[QUOTE=Roxerg;30739421]First time i'm seeing a freshly-baked emporium.
So it's empty at the start?[/QUOTE]
Each post has an image limit - if every emporium were to contain all the mods from the previous emporiums, not only would it be a huge OP, it would surpass this limit.
[QUOTE=Frying Dutchman;30738088]Maybe make the "Frontline Supllies" more noticable as an ammo box?
Like using the ammo logo or use some of the colour scheme?[/QUOTE]
Mmm, not dumb ! I'll see what i can do...
Wip of the wrench:
[IMG]http://img4.hostingpics.net/pics/846002wrench.png[/IMG]
[QUOTE=pogothemunty;30739528]Each post has an image limit - if every emporium were to contain all the mods from the previous emporiums, not only would it be a huge OP, it would surpass this limit.[/QUOTE]
crap! didnt know that. I may have been contributing a lot to the image limit due to my spamming. Sorry folks. I'll try to limit my image updates.
alot of the uber weapons have sounds thare are un-used
also pie-tony can we get a new rift weapon hitsound [ shared ]
What's been happening with Shugo's Community Fix Pack? I haven't been keeping up to date with the emporia they move too fast. Has it been released or is it still being worked on?
[QUOTE=Roninsmastermix;30739600]crap! didnt know that. I may have been contributing a lot to the image limit due to my spamming. Sorry folks. I'll try to limit my image updates.[/QUOTE]
Each post, not each thread. Keep posting please
[QUOTE=NeoDement;30734509]Valve's bleed icons aren't consistent at all, I did the Shiv one and it uses a brown blood drop, they did the southern hospitality one and it uses a grey impact. The scout sword doesn't have one at all, so I'm providing them with three options (and hoping they pick red blood drop, [i]personally[/i].
[/QUOTE]
The impact should be from killing the player with the actual weapon, the blood-drop being the icon for death from bleeding. Simple! Though Valve is not simple, so :v:
Also the Scout sword was piss-poorly done.
[QUOTE=Pvt. Martin;30734681]A.B.A Survivor and I need an artist for the WWI map. any volunteers?
and a coder aswell
[editline]26th June 2011[/editline]
Me and ABA are going to go for a CP (both Standard and CP) and TC.
as well as a special map if we can get a coder to help and even if we can do it.[/QUOTE]
Good luck on that TC map, hun. Gonna be hell to balance around.
[img]http://i.imgur.com/V468h.png[/img]
Added sights, a small barrel, and rounded the grip a bit. I'll make the back end later today, and then I'd say I would be done.
Also, Spunkrocker, I checked, and the bottom of the top end of the gun isn't beveled.
[QUOTE=Vaught;30739712]The impact should be from killing the player with the actual weapon, the blood-drop being the icon for death from bleeding. Simple! Though Valve is not simple, so :v:
Also the Scout sword was piss-poorly done.[/QUOTE]
I like the blood-causing weapons with the red strikes (obviously indicating that the weapons cause bleed effects, but the wielder managed to kill them without bleeding them out. Like how the Flame weapons should have a burned out icon while the flame weapons themselves have orange in them. I hope this aside isn't too complicated.)
Here we go.
[img]http://i530.photobucket.com/albums/dd346/vivaramjetjr/ctf_2fort0032_new1.png[/img]
Just sort of a proof of concept - if I put some time in, I could get higher resolution images with higher texture and model quality and no jaggies.
[editline]27th June 2011[/editline]
I was trying to make it as similar as possible to the 2Fort one in-game.
[QUOTE=Roninsmastermix;30734851][IMG]http://dl.dropbox.com/u/2672923/50calibersnipersample9.jpg[/IMG]
Fully textured this time and now with 4 variations. I'll only use one of the styles certainly. Your comments are most welcome as always.[/QUOTE]
The scope lens color is far too saturated green. The lenses [i]need[/i] to be cubemapped, and while you've gotten more comfortable with the TF2 texture style over the course of your work, you [i]really[/]i need to work on brushstrokes and color variation.
Also, I know I'm a broken record about this, but [i]stop using [b]color gradients[/b][/i].
In those areas where you are highlighting features, you need to build it with brushstrokes. Using gradients breaks the painterly aesthetic established into the game, and it's disheartening to see work this well-crafted marred by slightly below-par texturing.
As far as the gun itself, I [i]love[/i] the ammo drum you've come up with. It's a great work around for the clipping issue you were getting, and it gives the impression of an advanced design without breaking the artstyle. I do thing the ammo drum especially needs to be a more distinctive shade from the rest of the gun, however.
[editline]27th June 2011[/editline]
[QUOTE=Baboo00;30740001]Here we go.
[img]http://i530.photobucket.com/albums/dd346/vivaramjetjr/ctf_2fort0032_new1.png[/img]
Just sort of a proof of concept - if I put some time in, I could get higher resolution images with higher texture and model quality.
[editline]27th June 2011[/editline]
I was trying to make it as similar as possible to the 2Fort one in-game.[/QUOTE]
Does anyone else think it's kind of jarring that the new background (Valve's) is kind of half-assed? I mean, I understand that it's supposed to be a black-and-white photo, but does anyone else think that it would work better if it had some paint strokes added to it?
[QUOTE=Smashman;30736399]But the spike is [i]cool[/i].
[/QUOTE]
The more different it looks from the targe icon, the better.
[QUOTE=psyke;30736602]thicken the details on the statue-head a little?[/QUOTE]
It looked a bit weird like that, but I can give it another go.
[QUOTE=Eesha;30736650]neo you could try the stabbed/headshotted figure whit a boot hitting his head.
it may not be the best idea but you can try it[/QUOTE]
Will try, but I think that'll look more like a kick icon, because I'll probably only be able to fit in the one boot.
[IMG]http://i495.photobucket.com/albums/rr320/drh3ll/TSR1.png[/IMG]
New traffic sign model. More effort, less madness.
[QUOTE=Mariner;30740012]Does anyone else think it's kind of jarring that the new background (Valve's) is kind of half-assed? I mean, I understand that it's supposed to be a black-and-white photo, but does anyone else think that it would work better if it had some paint strokes added to it?[/QUOTE]
I agree completely, and that's why I'm also making this:
[img]http://i530.photobucket.com/albums/dd346/vivaramjetjr/ctf_sawmill0003.png[/img]
I posted it maybe 20 emporiums ago. :v:
To those making similar BW backgrounds, realize Valve is using (what looks like) the Wiki photo's of maps and applying some kind of old-timey scope and black/white.
Compare.
[quote]
[img]http://wiki.teamfortress.com/w/images/6/6b/TF2_Beta_Menu_June_2011.png[/img]
[/quote]
And
[quote]
[img]http://wiki.teamfortress.com/w/images/a/a1/Ctf_2fort_bridge_ss.png[/img]
[/quote]
[editline]27th June 2011[/editline]
So if you want to make it, try to get similar backgrounds. Or not, your choice :v:
[QUOTE=Vaught;30740520]To those making similar BW backgrounds, realize Valve is using (what looks like) the Wiki photo's of maps and applying some kind of old-timey scope and black/white.[/QUOTE]
Thanks, that will make it a lot easier.
Edit: actually, they're really inconsistent sizes.
[QUOTE=Baboo00;30740386]I agree completely, and that's why I'm also making this:
[img]http://i530.photobucket.com/albums/dd346/vivaramjetjr/ctf_sawmill0003.png[/img]
I posted it maybe 20 emporiums ago. :v:[/QUOTE]
My, that's beautiful. If we could get backgrounds like that for all the different valve maps, then TF2 would have a much happier startup.
[sp]until my game crashes from having any sort of main menu/gui change.[/sp]
Well I much preferred the awesome paintings the game had at launch, I don't know why you'd replace them with black and white generic screenshots myself :|
[img]http://dl.dropbox.com/u/19211711/fucking%20heavys%202%20the%20return%20of%20the%20heavies.PNG[/img]
:smithicide:
I think i accidently page king
[QUOTE=ned_ballad;30739168]The detonator actually has a unique flare[/QUOTE]
niiiiice, shame Valve didn't do that for the other weapons, such as Liberty.
[QUOTE=NeoDement;30740661]Well I much preferred the awesome paintings the game had at launch, I don't know why you'd replace them with black and white generic screenshots myself :|[/QUOTE]
Yeah, it would be cool if the old loading screen and the old menu backgrounds became new menu backgrounds and the map images became loading screens (shows a picture of the map you're going to).
[QUOTE=Digivee;30740732][img]http://dl.dropbox.com/u/19211711/fucking%20heavys%202%20the%20return%20of%20the%20heavies.PNG[/img]
:smithicide:
I think i accidently page king[/QUOTE]
Ah god damnit.... I can't give you 2 rates at the same time.
Medal = Pageking
Heart = Friendly :/
[QUOTE=Digivee;30740732][img]http://dl.dropbox.com/u/19211711/fucking%20heavys%202%20the%20return%20of%20the%20heavies.PNG[/img]
:smithicide:
I think i accidently page king[/QUOTE]
This reminds me, Heavy needs a proper set of high-poly, LODed bulelts for his bandolier, something closer to the bandolier used in the updated Meet the Heavy video.
[url]http://tf2wiki.net/w/images/6/6c/HeavyVidSplash.png[/url]
[QUOTE=NeoDement;30740737]niiiiice, shame Valve didn't do that for the other weapons, such as Liberty.[/QUOTE]
Quite possible it would if the contributors of those weapons would send custom rockets in.
I lipsynced lolzman's "Fucking point!" sound effect, but i'm not sure if i should release it without is say so :v:
[QUOTE=Mariner;30740012]
Also, I know I'm a broken record about this, but [i]stop using [b]color gradients[/b][/i].
[/QUOTE]
For clarifications sake, i never used gradients. I mean NEVER did with my textures. But if you feel that it is something that i should work on (i am really, already) all i can say that there is still room for improvement. I agree with all the points you mentioned and working on them as we speak.
[QUOTE=NassimO PotatO;30741230]Done.
[img]http://cloud.steampowered.com/ugc/542897947466163145/6320163FCF76AE6A68BF764FB1F104A4024054E1/[/img]
[img]http://cloud.steampowered.com/ugc/542897947466168030/1DE1485424176CD5AEC981277EBBC86770EFE680/[/img][/QUOTE]
Dat clipping....
Hey, uh, I thought of a nice idea to use in Payload maps.
It's kind of like a chance to delay the BLU team's plans to win, so they have to take an alternate route.
[media]http://www.youtube.com/watch?v=8K1tBjOMIpc[/media]
That capture point was only there to get the payload system working is all, so no worries on that end. This is simply a demonstration map, so don't say "lol that was dumb". Opinions?
[QUOTE=LilRobot;30741435]Hey, uh, I thought of a nice idea to use in Payload maps.
It's kind of like a chance to delay the BLU team's plans to win, so they have to take an alternate route.
[media]http://www.youtube.com/watch?v=8K1tBjOMIpc[/media]
That capture point was only there to get the payload system working is all, so no worries on that end. This is simply a demonstration map, so don't say "lol that was dumb". Opinions?[/QUOTE]
Very nice ! A great system for breaking that "linear" gamemode.
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