02-18-2005, 02:33 PM | #1 |
Join Date: Feb 2005
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The Future of Avanti
Hello everyone, just wanted to let everyone know i need your help a small bit.
about half a week ago i started in a remake of Avanti from TFC and as of right now i have finished The original layout of avanti and most of the brushwork for the map so i came here to ask everyone some questions. What would you like to see changed in avanti? What would you like to see new in avanti? What do you think should be in the 3D skybox for the map. i would also like to hear any of your ideas for the map. i will post pictures of the map in the future. |
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02-18-2005, 04:43 PM | #2 |
Join Date: Dec 2004
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Good luck with avanti its one of my favorite maps!.
I would make the skybox above the balcony facing the gates into opaque brush work, as its frustrating to bang your head on empty air. Either that or remove it entirely, but that would make getting cap 2 even easier. I would include a bag around 2, maybe that big in the corner room to give out concs only. Its a shame that concers dont get a chance on this map, or does that make the map special? Heh some conflicting thoughts there hopefully you can make sense of it. |
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02-18-2005, 04:49 PM | #3 |
Join Date: Jan 2005
Location: Australia
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leave the nades how they are imo, its pretty damn balanced
make the sandbags at the church interactive - detback destroys them >_< its one of those maps you shouldnt really make any huge changes to coz its an original balanced map imo keep it a night skybox too!~ |
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02-18-2005, 06:01 PM | #4 |
Join Date: Feb 2005
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i intend to leave it as a night map and i am planning to make it a Small bit darker with some good lighting mixed in should come out looking quite nice but you will still be able to see your enemy's.
in testing we can try diffrent things and see how it balances out with diffrent ammounts of ammo and grenades, the map does not have to play exactly the same. i just Hope the dev team can make the team fortress entitys with the same if not more options. you can expect a good set of effect's when a detpack go's off Keep the ideas and thought's flowing people. |
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02-19-2005, 01:54 AM | #5 |
Retired FF Staff
Join Date: Dec 2004
Location: cow college
Posts Rated Helpful 13 Times
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Make one other bag give only concs/some health, with similar respawning time as current nade bag.
Don't make it laggy with tons of physics entities, only have a few if they have purpose/add to the gameplay of the map. |
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02-19-2005, 06:02 AM | #6 |
Join Date: Feb 2005
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there will be a good ammount of prop_physics_multiplayer's for smaller items like trash and a small few regular props for looks in some area's.
regular Physics props are basicly pointless if a physcannon is not in the game. |
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02-21-2005, 11:13 AM | #7 |
Join Date: Jan 2005
Location: California
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keep the size the same and the lighting nice and vibrant to assentuate the night.
Map is pretty much balance all it needs is detail in every area. Especially the church (now it can actually look like a church!) I would make the church tall to make it look like it has depth on the inside (but keep the width like it is). I would break up the roof high above and have some environment light shine down the ruin debris. I would put the capture point on a alter with steps going up to it (not a tall alter maybe just 3 steps going up) or even have the light rays from the environment lighting shine down on the cap for a great effect (accompanied with some fog). Make it look epic and not flat and boring (this is the source engine afterall). Maybe some mosaics of some sort on the wall would look nice. Have some floating flags of the current team attacking dangling above waving around. For a nice touch to end the round when the teams captures the last point maybe a church bell would sound off. dunno just opinions |
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02-21-2005, 01:13 PM | #8 |
Join Date: Jan 2005
Location: Arkansas
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Remember that if you shoot the bell it rings. That was always neat to me when I had figured it out.
Keep people from being able to throw grenades at each other before the first round begins. Instant death for walking into the attacking teams respawn. The team defending the church should never ever, ever need to be in that respawn with the other team. Its usually an infecting medic in pubs. I'm for adding a few concs in there somewhere too. |
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02-21-2005, 03:35 PM | #9 |
Join Date: Jan 2005
Location: Australia
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MJ hit the mark
dont add stuff that can riks making it unbalanced :/ |
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02-22-2005, 04:01 AM | #10 |
Join Date: Jan 2005
Location: Davis, CA
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remove the stuck gate bug and i will be happy.. hehe
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02-22-2005, 12:55 PM | #11 |
Join Date: Feb 2005
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i doubt we will ever see that bug again.
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02-22-2005, 02:56 PM | #12 |
Join Date: Jan 2005
Location: Arkansas
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If you decide to add concs, make them a very very slow respawn and only available to the attacking team. I'm thinking if the entire attacking team had concs the game would go by too quickly. Instead it would be alot better IMO if in pubs you had to be the first there or in match play you had to decide who got them first.
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02-23-2005, 12:23 PM | #13 |
Join Date: Feb 2005
Location: E. Yorks - UK
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Any Screenies of this map yet.
Looking forward to any shots even if they are very basic. Vorm Hi all btw |
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02-23-2005, 06:53 PM | #14 |
Join Date: Jan 2005
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Points I always hated bout this map:
Medics ALWAYS hang out in the enmy respawn areas to infect the offence. Not sure if you can correct this, but it IS the number one reason I dont play this map anymore The graphics is 'old'. Just update the graphics with a new 'theme' and it makes an old map new again. Instead of a casbah theme, change it to a dust theme or a fort theme. Nades, nades and more nades all over the place. Sheesh... does EVERYONE on this map HAVE to have nades? I say give the spys full supply of nades on respawn, but everyone else gets NUTHIN! ::::ducks the rotten vegies being thrown at her:::: |
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02-23-2005, 07:51 PM | #15 | |
Join Date: Jan 2005
Location: California
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02-23-2005, 08:02 PM | #16 |
Join Date: Jan 2005
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For me? Heck yes! course that is just me... I doubt anyone will take that suggestion to heart and actually impliment it.
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02-23-2005, 09:17 PM | #17 |
Join Date: Jan 2005
Location: Work
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Avanti is one of my favorite maps of all time. My only suggestions would be to perhaps make the hallways/walkways/tunnels a little higher and wider. And perhaps make a couple more entrances to the yard at the base of the church. Like, and entrance from the ramp area that leads through a possibly brand new section of the map off to the right of the capture point (looking at it from the church). Other than that, everything else is great.
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02-24-2005, 01:19 AM | #18 |
Join Date: Jan 2005
Location: Arkansas
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I almost mentioned widening the halls. But I'm not sure if I myself would completely like that. It would remove the "choke" effect that I love alot about the map. It'd have to be done -perfect- if they were to change much.
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02-24-2005, 01:38 AM | #19 | |||
Join Date: Feb 2005
Location: Nova Prospekt
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Quote:
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Plus, why should spies have all of the fun? If diamonds were grenades, then girls would be pyros. Please refer to Marilyn Monroe to understand my simile. |
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02-24-2005, 03:38 AM | #20 |
Join Date: Feb 2005
Location: Philadelphia, PA
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And dont you forget HUNTED where you....wait for it.......
HUNT SOMEONE! |
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