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 September 25, 2022 at 6:40 PM
Posts 62 (0 per day)
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#39 cp_villa (5CP) in Map Discussion

Uploaded B15 to the Steam Workshop

https://steamcommunity.com/sharedfiles/filedetails/?id=2113052569

posted about 3 years ago
#38 cp_villa (5CP) in Map Discussion

B15 Update:
The changes from the experimental version have been implemented in an official release on TF2Maps.

posted about 3 years ago
#37 cp_villa (5CP) in Map Discussion

Just compiled a test version of B15, with a new exit out of lobby into second to make pushing out of last easier. You can download it here. There is a new test version, the only change is that small healthkits have been added to rollout. Map name is cp_villa_bpre15_2, download it here.

This is just a test version, not an official version. I have not decided whether to implement these changes for Season 3.

posted about 3 years ago
#35 cp_villa (5CP) in Map Discussion

Added callouts for Villa B14
https://tf2maps.net/attachments/villab14callouts-png.124268/

posted about 3 years ago
#34 cp_villa (5CP) in Map Discussion

The changes from the post above have been implemented in the official B14 version, in addition to the following change:

- Adjusted the wooden pole in truck so players don't need to jump to get on top of it

posted about 3 years ago
#33 cp_villa (5CP) in Map Discussion

I just made a B14 test version, you can download it here

The following changes have been made:
Misc changes
- Added Rick May memorials outside last
- Removed bricks from elbow and added double doors instead (purely decorative)
- Made some minor fixes to clipping, texturing, etc.
Changes to last geometry
- Added some height variation behind the point on last
- Moved the last point slightly forward (away from spawn)
- Added perches to the big hedge walls on last for jumping classes to stand on
- Made the tunnel into cellar tighter so it is riskier to push
Changes to make last easier to push out of
- Changed the respawn timer for the team attacking last from 6 seconds to 7.5 seconds
- Added a one-way window in cafe that looks out onto second

I think I listed all the big changes there, but I could have forgotten some. Please test this in pug groups, scrims, whatever. If I receive no complaints about these changes, I will make this the official B14 version.

posted about 3 years ago
#37 S3 RGL in TF2 General Discussion
mustardoverlordas for whether or not to let open players weigh in, I understand both sides of the argument, but at the very least they should have a chance to play a map a bit more- have it in pugchamp and nut city, maybe make some tf2centers on it- before it goes in the pool

Villa has already received thorough testing from players of different skill levels. The majority of testing and feedback has come from the Testco discord server, which I would say has an average skill level in the RGL Open to IM range. An earlier version received testing and feedback in RGL’s Map Cup in November, another later version received testing and feedback in a league-wide event in Ozfortress, and the most recent version before the RGL Invite tests was played in S2 of No Restriction Sixes (yes I know NR6s is not a good comparison to traditional sixes at all, but it still gave teams an opportunity to get a feel for the map). Finally, lucrative has been supporting this map since its early stages by hosting pugs on it with higher level players. There have already been many opportunities for people to evaluate the map, it’s not like it just appeared from nowhere.

posted about 3 years ago
#29 S3 RGL in TF2 General Discussion
bearodactylApparently it got updated after the cup and we didn't even get to try that version up. Feels like this is all too rushed for no reason.

Updates are a natural part of mapmaking. I released an update to villa directly in response to complaints that second was too big and soldier was too weak from paddie, because he was pretty much the only person who stuck around immediately after the event. There is no way I could have anticipated this feedback and released the new update before the event, so it's unfair to make this accusation. I guess I do have a bit of an unconventional update pattern relative to most mappers, but I don't see that as a bad thing. B13A will likely not be the last version before the season starts. I'm probably going to be incorporating some of the feedback I received from you and botmode into B14. To anyone who has major issues with the map, post your complaints in the map's feedback thread.

posted about 3 years ago
#30 cp_villa (5CP) in Map Discussion

B13 Update: I made these changes in response to feedback from the RGL Invite maptests, most of these changes are meant to help soldiers.

- Changed shack and terrain around shack on mid to make it harder to dodge splash damage
- Added back the market stalls to mid to give soldiers a perch
- Completely reworked elbow/truck to make second less open
- Moved second platform/rock closer to the point and added a lip to the outside of the point - the jump from rock to point is no longer scout exclusive, and the new lip gives bombing soldiers a spot to land on
- Added another rock to second to fill an empty corner
- Added a fence to upper lobby to make it less open

B13A: Sewed a broken displacement on red second
B13B: Fixed a copy/paste error that duplicated a small healthkit on second, fixed floating rocks on second, repositioned kits in elbow and made them both medium.

posted about 3 years ago
#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 about 4 years 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 about 4 years 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 about 4 years 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 about 4 years 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 about 4 years 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 about 4 years ago
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