koth_berryville

KotH koth_berryville b2a

kazkazz

L1: Registered
Mar 10, 2019
41
8
- Changes

Berryville Alpha 4.

- Crucial Changes.

- Added a new "cliff" area for both sides.
- Removed the roof area at mid.
- Raised rocks higher.
- Filled the open gap in "Battlements."
- Added a Shutter for both sides in "Main."
- Repositioned the stairs near the health and ammo for both sides. (Left for RED/right for BLU.)
- Both spawns now have 3 spawn doors.

- Minor Changes.

- Crates were repositioned and fixed for clipping.
- Lighting was fixed a bit.
- Bullet blocks added for most props and areas with spaces.

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vinu

L1: Registered
Jun 10, 2018
2
2
hello! i playtested this and figured it'd be kind to leave a few pinches of advice.
im not a professional map maker by any means (though I have played my fair share) , so take what i say with a grain of salt

firstly, let's start of with what i really like!
https://imgur.com/EzHI5ZG
your choice to avoid placing large amounts of health near the point is very admirable. many begginner maps don't realize the importance of making most fights decided health-kit grabbing.
https://imgur.com/V4RughZ
on the same note, this single health kit on either end is also something i really like.

https://imgur.com/GVYxqJK
while we're on the topic of mid, i personally think this side flank is very chokey near where the small ammo kit is. I'd reccomend opening it up for mobility's sake.

possibly, you may put a (possibly one-way) door or doorway leading to the point, however this may defeat the purpose of the flank, so i'd reccomend trying it out!

https://imgur.com/a/9gSOtTT
i love this side route, it's probably the best retreat from combat while still not being too spacious.

https://imgur.com/eiKvMVB
however, compared to that side this other route is not very great. personally, i would remove both sides having access to the center door and have only this side have a more wide entrance to it. I think it would make using this side more desirable.

https://imgur.com/a/mD24GpC
a little peeve of mine is this upper area. in my personal opinion, it would be too easy for an engineer to get a teleporter going without reprocussions. I would remove this window (or possibly this entire overhang area to avoid creating another difficult sightline) to avoid letting this happen.

https://imgur.com/a/H9tnlfR
im gonna go right out and say it. these stairs are too thin and long entirely. they should be widened (and even possibly have a landing created halfway through) to make it seem less out of place.

https://imgur.com/a/iSBwyVm
this is practically nitpicking, but i think this area should be leveled to make jumping classes have an easier time landing their target when trying to get up here.


this map stands out among others and i think it has some promise! i would love to see it grow as a map and for you to grow as a mapper. thank you for reading, and happy mapping! ♥
 

kazkazz

L1: Registered
Mar 10, 2019
41
8
Crucial.
- Closed off "Battlements," since there was no reason to have it there.
- Closed off spawn site lines for both sides of the map.
- Added an area for both teams to go into for high-ground.
- Made stairs for both teams wider and a bit bigger.
- Flank now has a door in the middle so players at least have a view of what's coming at them.

Minor.

- Instead of rocks, the rocks instead are Crates at mid.
- Added more props.
- Lighting was fixed.
- Still no berries :L

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kazkazz

L1: Registered
Mar 10, 2019
41
8
The Minor Changes.

- The crates on BLU side had a little edge on top of the bottom crate that was sideways making Sniper strong in certain cases.
- The crates at Mid did not have "func_nobuild" on them.
- Sightlines were shortened from multiple angles.
- Lighting issues.
- Lamps in the flank near point displayed errors but were later fixed to no collision.
- The map was shaved a couple of units so that the point is closer to the routes of Left, Right, and Main.

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kazkazz

L1: Registered
Mar 10, 2019
41
8
Berryville Alpha 1.

- Restarted the project and started on a new layout.

This map is entirely redone as a whole. Go ahead and leave critiques in the comments. Custom content should be packed properly, if not then shoot me a comment if interested.

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kazkazz

L1: Registered
Mar 10, 2019
41
8
Major.

-
Rearranged the Left Side area.
- Added a Wood Pile so Scouts could have a faster time getting on top of the shack on both sides.
- Added a doorway above shed and closed off the bottom entrance instead.
- Windows for the spawns to know what's outside when spawn camped.

Minor.

- A mini Health pack near both trees on each side.
- Texture work.

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kazkazz

L1: Registered
Mar 10, 2019
41
8
Reason for the version skip.

While I was taking a break, I saved a new version of Berryville just like this one. However, it somehow and I mean it, somehow got deleted or scrapped by my own computer while moving (moving as in, moving into a new house.)

That should clear up a lot of things. There was a Berryville_a9, it just got erased by god knows what.

//

Changes.

Everything. New Lobby, new spawn, and new point.

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kazkazz

L1: Registered
Mar 10, 2019
41
8
Changes.

Added a little plot of high-ground in both lobbies. Added a ramp on both left sides. Also fixed bug spots and structures.

Both spawns have 2 cabinets now. As well there is a floor throughout lobby.

//

Cap time changed to 10 seconds rather than 12 seconds.
If there is a problem with this in testing, please recommend a number in seconds.

//


Overall the same layout.

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kazkazz

L1: Registered
Mar 10, 2019
41
8
Changes.

//
- Added a new doorway under the right side for both sides.
- Remodeled both lobbies.
- Added new cubbies near the control point.
- Removed ramp on the left side.
- Rearranged doorways from the court-yard, to lobby on both sides.
//

Minor Changes.

//
- Minor bug fixes.
//

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