Cranberry

KotH Cranberry A2

Cincomma

bonk sploosh
aa
Aug 2, 2017
430
404
Cranberry - A KotH map geared towards 6v6 play

This is my first map made specifically for competitive play, namely 6v6.

The theme of the map is that Red owns a cranberry farm and Blu a blueberry farm, and the main purpose of the facility is for mercenaries to kill each other in.

Spawn courtyard
20190522023613_1.jpg
Second courtyard
20190522023621_1.jpg
Mid
20190522023634_1.jpg
A transition from the spawn courtyard to the second courtyard
20190522023716_1.jpg
Mid flank routeView attachment 100824House between 2nd courtyard & mid
20190522023641_1.jpg
transition to sniper balcony
20190522023625_1.jpg


(Screenshots may be outdated)

Comp-based feedback is greatly appreciated!
 
Last edited:

seanji

L1: Registered
Jan 13, 2019
35
19
Your roofs aren't wholly comp-friendly. Jumpers can get caught on their overhangs, while this will rarely happen, it's best to func_brush overhangs like this to omit the possibility altogether.

In your final screenshot with the crates, there is a gap between them that eats splash damage. You could either blockbullet the gap or simplify their placement.

Allowing every class to climb the cp's roof is interesting, looking forward to getting a team up there in an Imp.
 

Cincomma

bonk sploosh
aa
Aug 2, 2017
430
404
Your roofs aren't wholly comp-friendly. Jumpers can get caught on their overhangs, while this will rarely happen, it's best to func_brush overhangs like this to omit the possibility altogether.

In your final screenshot with the crates, there is a gap between them that eats splash damage. You could either blockbullet the gap or simplify their placement.

Allowing every class to climb the cp's roof is interesting, looking forward to getting a team up there in an Imp.
Thank you for the feedback, I understand that the roofs need to be either clipped or have collisions removed. And thanks for pointing out the crates, I must've missed blockbulleting them
 

Cincomma

bonk sploosh
aa
Aug 2, 2017
430
404
After a playtest and some feedback, here are the changes I found suitable for the next version.

Removed the flank from the second courtyard to mid entirely, and replaced the exit with a Health/Ammo cubby
20190522210342_1.jpg
Made the mid building larger which also aided in nerfing the engineer cubby
20190522210402_1.jpg
Added a 3rd exit to the mid flank
20190522210348_1.jpg
Level overview
leveloverview.png


Smaller Changes Include

The roof edges now have no collisions so jumpers aren't gimped on occasional jumps

Adjusted health placement

Added cubemaps and soundscapes

Added a concerning amount of blockbullet brushes to the dumptrucks

Blockbulleted gaps that eat splash damage

Read the rest of this update entry...