[WIP]cp_avantiville

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Re: [WIP]cp_avantiville

Post by Barrel Bomber » Thu Jan 17, 2008 12:58 pm

sweet ctf avantiville
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Post by OpTik » Fri Jan 18, 2008 5:03 am

[quote="l3eeron";p="65434"]OBTW....


New version will be ctf_avantiville

not cp_avantiville :)[/quote]

uh what?!?
wow, you weren't kidding when you said major overhaul. how exactly is that going to work/play??

sorry for the critique before its even finished, I like the new "simplified house", however it looks a bit short[in length] and narrow[in width]. could be way off though just by looking at the pics. can't wait to play!
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Re: [WIP]cp_avantiville

Post by El Burrito » Fri Jan 18, 2008 9:16 am

Wow B.....everything looks stunning...can't wait to give this a go.

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Re: [WIP]cp_avantiville

Post by MasterChef » Fri Jan 18, 2008 11:26 am

looks very good.
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Post by l3eeron » Fri Jan 18, 2008 11:33 am

[quote="OpTik";p="65694"]the new "simplified house"
[/quote]

Pyros will be pwning everywhere else. So this will balance that out. And serve as an offensive sg spot for blu when they cap cp2

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Re: [WIP]cp_avantiville

Post by l3eeron » Tue Jan 22, 2008 9:23 am

[UPDATE]


A few bugs have been brought to my attention with version b4. This will be the last update of cp_avantiville as I am now working on ctf_avantiville. These last few tweaks and changes should make the map very balanced and fun! This last version will be released in the next day or two. Changes are listed below:

- Added spawn rooms
- Stretched entire level to open up, left choke points tight
- fixed leak in level that caused water too look odd
- fixed bug where people could get on edge of roof by blu spawn
- fixed engy getting up on tall roof by cp 3
- changed floor texture from dirt to grass
- adjusted lighting and fog for optimum performance and visuals


This is a last call for giving me any other suggestions. Speak now or forever hold your peace! :D

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Re: [WIP]cp_avantiville

Post by Stevo » Tue Jan 22, 2008 2:00 pm

Sounds good! :)

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Re: [WIP]cp_avantiville

Post by l3eeron » Tue Jan 22, 2008 10:09 pm

[DOWNLOAD]

Here we go folks...

Can someone load this map and make sure there anrent any missing textures? :D

- An other major change is: Timer starts out with 10 minutes, when cap 2 is capped it adds 7-1/2 minutes but no more than 15. So if blu waited till the last second to cap 2, they'd get 7-1/2 minutes back. But if they capped it at 9 minutes left, it would hit the limit at 15. Then blu would have 15 minutes to cap 3 and 4

http://members.cox.net/avantiville/cp_a ... le_b41.zip


If everything seems to check out lets get it on the servers ASAP!

Screenshots of this version (click)
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New Spawns
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Ahhhhh..... pretty water
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Post by Dog » Tue Jan 22, 2008 11:09 pm

Added to TV2 and TV4!
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Post by l3eeron » Tue Jan 29, 2008 10:12 am

Another - better - version soon to be released. (should be tonight)

This version will look the same but is reverse ctf, TFC style game play. Have also added signs that light up according which intl/cp is active, along with directional arrows that light up too.

- Game starts with 60 second set up and 10 minutes on clock
- 2 minutes added to game clock when each intel is capped
- Next intel appears after 15 seconds when intel is capped
- Best of 3 games wins round (then map changes)
- Spawns advance when intel2 is capped

This hopefully the last one until the "pretty" is ready for play testing.

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