Avante

CP avante b7

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Avante is a non-faithful recreation (port) of the traditional TFC map, Avanti. By non-faithful i mean significant changes have been made in an effort of compromise between the 2 layout designs for best potential result; similar to those seen in the official port of the TFC map Badlands, to TF2, in that the game mode has been modified (4 capture point attack/defend over 4 capture flag point attack/defend) and scale (not only is TF2's scale larger by default, certain routes has been widened and aesthetics modified).

All changes have been choices made in order to improve balance for classes, teams and maintain the maximum potential fun for TF2 mechanics whilst still resembling the original map layout. Along with more pleasent Aesthetics, of course.
 
Last edited:
Apr 13, 2009
728
309
Details: Too much (for alpha).

Well, maybe but I like what I see so far, it goes to the essential, it's kind of the opposite of overloaded with detail, simple but efficient in the use of detail.
 

TMP

Ancient Pyro Main
aa
Aug 11, 2008
947
560
There seems to be a lot of thought from what I see in the pictures. From what I see the map seems to define real areas where pushing can occur and where defense naturally sets up (even despite the screenshots being quite vague). I'll reserve judgement on this but I am looking forward to at least running around on this map to see the experiences that can be done on it.

The only thing I notice that could be potentially annoying is the height on the roof in the last pic; for some reason, I really want to see it much higher. Maybe for jumping, maybe for simply aesthetics.
 

IrishTaxIDriver

L6: Sharp Member
Sep 27, 2008
271
149
Second to last screenshot, I'd completely fence in that small area to the right or push it back to only being under the steel machinery. People will get stuck there.

Last screenshot, isn't that the texture that demo stickies go through that you're using on the bridge? Remember to func_brush in a damage blocker.

I don't see any real connecting line taking you through the points. I'd suggest some dirt tracks running near all the points (minus the last one obviously) to give players some "non-sign" direction.

Also, why no layout overview? I'm having trouble figuring out how things relate in the screenshots, like the third to last one. Also that area seems HUGE, which out of context makes me think over scaled.

I don't think these are very good shots for an alpha either, they're focusing on details rather than the layout which is the most important thing right now.

EDIT: And you're deliberately hiding dev stuff! I see it on the right in the first shot there!
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Looks fun, but the last point is uncomfortably similar to the last point in that snowy 5cp map cp obscure. Not saying you copied, just that that point is really boring so you may want to switch it up

I've never played obscure, though i've heard about it from competitive play. I'll have to take a look.

Second to last screenshot, I'd completely fence in that small area to the right or push it back to only being under the steel machinery. People will get stuck there.

That's a palce holder detail

Last screenshot, isn't that the texture that demo stickies go through that you're using on the bridge? Remember to func_brush in a damage blocker.

I believe that all the grating textures allow damage through. I actually like this feature as it prevents the high ground from dominating. It's the sole reason why 2fort doesn't stalemate consistantly at the front door because this is usually where skilled players camp and troll. Soldier's can shoot up at the ceiling and kill defenders. The control point area is solid geometry however and the catwalk's height wont allow damage from stickies above to affect players below. If this becomes a problem in tests then i will create a solution.

I don't see any real connecting line taking you through the points. I'd suggest some dirt tracks running near all the points (minus the last one obviously) to give players some "non-sign" direction.

I simply havn't added any overlays to the ground such as tire marks...the current displacements are temporary.
(and the map is technically alpha)

Also, why no layout overview? I'm having trouble figuring out how things relate in the screenshots, like the third to last one. Also that area seems HUGE, which out of context makes me think over scaled.

Woops, i added one in my first reply but removed it by accident when editing out some unnecassery text. I'll put it back up. I'm not concerned about scale, this project is a rebirth of an older project from 3 years ago that was over scaled. I reduced that map by 20% to an acceptable scale and this map is even smaller than that. I'm actually concerned about the map being too small. It's very dustbowl-y in that players are always in close proximity (but there are more corners) and no area is beyond 2024 units in length except the width of the out doors area at CP2+3.

I don't think these are very good shots for an alpha either, they're focusing on details rather than the layout which is the most important thing right now.

EDIT: And you're deliberately hiding dev stuff! I see it on the right in the first shot there!

I'll get a map out tonight so hopefully everyone then can see for themselves rather then squinting their eyes at my screenies to try and figure it out. My screenshots aren't great because flanking routes are indoors and the buildings are relatively tall around CP1+2+4 so it's hard to show the overall layout without a widescreen monitor.
 
Last edited:

Gadget

aa
Mar 10, 2008
531
527
Is this the avanti remake you started working on a really long time ago? I remember playing some old version two or three years ago so I guess this one has a different layout? Looking forward to play it, avanti was one of my favourite TFC maps and for an alpha map this looks pretty decent already. Hope it plays well too.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Yea, though there were 3 versions released by 3 people including myself that got played the most, 2 of which were based here (1 by L3eeron) and the other over at FPSB. I started this one here from scratch, but using some of the layout concepts i tested 3 years ago whilst also addressing scale (avanti was my first TF2 project and i couldn't get used to the scale change from HL2). Hopefully i didn't over compensate scale and my advanced spawns are appropriately placed.

I'm compiling a release version now.
 
Last edited:

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
cp_avente_a1 available now.

07:47 - ƒѕ™Llewellyn Orsten: FINALLY GRAZR JEEZ

It's on the US and EU servers and available in 7zip .bz2 format from TF2maps.net here: bish bash bosh

Let me know if there's are mising LDR cubes, i mixed up hdr levels 2 and 0 a bit and can't remember whether i compiled HDR cubes twice. Anyway, haybales should be packed.

EDIT: OK, just realised i didn't change the temporary name over from "climb" to "avante". But since it's just a name and A1 i'll leave it for now until a2.
 
Last edited:

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Bumping for the playtest we did earlier.

The map seemed pretty balanced all in all, besides BLU's respawn wave which was accidently left as default (20s) throughout progression through the map. All the captures were made within the final minute of the count down. Although CP3 was ninja'd by BLU relatively quickly (which was sort of anticipated since RED engineers didn't fall back during defence of CP2 through lack of experience and knowledge of the map layout.

Apologies for forgetting to pack the construction pack tower model.

a2 to come soon.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
OK, sod it, here's A2.

Linkeh

Changes:
Decreased BLU spawn wave from the default 20 to 8 seconds.
made sure to pack construction crane mast (whoopsie).
Increased medium ammo to large at CP3.
A little additional detail at CP3.
 

MangyCarface

Mapper
aa
Feb 26, 2008
1,626
1,325
Gaghk, didn't get in before your update but here's what I felt from the other day's playtest:
-Area next to A (where the engies had set up, a garage of sorts?) possibly unnecessary, or at least the balcony in there
-Add tire tracks / adjust alpha on displacements to establish a greater sense of flow
- A felt odd in the sense that BLU spawn was perpendicular to the point; perhaps extend the platform dividing that yard area in half(http://forums.tf2maps.net/geek/gars/images/7/1/5/cp_climb_a10016.jpg) downwards to form a visblocking wall, and give that further entrance for BLU more viability (just an idea). If this were done a narrow elbow tunnel through it might be good
-This is just a perception, so it may not need addressing; map feels almost too warm/red/yellow; there's not a lot of room in the theme to address this, maybe consider further brightening/whitening your interior lighting for some contrast

I only tested for a limited time and on a stacked team at that, more feedback when I play a2

edit: I had fun, that's important to note, some of the complexity is pretty ace
 

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
It seems way too hard to attack the first 2 CPs and I think it's mainly because of that ledge near CP2 that overhangs BLU's spawn exits and the final CP takes too long to cap, IMO. I also found the area just outside the building which holds the final CP to be a tad too wide and open for my taste. And I really hate all the 64 unit ledges everywhere. It looks like I can get up them but I can't. Either lower them so players can jump on or make them slightly higher/more obvious that there is no way you can jump up there.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
CP1 shouldn't really be that hard to take, you can storm it directly with an uber right from the closest setup gate; so long as it isn't specifically countered with an ubered pyro that uses its airblast for area denial. Which is in turn countered by simply having more than 1 uber charged during setup (which isn't hard and should be standard play for BLU in A/D). When people come to understand how close the CP really is to the spawn exit i expect a lot more coordinated play to take it decisively in the very beginning, at least i wont be modifying the space around CP1 any time soon until i get more data that says it really is a nasty point to assault.

I am however considering putting a third BLU exit in the crevice in the brick building at the staging area so that RED can't dominate that area immediately outside the setup gates and safely flank BLU assaults on CP1. RED would be much more vulnerable when executing flanking manouvres from that ledge in question and BLU would have a spot to snipe at CP1 from. BLU should be able to cover their main assault force with snipers, spies and engi's this way and have better access to the ledge over BLU's spawn exits. My worry though is that it gives BLU too much/easy access to CP2 during the fight for CP1.

As for the 64 unit high ledges, most of them have fences and/or will have fences dictating more legibly what is a valid route through the space in the map and what is not. Though i will probably drop the height of the concrete bay outside the CP4 building, I'm still working on the areas inside as I'm trying to discover what "feels right" about the gameplay here as this was the most loosely designed location. Rest assured that these will get defined as walkable space/solid obstructions throughout development, i'm sorry these were confusing during initial tests.

I do agree that the final CP capture time could probably be reduced to a more comfortable capture speed.
 
Last edited: