ctf_avantiville_b27

Credits

Submitter
  • P1: Beggar
    Points: 245
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    Account Age: 4 years
l3eeron (Creator/Co-creator)
Key Authors
l3eeron
Author/developer

Rating

8.43/10
Based off 7 rating(s)

Additional Info

Development State
Beta
Version
2.5
Maximum Players
32

Stats

Post Count
14
ViewCount
1,798
Downloads
215
Date Added
3 years ago
Date Modified
3 years ago

An avanti remake. Attack/defend ctf

*** New update 5/1/09 ***

Lots of changes in this update:

  • Fixed game scoring
  • Rescaled entire 2nd half of map down about 1/4
  • Added various gameplay terrain/prop features
  • Added Custom objectives menu and photos
  • Added gameplay text (must have min HUD disabled)
  • Reduced max time to 8 minutes
  • Reduced flag return from 60 to 30
  • Improved lighting
  • Improved signs
  • Moved caps to the Control points 1 and 4 back.
  • Closed hole in roof of CP3 hut
  • Fixed prop collisions
  • Player Clipped roofs off by CP3, and other various additions
  • Added nobuild in the breakable doorway

Avantiville is a remake of the classic TFC map avanti. This is a new version of my old map. I'm really trying to keep the map historically accurate and keep the game balanced. The current version is b25, the entire map has been overhauled. It's still in beta and lack some visual amenities like a 3d Skybox and some detailing. But, it's fully functional and plenty of fun. So, if you haven't played it lately, check it out!

The game play is different than most ctf maps, it's an attack/defend map. Blu is trying to advancing the flag from their spawn to the next active Control Point. With Blu attacking and Red defending, the battle flows through the map as Blu progresses the intel up the hill with advancing spawn rooms and advancing intel.

Here's my amateur attempt at making a flythrough video:

Read me:

==================================================================================

map name: ctfavantivilleb26 author: l3eeron contact: l3eeroni@cox.net game type: attack/defend capture-the-flag objective: The Blue team is trying to plant their flag on each of Red's 4 key tactical areas before time runs out.

*notes:

The back door to the barn of CP4 is blow -able Flag returns to base after 60 seconds

features:

advancing spawn rooms advancing intel

"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?"

==================================================================================

special thanks to testers:

www.theville.org www.tf2maps.net http://lions.dongues.net/board/

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Comments

    • P1: Beggar
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    Posted by l3eeron I like this way because the player can decide if he wants to enable the text or not.

    True, but how are people supposed to know that they have that option?

    Bananite
    • P1: Beggar
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    Posted by Nalidor
    - Added gameplay text (must have min HUD disabled)
    There's other ways to display text to players without having to pray that they're not using the minimal hud (much less likely than you think). I don't know the details, but I know that dom_canalzone does it at the end of each round.

    Thanks but I know about the other way to display text...

    I like this way because the player can decide if he wants to enable the text or not.

    Villun
    • P1: Beggar
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    - Added gameplay text (must have min HUD disabled)

    There's other ways to display text to players without having to pray that they're not using the minimal hud (much less likely than you think). I don't know the details, but I know that dom_canalzone does it at the end of each round.

    Bananite
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    Haven try but looks prety good .... good design

    Bananite
    • P2: Drudge
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    Pros: Nice looking and well detailed, stays mostly true to the TFC original while putting a TF2 spin on things.

    Cons: In our playtest this map felt overly biased toward defenders, once a few SGs got set up around the first point it was very very hard to cap, much harder than I remember in TFC, I think the scale has become somewhat larger in translation, this makes snipers more deadly and trick jumping the flag in much harder.

    This combined with the relatively smaller attack openings made it hard for attackers to get out and make a conceded push for even the first point.

    The last point is much too far forward than it was in TFC or should be in order for red to mount any kind of defense.

    A few areas need to have their optimization worked on.

    On defenders first spawn people almost always went right instead of left, could use some better signage.

    Improvements: First and foremost I think Blue's spawn needs to be moved forward from the traditional area, and the attack gates need to be made wider and that overhang you put on the far one removed, its far too easy for Red to hem in blue as it is, even with the instant spawn. You might also consider tweaking red's spawn timer up.

    In order to make it harder for engineers to get guns up, especially on the first point, you should reduce all of the nearby ammo boxes to small. This would prevent a team from spamming 3 or more engineers and effectively locking down the first point.

    Red also should not spawn directly behind the 3rd point like they do now, by the time the attackers get there, its very easy to spam and tough for Red to get out of.

    The final point needs to be moved farther back so a sentry gun can actually do things to push someone back or kill them before they make contact, right now is very difficult to defend.

    The capture zones also need to be made shorter, you should not be capturing the point if you are mid air above it, feet must touch the ground, kind of bogus when you knock someone away mid air only to have them cap anyway.

    Notes: Nice work on the port, but there's still work to be done to make it "work" properly in TF2. You might also want to consider renaming the map, CTF doesn't really fit, I think FP for 'flag push' would be more appropriate.

    Good luck on revisions :)

    brbuninstalling.com 24 man play test

    mmm....coffee
    • P1: Beggar
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    L3eeron is a cool map maker this is totally awesome map. I Did a fly through and it looks great Will be playing it on theville.org Custom server. Ran a test trial with it by my self and I Enjoyed the Look and feel of the map it feels like it will play real good.

    Rigges

    I am to Rigges
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    Registered & D/l'ed will take a look....fly threw looked cool!

    Bananite
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    Posted by Enigma. Pros: Very interesting design. Gameplay type is unique compared to what I have encountered. Buildings feel like they are pretty much done. Almost everything works as planned in this map. Cons: Well, let's start at the game-type. This map is some sort of CP/CTF hybrid. It really pissed me off the first few rounds, seeing as I really couldn't tell what to do here. Running around with the flag feeling like an idiot expecting to run it back to my own base was a first on this map. Next, you really left a lot of things unfinished. I can get to some random-ass places even as a scout that should be player_clipped. One such place is near the last point, you can get underneath a building up in the supports. Click for image. Speaking of being inside of props, you left so many props here that aren't the right prop type. I literally found myself standing in tables, coffee pots, generators and the like...which was weird. The last thing was your prop_physics, or more specifically the trashcans you added in. I noticed these when I hit it with a baseball bat...you really shouldn't have this in your map...at all. Next, you made a nice area for a skybox to be added on, but you didn't make one. It leaves a lot of the map unfinished, as you shouldn't be able to see off into the sky when you're looking at the ground. You also had a few visual leaks and the like right near the 3rd cap point, which made it feel unfinished. Click for picture. Also, right nearby this vis leak there was a part of the wall that you could see through (where the support meets the rock wall) that shouldn't be in that manner. Improvements: Well, if you are going to keep this game-type you should call it something else besides "ctf" at the beginning, because I was expecting a vanilla ctf map, not some hybrid. Add in a 3d skybox, and fix some of the cons. Notes: Interesting concept here, but you really shouldn't label it as "CTF" when the whole ctf idea is completely different.

    Well thanks for pointing out those details. However I have already fixed all of them. ;)

    as far as the prefix.... I was going to use sctf_ but was strongly advised against it. So far you are the only complaint, unless I get more it stays, but thanks again for the honest response.

    I'll be sure to PM you with link the to the version with the fixes.

    Villun
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      Account Age: 3 years

    Pros: Very well laid out Notes: Stayed true to the original

    Bananite
    • P2: Drudge
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    Pros: Very interesting design. Gameplay type is unique compared to what I have encountered. Buildings feel like they are pretty much done. Almost everything works as planned in this map.

    Cons: Well, let's start at the game-type. This map is some sort of CP/CTF hybrid. It really pissed me off the first few rounds, seeing as I really couldn't tell what to do here. Running around with the flag feeling like an idiot expecting to run it back to my own base was a first on this map.

    Next, you really left a lot of things unfinished. I can get to some random-ass places even as a scout that should be player_clipped. One such place is near the last point, you can get underneath a building up in the supports. Click for image.

    Speaking of being inside of props, you left so many props here that aren't the right prop type. I literally found myself standing in tables, coffee pots, generators and the like...which was weird. The last thing was your prop_physics, or more specifically the trashcans you added in. I noticed these when I hit it with a baseball bat...you really shouldn't have this in your map...at all.

    Next, you made a nice area for a skybox to be added on, but you didn't make one. It leaves a lot of the map unfinished, as you shouldn't be able to see off into the sky when you're looking at the ground.

    You also had a few visual leaks and the like right near the 3rd cap point, which made it feel unfinished. Click for picture. Also, right nearby this vis leak there was a part of the wall that you could see through (where the support meets the rock wall) that shouldn't be in that manner.

    Improvements: Well, if you are going to keep this game-type you should call it something else besides "ctf" at the beginning, because I was expecting a vanilla ctf map, not some hybrid. Add in a 3d skybox, and fix some of the cons.

    Notes: Interesting concept here, but you really shouldn't label it as "CTF" when the whole ctf idea is completely different.

    y i laggin?
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