[WIP]avantiville

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shimmybot
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Post by shimmybot » Wed Dec 30, 2009 3:51 am

:D !!!!!

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Post by l3eeron » Tue Jan 12, 2010 6:32 pm

Well thanks to everyone being extremely kind, avantiville has a 3.33 out of 5 in the map ratings. I consider it a small miracle. :lol:


The map is broken though. CP3 is a gimme for blu right now. If you grab the third flag immediately and rush for 3, red is barely trickling out of their spawn. They're literally no where in sight. My solution will be to delay the first time flag3 is spawned an extra 30 seconds on top the normal 30 seconds. Then it will go back to the normal 30 seconds.


Improvements:

- set up triggers to delay 3rd flag

- Fix bug: red being locked in spawn when spawns advance


- needs more gameplay/terrain features like cover and ramps in some areas to improve flow and survivablity.

- found some small player clipping issues

- Rework the wood deck leading to cp3 area

- delete old unused areas and props

- 3d skybox

- Enviromentals, lighting, sound scapes, and ambiance

- Improved "Active Flag Display" *wants to use the Directors huge display*


Contemplating:


- Blu needs one more way into the CP4 building. Then move the actual cap back into the middle of the main floor.

- Red would also get a sewer leading to cp4 building

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Post by MrBlah » Tue Jan 12, 2010 6:42 pm

I think a sewer from that building across the way from CP3, or that cave type area between CP2 and 3, into the stairs below the sniper loft would be an acceptable alternate route.
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Post by Ian_Suffix » Tue Jan 12, 2010 6:51 pm

I also seem to remember CP1 being a breeze for BLU in the latest version. What's with the ramp leading straight up to the CP? Why not texture it with red carpet?

Heh, I'm not that bothered by it. But it didn't make me want to stick around there to defend it.
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Post by Gizanked » Tue Jan 12, 2010 8:43 pm

[quote="Ian_Suffix";p="219293"]I also seem to remember CP1 being a breeze for BLU in the latest version. What's with the ramp leading straight up to the CP? Why not texture it with red carpet?

Heh, I'm not that bothered by it. But it didn't make me want to stick around there to defend it.[/quote]

good point, either make them go up from below the point.. or jump up there. the overhang could probably stay as another way of getting up there also but the ramp is a little redunkulous
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Re: [WIP]avantiville

Post by TheCarpe » Tue Jan 12, 2010 8:57 pm

I too was a little surprised by the ramp. I think it was good as it was before, defensible but a concentrated assault could break through. As it is now, it's just a stroll up the ramp and boom, 1st cap.
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Post by l3eeron » Tue Jan 12, 2010 9:11 pm

I'm actually glad you guys are telling me this, because people whined at first that cp1 was too hard. So I added the ramp. On top of that, all it takes is a targe rush, which I was obviously unaware of when I put it there. So I agree, the ramp goes.

I timed an uber starting out of the far left gate, when you take the ramp, you have like 4 seconds of uber left. I think that's too easy for blue. Not even mentioning multiple ubers....


Minus the ramp, the uber time limit runs out just right.

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Post by bullet4o1 » Wed Jan 13, 2010 8:30 am

Some guy got stuck last night in a spawn. Not sure what team or what point. I think it may have been blu. Could be wrong though.

As scout I was able to cap it right away on the first point. Even with a sentry there.
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Post by l3eeron » Sat Jan 23, 2010 11:09 am

Update:


- Spawn bug fixed (installed a teleporter)
- 3rd flag initial spawn time increased to 60 seconds
- removed ramp leading up to cp1
- removed tons of obsolete gemotery
- improved optimization and file size
- added buildings and other things
- improved lighting
- improved detail
- created/deleted a few different experimental 3d skyboxes

would like to have a rough draft of the 3d skybox before i release. So, hopefully I will get it worked out and compiled today.

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Post by Ian_Suffix » Sat Jan 23, 2010 4:48 pm

A teleporter, that's clever! I'll be remembering that.

I'm looking forward to seeing the new skybox. Invite me if we end up testing it today.

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Post by MrBlah » Sun Jan 24, 2010 12:12 am

Another thing I think you should change, though, it may be more difficult to implement, is something that may stop a flying demo from capping the 2nd CP with a sticky jump. Granted a sentry would stop it, but it is almost too easy to lob a few stickies to blow up any sentry right on the point and then jump onto or waltz right onto the point.

In other words, I think you should make the cap have to occur by moving up the ramp on the side. You may have to increase the time gained from a cap by maybe a minute though, as this would make it take longer to cap.
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Re: [WIP]avantiville

Post by Flobee » Tue Jan 26, 2010 2:52 am

You've done such an amazing job on this map, B, it's definitely one of my top favourites! I can't wait for the day you finish it once and for all, and we can permanently add it to our TV2 rotation.
where doing this man.
where MAKING THIS HAPEN.

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Post by l3eeron » Fri Jan 29, 2010 7:10 pm

:D

Here is my next version.

I hope you enjoy, this one definitely feels alot more tf2-ish because of the better (not good) detailing. The 3d skybox is pretty rough-n-dirty and needs work, but the gameplay should be getting close, the last tweaks have been very minor which is a good sign.




Here's the download links


Players click here


For the server guys



Some screenshots of the detail work with some 3d skybox too.
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Post by Gizanked » Fri Jan 29, 2010 7:17 pm

get the updated version somewhere stat, i wanna play it
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Post by l3eeron » Fri Jan 29, 2010 10:37 pm

:cool:

Finally, a version that isn't broken.


:rofl:

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