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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#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 4 years ago
#15 cp_scourge (Attack/Defend) in Map Discussion

B1 Update: Artpassed the map
B1A Update: Detailed C a bit more, added props

posted about 4 years ago
#14 cp_scourge (Attack/Defend) in Map Discussion

A5 Update

LAYOUT CHANGES:
-Added an unlockable passage between C corridor and D with a small healthkit in it
MISC LOGIC CHANGES:
-Reduced final respawn time for defenders and heavily decreased respawn times for attackers after B and C are capped.
POINT LOGIC CHANGES:
-Capturing A causes the main shutter into D to become one-way out of D, capturing B returns it to two-way
-Capturing B blocks the entrance from the skylight/shutter room into alley
-Capturing C divides the lobby in half and opens up a new, more direct passage from C corridor to D

EDIT: Fixed an issue where RED team respawns in the wrong area when A is capped in A5A update.

posted about 4 years ago
#12 cp_scourge (Attack/Defend) in Map Discussion

A4 Update

BUGFIXES:
-Removed an accidental overhang on the roof over B spire
-Fixed an issue where the shutter blocking the central BLU spawn exit opens after A is capped
VISUAL CHANGES:
-Added more overlays and sign props to help guide players
LAYOUT CHANGES:
-Decreased the initial height of D after A is capped
-Increased the final height after C is capped, added a railing that appears around the D point after C is capped
-Added a slow gate out of upper B-side BLU spawn that opens when A is captured
-Added a one-way shutter in the doorway from the alley between A and B and lobby
-Added windows facing out the front of BLU spawn
-Removed medium healthkit in front of BLU spawn exit on A
-Added shutters in front of the upper exits from BLU spawn
-Added a new entrance from lobby into D
-Adjusted the pillars by shutter on D
-Various minor changes to BLU spawn: slightly lowered the upper area, added grid-aligned walls above exits to prevent wallbugs
MISC LOGIC CHANGES:
-Capturing A now causes RED to instantly respawn
-Decreased overall respawn time for attackers
-Capturing C now grants an even bigger respawn advantage to attackers
POINT LOGIC CHANGES:
-Capturing C now moves RED spawn down to the starting spawn location and closes off their C exit
-Capturing B switches the direction of the one-way shutter into lobby from inside>ouside to outside>inside
MISC CHANGES:
-Stickies don't bounce off the pillar on last, but they still bounce off the actual point (Note: this does cause stickies to stay in place while the pillar moves down, but this is the best I can do, it's just the Source Engine
-Closed the gap between the cliff and spire on B

posted about 4 years ago
#11 cp_scourge (Attack/Defend) in Map Discussion

A3 Update

BUGFIXES:
-Fixed an issue where teams could resupply by touching the entrance to the enemy spawn room
VISUAL CHANGES:
-Added a few more signs to help players navigate the map
-Added patch overlays underneath healthkits and ammopacks
OPTIMIZATION CHANGES:
-Changed the snow terrain so that it acts like grass - no more snow particles when walking on it
LAYOUT CHANGES:
-Added more cover to the A point
-Redesigned the A-B and B-C slow gates so they split into 3 parts when opened - sides recede into wall, top part moves into ceiling
-A-B and B-C gates now open slower to compensate for changes above
-Changed the medium ammopack by the shutter into D to a small ammopack
-Removed a support beam on the B spire
-Raised the platform outside lobby on B so that players can jump from it to the spire
-Added a barrier to block a sighline on B
-Added railing by the exit from C to lobby
-Moved the medium healthkit in the blue house on A back to its location in A1 and put back the barrels where they used to be
LOGIC CHANGES:
-Reduced A cap time slightly
-Increased B cap time slightly
-Added some rocks to the cliffs

posted about 4 years ago
#10 cp_scourge (Attack/Defend) in Map Discussion

A2A
-Added kill triggers that prevent players from getting stuck under the last point when it moves and under the shutter that comes down in RED spawn after B is capped
-Made some minor clipping improvements
-Made the cap zone on A smaller
-Fixed missing sign prop on the B-C gate
-Fixed some lighting bugs

posted about 4 years ago
#8 cp_scourge (Attack/Defend) in Map Discussion
AsecI am very interested in seeing matches on this map (also other A/D maps) from a gamemode design/balance perspective. If there are any VODs I can check out, please let me know (:

The map can be playtested at Testco’s discord (NA) or the EU/AU Competitive Map Test discord if you’re interested in playing it yourself. The A1 version of the map has only been tested twice I think, and the demos should be available on demos.tf if you just filter by the map name.

posted about 4 years ago
#6 cp_scourge (Attack/Defend) in Map Discussion

A2 Update

Initial testing of the map revealed it to be incredibly easy for offense, at least for points A-C, so this update aims to make these points more defensible.

BUGFIXES:
-Fixed a floating ramp on C
-Fixed a mistake that allowed engineers to build in certain spots of BLU spawn
-Fixed multiple clipping issues around the map
VISUAL CHANGES:
-Added decal labels to points A-C
-Added decal signs to leftmost C and D exits in RED spawn
LAYOUT CHANGES:
-Increased distance between B and C
-Expanded the area between C and D
-Added a new spawn exit for RED into C
-Added a resupply cabinet to C side of RED spawn
-Added shutters to lower exits to A and B from BLU spawn to prevent stickytrapping spawnpoints
-Repositioned A to be closer to defenders, put an overhang above it.
-Completely redesigned the spire on B to make it easier to hold
Added a new platform on B for defenders to stand on
-Blocked a sightline from B to C through lobby
-Restricted a sightline from lobby to D
-Removed the small healthkit under the bridge on B
-Moved the small healthkit and medium ammopack on B to the top of the spire
-Added a medium healthkit below the point on B
-Removed barrels in the blue house on A and moved the medium healthkit previously on the balcony into its space
-Made the hallway between lobby and C harder to push but added a medium healthkit and ammopack to it
-Replaced the medium healthkit in lobby with a small one and moved it and the accompanying ammopack
-Removed the small ammopack on C
-Removed the medium healthkit under the cliff on A
POINT LOGIC CHANGES
When A is captured:
-RED team starts spawning in the upper C-side part of lobby
-Gate between A and B slowly opens
When B is captured:
-Gate between B and C slowly opens
-RED team loses access to the upper spawn exit

posted about 4 years ago
#5 cp_scourge (Attack/Defend) in Map Discussion
KevinIsPwnsteel is the best highlander map

i miss gpit

who's playtesting this and when are we playing?

This is being tested in NA at the Testco.tf server, message me on discord if you want an invite: kevin gator#8582

vooshoosPoint A seems like a free cap for to BLU, was this intentional, something in the same vein as point A on cp_steel?

A is meant to be somewhat holdable but not as holdable as other points. I can’t really judge how it will play if the map hasn’t been playtested yet though

posted about 4 years ago
#1 cp_scourge (Attack/Defend) in Map Discussion

Hey TFTV, I was bored so I decided to make an Attack/Defend map for sixes. This isn't a Gpit clone though, it's a completely unique dynamic 4CP map, similar to cp_steel but smaller, more open, and less complicated. Instead of a deathpit on last, the point itself moves down from the ceiling as points are captured, making it more accessible to attackers.

Download the map here
Current version: B4
I have no idea where this map will go, but I would appreciate any thoughts people have.

More details are available on the map's download page.

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

B15A Update:

These minor QoL changes have no effect on gameplay and layout, they are just bugfixes and minor visual tweaks.

Clipping fixes
- Fixed an issue where players could get caught on terrain in front of mid forward spawn
- Improved clipping between the big rock and the wooden platform around spire on second
- Fixed collision of rocks on second to prevent hiding stickies inside them
- Simplified the collision of all the hedges on maps to make them more splash-friendly
- Fixed standing spots above red choke and batts
- Added smoothing clipping in various spots around the map
- Changed collision on the fence in the lower right entrance into last to better match the model
Visual changes
- Altered the 3D skybox
- Optimized grass displacements around the map by converting them from power 3 to power 2
- Added stairs by the lower right entrance into last where there was previously just a displacement slope

EDIT: Fixed missing textures/models with B15B update

posted about 4 years ago
#4 villa bugs in Map Discussion
knsumeprobably the most egregious thing i found (only on red side)
https://puu.sh/FVPMQ/459ea8c2ff.jpg

fixed now

zyehachttps://i.imgur.com/V56uB0w.jpg
also only on red side I think

e: also weird clipping in this corner @ fountain
https://i.imgur.com/LfM4sB0.jpg

first image i already fixed, a bit confused about the second. There is a diagonal clipping brush there to smooth movement, which is a standard thing on most maps to prevent players from getting caught on stuff. If you're just pointing out a wallbug, theres nothing I can do about that, it's just the source engine.

posted about 4 years ago
#1 villa bugs in Map Discussion

I've heard multiple reports of various minor bugs with cp_villa_b15 (mainly clipping issues). I've been given permission from RGL to release a small mid-season bugfix update (version name will be b15a) now that the map won't see play for the rest of the main season in all divisions except Invite. I plan on releasing the update before Monday 6/15, so I'd like to hear of any bugs people have found on the map.

I already have fixed the following issues:
- Getting stuck outside mid forward spawn by library/books
- Bad clipping around the big rock next to spire on second
- Hiding stickies in rocks on second
- Hedges on last eating splash because of bad collision model
- Bad clipping between Ivy and Batts on second
- Standing spot above choke on red second

I can't make any major layout or gameplay changes at this time, because it's the middle of the season. I welcome any and all critical feedback in the main feedback thread however.

posted about 4 years ago
#42 cp_villa (5CP) in Map Discussion
skeezhttps://streamable.com/9ptyy4

https://www.twitch.tv/habib_6ix_god/clip/CarefulApatheticRaccoonVoteYea

People were bugging out and getting stuck in this spot in front of library/books
SquidamatronPugging on the map today, found a couple of things:
There's a clip poking up that can occasionally block movement in front of the forwards on mid
You can completely hide stickies in the rocks leading up to 2nd and in the top portion of the fountain
https://imgur.com/a/fmnwzC6

EDIT
there's also this funky place only on red 2nd
https://i.imgur.com/GVI1SNh.png

I will make these fixes as soon as I can. Don't think a version change is allowed at this point, but I will make sure this is fixed after the season, or perhaps after Villa week in Newcomer-Adv, if RGL allows it.

EDIT: The map will be updated after this week with the new clipping fixes.

posted about 4 years ago
#76 tf2 teams with players from the same state as you. in Off Topic

me and hyce gonna make a WA mappers only team i guess

posted about 4 years ago
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