Or something else for the name, i don't really want to just steal the title "Avanti". Seems rude. So here's another avanti remake. *\o/* goes everyone. To be honest i tried to make a blog because I didn't want to make a thread about it yet but i was too stupid to figure out how; or maybe i need to be some special member who's donated or contributed in some manner to the site? Otherwise i'm special in a completely alternative sense. First a couple of things. I suppose this is looking a lot like a quarry site the way things are going, i might just delete the blue spawn and make a great big hole instead. Which would be painful considering the amount of times i've reworked it. But it would be simply enough and effective. So my map seems to be suffering from a number of things, one of them being "trim" mania. The buildings are tall and the wood texture gets boring, the trims break it up nicely but they just clutter up the screen somewhat in places. I'll have to get some people in a server to see whether it confuses the scene because i'm just looking at the environment on my own here. People will possibly be concentrating on the enemies! The lighting is terrible I KNOW. I can't seem to find a nice environement setting, or atleast i had a nice rotation for the sun, but it's either make everything look nice for the attackers, or make it look nice for the defender's, ha ha. I'll have to go through a number of props and turn the shadows off also, they look quite terrible. The huds a mess, i can see that, i'm not sure what the hell has happened there but i'll sort it on with the screen shots then. I'll deffinately have to shove in some spotlights over the first cp with them all pointing at the cp, it should be nice and pretty then. I'll also need to sort out how the buildings interact at the top left corner, it's awefully "bogded". The wall on the left needs some sprucing up, though i got stuck for idea's here, and i hesitated to throw a bunch of overlays at it. The lower section was brick in a previous compile, i think i prefered that, but then this whole section looking monotonous being surrounded by brick walls on all sides. Here's a look at the spawn doors from the defender's perspective. Comments welcome. Just below the second cp, looking back to where the attackers shall pursue from. The sloped pathway, through the building on the left or rocket jump over the cliff on the left. I always liked the idea of sacrificing some health to get directly to the second cp pretty much from outside the spawn on this map, so i tried to keep this factor alive. The view as you exit the large gates, i do like this screenshot. You're looking at the second cp there. The big tower! I hope people don't miss that.. This is new to the layout, instead of an archway, a catwalk. A nice sg position, but i can see the sg pushing it's victims out of it's range before killing them. We'll see later whether this is an issue. Here's that boring wall again. A make shift shed thing on the left that looked a lot nicer in hammer i have to say. It served to fill up the rather excess space people had to manouver in. Access to the central building. This route was largely ignored by teams in the past, if the defenders ignored it they were outflanked, if the attackers ignored it they were bottle necked at the well (aka the first image). I wanted to draw some attention to it's existance by placing an alcove with some health and ammo so maybe you could put an sg here or just be one of those camping soldiers. Either way i opened the space. It's wider also because hw guy would park his fat arse here alot, which was a cheap way of defending this route. Coming out from that central building to cp2. In sumary the first area is being finalised, i just need to finish the spawn area and decide whether i like it. Then add some lights and figure out what i'm gonna do with the excess trimmings around my buildings. The second area (cp 3 and 4) is already under contruction, screen shots will follow when i've fixed the gates, lights and stuff in the first area. Other than that i think some of the roof slates are too thick and it looks a bit blocky at times. I suppose it's your turn to pick holes in it now. EDIT: Some area's i forgot to mention, what was the deadend ramp where that boring wall is, is now this access tunnel that leads to a position overlooking that make shift shed, it serves as an excellent sg position, but is easily outflanked. .1. Above cp2 .2. Blue spawn .3. The window overlooking the shed .4. Access Tunnel leading to said window.