Kombu

CP Kombu A16

Berry

resident homo
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Dec 27, 2012
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A red desertAn autumn 3 control point Attack & Defend map. A point is a power pylon (maybe BLU destroys it when I add detail to cut out power?), B point is a storage yard for the C point, which is a train yard which I have not decided what is entirely yet (probably the typical berry "barns with lasers!!" stuff).

For reference, "kombu" is a shade of green, following my colour shade map naming scheme (amaranth, celadon, cerulean, cerise).
 
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Kube

Not the correct way to make lasagna
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Aug 31, 2014
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Great submission to the Arctic Theme Pack. I love it.

In all seriousness, this looks very nice. I'm excited to see how it plays.
 

SSX

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Feb 2, 2014
392
411
Reasons why I hate Berry:

1. He always seems to come up with the best, simple layouts I can never think of.
2. That's it really...
 

Berry

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Dec 27, 2012
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Reasons why I hate Berry:

1. He always seems to come up with the best, simple layouts I can never think of.
2. That's it really...

Well, I spent about a week (on and off) working on the layout for this, and I'm still pretty dissatisfied with some of it (particularly C)
 

Zed

Certified Most Crunk™
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Aug 7, 2014
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Can't wait for cp_mauve.
 

Berry

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Dec 27, 2012
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A2 - Mar 23rd 2015
- Time to cap B lowered from default 60 seconds (wow!) to 30 seconds
- Time to cap C increased from default 14 seconds to 25 seconds
- Fixed ramp at A having no collisions
- Turned some cover with visibility into blind cover to nerf demomen
- Added spectator cameras
 

Vel0city

func_fish
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Dec 6, 2014
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Tell me you're not going to stick with that ugly-as-fck rails+sleepers texture and that you're going to use actual rails and sleepers.
 

Berry

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Dec 27, 2012
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Tell me you're not going to stick with that ugly-as-fck rails+sleepers texture and that you're going to use actual rails and sleepers.

Obviously, I just cba to put the props in yet.
 

Berry

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Dec 27, 2012
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A3 - Mar 25th 2015
- Made BLU stairs shed doorway to cliffside at A one-way
- Added pickups to BLU stairs shed building at A
- Fixed one way door at B point not working
- BLU spawn time set to 4.5 (ranging between 4.5 - 9)
- Sewer at C is no longer a dead end and now leads to the other end of C
- Lowered general spawn times
 

Berry

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Dec 27, 2012
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A4
- Full ammo pack in the A point basement turned to medium
- Removed small health pack in the A point basement
- Some metal covering on C point replaced with a new building, inc. medium ammo
- Covered left side of RED's defense of the C point
- Fixed one way door at B point staying open
- Added a small platform at the front of the C point with a staircase
 

Berry

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Dec 27, 2012
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A5 - Mar 27th 2015
- Adjusted team spawn times at particular points
- Adjusted the storage building at A point to allow both teams a door
- Lowered amount of fencing on the B point to reduce cover where it is less necessary
- Elevated the area to the left (looking from RED spawn) of C point to improve defense slightly
- Fixed clip sticking out at a B point window
- Fixed REDs getting stuck in their forward spawn after A was capped
 

Berry

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Dec 27, 2012
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A6 - Mar 29th 2015
- Removed a crate at C point to make the position it was at easier to attack
- Lowered A cap time by 4 seconds
- Something else that I forgot but I know should do something
 

Berry

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Dec 27, 2012
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A7 - Mar 29th 2015
- Train shed at C turned into a one way route allowing BLU to flank around to the other side of RED
- Added a route at C for BLU leading up into the stairs shed above the tunnel
- B point revised into a different shape to make it less convenient for attackers to pile on to it straight after A
- Elevated left BLU route into C

63b36e3df6.jpg
 
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Berry

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Dec 27, 2012
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A10 aka "the (B)ig Update" - Apr 3rd 2015
- Made B point significantly larger
- Sectioned off outside route into B from C
- Added access to the area where the old RED forward spawn was above B for sentries and snipers
- Upscaled the B-C lobby a noticable amount
- Added a route connecting the two RED re-group areas behind B
- Added a position in the B-C lobby on the ramp for sentries
- Negated sightline from right route to C from B across B area
- Negated sightline through B-C lobby

- Medium ammo pack over the deathpit connecting to the B-C lobby changed to a small
- New RED forward spawn (implemented in A9) now has a resupply locker as it should
- Removed some railings in the right route to C from B
- Added some pickups in the outdoors portion of the right route to C from B

A8 - A9 - ?
- Undocumented
 

Berry

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Dec 27, 2012
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A11 aka The "C Dese Changes! Update" - Apr 4th 2015
- Completely revised the C point, with more height, more routes and more p-zazz
- Rethemed the map to Autumn as opposed to bleak, boring Red Desert

- Added a greenhouse to the left-most route into C, with pickups for engis in the area
- Added a shed at A point dividing the cliff above the capture point into two sides (for RED and BLU)
- Added a slope and a shed behind B point as another engineer position on the control point
- Adjusted fencing at B point to compliment new sentry spot

Pictures of the new C point:
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