Davanti

CP Davanti A3

Gadget

aa
Mar 10, 2008
531
527
Davanti - 3 CP attack/defend with some ideas from TFC Avanti

Avanti has been one of my favourite TFC maps so I've finally come around to try its layout in a TF2 map - with various changes, though. Let's see how it plays.

Performance is a bit terrible in some areas since there's no area portals or visleaf other optimization, yet.
 

Infomaniac

L6: Sharp Member
Nov 29, 2015
374
207
I guess more TFC stuff wouldn't hurt. I already like the look of this map.
 

Gadget

aa
Mar 10, 2008
531
527
* Alpha 2 [12/31/2018]

- Reduced setup time from 85 to 75 seconds
- Increased respawn wave time for RED
- Removed lower sewer area
- Changed the fountain into a tower to reduce straight sight lines at BLU spawn
- Changed the staircase at BLU spawn
- Added shortcut route to A for RED
- Changed staircase between A and B into a one-way route for BLU
- Added stairs to long flanking route from A to B
- Slightly increased RED spawn distance at B
- Reduced capture time for B by 2 seconds
- Added large health kit underneath B
- Reduced capture time for C by 1 second
- Added a grate at C
- Added a bridge near C
- Added props for more cover in a few places

Read the rest of this update entry...
 

tyler

aa
Sep 11, 2013
5,102
4,621
I like where A3 has gone compared to the A1 I played a while back. I would encourage you to test A3 a few more times before changing it as it felt pretty fun and well developed to me today.

The one thing I want to suggest is adding a forward spawn for each team that moves on each cap, or at least for the Blue team. The reason being that 3CP is much closer in size and pacing to about half of a 5cp push map, and those forward spawns really help even things out and prevent situations like Red pushing back into an area or alleviating problems that arise from Blue having no engineers (or just one engineer who is being harassed). I think this is actually really important - I spent years trying to figure out 3cp attack/defense, and I think that's the problem with most 3cp a/d maps.

The connectors between A and B are also very narrow and grindy, and seem to have larger entryways and more visibility on the Red side, meaning a push from A to B is really hard if Red takes control. They get to watch narrow entrances from a wider range of areas. A forward spawn near A would help with this (I would suggest along the side with the water) but probably more should be done there.

Finally, I don't really like how hard it is to see where Blue players are when exiting the spawn at C. I think just a fence, or maybe partial obscuring, would be better. It sucks to have only 2 directions I can leave from which are basically the same, and be totally unaware of which side(s) Blue will be shooting me from. It feels like once they're on C there's nothing you can do. That's somewhat true of B, as well, but it bothers me a lot more on C because B is already so defendable.

I hope I get to see where this map goes as it seems very strong already!
 
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Gadget

aa
Mar 10, 2008
531
527
I'm going to add a forward spawn for BLU (after capturing A) and redesign B completely since I'm still not very satisfied with it. The lack of visibility at C will be fixed.

Also, here's some of the props I've made so far. Models are completely done (including LODs and collision models), just no textures yet.

preview_italianprops.jpg