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cp_villa (5CP)
61
#61
1 Frags +

Keep up the good work with the map Kevin the changes have make it look alot better then it was in the past. though my one concern is the team with point advantage holding the game hostage on lobby room between second and last as all the entrance to last can be watched by one sentry gun. While other 5cp making it hard to watch all the entire to and from last to second. take my words with a grain of salt as im not a pro at this game, but yea keep up the great work man.

Keep up the good work with the map Kevin the changes have make it look alot better then it was in the past. though my one concern is the team with point advantage holding the game hostage on lobby room between second and last as all the entrance to last can be watched by one sentry gun. While other 5cp making it hard to watch all the entire to and from last to second. take my words with a grain of salt as im not a pro at this game, but yea keep up the great work man.
62
#62
3 Frags +

i like the changes to last but there is a major problem with your changes to choke it is now hard to impossible to do the rollout on that map i have tried every possible rollouts and it is not clean, consistent or even possible then the old villa rollout used to be so you might have to change where the ramp is located cause its really bad

i like the changes to last but there is a major problem with your changes to choke it is now hard to impossible to do the rollout on that map i have tried every possible rollouts and it is not clean, consistent or even possible then the old villa rollout used to be so you might have to change where the ramp is located cause its really bad
63
#63
cp_villa
2 Frags +

B17 Update

- Brought back the medium health & ammo in choke
- Removed the small healthkits on mid by the market stall
- Turned fountain medium health back into small health
- Added back the angled ramp by choke on second and removed a board sticking out over the shutter under batts to help with rollouts
- Added small healthkits by right side on last (from defenders perspective)
- Cut off a corner of the 2nd platform to make the area around the choke stairs less cramped

[u]B17 Update[/u]

- Brought back the medium health & ammo in choke
- Removed the small healthkits on mid by the market stall
- Turned fountain medium health back into small health
- Added back the angled ramp by choke on second and removed a board sticking out over the shutter under batts to help with rollouts
- Added small healthkits by right side on last (from defenders perspective)
- Cut off a corner of the 2nd platform to make the area around the choke stairs less cramped
64
#64
cp_villa
0 Frags +
K4RMAi like the changes to last but there is a major problem with your changes to choke it is now hard to impossible to do the rollout on that map i have tried every possible rollouts and it is not clean, consistent or even possible then the old villa rollout used to be so you might have to change where the ramp is located cause its really bad

the new update should address your issue, thanks for the feedback

[quote=K4RMA]i like the changes to last but there is a major problem with your changes to choke it is now hard to impossible to do the rollout on that map i have tried every possible rollouts and it is not clean, consistent or even possible then the old villa rollout used to be so you might have to change where the ramp is located cause its really bad[/quote]

the new update should address your issue, thanks for the feedback
65
#65
-2 Frags +

While I was jumping around the map I found this clip https://youtu.be/Sbv19oDj4FQ and figured out how to do it consistently. there are other clipping spot around the second point, but I didn't take the time to figure out how do them consistently.

While I was jumping around the map I found this clip https://youtu.be/Sbv19oDj4FQ and figured out how to do it consistently. there are other clipping spot around the second point, but I didn't take the time to figure out how do them consistently.
66
#66
0 Frags +

I played this map for the first time last night in a scrim, and I'm very impressed. It was a lot of fun, and felt familiar enough to other maps to understand it easily while still being unique.

One thing my team struggled with a lot (in our first scrim) was when holding our own 2nd point: We had a tough time understanding where the enemy team was holding or predicting where they were about to push from out of mid. I think this is a great dynamic and if possible would be great to maintain. Maybe this was purely a result of not being fluent with the map yet, but it really felt like we had less information than with most maps.

The flip side of that point is that while holding mid, I didn't feel like there was much spam to do as pocket - I don't know how games usually play out, and maybe that's not usually the case depending on where you go as a combo. I also don't think this is the biggest deal.

One frustration for me as pocket was that we had to decide which side of mid we were going to roll out to before the round began, because I need to start my ground jumps immediately. We wanted to experiment with rolling out through choke for an aggressive left sided mid, but often ended up with me rolling out the wrong way and starting mid without a buff. Maybe there's a better path I should take to mid in that situation, but it was a little frustrating because the few seconds after winning/losing a round didn't feel like enough time to make the left/right decision which I'm used to making as a team, or by the demo on some maps, during rollout. I can't think of a specific solution and this also isn't a huge deal.

When rolling out through the right side of spawn, this ramp was annoying for me as pocket:

https://steamuserimages-a.akamaihd.net/ugc/1669106402269278689/DEC329E040AF1C826C72CBFF74583D93444CF232/

Depending on my spawn, the ramp would sometimes be right where I'd normally shoot my second rocket during freeze time, and I'd end up not going as far or doing as much damage as would be ideal. I played one half where it gave me trouble, and another half with a different spawn where I never had the same issue. There could be a good reason for that ramp existing, but IF it's just for aesthetics, I would probably prefer to have a flat spawn room. I think I've always sucked at pocket rollouts for some reason, but I could imagine this bothering newer players too.

I'll update this post after we've finished the match week if I have more to offer. Great job creating a map that feels instantly familiar and also unique!

I played this map for the first time last night in a scrim, and I'm very impressed. It was a lot of fun, and felt familiar enough to other maps to understand it easily while still being unique.

One thing my team struggled with a lot (in our first scrim) was when holding our own 2nd point: We had a tough time understanding where the enemy team was holding or predicting where they were about to push from out of mid. [b]I think this is a great dynamic[/b] and if possible would be great to maintain. Maybe this was purely a result of not being fluent with the map yet, but it really felt like we had less information than with most maps.

The flip side of that point is that while holding mid, I didn't feel like there was much spam to do as pocket - I don't know how games usually play out, and maybe that's not usually the case depending on where you go as a combo. I also don't think this is the biggest deal.

One frustration for me as pocket was that we had to decide which side of mid we were going to roll out to before the round began, because I need to start my ground jumps immediately. We wanted to experiment with rolling out through choke for an aggressive left sided mid, but often ended up with me rolling out the wrong way and starting mid without a buff. Maybe there's a better path I should take to mid in that situation, but it was a little frustrating because the few seconds after winning/losing a round didn't feel like enough time to make the left/right decision which I'm used to making as a team, or by the demo on some maps, during rollout. I can't think of a specific solution and this also isn't a huge deal.

When rolling out through the right side of spawn, this ramp was annoying for me as pocket:
[img]https://steamuserimages-a.akamaihd.net/ugc/1669106402269278689/DEC329E040AF1C826C72CBFF74583D93444CF232/[/img]

Depending on my spawn, the ramp would sometimes be right where I'd normally shoot my second rocket during freeze time, and I'd end up not going as far or doing as much damage as would be ideal. I played one half where it gave me trouble, and another half with a different spawn where I never had the same issue. There could be a good reason for that ramp existing, but IF it's just for aesthetics, I would probably prefer to have a flat spawn room. I think I've always sucked at pocket rollouts for some reason, but I could imagine this bothering newer players too.

I'll update this post after we've finished the match week if I have more to offer. Great job creating a map that feels instantly familiar and also unique!
67
#67
cp_villa
3 Frags +

B18 EXPERIMENTAL VERSION

DOWNLOAD LINK

In response to feedback from the leaguewide survey, I’ve made an experimental version of B18. These are the changes:

-Minor aesthetic changes around the map
-Made the floor of the top left entrance into last transparent so that you can see into dungeon from above
-Replaced the pride rock on second with a short ramp blocked by tall rocks
-Replaced market stalls on mid with a non-transparent ledge and lamp post to block vision from the wood structure into second
-Made the doorway between fountain and second shorter
-Replaced the platform outside library on second with a ramp to improve accessibility
-Removed the central platform on second
-Added an entirely new pathway up to spire on second

Again, this is an experimental version - none of these changes are guaranteed to be included in the next version. The map will be updated before next season starts, however.

[b]B18 EXPERIMENTAL VERSION[/b]

[url=https://drive.google.com/file/d/1JHoXuJmCCGmKPBzslLY6svHMf4UnFdaP/view?usp=sharing]DOWNLOAD LINK[/url]

In response to feedback from the leaguewide survey, I’ve made an experimental version of B18. These are the changes:

-Minor aesthetic changes around the map
-Made the floor of the top left entrance into last transparent so that you can see into dungeon from above
-Replaced the pride rock on second with a short ramp blocked by tall rocks
-Replaced market stalls on mid with a non-transparent ledge and lamp post to block vision from the wood structure into second
-Made the doorway between fountain and second shorter
-Replaced the platform outside library on second with a ramp to improve accessibility
-Removed the central platform on second
-Added an entirely new pathway up to spire on second

Again, this is an experimental version - none of these changes are guaranteed to be included in the next version. The map will be updated before next season starts, however.
68
#68
3 Frags +

Nice work on the map, just some of my initial thoughts from jumping around exp b18, though I'll update this if my team scrims it before the season starts. I do like the change to the left entrance making it transparent, though I think it'd be cool if you made it where you couldn't check all of the cellar through the left grate, just a large/significant portion of it. Idk if back caps were something people commonly experienced on this map though.

Kinda iffy on the changes to second, obviously w/o playing it it's hard to tell but I do think it makes holding second a bit harder, which I think was already a challenge inherent in this map. Without the little platform on second, the area feels a bit no man's land/barren, and I think the positioning a defending team should take just gives too much free space to attackers. Also, it makes the roamer fast rollout significantly harder (admittedly biased as a roamer main). I think the ramps up to the second point is nice, but IDK how you would keep that and the platform w/o cluttering it up. If you keep the changes to the ramp/rock by the fountain on second, the only thing I'd say is to make that fence a bit higher so soldiers could bomb off of it into second as otherwise, the fountain seems a bit useless when pushing into second.

I feel like I'd have to play a game to get a feel of what the ramp to books would be like, or the improved ledge on mid, as it seems to stuff choke and books more.

Otherwise great work!

Nice work on the map, just some of my initial thoughts from jumping around exp b18, though I'll update this if my team scrims it before the season starts. I do like the change to the left entrance making it transparent, though I think it'd be cool if you made it where you couldn't check all of the cellar through the left grate, just a large/significant portion of it. Idk if back caps were something people commonly experienced on this map though.

Kinda iffy on the changes to second, obviously w/o playing it it's hard to tell but I do think it makes holding second a bit harder, which I think was already a challenge inherent in this map. Without the little platform on second, the area feels a bit no man's land/barren, and I think the positioning a defending team should take just gives too much free space to attackers. Also, it makes the roamer fast rollout significantly harder (admittedly biased as a roamer main). I think the ramps up to the second point is nice, but IDK how you would keep that and the platform w/o cluttering it up. If you keep the changes to the ramp/rock by the fountain on second, the only thing I'd say is to make that fence a bit higher so soldiers could bomb off of it into second as otherwise, the fountain seems a bit useless when pushing into second.

I feel like I'd have to play a game to get a feel of what the ramp to books would be like, or the improved ledge on mid, as it seems to stuff choke and books more.

Otherwise great work!
69
#69
6 Frags +

I cant say for sure without testing, but I feel that the rocks on second will be really annoying with splash, and jumping around. The rock on pride is clipped like a bowl so scouts get stuck in them. If neccasary it would be nice to see full clipping/block bullets on the rocks

I cant say for sure without testing, but I feel that the rocks on second will be really annoying with splash, and jumping around. The rock on pride is clipped like a bowl so scouts get stuck in them. If neccasary it would be nice to see full clipping/block bullets on the rocks
70
#70
cp_villa
0 Frags +

B18 Update

The changes introduced in the experimental version have been officially released as the B18 version

[b]B18 Update[/b]

The changes introduced in the experimental version have been officially released as the B18 version
71
#71
cp_villa
5 Frags +

B19 Update

- Removed post in dungeon door on last
- Replaced terrain around point on second with a new platform structure
- Replaced fence in front of choke on second with a well/ramp strucure
- Slightly widened yard outside of fountain exit on second
- Raised pride rock on second
- Added a new splashable area behind pride rock on second
- Redesigned choke
- Slightly redesigned mid forward spawns

[b]B19 Update[/b]

- Removed post in dungeon door on last
- Replaced terrain around point on second with a new platform structure
- Replaced fence in front of choke on second with a well/ramp strucure
- Slightly widened yard outside of fountain exit on second
- Raised pride rock on second
- Added a new splashable area behind pride rock on second
- Redesigned choke
- Slightly redesigned mid forward spawns
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