Villa

CP Villa B19

kevin gator

L3: Member
May 29, 2019
107
28
yo, the small pack on the little ramp thing in the middle of second on the latest version has 2 healthpacks inside eachother. Not sure if this is intentional but picking up what looks like 1 small healthpack gives you 2 small healthpacks worth of health.
This is misleading and not good for fights when you are in trying to keep track of an enemies health.
This is not intentional, it's a mistake and I will fix it! Expect a b13b later today with this fixed.
 

kevin gator

L3: Member
May 29, 2019
107
28
- 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.
- 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
- 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
- Adjusted the wooden pole in truck so iplayers don't need to jump to get on top of it

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kevin gator

L3: Member
May 29, 2019
107
28
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

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kevin gator

L3: Member
May 29, 2019
107
28
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

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kevin gator

L3: Member
May 29, 2019
107
28
Used the wrong file when uploading B16 so here's the real B16

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

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kevin gator

L3: Member
May 29, 2019
107
28
- 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

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ssquare

L1: Registered
Oct 22, 2020
1
0
Gotta say that the major changes made in these past few versions have been a downgrade from the version that was played in Season 3.
In the library, for example, even with the bookshelf that’s in the middle of the room (which makes it far too cramped btw), there are still some nasty sniper angles leading from and into library. The new batts also doesn’t help with this if there’s a defending sniper.
Also I’ve found that fountain pushes aren’t as effective as they used to be because of the new ramp, as the defending combo now has a clear view into fountain; previously, the rocks could conceal any attacking players that walked in. Essentially the ramp’s clearance is too low and could be fixed with a taller ramp. This would also fix the sniper angle onto side-spire (default holding position on second). If this makes it too tall for a scout to be able to stand on it, perhaps add a crate or something to assist with that.
Those are probably the most glaring issues that I’ve noticed, but I’m glad the map is still in active development. (Though I don’t know who told you to add another door to library.) Good job, regardless.

P.S. Get rid of the stupid invisible wall above the barrier that connects to café, demos can put stickies on the top of it if they really don’t want soldiers having a little bit of a quicker bomb.
 

kevin gator

L3: Member
May 29, 2019
107
28
  • 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

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Xbmann

aa
Jul 8, 2019
63
52
20210329214510_1.jpg

Hey yo you need a cubemap in this room, this prop is using the cubemap from the one on the other side so you get a reflection of the prop in the windows.
 

kevin gator

L3: Member
May 29, 2019
107
28
kevin gator updated Villa with a new update entry:

B19

- Removed post in dungeon door on last
- Replaced terrain around point on second with a new platform structure
- Replaced fence in front of choke on second with a well/ramp strucure
- Slightly widened yard outside of fountain exit on second
- Raised pride rock on second
- Added a new splashable area behind pride rock on second
- Redesigned choke
- Slightly redesigned mid forward spawns

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