avanti_b1

Credits

Submitter
  • P2: Drudge
    Points: 1,463
  • C1: Member
  • A5: Veteran
    Account Age: 5 years
sacrifist (Creator/Co-creator)
Key Authors
Sacrifist
KUSA

Rating

8.98/10
Based off 19 rating(s)

Rate Map

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Additional Info

Development State
Beta
Version
1.0
Maximum Players
32

Stats

Post Count
64
ViewCount
16,697
Downloads
2,458
Date Added
4 years ago
Date Modified
4 years ago
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Avanti takes players to an Italian Town environment with the same classic gameplay as the original

This map is based off TFC's Avanti. Layout and gameplay is pretty much identical. The theme is based off the original.

Avanti -

Objective: Blue team starts as the attacker. Red team starts as the defender. The attacking team starts at the bottom of the hill and must take control of the town by moving uphill and taking control of Command Points sequentially. The defending team simply tries to hold out as long as they can. Once the attackers succeed, teams swap, and play begins again.

Command Points are captured by taking the flag from the previous point and carrying it to the next. When a Command Point is secured, the flag required to capture the next Command Point appears on top of it. For example, the flag needed to capture Command Point 3 will always spawn at Command Point 2.

There is a wall of the Church that can be breached by applying enough damage to it. Stickies will work the best.

Dropped flags return after 15 seconds.

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Comments

    • C1: Member
    • A3: Apprentice
      Account Age: 2 years

    The map is broken, as BLU can hold the intel forever causing overtime to go on forever, it needs overtime removed in order to work correctly.

    Bananite
    • C1: Member
    • A4: Graduate
      Account Age: 2 years

    Pros: I always loved avanti. Cons: What? No!

    Who dares wins.
    • P1: Beggar
      Points: 119
    • C1: Member
    • A4: Graduate
      Account Age: 4 years

    Pros: Avanti is Definitly one of my favourite maps. If not my favourite. I love squeeking by as a scout and getting captures.

    The textures and detail is amazing.

    Almost everything Cons: I dont particularly care for the fact that you can get on to the roof between stage 1 and 2 Improvements: Really, what Malachi said about the spawnpoints. and the whole roof thing Notes: Great job, Sac. You are my idol

    Bananite
    • P1: Beggar
      Points: 437
    • E1: Helper
      EF: 2
    • C1: Member
    • A5: Veteran
      Account Age: 4 years

    Avanti is a daily staple on the Necrophix server. It is much nicer looking than avantiville, and I have no problems with the theme.

    The biggest improvement this map could use would be to add forward spawn rooms, as opposed to spawning out in the open. This will help with camping and with death on class change.

    I also agree about the map times needing to be adjusted. Also, spawning where you can be sniped (first spawn, attackers) should be fixed.

    Other ideas include trying to embrace the TF2 CTF style. This could be accomplished by replacing the cap points with TF2 style capture zones. The zones could easily switch after a cap, eliminating some of the confusion by players seeing the CP-style cap points.

    Look forward to an update.

    Thanks, great map!

    Is this thing loaded?
    • P2: Drudge
      Points: 5,478
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      EF: 18
    • C2: Ripe Member
    • A4: Graduate
      Account Age: 4 years
    Fragimus_Max

    Pros: Avanti is one of my favorite maps from TFC, and it's been lovingly recreated for TF2.

    Cons: Unfortunately, some things don't translate as well when everything is kept the same as before and a perfect port of an officially-released and popular 90's map doesn't necessarily guarantee that it will live up to today's standards. A certain evolution needs to be made and, stylistic choices aside, there could have been much more done to this map to make it even better than the original.

    Improvements: While I fully understand and respect the intention to faithfully recreate Avanti, maybe Sacrifist could consider giving us an "Uber" edition - utilizing the full power of Hammer and some of the new assets that are packaged with it (in addition to any custom textures, props, etc.) I would like to see several elements improved, including but not limited to; the bottleneck/spamfest area in front of the attacking team's respawn area (maybe by providing access to upper level from behind the gates), a tightening up of the second to last CP area, and a redesign of the entire church itself (which would be amazing with a spire-like final CP at the top of a two or three flight climb (or jump).

    Notes: As much criticism as I have for Sacrifist, I have double the love for him because he's hell bent on bringing the classics back into the fold. Considering the differences between TFC and TF2, that's no small feat and he's done an admirable job so far. Now it's time to grow, not only by porting more of those maps we loved so much... but being bold enough to try to make them better.

    Developer / Map Critic
    • P1: Beggar
      Points: 350
    • E1: Helper
      EF: 4
    • C1: Member
    • A4: Graduate
      Account Age: 4 years

    Pros: nice looking map especially nice to get away from the stock textures Cons: some of the rails are too high and make problems for quick escape Improvements: the spawn time on the new intel could be shortened Notes: nice work keep it up

    Bananite
    • P2: Drudge
      Points: 1,073
    • C1: Member
    • A5: Veteran
      Account Age: 4 years
    Posted by sacrifist
    Posted by huster Hey sacrifist! When u gonna releace new version? I like ur map
    Im currently taking a breather from TF2 mapping. Ill get back into the swing soon though :) This map is still very playable so Im not rushing things.

    hey common, do some update. Like cut capture time

    • P1: Beggar
      Points: 109
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      EF: 2
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    • A5: Veteran
      Account Age: 4 years

    Pros: great maP Notes: love the night sky. also it probably looks empty because there are supposed to be 32 little red and blue players filling up that space with rockets and bombs and sentry guns.

    Looking...
    • P2: Drudge
      Points: 1,463
    • C1: Member
    • A5: Veteran
      Account Age: 5 years

    Posted by lolz1337

    Realism, well it looks real, but real doesn't fit the tf2 theme, it it was for another game real was perfect. It could use some more details, and some more props, it feels a bit empty

    I dont care

    Collective Gamers Community
    • P1: Beggar
      Points: 100
    • E1: Helper
      EF: 1
    • C1: Member
    • A4: Graduate
      Account Age: 4 years

    Realism, well it looks real, but real doesn't fit the tf2 theme, it it was for another game real was perfect. It could use some more details, and some more props, it feels a bit empty

    Ring Ring Ring, bananaphone
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