koth_berryville - A Soon-to-be Competitive or casual map. Berryville Beta 3. - This map is made for Competitive and or Casual play. I tend to make changes based on personal feedback, but leave your thoughts about this map in the comments.
Berryville Alpha 3. - The only things changed were reduced sightlines and a few lighting changes. - Still in Dev textures -w-" Read the rest of this update entry...
- 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. Read the rest of this update entry...
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! ♥
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 Read the rest of this update entry...
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. Read the rest of this update entry...
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. Read the rest of this update entry...
Major. - Added a one-way flank for attackers in the sheds. - Removed crates at Shed and placed brushes instead. Minor. - Sized the main door down. Read the rest of this update entry...
Major. - Left has been changed and redesigned. - The one-way door has been changed into a two-way door, so both teams can access each other's flank. Minor. - Texture work. Read the rest of this update entry...
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. Read the rest of this update entry...
Major. - Added a 2-way door in the shack for both sides. - Changed lobby's layout for both sides. Minor. - Very first performance fixes. Read the rest of this update entry...
Major. - Redone right side once more. - Fixed the overall size of the map. - Moved pack-placements. - Remade lobby once more. Minor. - More trees. - Garage for both sides of the map. Read the rest of this update entry...
Major. - New route to the roof on Left Side. - Closed off the route in Shack. Minor. - New Skybox. - Both shutters are a tad bigger. Read the rest of this update entry...
Performance info. I wanted to test performance, it's not much, but almost every doorway is a 'Hint' now. Area portals will be added in the other versions. Read the rest of this update entry...
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. Read the rest of this update entry...
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. Read the rest of this update entry...
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. // Read the rest of this update entry...
Changes // The lobby was entirely redesigned for both sides. // Read the rest of this update entry...
Changes. // - Shutter size fixed. - The lobby is now not as wide. - The left side is now rearranged. // Read the rest of this update entry...