel down from A to A-B connector moved upward to stop people thinking it's jumpable
-Small slope to right of BLU spawn flattened, alongside windows (used to see into RED forward resupply)
-Fencing structure at building left from BLU spawn changed to a wall with a window (to hide sentries better)
-Removed door outside RED spawn to stop confusion of what is and is not the spawn room
-Clipped grating outside RED spawn
-Clipped empty train to prevent hiding stickies under it

Pickups:
-Moved medium health in building right of BLU spawn back to more obvious place
-Added a small ammo pack next to it
-Medium health by locked door at A changed to a small health
-Removed medium ammo pack next to full health pack opposite A
-Changed full health to small health
-Removed full ammo pack in shed beside B
-Changed full ammo pack in room beside shed beside B to a medium
 
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Berry

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Mostly changes to B now that A plays better.

A7
- Added a walkway up to the RED spawn building at B (to be replaced with something better looking later!)
- Extended playable area of B
- Changed train frequency from 40 seconds to 1 minute 30 seconds to 20 to 60 seconds
- Added window route into shutter building beside B
- Increased A cap time from 10 seconds to 12

- Removed rocket carts on train
- Added window by shed in B to make removing sentries easier (mostly just for demos)
- Added shutters to 'the window' beside A and clipped, preventing it being used as a route, and reducing spamability


Pickups:
- Changed small health in shed by B to a medium
- Added medium ammo pack at extended area on B
 

Berry

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Dec 27, 2012
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A8
- Extended B cap area's size lengthways
- Doorway in spawn building at B is now blocked upon A's capture
- Added glass to B shed, and extended doorway towards cap, improving sentry spot
- Extended ramp beside A, and added a small wall covering

- Removed crates up to B shutter building beside shed
+- Heightened the ramp beside it so scouts can still jump in
- Can't build a near-unhittable minisentry under a shutter at A anymore
- Added metal to the side of ledge at B building, nerfing mini-sentry spot
 
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Berry

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Dec 27, 2012
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A9
- Nobuilded ledge and walkway at B
- Smaller open doorway at lower half of B building changed to one way door
- Lowered B cap time by 1/5th
- Extended B point back, added an incinerator deathpit behind B,

- Can no longer see through window at B shed
- Added vent above B building so you can bounce stickies from it to the upper sentry position
- Removed window allowing demos/soldiers to spam through onto an A point sentry spot
- Slight pickup modifications
 

Bereth

L4: Comfortable Member
Dec 13, 2011
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Here are my thoughts on maybe improving some of the flow/sniper problems on your map.




From this spot you can see 3 of the four spawn exits (red), and the only other route (green). Perhaps a bit far forward for a sniper, but it means that any flank is very exposed.

toRtEHs.jpg




I recommend: (red is buildings, blue is bridge, green is fence).

tvoetUO.jpg


It would mean that there is only power from the sniper if you take the outdoor direct route, and the indoor/flank routes aren't exposed. It also makes the map less linear in that area.


The second point has the problem that you basically grind yourself at one route before you have any options to flank. It makes the map dull for red and frustrating for blu. I recommend: (red is building, black indoor flooring, blue windows, green tunnel)

5uhC52D.jpg


It means that you have a pure flank route as red, and can still keep the interesting train and health pack. It would also remove this area which is frustrating to get stuck in:

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Also noticed you haven't fixed this optimization bug:

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Berry

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Dec 27, 2012
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long post

Thanks, I'll keep all of those in mind. While I'm not fond of re-doing the BLU spawn too much (I'm happy with it as it is), I'll definitely make quite a few changes, especially to reduce or remove sightlines.