View Full Version : [WIP] avantiville
l3eeron
01-04-2008, 03:44 PM
Hi everyone...
Been meaning to post in here. Just posting some info on my map along with some progress screenshots.
First off (for all you smack talkers saying avantiville sux), I never intended on the avantiville to be released to the "public" someone basically leaked it. It was meant to be a "mess-around" map for when we did fun nights on our private server.... and I did cp style cuz the SDK hadn't even been released yet and didnt want to trial and error to learn the new game entities...
OK now that you know I'm making a REAL avanti... sourcified, check out the new screenies....
Even tho these screenshots just dont do it justice. There are lots of environmental things going on, wind, dust clouds, smoke, a water fall, sounds. Its coming together very nicely
http://i157.photobucket.com/albums/t51/l3eeon/cp_avantiville_b5_0060013.jpg
http://i157.photobucket.com/albums/t51/l3eeon/cp_avantiville_b5_0060011.jpg
http://i157.photobucket.com/albums/t51/l3eeon/cp_avantiville_b5_0060007.jpg
http://i157.photobucket.com/albums/t51/l3eeon/cp_avantiville_b5_0060008.jpg
http://i157.photobucket.com/albums/t51/l3eeon/cp_avantiville_b5_0060009.jpg
http://i157.photobucket.com/albums/t51/l3eeon/cp_avantiville_b5_0060010.jpg
Snipergen
01-04-2008, 04:07 PM
Looks good man for these early screenshots :)
But...
hl2 sky and hl2 grass textures has to be replaced. :)
l3eeron
01-04-2008, 04:51 PM
Can I not add them like a custom texture using pakrat? I'm liking the way I have it set up, the dirt looks ugly.
...and Im using that sky cuz I couldnt get a TF2 sky to buildcubemaps, but Im still farting around with it.
hacky
01-04-2008, 05:02 PM
...and Im using that sky cuz I couldnt get a TF2 sky to buildcubemaps, but Im still farting around with it.
If you can find a workaround for this, let me know. I'm having problems with that too, but I haven't been using a hl2 sky to get around it
l3eeron
01-04-2008, 05:06 PM
Ill let you know what happens
hacky
01-04-2008, 05:23 PM
Thanks. As for feedback, the map looks very dark in general. As it's early, you have plenty of time to improve the lighting, but darkness just doesn't work well in TF2.
I also have to second changing the hl2 grass/dirt, the tf2 rocks just look really odd placed on hl2 grass.
l3eeron
01-04-2008, 05:34 PM
has anyone made a grass/rock blend for TF2 yet?
Id rather get rid of the rocks than get rid of the grass...
avanti isnt avanti with out the grass! lol
or maybe Ill use some HL2 rocks to go with the HL2 texture.... IDK
I hear what you guys are saying tho. TBH, Im just an amatuer so Im sure my n00by skillz will show! lol
The lighting gets changed everytime I compile it! lol
Im adjusting the angle to be more stright up and down and turning the brightness up. I like the color/fog combo finally
hacky
01-04-2008, 05:54 PM
It's not just the rocks, but I think what you need to do depends on what you're going for. There's just so much detail in the grass and dirt because of how grainy it is, while all the textures around it are far more solid-color and stylized for tf2.
I think you can find a grass and dirt blend among the TF2 textures. I've seen several maps use it.
l3eeron
01-05-2008, 11:06 AM
ahhhhhh
I found the TF2 grass/dirt I needed... looks way better thanks for the push guys
hacky
01-05-2008, 05:41 PM
Also for the cubemap problem, apparently running buildcubemaps with a tf2 works for everything except the default cubemap. I just found out that my map has been building cubemaps the entire time, just that I hadn't been reloading the map to see them.
cool you use the elevator thats in the sdk :)
Sacrifist
01-08-2008, 04:34 PM
Hydro's sky works correctly
l3eeron
01-19-2008, 06:56 PM
Here we go with some more progress visuals...
Will be renamed to ctf_avantiville and game play will be reverse-sequential-capture the flag like avanti from TFC
A short video preview:
http://www.youtube.com/watch?v=fLc1UeFMWug&eurl=http://www.theville.org/viewtopic.php?p=66186
(Click thumbnails)
http://i157.photobucket.com/albums/t51/l3eeon/th_cp_avantiville_b5_ts0000.jpg (http://i157.photobucket.com/albums/t51/l3eeon/cp_avantiville_b5_ts0000.jpg)
http://i157.photobucket.com/albums/t51/l3eeon/th_cp_avantiville_b5_ts0001.jpg (http://i157.photobucket.com/albums/t51/l3eeon/cp_avantiville_b5_ts0001.jpg)
http://i157.photobucket.com/albums/t51/l3eeon/th_cp_avantiville_b5_ts0007.jpg (http://i157.photobucket.com/albums/t51/l3eeon/cp_avantiville_b5_ts0007.jpg)
http://i157.photobucket.com/albums/t51/l3eeon/th_cp_avantiville_b5_ts0015.jpg (http://i157.photobucket.com/albums/t51/l3eeon/cp_avantiville_b5_ts0015.jpg)
more screenshots...
http://i157.photobucket.com/albums/t51/l3eeon/cp_avantiville_b5_ts0002.jpg
http://i157.photobucket.com/albums/t51/l3eeon/cp_avantiville_b5_ts0003.jpg
http://i157.photobucket.com/albums/t51/l3eeon/cp_avantiville_b5_ts0004.jpg
http://i157.photobucket.com/albums/t51/l3eeon/cp_avantiville_b5_ts0005.jpg
http://i157.photobucket.com/albums/t51/l3eeon/cp_avantiville_b5_ts0006.jpg
http://i157.photobucket.com/albums/t51/l3eeon/cp_avantiville_b5_ts0008.jpg
http://i157.photobucket.com/albums/t51/l3eeon/cp_avantiville_b5_ts0009.jpg
http://i157.photobucket.com/albums/t51/l3eeon/cp_avantiville_b5_ts0010.jpg
http://i157.photobucket.com/albums/t51/l3eeon/cp_avantiville_b5_ts0011.jpg
http://i157.photobucket.com/albums/t51/l3eeon/cp_avantiville_b5_ts0012.jpg
http://i157.photobucket.com/albums/t51/l3eeon/cp_avantiville_b5_ts0013.jpg
Youme
01-19-2008, 07:12 PM
looking pretty good so far
It looks quite open, how much of the map is being rendered at any one time? And whats your framerate compared to stock maps?
l3eeron
01-20-2008, 09:26 AM
Ya Id say the map is pretty open...
I when I run my at 1280x800 full detail no HDR Im getting a solid 50-80 fps, where as Im getting 60-90 on granary and 70-100 on 2fort with same settings....
The map is basically divided into "rooms" by the skybox to keep huge open areas to a min. The cliff will be a good divider that happens to land right in the middle of the map too.
However, I have not started optimizing it. After the optimizing Im positive I can make it a very fps friendly map.
Fragimus_Max
01-20-2008, 09:42 AM
I am a fan of any map remake from TFC.
I played your original Avantiville, and yeah, it was a bit brutal... but "mapping ain't easy" and I liked bringing back old memories of waiting for my extra MIRV grenades backpack as an HWGuy just before turning the corner and heading towards checkpoint two. :)
The new map looks great - the spawn area is much more like the original now. I'm looking forward to playing it.
l3eeron
01-20-2008, 10:08 AM
I liked bringing back old memories of waiting for my extra MIRV grenades backpack as an HWGuy just before turning the corner and heading towards checkpoint two. :)
:sad:
*sniffle sniffle*
I know I kinda miss the cool secondary nades
Scoobingsthe2nd
01-20-2008, 12:31 PM
Ummmmmm... you're gonna be sticking to the original layout right?
l3eeron
01-20-2008, 04:11 PM
Ya it'll be very similar to avanti...
Scoobingsthe2nd
01-20-2008, 09:55 PM
Similar? or the original layout. I mean it's hard for me to tell in the screenshots but it looks like it's been changed a lot.
l3eeron
01-21-2008, 02:53 AM
...its not a port, things are changing but will still be structured like avanti with all the caps in the same spot etc
Voztron
01-22-2008, 08:15 PM
Wow, looks like an amazing map. Keep going!
l3eeron
02-03-2008, 01:18 PM
Well Ive put together a version of this map for us to mess around on. Its still ugly as sin but gameplay seems pretty solid. I used the attack/defend ctf game mode. It pretty fun, check it out. Download it here.
The game mechanics are bug free, except the scoring that cant be fixed (unless someone would like to enlighten me)
http://members.cox.net/avantiville2/ctf_avantiville_b42.zip
Like I said, this is just for shits and giggles. If you have some horrible thing to say about how bad its textured please keep it to yourself... Im working on it! lol Hey, Its not orange!
jamin620
02-03-2008, 02:49 PM
you should change the textures. make some custom italian ones.
making custom TF2 textures is really easy, and making them for avanti would be even easyer. take DoD textures, and paint over them in PS or something, using broad brush strokes whenever possible.
l3eeron
02-05-2008, 04:37 PM
wow that is a great idea.....
so simply obvious I over looked it :P
l3eeron
02-10-2008, 10:03 PM
Anyone had a chance to play the ctf version yet?
Im just wondering because some people really dont like the attack/defend ctf game mode (that give the flag carrier a speed penalty)
here's the link again if you want! =)
http://members.cox.net/avantiville2/ctf_avantiville_b42.zip
3_stooges_geo
02-11-2008, 05:14 AM
we dont run it in regular rotation but do play it once in a while,i myself like the gameplay,but then again i liked all the different game modes TFC had,as for the rest of the players its a 50/50 split on the speed penalty,after everyone figures out what to do they all seem to like the idea of capping the points with flag instead of just standing on it,most like the map layout,some thick fog is needed.
l3eeron
02-11-2008, 10:19 AM
you should change the textures. make some custom italian ones.
making custom TF2 textures is really easy, and making them for avanti would be even easyer. take DoD textures, and paint over them in PS or something, using broad brush strokes whenever possible.
So, I fiddled with it this weekend, got the textures extracted and opened up in photoshop, but sadly, I lack the artistic talent to create or modify anything that could be useful. I threw this idea out the window after a couple frustrating hours.
Thanks for the thought tho ;)
jamin620
02-11-2008, 01:09 PM
meh. Your screenshots look pretty good, but I just wish there was more variation in the themes of TF2 maps. however, if my much-reviled thread about using custom materials is any measure, many people don't agree.
I might see if I cant put something together for you myself this weekend since its a long one. depends on how the alpha tests of ctf_thermal go.
l3eeron
02-11-2008, 01:52 PM
That would be friggen awesome!!! I would surely put your name in the credits along with what ever your home website is! :D
l3eeron
03-09-2008, 01:18 PM
Finally makin some progress...
I was stuck on this part for 2 weeks with "writer's block" I would get partially done with something and decide I didnt like it and trash it.
I'm happy with this
Large Blue building is new, archway/power plant and CP2 area is new, and tunnel system afterwards. Im starting to see light at the end of the tunnel (no pun intended) :P
(click thumbnails)
http://i157.photobucket.com/albums/t51/l3eeon/th_cp_avantiville_b5_0080000.jpg (http://i157.photobucket.com/albums/t51/l3eeon/cp_avantiville_b5_0080000.jpg)
http://i157.photobucket.com/albums/t51/l3eeon/th_cp_avantiville_b5_0080001.jpg (http://i157.photobucket.com/albums/t51/l3eeon/cp_avantiville_b5_0080001.jpg)
http://i157.photobucket.com/albums/t51/l3eeon/th_cp_avantiville_b5_0080002.jpg (http://i157.photobucket.com/albums/t51/l3eeon/cp_avantiville_b5_0080002.jpg)
http://i157.photobucket.com/albums/t51/l3eeon/th_cp_avantiville_b5_0080003.jpg (http://i157.photobucket.com/albums/t51/l3eeon/cp_avantiville_b5_0080003.jpg)
http://i157.photobucket.com/albums/t51/l3eeon/th_cp_avantiville_b5_0080004.jpg (http://i157.photobucket.com/albums/t51/l3eeon/cp_avantiville_b5_0080004.jpg)
ThatGuy
03-09-2008, 07:21 PM
wow that looks nice! keep it up!
MangyCarface
03-09-2008, 07:43 PM
Great progress!
l3eeron
03-11-2008, 11:00 AM
This puts me about 60% ready to optimize!
I cant wait... a few more months of hard work and it'll be ready for some play testing
Youme
03-11-2008, 11:04 AM
http://i157.photobucket.com/albums/t51/l3eeon/th_cp_avantiville_b5_0080004.jpg (http://i157.photobucket.com/albums/t51/l3eeon/cp_avantiville_b5_0080004.jpg)
in this picture (and everywhere else but its noticable here) you need to allign your displacement textures so that they match up around corners (trust me, it looks a whole lot better!!)
l3eeron
03-11-2008, 12:30 PM
so....
open face edit, select faces and shift them around till I see em line up?
or do I paint the geometry more careful to line up at the textures end?
Youme
03-11-2008, 12:37 PM
you do the first, but this only really works if the edges of the displacements are ligned up (with the sew button)
l3eeron
03-11-2008, 12:41 PM
actually, Im pretty sure they will sew, but they arent sewn, lemme try that
Scoobingsthe2nd
03-11-2008, 01:07 PM
It's looking pretty good, I'm just going to express the same concerns I had before of being true to the original. Other than that it's looking good man :)
drpepper
03-11-2008, 01:34 PM
wow looks good.
avanti was one of my favorite maps.
drpepper
03-11-2008, 01:35 PM
will it be a plant the flag game type?
l3eeron
03-11-2008, 01:45 PM
It will be plant the flag, or, reverse consecutive ctf....
(actually called attack/defend ctf in the intel settings)
...as far as keeping TRUE layout. It's not going to be exact, be close enough to know what TFC map is was. Im going to name it something different so the purists don't get all in an uproar. Still looking for a fitting name.
drpepper
03-11-2008, 01:46 PM
cant wait :D
Youme
03-11-2008, 01:47 PM
I've just noticed, this thread has a 'rating'....how come?
drpepper
03-11-2008, 01:54 PM
I've just noticed, this thread has a 'rating'....how come?
enough people rated the thread. top right corner under the pagination area.
l3eeron
03-12-2008, 11:31 AM
enough people rated the thread. top right corner under the pagination area.
Does that mean someone rated this thread 5 stars?!
:001_tt1:
...and how the heck do I have 5 karma?! lol
Also, if anyone is good at names, I need help thinking of a catchy name for this.
DestroyX #R
07-03-2008, 04:37 AM
No News ?
l3eeron
07-03-2008, 09:14 AM
Hey guys...
been busy with life and very caught up in politics and crap going on over at theville. I still stop by every once n a while to check out the site. Which is evolving into a thing of beauty, I must say!
Anyways, yes, I've been workin on the map here n there. I had to go back and rework all my displacements. So, there isn't a huge leap in progress, but the stuff that's done is DONE lol.
Plus, after sacrifist released his avanti_b1, I have decided to take this one in a slightly different direction by adding a few alternate routes and other ways around the map.
So Hi to all my buddies I haven't seen in a while! :D
Corion
07-03-2008, 11:55 AM
This map looks like it's coming along nicely! Glad to see Avanti is getting a similar beautifying treatment like Lazytown did.
Couple of suggestions based on screenshots alone ...
NEVER USE ELEVATORS!! (Or ladders). I can't stress this enough. Elevators and ladders are extremely buggy in multiplayer and can really disrupt the flow of things. If you need to allow players to get somewhere vertically steeply, use steep stairs or spiraling stairs, like the two stairs to the basement in CTF_2fort. Valve created nice prop elevators, but there's a reason they didn't make it to the final version of the game.
The lighting in this screenshot: http://i157.photobucket.com/albums/t51/l3eeon/cp_avantiville_b5_ts0013.jpg looks really funny to me. Your shadow areas appear to be really washed out. I don't know if this is a result of an unnaturally high ambience or some other effect. The rock props in that picture also need to have their shadows turned off.
I'm going to download this map and have a look around - I've had a lot of fun playing on the reverse CTF version of Avanti (the CP one needed a lot of work) and I can't wait to see it actually looking like a map for TF2. I really hope you playtest this map as thoroughly as it should be so the final product will be nicely polished. :0)
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