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Rank: Jimmy Hat Jester

Groups: {pDs} Member, Newsie, Server Admin
Joined: 5/16/2006 Posts: 1,796 Points: 81 Location: Dallas
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Rank: Advanced Member

Groups: Registered User
Joined: 2/19/2007 Posts: 46 Points: 6 Location: Illinois
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Rank: Polio Power!

Groups: Registered User, Server Admin
Joined: 11/18/2007 Posts: 631 Points: 18 Location: $4n74 cruz, c4
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tease MakeSureItsCharcoalGrilled wrote: yes. please go fuck yoruself and die.
MakeSureItsCharcoalGrilled wrote:
it's ok. all computer components have clearly dotted lines along which you can cut* to make smaller.

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Rank: Advanced Member

Groups: Registered User
Joined: 2/19/2007 Posts: 46 Points: 6 Location: Illinois
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beta1 is now ready. If you have comments or find issues, feel free to speak up.
Download avanti_b1 Here
www.cgc-online.net/_download/avanti_b1.rar
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Rank: You're gonna stick that where?

Groups: {pDs} Member, Registered User, Server Admin
Joined: 11/21/2007 Posts: 136 Points: 12 Location: TRF, MN
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love it ,lets have a 24-7 avanti at least for a week alot of people like it from old TF
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Rank: The Illuminist

Groups: Administration
Joined: 5/8/2006 Posts: 8,410 Points: 2,875 Location: Seattle
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I personally hate 24/7 one map servers. The only reason we have one is because it draws a crowd. Tempest 1 is running three sacrifist maps currently: avanti, warpath2, and rock2
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Rank: Coathanger Abortion

Groups: {pDs} Member, Server Admin
Joined: 5/17/2006 Posts: 3,487 Points: 1,990 Location: Undisclosed Location
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avanti was a lot of fun but I did notice that on certain stairs and corners I kept getting caught up. gameplay wise it moves really fast, it's hard to defend the first point because scout rush can get in there so easy. second point is impossible to defend from rocket and nade jumpers with the flag. third and fourth points are a little easier to defend. Razor wrote:Killing people is good therapy.  
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Rank: Polio Power!

Groups: Registered User, Server Admin
Joined: 11/18/2007 Posts: 631 Points: 18 Location: $4n74 cruz, c4
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awesome job, played very nice, u have given me a reason not to delete tf2; i had similar issues as dick on the stairs coming from the church towards cap 3 MakeSureItsCharcoalGrilled wrote: yes. please go fuck yoruself and die.
MakeSureItsCharcoalGrilled wrote:
it's ok. all computer components have clearly dotted lines along which you can cut* to make smaller.

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Rank: Fecal Impaction For the Win!

Groups: {pDs} Member, Registered User, Server Admin
Joined: 11/27/2007 Posts: 1,625 Points: 2,067 Location: Birmingham, Alabama
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A bit late last night when I dloaded it but I look forward to playing it.
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Rank: You're gonna stick that where?

Groups: {pDs} Member, Registered User, Server Admin
Joined: 11/21/2007 Posts: 136 Points: 12 Location: TRF, MN
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should do 24/7 for a week i bet after 2 days it will stay fullish..then ad it to rotation we draw a crowd then maybe alot stay.
There was a bug we ha tonight out team would have to attck twice then otherteam once then we had to twice again.. it didnt always want to switch the colors
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Rank: You're gonna stick that where?
Groups: {pDs} Member, Registered User, Server Admin
Joined: 11/15/2007 Posts: 474 Points: 447 Location: San Diego
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I dig the map alot..has the same avanti feel to it. The caps happen a lot faster than the TFC version of it but I think people are still trying to adapt the modern class abilities to the older map.
Some of the old sentry placement locations are still good to go and have a great effect at the bottlenecks.
All the people that remember the original know the best way to attack / defend this thing the people that are New to the map will soon adapt and we will have some great defense after they do. Until then the offense has the advantage and can just tough it through the chaos.
I thought it was really sweet to see and old friend (avanti) and play with the new toys (classes) and see what they are capable of.
One has to remember to defend those arial attacks...old schoolers can remember the conc jumpers and rocket jumpers we had to swat down.
Cant sit back on defense with this one. The flag (intel) will reset in a short amount of time. A great D will try to prevent them from picking it up from point 1 or point 2 etc. They cant cap what the cant get. Treat it somewhat like a CP map. ( even though you cant get the point back you can control the area)
Offense tip: Beware of the engy that can get behind your lines and set up a SG at your spawn point near cap #1 as you are trying to get #3.
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Rank: Polio Power!

Groups: {pDs} Member, Registered User, Server Admin
Joined: 4/5/2008 Posts: 570 Points: 33 Location: GA
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I'm an Avanti fan from way back. would love to see it more. when I put the kids to sleep each night , I'll be lookin to kick some butt on that map!! :-)
Mystique
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Rank: Fuckstick

Groups: {pDs} Member, Registered User
Joined: 4/7/2008 Posts: 1,109 Points: 2,004
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I'm looking forward to trying the map - looks fun from what I have seen of it thus far (only seen Crawdad catching rockets to the face, so it hasn't been a whole lot of the map). I really miss the xbows though - those were so much fun on that map. I was happy last night to see some snipage (yes, I made it up) on the map. It does look like a challenge, but who doesn't like a challenge??  Belligerent Pimp wrote: The Man Society just suspended my man card for a week for getting rickrolled by Mrs. Mary Midwestern Housewife.
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Rank: You're gonna stick that where?

Groups: {pDs} Member, Registered User, Server Admin
Joined: 12/22/2007 Posts: 376 Points: 404 Location: nWo Country
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This map is ideally suited for 7 players on each side at the most. After that it becomes a shitshow and it becomes simply too clogged to bust through most of the time. Excellent map nonetheless. I'm the leetest one here 
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Rank: Advanced Member

Groups: Registered User
Joined: 2/19/2007 Posts: 46 Points: 6 Location: Illinois
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Darkillumina wrote:This map is ideally suited for 7 players on each side at the most. After that it becomes a shitshow and it becomes simply too clogged to bust through most of the time. Excellent map nonetheless. Really? From the rounds Ive played, which has been about 10 or so, the map starts to really shine after there are 7 or more. It is at its best when the server has at least 20 or more. Its pretty easy to bust through if there are medics around.
Im thinking about setting the timers at 10 minutes for the first 2 caps and adding 10 minutes after the second cap. That means that its basically a bonus to cap the first 2 quickly but it also makes the defense have to deal with only 20 minutes total if the Offense gets past cp2.
This map is pretty balanced though from what Ive seen. Ive seen teams defend every point so far. Ive seen blue steam roll red and Ive seen defenses break down and lose. I personally think the map is made for every class. Only class that is at a loss on this map is the sniper imo.
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