CP Redville

Berry

resident homo
aa
Dec 27, 2012
1,056
1,898
5CP version of this map.

File redistribution on other mapping sites not permitted. (gamebanana, tfmaps etc)
 
Last edited:

Lenny

L2: Junior Member
May 2, 2013
90
35
#artistic #filters
 

SSX

aa
Feb 2, 2014
392
411
If you can't actually finish them, why not let other players do it? You've got plenty of maps people would probably love to finish. :p
 

Berry

resident homo
aa
Dec 27, 2012
1,056
1,898
If Berry made an orphanage dump, just imagine how many maps would be in it. :eek:hmy:

let me go down my lists of not-just-plain-crap forgotten projects:
  • mannharbour (koth)
  • baconmeadow (a/d)
  • callous (2sk, could still be orphaned out) (mvm)
  • paramagnetic (symmetrical a/d)
  • windfire (a/d)
  • strate (koth)
  • strate2 (koth)
  • maybe my winter 2014 72hr map (a/d)
  • multileaf (arena, maybe koth)
  • dustmite (a/d)
  • babylon (3cp non-a/d) (unreleased, kinda okay though)

maybe people could work some of these too:
  • aureolin maybe (koth)
  • cerise (koth)
  • celadon (mountainlab a/d)



still got plans to work on these maps though too:
  • polarbeam
  • amaranth
  • maple ridge
  • obv redville
 
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Berry

resident homo
aa
Dec 27, 2012
1,056
1,898
A2
-Revised a large portion of the map:
Buffer area between mid and second cut down largely
Remade all the spawn areas in better positions
Long outdoors route to mid changed to an indoors area for sightline reasons
Extended main spawn rooms to be less confusing (both doors on same wall, all spawns facing same way)

Slope building at attackers' side of last now has a door leading to second
Removed the closing door at 2nd (previously shut when the enemy owned it)
- Made all cap times slightly longer (last +4, second and mid +2
- Improved signage

A2b
- Added a crate on top of the shipping crates at 2/4 for a sentry position
- Revised cover on attackers' side of 2/4 to be a cool kid demoknight jump
- Clipped resupply lockers
- Removed 'moving' trains at 2/4 while they're half-functional
- Fixed lack of clipping on a train cart on RED side only
 

Berry

resident homo
aa
Dec 27, 2012
1,056
1,898
A3
- Removed B's mini yard and replaced it with a small building
- Added functional trains (ty Aly for the prefab)

- Swapped open window at 1/5 for a doorway, added a slope to it
- Fixed some signs being wrong
- Added more cover to mid
- Full ammo pack outdoors on 1/5 (above leafs) changed to a medium
- A couple extra pickups added

Download (.bsp)
 
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Berry

resident homo
aa
Dec 27, 2012
1,056
1,898
A4
1/5:
- Expanded cap building to cover outside flank too
- Removed two doorways in, expanded one
- Moved cap onto the train
- Removed fence outside what was a doorway to cap, added a small platform to go to main entrance
-

Download (.bsp)
 

Berry

resident homo
aa
Dec 27, 2012
1,056
1,898
A5
- Completely rebuilt main spawns to be attached to the 1/5 buildings
- Replaced old spawn area with a small flank route

- Added a small door in the sheds at 3 as a mini flank
- Removed shed outside 1/5 buildings on the flank, replaced with a flat height advantage with cover
Notes:
Planning to rebuild mid entirely; mid was built with KotH in mind more-so than 5cp.

Download (.bsp)
 

Berry

resident homo
aa
Dec 27, 2012
1,056
1,898
Some plans to continue on this map (wow it's been over half a year). Feel free to attempt to decode my master scribbling skills.

f77b01815d.png


Not made many scribbles about the issues of last point, but I'm attempting to address a few issues:
  • Poor flow (teams stretched out too wide in different directions)
  • Hard to defend second/fourth point
  • Two very similar entrances into second/fourth (once it's a defendable point it'll choke hard)
  • Mid point is very awkward, doorways in all directions mean there's not much place to defend (maybe add a soft sentry spot in the behind area or somewhere with height advantage)
  • Last point having that really weird massive flank in the back