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cp_villa (5CP)
1
#1
0 Frags +

Hey TFTV,

I've been working on this map for a while now, and I figured I should probably put up a feedback thread for it.

cp_villa is a 5cp map taking inspiration from Sunshine, Snakewater, and Gullywash. It has been tested thoroughly, with the bulk of the testing coming from Dwaggy's TESTCO Discord server. It's been looked at and tested by b4nny and lucrative as well.

Currently, the map is in early beta. I'm still open to feedback and some layout changes however.

Current version: B2
Map download and images: https://tf2maps.net/downloads/villa.8452/

Hey TFTV,

I've been working on this map for a while now, and I figured I should probably put up a feedback thread for it.

cp_villa is a 5cp map taking inspiration from Sunshine, Snakewater, and Gullywash. It has been tested thoroughly, with the bulk of the testing coming from Dwaggy's TESTCO Discord server. It's been looked at and tested by b4nny and lucrative as well.

Currently, the map is in early beta. I'm still open to feedback and some layout changes however.

Current version: B2
Map download and images: https://tf2maps.net/downloads/villa.8452/
2
#2
-3 Frags +

when are we going to be pulling gullywash for this map

when are we going to be pulling gullywash for this map
3
#3
8 Frags +

Had a quick jump around.

I like the aesthetic of the map. Something I don't like is that there are a lot of areas that look like you should be able to jump on or over them, but you can't.

Had a quick jump around.

I like the aesthetic of the map. Something I don't like is that there are a lot of areas that look like you should be able to jump on or over them, but you can't.
4
#4
8 Frags +

played this in a map test pug, actually really enjoyed it, but stylax is correct. even in actual gameplay it still felt like I was consistently slamming into invisible walls on bombs

played this in a map test pug, actually really enjoyed it, but stylax is correct. even in actual gameplay it still felt like I was consistently slamming into invisible walls on bombs
5
#5
1 Frags +
StylaxHad a quick jump around.

I like the aesthetic of the map. Something I don't like is that there are a lot of areas that look like you should be able to jump on or over them, but you can't.

1000x this. Make it clear with actual walls where the players cannot go.

[quote=Stylax]Had a quick jump around.

I like the aesthetic of the map. Something I don't like is that there are a lot of areas that look like you should be able to jump on or over them, but you can't.[/quote]
1000x this. Make it clear with actual walls where the players cannot go.
6
#6
3 Frags +

the map feels like it is super easy to defend and hard to push anywhere (from a soldier main perspective), which imo will lead to a lot of spy offclass. open up some entrances to a more fluid gameplay

also the mid feels tiny and i feel like there is literally no chance for bombs because of scouts (apart from the 2 highbombs) or both of your sollies rollout extremely fast and roll and wipe enemies. i haven't played the map in an actual setting so i'm talking my ass off :D

everything else has been said already

the map feels like it is super easy to defend and hard to push anywhere (from a soldier main perspective), which imo will lead to a lot of spy offclass. open up some entrances to a more fluid gameplay

also the mid feels tiny and i feel like there is literally no chance for bombs because of scouts (apart from the 2 highbombs) or both of your sollies rollout extremely fast and roll and wipe enemies. i haven't played the map in an actual setting so i'm talking my ass off :D

everything else has been said already
7
#7
5 Frags +
Rockzalso the mid feels tiny and i feel like there is literally no chance for bombs because of scouts (apart from the 2 highbombs) or both of your sollies rollout extremely fast and roll and wipe enemies. i haven't played the map in an actual setting so i'm talking my ass off :D

everything else has been said already

Mids being smaller and not forcing you into rotation style mids is actually way better for soldiers than scout. In playtesting it’s been pretty clearly demonstrated to be a soldier/demo dominated middle point

[quote=Rockz]also the mid feels tiny and i feel like there is literally no chance for bombs because of scouts (apart from the 2 highbombs) or both of your sollies rollout extremely fast and roll and wipe enemies. i haven't played the map in an actual setting so i'm talking my ass off :D

everything else has been said already[/quote]

Mids being smaller and not forcing you into rotation style mids is actually way better for soldiers than scout. In playtesting it’s been pretty clearly demonstrated to be a soldier/demo dominated middle point
8
#8
2 Frags +
StylaxHad a quick jump around.

I like the aesthetic of the map. Something I don't like is that there are a lot of areas that look like you should be able to jump on or over them, but you can't.
dbkplayed this in a map test pug, actually really enjoyed it, but stylax is correct. even in actual gameplay it still felt like I was consistently slamming into invisible walls on bombs

Could you send some examples of places that should have more obvious walls? I’m aware of this issue in some parts of the map, but I might have missed some.

[quote=Stylax]Had a quick jump around.

I like the aesthetic of the map. Something I don't like is that there are a lot of areas that look like you should be able to jump on or over them, but you can't.[/quote]

[quote=dbk]played this in a map test pug, actually really enjoyed it, but stylax is correct. even in actual gameplay it still felt like I was consistently slamming into invisible walls on bombs[/quote]

Could you send some examples of places that should have more obvious walls? I’m aware of this issue in some parts of the map, but I might have missed some.
9
#9
3 Frags +

B1 Update:

  • Artpassed the map, although I'm aware of some visual bugs I'm intending to fix in B1A
  • Improved clipping throughout the map
  • Replaced small ammokits in fountain with medium ones.
B1 Update:

[list]
[*] Artpassed the map, although I'm aware of some visual bugs I'm intending to fix in B1A
[*] Improved clipping throughout the map
[*] Replaced small ammokits in fountain with medium ones.
[/list]
10
#10
1 Frags +

B2 Update:

Restructured one side of last to make it more interesting

B2 Update:

Restructured one side of last to make it more interesting
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