kevin_gator
Account Details
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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Windows Sensitivity
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#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 about 4 years 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 about 4 years 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 about 4 years 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 about 4 years ago
#18 cp_villa (5CP) in Map Discussion

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

posted about 4 years 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 about 4 years 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 about 4 years 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 about 4 years 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 about 4 years ago
#12 cp_villa (5CP) in Map Discussion

B3A Update:
Fixed asymmetry issues

posted about 4 years ago
#11 cp_villa (5CP) in Map Discussion

B3 Update:

  • Made some adjustments to last sightlines & put stuff under the raised wooden platform on last
  • Re-designed the right push route from lobby into last - in testing, this has proven to be too powerful and fast of a push route
  • Added a ramp and boulder on right push route into last
  • Redesigned cellar

Also s/o to RGL for allowing this into the Fall Map Cup!

posted about 4 years ago
#10 cp_villa (5CP) in Map Discussion

B2 Update:

Restructured one side of last to make it more interesting

posted about 4 years ago
#9 cp_villa (5CP) in Map Discussion

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.
posted about 4 years ago
#3 Puzza LFT Main/Adv? in Recruitment (looking for team)

cool gamer pick her up

posted about 4 years ago
#1 Lf team mentor/coach in Mentoring

Hey, I’m the captain of a low RGL open team looking for a coach to help us improve. We’re looking for someone who is available to do demo reviews (either 1-on-1 or whole team, whichever is your preference), occasionally do maptalks, and sit in on scrims to let us know what we are doing wrong.

posted about 4 years ago
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