[WIP]cp_avantiville
the fog was kinda nice to distract from the " not as pretty as it could be"-ness sicne there is no grass and the layout is more important than the cosmetic details.
and also pipe jumping to cap 2 from the gates and the lobbing the pipes to the ramp i find is a lot easier to sneak around than just sitting up on that cliff, which i find to be a better defensive point than anything else
and also pipe jumping to cap 2 from the gates and the lobbing the pipes to the ramp i find is a lot easier to sneak around than just sitting up on that cliff, which i find to be a better defensive point than anything else
http://www.tf2items.com/id/evagizanked
the artist formerly known as Replica
the artist formerly known as Replica
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[quote="Paddyjack";p="58298"][quote="l3eeron";p="58194"]
Here's the secret to getting cp1
rocket/sticky up to this ledge circled in red. Also wanted to point out the scout can double jump up to the flats by cp2 circled in yellow
[/quote]
I don't know if you intended it that way Beeron, but that red cirle area so far from what I have seen has been mostly used by the defending demoman who can easily pipe the spawn entrance without being touched....
As for the fog... frankly I heard it was done to balance snipers but in my experience it only benefits them. You don't see them from afar while all the snipers have to do is zoom in to the obvious spawn entrances. So in fact it protects them.[/quote]
as a sniper i can tell you the fog is the same zoomed in
considering that most snipers taht suck dont play here because of the fog they dont get it
usually i just take a shot if i see anything move in the fog the tightest bit
Here's the secret to getting cp1
rocket/sticky up to this ledge circled in red. Also wanted to point out the scout can double jump up to the flats by cp2 circled in yellow
[/quote]
I don't know if you intended it that way Beeron, but that red cirle area so far from what I have seen has been mostly used by the defending demoman who can easily pipe the spawn entrance without being touched....
As for the fog... frankly I heard it was done to balance snipers but in my experience it only benefits them. You don't see them from afar while all the snipers have to do is zoom in to the obvious spawn entrances. So in fact it protects them.[/quote]
as a sniper i can tell you the fog is the same zoomed in
considering that most snipers taht suck dont play here because of the fog they dont get it
usually i just take a shot if i see anything move in the fog the tightest bit
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[quote="iOwn-";p="58490"]
as a sniper i can tell you the fog is the same zoomed in
considering that most snipers taht suck dont play here because of the fog they dont get it
usually i just take a shot if i see anything move in the fog the tightest bit[/quote]
Not exactly. The fog is the same, however YOU zoom, they do not. It's like looking at people from afar with binoculars. There is a greater chance they won't spot you. Advantage snipers on this.
as a sniper i can tell you the fog is the same zoomed in
considering that most snipers taht suck dont play here because of the fog they dont get it
usually i just take a shot if i see anything move in the fog the tightest bit[/quote]
Not exactly. The fog is the same, however YOU zoom, they do not. It's like looking at people from afar with binoculars. There is a greater chance they won't spot you. Advantage snipers on this.
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Re: [WIP]cp_avantiville
Played it yesterday, really found 1 big problem with it.
When a point is being captured, the announcer always says 'The final control point is being contested!' even if its not, dunno if this is fixable.
Never designed a map for TF2, but something that kinda urked me was the lack of eyecandy, dunno if its all that possible, but after the normal TF2 maps that kinda got me, but I use to design maps for a bunch of different games, so I'm a bit more picky on that issue. Walls and such look extremely plain.
Also as a sniper, its extremely easy to pick people through the gates' + area
Great map design though except the few urks.
When a point is being captured, the announcer always says 'The final control point is being contested!' even if its not, dunno if this is fixable.
Never designed a map for TF2, but something that kinda urked me was the lack of eyecandy, dunno if its all that possible, but after the normal TF2 maps that kinda got me, but I use to design maps for a bunch of different games, so I'm a bit more picky on that issue. Walls and such look extremely plain.
Also as a sniper, its extremely easy to pick people through the gates' + area
Great map design though except the few urks.
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Re: [WIP]cp_avantiville
[quote="Tarrock";p="59035"]
Never designed a map for TF2, but something that kinda urked me was the lack of eyecandy, dunno if its all that possible, but after the normal TF2 maps that kinda got me, but I use to design maps for a bunch of different games, so I'm a bit more picky on that issue. Walls and such look extremely plain.
[/quote]
True dat. I mentioned something about this already, and I figured that it was a problem with the lacking development tools.
Never designed a map for TF2, but something that kinda urked me was the lack of eyecandy, dunno if its all that possible, but after the normal TF2 maps that kinda got me, but I use to design maps for a bunch of different games, so I'm a bit more picky on that issue. Walls and such look extremely plain.
[/quote]
True dat. I mentioned something about this already, and I figured that it was a problem with the lacking development tools.
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Re: [WIP]cp_avantiville
Last edited by l3eeron on Mon Dec 24, 2007 12:40 pm, edited 1 time in total.
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Re: [WIP]cp_avantiville
Re: [WIP]cp_avantiville
Looks like its made some huge progress! Keep it up!
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Re: [WIP]cp_avantiville
Looking good!
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