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 February 14, 2020 at 1:54 PM
Posts 23 (0.1 per day)
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#23 Refresh: cp_process in Map Discussion
scrambledSteam Subscriber AgreementWhen you upload your content to Steam to make it available to other users and/or to Valve, you grant Valve and its affiliates the worldwide, non-exclusive right to use, reproduce, modify, create derivative works from, distribute, transmit, transcode, translate, broadcast, and otherwise communicate, and publicly display and publicly perform, your User Generated Content, and derivative works of your User Generated Content, for the purpose of the operation, distribution, incorporation as part of and promotion of the Steam service, Steam games or other Steam offerings, including Subscriptions.

Not sure this really applies here because this agreement only gives valve this right. Also, I’m mainly just suggesting they ask the mapper first because it’s a polite thing to do, not because of any legal reasons. I know I wouldn’t want people making spinoffs of my maps without asking me first.

posted 1 week ago
#28 cp_villa (5CP) in Map Discussion

B12 Update:

- More detailing around the map
- Changed the geometry of the tiled high ground on last slightly
- Lowered the jump height on top of the vine post in valley
- Changed shack on mid
- Opened up the door from fountain into mid
- Removed the sign over valley
- Added another small ammo pack to last

B12A: Fixed a wallbug, added spectator cameras

posted 1 week ago
#20 Refresh: cp_process in Map Discussion

Not sure how I feel about making a pro version of a non-Valve map. Have you guys reached out to ScorpioUprising to see if he's okay with you guys re-vamping his map?

posted 1 week ago
#27 cp_villa (5CP) in Map Discussion

B11 Update:

  • Moved shack on mid
  • Re-designed tower and stairs to it on mid

EDIT: Patched invisible textures with B11A update

posted 4 weeks ago
#26 cp_villa (5CP) in Map Discussion

B10 Update:

  • Redesigned shack on mid
  • Slightly changed the terrain of mid with more displacements
  • Added stairs and a platform on mid
posted 1 month ago
#25 cp_villa (5CP) in Map Discussion

B9 Update:
This update addresses some of the general complaints I've been hearing about the map, particularly from the most recent ozfortress cup in which it was played

  • Made mid bigger
  • Removed the market stall on mid and pulled the stairs over to reduce clutter
  • Slightly reduced the size of fountain and changed the stairwell a bit, moved the health and ammo pack to the bottom of the stairs
  • Changed the wood boards on second to an actual staircase connecting the exit from fountain into second to the high ground by choke
  • Redesigned the entrance from cafe into lobby
  • Added a small health pack under the hedge on last
  • Added more boulders outside of the map to hide a seam with the 3d skybox
  • Fixed a wallbug on mid

EDIT: Updated to B9A to fix missing clipping

posted 1 month ago
#24 cp_villa (5CP) in Map Discussion

B8 Update:

  • Added a 3D skybox
  • Did some detailing
  • Improved lighting
  • Re-positioned forward spawn on second
  • Made small quality of life changes to geometry around the map (smoothed out a ramp on second, removed part of a wood barrier on second, moved boxes slightly in lobby)
  • Raised and covered the roof of fountain, made doorway into second from fountain larger
  • Optimized the map more so it doesn't kill framerates
posted 1 month ago
#23 cp_villa (5CP) in Map Discussion

B7 Update:
Took some feedback from the map cup for this. Note: this doesn't mean this is the ONLY feedback I'm responding to, expect more possible changes based on map cup feedback.

  • Redesigned truck completely
  • Raised the fence on second
  • Made shape of big wall the same on both second points
  • New map lighting and skybox
  • Blocked sightline on second
  • Fixed some clipping issues
  • Opened up sewer under mid

EDIT: I forgot to compile with clipping so I re-uploaded as B7A

posted 2 months ago
#21 cp_villa (5CP) in Map Discussion
1jayyvery good map, idk why but i feel the underpass under point feels like spam city and really doesn't provide for a good "lower" flank

i think second point would benefit more from having an extra place to high bomb from

second point gazebo shouldn't have an invisible wall around it, got confused when i got blocked by it during a bomb. i do like that you cant stand on it though cause aerial denial would be massive with it

Thanks for the feedback. I could try opening up the underpass a bit more to address the spam issue. As for the invisible wall above gazebo, there's no easy fix to that. Either you can stand on the roof or you can't. Only other option would be to make it a lighthouse or something in which case I'm completely ripping off sunshine. I've heard from multiple people that attacking second as soldier is a pain, so I want to address that in the next update, possible adding new highbomb spots, although it would help if you could show me where on the map you want to see them.

posted 2 months ago
#19 cp_villa (5CP) in Map Discussion

B6B Update:
Fixed a wallbug and some grass sprites sticking through places they shouldn't be.

posted 2 months ago
#18 cp_villa (5CP) in Map Discussion

B6A Update:
Very minor fixes to wallbugs, a missing decal, and a broken displacement

posted 2 months ago
#17 cp_villa (5CP) in Map Discussion

B6 Update

  • Added foliage detailing (vines, grass)
  • Added more out-of-bounds detailing on last
  • Made the wall around the doorway between tunnel and cellar on last a transparent texture and reduced the door size
posted 2 months ago
#16 cp_villa (5CP) in Map Discussion

B5 Update

  • Raised/replaced the wood fence on right side of last
  • Reduced the size of the stone fence on last to open up an angle for attackers
  • Made barriers by the point on mid transparent
  • Turned the wood ramp out of cellar to last into a grass displacement
posted 2 months ago
#15 cp_villa (5CP) in Map Discussion

B4 Update:

  • Removed boulder and crate/barrels pile on last
  • Blocked up some sightlines on last with fences
  • Made some doorways into last smaller
  • Moved staircase away from the shutter in lobby
  • Made some clipping improvements around the map
posted 2 months ago
#14 cp_villa (5CP) in Map Discussion

B3B Update:

  • Fixed some incorrect textures
  • Did some minor detail work
  • Fixed clipping on the planks on second
  • Added soundscapes
posted 3 months ago
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