Avanti (Classic)

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Avanti (Classic)
Tfc avanti main.png
Basic Information
Developer(s): Unknown
Map Overview
Avanti (Classic) overview.png

Avanti is a Attack/Defend map set in a city. The map's name apparently comes from a name for a kingdom in Sanskrit.

Objective

The attackers begin at the bottom of a hill, and push uphill to seize a town through capturing Command Points. The defenders are given a setup time to fortify their territory, and must hold off the attackers until time runs out. Once the attackers succeed, or time runs out, players are moved to the other team and the round restarts.

Gameplay

Command Points are captured by taking the flag from the previous point and carrying it to the next. When a Command Point is secured, the flag required to capture the next Command Point appears on top of it. For example, the flag needed to capture Command Point 3 will always spawn at Command Point 2. Dropped flags return after 15 seconds.

Scoring

  • Attacking team - 10 points per Command Point captured.
  • Defending team - Points are awarded over time for defending the Church.

Locations

Downtown

  • Low Town Spawn: The lowest section of town, the lower spawn is where the map begins. It is a large open area guarded by a hidden turret to deter enemies from entering. One team's flag spawns here and is returned here if the flag is dropped for more than 60 seconds and the team has not reached Command Point 1. A set of 2 gates open that allow the team to enter the Well area or to advance up a set of stairs toward the Midtown Command Point (2).
Overview of Avanti (Available to Spectators)
  • The Well (Command Point 1): The well is the first command point located almost immediately outside the lower team's spawn. The actual command point is located on a ledge that overlooks a well. The relatively narrow corridor up to the command point makes it a very strong choke point. There several areas for Sentry Gun's to be placed that will help to defend this command point. Be warned, some teams will put a teleporter in the water in the well. This tricky tactic makes it difficult to notice the teleporter. Later on, if the defending team is patient and loses the 3rd command point. This teleporter can be used to spawn camp the attacking team. Finally, this area has the map's only backpack with grenades.
  • Ramp: The ramp is part of the area that connects the well with the sidewalk to the second command point. It is made up of two different areas. First, the more popular, and larger, direct ramp from the well up towards the second command point. The ramp also continues up to a dead-end platform that overlooks the well. This area is sometimes home to a hidden Sentry Gun. The second route is a small set of stairs outside the lower spawn, this "ramp" area bypasses the first command point and puts you out underneath a canopy on the sidewalks under the second command point.

Midtown

  • Sidewalks: The sidewalks are a large open corridor by which a team must travel to get up to command point 2. There are several areas to defend second command point via Sentry Guns. The sidewalks have the two main entrances from the lower level (the ramp and stairs). There is a third entrance available by grenade/rocket jumping over a small railing next to the second command point. Since the flag must travel through this area in one form or another, it is often a highly contested area.
  • Midtown (Command Point 2): Midtown is the area commonly referred to as command point 2. It consists of the command point itself and areas just beyond the sidewalk area. This area is accessible by the offensive team via coming up the ramp from the sidewalks or by rocket/grenade jumping above a small fence. This area is difficult to defend via a Sentry Gun being such close proximity to the command point and vulnerability to grenades. A better option is to put the Sentry Gun inside the tunnel or utilize the Demoman's Pipebomb Launcher.
  • Tunnels: The tunnels are a bottleneck immediately beyond the Midtown Command Point. There are two routes in and two routes out of the tunnels. The walkway by the command point and a platform overlooking the sidewalks both connect to a corridor. The doorway to the right and miniature sniper deck to the left are the only exits. By this time, the attacking team has an advantage moving through this area; however, the major choke-point is exiting the tunnels. The use of explosives, grenades in particular, are able to aid in dispatching enemies quickly. If having trouble getting through the doorway, use both the doorway and the sniper deck exits while throwing grenades.
  • The Alley:

Uptown

  • Village (Command Point 3):
  • The Yard:
  • The Church (Command Point 4):
  • Uptown Spawn:

Gallery

See also