kevin_gator
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SteamID64 76561198117621019
SteamID3 [U:1:157355291]
SteamID32 STEAM_0:1:78677645
Country United States
Signed Up June 23, 2019
Last Posted January 25, 2021 at 3:10 PM
Posts 61 (0.1 per day)
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#70 cp_villa (5CP) in Map Discussion

B18 Update

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

posted 7 months ago
#67 cp_villa (5CP) in Map Discussion

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.

posted 7 months ago
#64 cp_villa (5CP) in Map Discussion
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

posted about a year ago
#63 cp_villa (5CP) in Map Discussion

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

posted about a year ago
#18 cp_scourge (Attack/Defend) in Map Discussion

B4 Update

VISUAL CHANGES
- Added way more signs to indicate doors that open after a point is captured, one-way doors, etc.
- Some texture changes
LAYOUT CHANGES
- Turned the medium ammopack on B into a small one, added a full ammopack nearby to help engineers setup faster after A is captured
- Redesigned the area directly between A and B: removed fences and replaced them with other objects, adjusted some walls and displacements
- Added a new exit from BLU spawn onto B that opens up slowly when A is captured
- Closed off BLU house on A with a gate that can only be opened by BLU team only and slightly adjusted geometry there
MISC LOGIC CHANGES
- Changed respawn times to be less punishing for defense (the longest respawn wave time is now 12 seconds, which is the same as the longest wave time on cp_steel)
- Reduced last capture time from 50 sec to 46 sec

posted about a year ago
#60 cp_villa (5CP) in Map Discussion
TcmanoI tried to download 16 on the tf2 maps site, but I think it downloads b15b cause I dont see any of the changes

Thanks for pointing this out, it should be fixed now. TF2Maps doesn't allow for re-uploading files of the same name so I had to name it B16A

posted about a year ago
#58 cp_villa (5CP) in Map Discussion

B16 Update (changes are listed relative to B15B, not to B16 test versions)

OPTIMIZATION
- Simplified a lot of brushes and removed overly complex details
- Reduced the amount of unnecessary rendering that happens on the map through skybox changes and prop fade distances
VISUAL CHANGES
- Added HDR support
- Added player and pickup shadows
- Made the map slightly brighter
LAYOUT CHANGES
- LAST
- Tightened up the space behind point on last by adding new ledges that stick out from the wall and pushing spawn exits forward
- Added more cover to right side of last and altered the stairs there
- Made the entrance from dungeon into last tighter by adding a pillar
- Raised the fence in the top right to the point where it can't be reached by a single jump
- Adjusted stone fence clipping to better fit the model
- Added a window to the shutter into last so it's less risky to push
- SECOND
- Added a medium healthkit by choke and replaced the small ammopack there with a medium one
- Turned the fence by cafe into a much taller brush-based fence that players can't stand on
- Completely redesigned choke: removed double doors, added a Sunshine-style fence on second, re-aligned the stairs on second
- Raised the small hedge wall by fountain
- Replaced the rocks that overlook fountain with a grass ramp - a scout standing here could get splashed now from fountain
- Straightened out the fence by the exit from fountain to make bombing slightly easier
- Reworked the exit from library into second: added a new exit, expanded the size of library while adding a bookshelf to block a sightline that was opened up by the new exit
- Added an extended batts area above the shutter on second to provide a safer area for holding passive/getting out to last safe
- Turned fountain small healthkit into a medium healthkit
- MID
- Added a small healthkit on the roof above point
- Turned the wall behind the towers into a clipped-off area that recedes into the wall so its harder to hit with splash - this change was meant to help with medic survivability in midfights
- Repositioned some lamps that provided unfair stickytrap spots
- Added small ammopacks on towers
- Converted medium ammopack in choke to a small ammopack and removed the medium healthkit in choke
- Added small healthkits on the grass by the market stalls
LOGIC CHANGES
- Increased base respawn wave time from 9 seconds to 10 seconds, which is the standard for most 5CP maps

posted about a year ago
#17 cp_scourge (Attack/Defend) in Map Discussion

B3 Update

VISUAL CHANGES
- Minor texture changes
- Added caution tape texture to the nobuild area on D
LAYOUT CHANGES
- Added a slow gate entrance from lobby into the room that opens up after C is captured

Here's a diagram I made to explain the map's logic https://i.imgur.com/TiBTFm6.png

posted about a year ago
#57 cp_villa (5CP) in Map Discussion

B16 test version V4 is here.

Changelog:
- Fixed asymmetry issues and a wallbug (I think it’s fixed now?)
- Adjusted a bunch of health and ammo packs
- Replaced tower mini healthkit on mid with mini ammopack
- Replaced medium choke ammopack with mini ammopack
- Replaced mini ammopack by choke on second with medium ammopack
- Added medium healthkit on the grass by the market stall on mid

posted about a year ago
#55 cp_villa (5CP) in Map Discussion
KevinIsPwnmy bigger qualm is that u opened up all 3 entrances more than they were before, giving 3 really easy paths in (climbing pride rock instead of having to navigate around the rocks is the big one imo), without any super great paths out. forward holding seems even more difficult than it was before now

This might end up being true. The only way to really determine if it is or not is through testing, which is pretty limited right now.

posted about a year ago
#53 cp_villa (5CP) in Map Discussion
KevinIsPwnThere are a lot of entrances into second now. I am usually a big fan of the 2.5 entrance unwritten rule, and this is borderline 4 routes into 2nd (between opening up books into 2 separate entrances and making the entrance through fountain more viable). Having that many routes open will probably make holding 2nd even harder, and getting uber forces or picks during a leapfrog even more challenging.

This could be the case, but the additional entrance is just another exit from library, meant to make that area a little less chokey. This kind of thing happens on existing 5CP maps and doesn't really act like an additional entrance, i.e. Snakewater lower and Process IT's multiple exits onto second.

posted about a year ago
#49 cp_villa (5CP) in Map Discussion

Thank you to everyone that provided feedback in the postseason survey for RGL. I went through all the feedback I got and compiled a list of complaints. By far the most common complaints were that second is too hard to hold, second favors stalemates/is hard to sac into, and second felt too big because of how much open space there was between the entrances to second and the point. There were also some issues raised with last, but I feel like I addressed these with the first test version and would like to see more testing before making further changes. So here's v3 of the B16 test version (filename cp_villa_bpre16_v3), with the following changes:

- Completely redesigned choke: removed double doors, added a Sunshine-style fence on second, re-aligned the stairs on second
- Raised the small wall by fountain
- Replaced the rocks that overlook fountain with a grass ramp - a scout standing here could get splashed now
- Straightened out the fence by the exit from fountain to make bombing slightly easier
- Reworked the exit from library into second: added a new exit, expanded the size of library while adding a bookshelf to block a sightline that was opened up by the new exit
- Added an extended batts area above the shutter on second to provide a safer area for holding passive (note: you can fall off the back of batts, this is an intended feature)
- Added a window to the shutter into last so it's less risky to push

posted about a year ago
#16 cp_scourge (Attack/Defend) in Map Discussion

B2 Update

BUGFIXES
-Fixed an issue where BLU team could open the shutter into RED spawn on C
VISUAL CHANGES
-More artpassing
LAYOUT CHANGES
-Turned the small ammopack by D shutter into a medium pack
-Added a small healthkit and ammopack on D
-Added a sightline blocker in front of the lower spawn exit for RED team
MISC LOGIC CHANGES
-Increased 1x cap time of D from 40s to 50s
-BLU team now spawns faster after capturing A

posted about a year ago
#47 cp_villa (5CP) in Map Discussion

After testing the changes, I decided I went a bit too far with some of them, so I've made changes in cp_villa_bpre16_v2 that address these flaws:
- Removed the partial wall in rollout
- Added small healthkits to the towers on mid

Download the latest test version here

posted about a year ago
#45 cp_villa (5CP) in Map Discussion

I compiled a test version of B16 that addresses some of the concerns I've heard from players this past season, download it here - filename is cp_villa_bpre16.

CHANGES:
Last
- Tightened up the space behind point on last by adding new ledges that stick out from the wall and pushing spawn exits forward
- Added more cover to right side of last and altered the stairs there
- Made the entrance from dungeon into last tighter by adding a pillar
- Raised the fence in the top right to the point where it can't be reached by a single jump
-Adjusted stone fence clipping to better fit the model
Second
- Moved the medium healthpack on mid to the other side of the choke so it is now on second to make the fast demo rollout less powerful - demos can still do the fast rollout now, they just will get to mid with less health
- Turned the fence by cafe into a much taller brush-based fence that players can't stand on
- Added a light by choke to brighten that area up
- Added a partial wall to the rollout exit to slow down flanks a bit
Mid
- Added a small healthkit on the roof above the point
- Turned the wall behind the towers into a clipped-off area that recedes into the wall so its harder to hit with splash - this change was meant to help with medic survivability in midfights
Other changes
- Made performance improvements throughout the map - removing some details, fixing some parts of the map rendering when they aren't supposed to, etc.
- Adjusted some of the lamp props that were being used to hide stickytraps by repositioning the lamps (in left-side lobby), changing the model entirely (in rollout), or adding a new prop to block damage from the stickies (in library)
- Increased base respawn wave times from 9 seconds to 10 seconds, which is the wave time for pretty much every other 5cp map in rotation except Gullywash

posted about a year ago
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