New Submission: avante_b1

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Downloads: A new file has been added by grazr:

avante_b1

TF2 port of the TFC sequencial capture style map Avanti.

This is the first beta for play testing; probably of several.

Enjoy.
 

l3eeron

L8: Fancy Shmancy Member
Jan 4, 2008
593
88
So ya went with CP huh...

what are you thoughts on doing a sequential CTF?

...can't wait to try it out!
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
I wasn't sure on how to achieve the sequencial ctf with the TF2 system, atleast without making each cp its own round. Which would be hard given the layout.

I tried to give it the pace of the original with cp timings, but ultimately it wont have the same feel as running a flag to a control point.

If i have the oppotunity to make it sequential CTF, i will. Do you have this type of system running already? I noticed a thread up with a download to a prefab of the sequencial ctf system, but the link was broken.
 

l3eeron

L8: Fancy Shmancy Member
Jan 4, 2008
593
88
Well there are two ways to get sequential ctf to work (prolly more)

I have a working system using the attack/defend mode (a setting on the intel entity)

The only down fall to this is, (unless it's changed now) that the flag carrier automatically gets a speed penalty. Back when I did mine, there was no way to adjust or remove it. Plus, the scoring for this game mode is broken.

The second way (look at avanti_b1 by sacrifist, a direct port of TFC avanti) is to enable/disable intel/capture areas (along with spawns) as the intels are capped. This way works better for TF2 (IMO) because the flag carrier does not receive the speed penalty. Also, scoring is not broken using this method.


I'm at work right now, but I would be glad to help you in more detail if you wish. I have a couple .vmfs I can upload as examples.


HOWEVER! I think CP will be more popular to be honest... the "give-gun-point-at-door" mentality of today's gamer is more likely to enjoy the CP style (again, my opinion). If it were up to me, I would release one of each! :cool1: that would be friggen awesome!
 

Zephyr

L1: Registered
Aug 24, 2008
27
2
Played the map today and found a few errors and bugs, particularly in the second round. There's one section with a little bit of water and a health pack at the bottom. If you jump into that lake, you're stuck. The ground is too high to jump out onto.

Also, one of you're respawn room visualizers is visable to the team that the room belongs too (its in one of the blue respawn rooms)

You're also having some areaportal troubles in some areas, you must have some of them set to closed without having doors to go with them. At one exit from the 2nd point in the 2nd round there are 2 or 3 doors all with messed up areaportals. I love the map though, fix these things up soon!
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Aye all these are already fixed. Thanks for the comments though, i'm glad you like it.

I'll upload the B2 on Monday (13th), to be honest i've had this ready for B2 for nearly a fortnight but have been doing uni registration stuff (-.-) so i've tried not to distract myself.

Immortals writing up the gameday schedules so i'll get it properly tested soon enough. I was pretty much waiting for this and a skybox model (Which cerulean managed to make for me) before i released the next beta.