[WIP]cp_avantiville

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TheCarpe
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Re: [WIP]cp_avantiville

Post by TheCarpe » Fri Jan 04, 2008 2:11 am

I don't even recognize it anymore! This is really coming along great, Beeron! Can't wait to try it out...

*hint hint*

;)
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Post by l3eeron » Fri Jan 04, 2008 11:11 am

[quote="Lets Swill";p="61641"]Whats the current progress on the updated map btw (percent complete wise)[/quote]

Its got a long ways to go... Im about 25% done with the "world" then I have to redo all the gameplay timers and scoring entities like add sudden death (and add - add time when someone caps etc) then it needs to be optimized... then play tested... then maybe it can be titled as a release candidate.


Im taking my time to create something we can be proud of.... I could have just retextured everything. I'd be done with it by now, but I want it to be one of the better customs out. It'll prolly be the biggest custom out. With all my nonTF2 textures and the size of the map will make it a big file to DL. But Im willing to sacrifice file size for quality.... seeing as how there's alreayd lots of good smaller maps.

[quote="TheCarpe";p="61655"]Can't wait to try it out...[/quote]

I could upload what I have done now just so you can run around and check it out if you want....

Its missing lots things tho, like the main gates, there arent any red spawn points.... caps are gone etc. But it looks pretty!

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Re: [WIP]cp_avantiville

Post by DeafOfficeWorker » Fri Jan 04, 2008 11:20 am

That's really pretty, B! :D :shock:

Can't wait to play it.
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Post by l3eeron » Fri Jan 04, 2008 11:28 am

:cool:

Thank you Deafy

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Re: [WIP]cp_avantiville

Post by Lets Swill » Fri Jan 04, 2008 3:20 pm

Looks nice btw, the grass is key to making it feel like avantiville :)

You have some competition, however your avantiville is much further along in progress than the other one here:

http://tf2maps.net/showthread.php?t=416

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Post by l3eeron » Mon Jan 07, 2008 4:06 pm

So Ive come up some good concepts for the rest of avantiville. Ill explain things in the hopes that I get some solid feed back on conceptual ideas in this initial construction stage...

FYI:
- Will be sequential CTF like the old avanti
- Capping a flag will add time to clock
- entire map opened up to accomodate TF2's bigger player models and the need for more room for fire fights
- Complete environment with 3d skybox, weather, sounds, and dynamic lighting


CP1:

Will be a water pump station (see screenshots). The well outside will be more like a water fountain with an entrance into CP1 through a tunnel leading into the water underneath the main floor. The roof of CP1 where the intel cap point will be, is accessible only by elevator from inside, or rocket/sticky jump.

Between CP1 and CP2

This will be a dirt road that's built up on top of the embankment, keeping true to the avanti layout, it will be raised, and have a guard shacks on either side and a fence running the length of the road.


CP2


The location and layout will remain essentially the same.

Between 2 and 3

The area where there used to be arches and real tight choke points will become a mountain with tunnel catacombs ala hydro. The layout and direction of game flow will remain. This section will be the back side of the mountain as it fades into an industrial setting... think trainyard textures and props from well.


CP3


I have a few viable options for this area:

- Loading dock for a warehouse

- corporate lunch room/patio

CP4

Will be a big warehouse/train depot with elevators and balconies... breakable wall will still be a part of gameplay.


So please, if you have any ideas, or cool (but simple) gameplay tweaks PLEASE speak up

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Post by sgt stutter » Mon Jan 07, 2008 11:48 pm

I enjoyed the map prior to any changes. :D

Whatever you do to enhance the map I'm sure will be great. Avanti is the only map some of us played here for sometime, as you know you were there. So just stay as true to the original as you can while making game play more enjoyable.

I know this wasn't much help but thanks for this l3eer it is appriciated. :) :wink:
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Post by mr_s » Tue Jan 08, 2008 12:18 am

WOW!

Most of yous are serious map makers...

I thought it was just games... how wrong i was..


Keep up teh good work man.. valve might just recruit you...

:D

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Post by Dog » Tue Jan 08, 2008 12:26 am

B's Avantiville rocks!
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Re: [WIP]cp_avantiville

Post by Barrel Bomber » Tue Jan 08, 2008 12:31 am

the fog!..i dislike it! just so u know :P
It takes 43 muscles to frown and 17 to smile, but only 3 to pull a triger. 8)
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Post by l3eeron » Tue Jan 08, 2008 12:34 am

the fog is pretty much gone already, made that decision a while ago :D

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Re: [WIP]cp_avantiville

Post by Barrel Bomber » Tue Jan 08, 2008 12:37 am

really? i just played earlier today and it was there :?
It takes 43 muscles to frown and 17 to smile, but only 3 to pull a triger. 8)
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Post by l3eeron » Tue Jan 08, 2008 12:43 am

oops Im sorry...

Im talking about In the new version Im working on

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Re: [WIP]cp_avantiville

Post by lolpowpow » Wed Jan 09, 2008 3:23 pm

[quote="Lets Swill";p="61747"]
You have some competition, however your avantiville is much further along in progress than the other one here:

http://tf2maps.net/showthread.php?t=416[/quote]
:) It's no competition

It's the first time I ever map so obviously I know it's not gonna be perfect, and I progress very slowly as I'm in no hurry.

In the end, I'll play whichever avanti is the best, and without any hard feelings :D

tbh I couldn't look at the latest avantiville version yet.. it's been a week or two since I even played TF2 at all.
Great progress from the screenshots tho

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Post by l3eeron » Wed Jan 09, 2008 3:26 pm

powpow!

Welcome to the forums!

My version will the blow the socks off the other guys' The other is just a port (like Warpath) in other words, it's not what us mappers call "sourcified" with all the great new things the source engine can do. Dont get me wrong, avanti doesnt need all the bells and whistles to be a good map.

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