Avanti_b1

Sacrifist

L3: Member
Nov 21, 2007
130
7
Avanti_b1

This map is based off TFC's Avanti. Layout and gameplay is pretty much identical. The theme is based off the original.

Avanti -

Objective: Blue team starts as the attacker. Red team starts as the defender. The attacking team starts at the bottom of the hill and must take control of the town by moving uphill and taking control of Command Points sequentially. The defending team simply tries to hold out as long as they can. Once the attackers succeed, teams swap, and play begins again.

Command Points are captured by taking the flag from the previous point and carrying it to the next. When a Command Point is secured, the flag required to capture the next Command Point appears on top of it. For example, the flag needed to capture Command Point 3 will always spawn at Command Point 2.

There is a wall of the Church that can be breached by applying enough damage to it. Stickies will work the best.

Dropped flags return after 15 seconds.
 

drp

aa
Oct 25, 2007
2,273
2,628
sweet. avanti was my favorite map in tfc.
what kind of penalty is there for the flag carrier?
15 second resets seems like a short timer.

cant wait to get home and try this.
 

Sacrifist

L3: Member
Nov 21, 2007
130
7
sweet. avanti was my favorite map in tfc.
what kind of penalty is there for the flag carrier?
15 second resets seems like a short timer.

cant wait to get home and try this.

No penalty for the flag carrier and the 15 second reset is the same as the TFC version :)
 

TheDarkerSideofYourShadow

L10: Glamorous Member
Apr 12, 2008
792
286
Saw this posted on fpsbanana last night, downloaded it and ran through. Very nice throw back to the TFC version. I'm making a 2 round CP version, heh.
 

TotalMark

L6: Sharp Member
Feb 13, 2008
331
78
This map is much better than Avantiville...

EDIT: Just took a quick spin around the map, I like the turrets in the bases, nice difference from the "No Entry Forcefield".

I see a lot of CS:S props in there, not a problem really since the banana stand looked nice. The lanterns could be more a little more TF2ish though.

This is an excellent map. It is superior to Avantiville.
 
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trainRiderJ

L5: Dapper Member
Mar 14, 2008
203
31
In regards to the 15 second flag respawn timer, keep in mind that players moved much faster in TFC than TF2. That said, it might not be an issue as I haven't played your map. Use your best judgement (but you didn't need me to tell you that :) ).
 

Sacrifist

L3: Member
Nov 21, 2007
130
7
In regards to the 15 second flag respawn timer, keep in mind that players moved much faster in TFC than TF2. That said, it might not be an issue as I haven't played your map. Use your best judgement (but you didn't need me to tell you that :) ).

Its gonna be raised to 30 seconds in b2. 15 is ok on a full server of 24 to 32 but any less and its a bit to quick.
 

PMAvers

L6: Sharp Member
Jan 29, 2008
389
142
Ennnnh... While I didn't have too much problem with the map (I had skipped the TFC/HL1 era due to me and Valve not being on speaking terms, so this was all new to me...), there was a common sentiment among my server's players that "Straight ports of TFC maps have a time and place: TFC."

It's sorta like Warpath, where it was really designed for a completely different game, and doesn't seem to really "gel" correctly with the current game-play. If the defenders are going all-out, point 3's basically a meat-grinder, since they *have* to come up that street somehow. There's no way around it. Almost sorta wish there was another path that came around the back-side of the point, to give the offense a different route to go.