Avantiville

CTF Avantiville b32

l3eeron

L8: Fancy Shmancy Member
Jan 4, 2008
593
88
*Updated 1/29/10*


avcover2copy.jpg





This map has been a long time in the works. Partially due to my busy life and my current trend of stumbling through Hammer's building process. But, I have been persevering and have kept at it. The map has been through many many configurations and iterations. So, if you haven't played it in a while, check out the new version!

This is my attempt to create fun gameplay based around my favorite map from Team Fortress Classic.

Using the "Plant the flag" game mode, it acts like a ctf attack/defend map. With advancing spawns the battle moves through out the map as Blu makes progress.


Blu and Red have been neighbors for decades, carrying on with their everyday drivel of a booming commodities industry in harmony. Blu's covert operations and espionage have uncovered Red's massive plot to take Blu over.

Blu has decided to eliminate the threat with their own team of mercenaries. Blu is trying to claim each of Red's 4 key tactical areas by planting their intelligence at the capture points. Can Blu catch red off guard and bet them at their own game?

Changes (deleted change log)


Cheesy Fly by video:

[ame="http://www.youtube.com/watch?v=gF8WxAFe5ts"]YouTube- TF2 Avantiville (beta) Preview[/ame]
 
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HeaH

L8: Fancy Shmancy Member
Oct 2, 2008
553
102
Damn, I liked the old avantiville :( Anyway, hope this will be fun :)
 

Zwiffle

L6: Sharp Member
Jun 24, 2008
269
161
Hey the new version looks good. Looks like you tightened up a lot of areas and overall just made it a lot more tidy. The older one seemed a bit too big in some areas (the 1st cap area especially.)

Any plans for a run on TV2 anytime soon?
 

l3eeron

L8: Fancy Shmancy Member
Jan 4, 2008
593
88
I should have something ready in the next week or two...

here's some shots of my work today:
(along with some experimental HDR)

ctf_avantiville_b20_cp10004.jpg

ctf_avantiville_b20_cp10006.jpg

ctf_avantiville_b20_cp10002.jpg

ctf_avantiville_b20_cp10003.jpg
 

l3eeron

L8: Fancy Shmancy Member
Jan 4, 2008
593
88
There happens to be a working ladder on the map... but that one is purely adornment....

I guess I need to make it look not so inviting to climb somehow! lol
 

Zeewier

L9: Fashionable Member
Sep 20, 2008
619
262
You shouldn't use ladders in you maps unless its a fun map... because you move a lot faster then normal when climbing those thin/invisible brush ladders. It feels very gimmicky imo
 

l3eeron

L8: Fancy Shmancy Member
Jan 4, 2008
593
88
I originally had a ramp in place of said ladder.... it really through off the lay out. If it's really that bad I can try to rethink the area.
 

l3eeron

L8: Fancy Shmancy Member
Jan 4, 2008
593
88
Download link added with new version...

Current screencaps added.

playtesting this Sunday the 26th.
 

StoneFrog

L6: Sharp Member
May 28, 2008
395
81
I like the work on it so far! Remaking TFC's avanti but in a TF2 style. You're doing it much more justice than that other hick on FPSBanana. :D
 

l3eeron

L8: Fancy Shmancy Member
Jan 4, 2008
593
88
Thanks, I have the outside lighting dialed in pretty close to final. I'm still finding rooms and corners that are dark though...
 

Sgt Frag

L14: Epic Member
May 20, 2008
1,443
710
Yeah, I went up a really long ladder really fast and torched a pyro up there in like 1 sec.

Anyway, it was fun, but I think the last piont is a little vague or confusing. Several times I was trying to defend point 3 when it shoudl've been point 4. We lost one round due to the entire team defending 3 still and not realizing we had to move back and watch #4.

Maybe signs that come up and say cpped or something, I didn't notice if the points changed but I guess they did. 3 is kindof hidden and hard to see inside that porch, maybe that's helping cause confusion.
 

l3eeron

L8: Fancy Shmancy Member
Jan 4, 2008
593
88
Ya, I think I'm going to make it so that you can just jump up... the ladder only helps you make it up the last couple of inches anyway....
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
The way VALVe have done it is to remove the bottom few "steps". So the ladder is there, but you can't jump up and reach it. Like it needs to be pulled down with some lever or something. I can't remember where i saw it but it worked visually.

Reference -
http://i157.photobucket.com/albums/t51/l3eeon/ctf_avantiville_b20_cp20011.jpg

Hope that helps my fellow Avanti fan :)

edit: Just realised i replied to an old post, i think.. oh well. Hope it still helps.
 

captainAngry

L420: High Member
Feb 1, 2009
434
247
We played this map yesterday during our play test and were pretty split on it. It looks nice but the metal balance is way off. There is 400 metal on the last point but only 40 on the first. There should be a 100 pack between A and B.

The third point is way too easy to demo camp. A demo can jump on top of the buildings and break anything that is built without any problem and can demo jump to the point pretty easaly. This whole area is way too open IMO.

The last point is impossible to defend. Even with three guns the blue team was able to saunter in there and cap the flag. I feel the the scale of the majority of the map is too large and open. Everything needs to be scaled down so that choke points will actually hold off the blue team.

 

l3eeron

L8: Fancy Shmancy Member
Jan 4, 2008
593
88
I agree with you...

My next build will have more areas for red to set up, smarter use of health/ammo, the cp for CP4 will be moved so people can't inch it in, and plan to make the whole CP3 and CP4 areas scaled down and be more "funneled".

Thank you for the feedback, and confirming my own thoughts about improvements.