• Fortress' Edge (TF2 Parkour)
    1,745 replies, posted
Snipsnopsnoop.
Is that hookshot thing going to work on other players? Pulling yourself to teammates and pulling enemies off buildings sould be a pretty neat thing to build a mode or map around.
[QUOTE=zombojoe;34280003]0 New content.[/QUOTE] hookshot is in now, does that count as +1? [editline]18th January 2012[/editline] [QUOTE=A Noobcake;34280877]Is that hookshot thing going to work on other players? Pulling yourself to teammates and pulling enemies off buildings sould be a pretty neat thing to build a mode or map around.[/QUOTE] We tried that in AW2 a while ago and the result... [media]http://www.youtube.com/watch?v=0UZN5_-iqok[/media]
well shit
Whoops! Misread.
[QUOTE=leonthefox;34282429]Since you added a few months ago and then removed it it Won't count as new content, it would be more like recycled[/QUOTE] It'd be new to Parkour Fortress.
If we do +1 we'd need to count up all the things Max took with him, since we're using positives and negatives, so what is that, -7? or am I underestimating the number of animations Max made for PF?
[QUOTE=Jonas Kaerlev;34280881]We tried that in AW2 a while ago and the result... [media]http://www.youtube.com/watch?v=0UZN5_-iqok[/media][/QUOTE] Something like that would be kinda cool, with something along the lines of "Alt-Fire releases the person you're fishing" and having a pit of death in the middle of a map.
[QUOTE=thenintendork;34282626]If we do +1 we'd need to count up all the things Max took with him, since we're using positives and negatives, so what is that, -7? or am I underestimating the number of animations Max made for PF?[/QUOTE] [url]http://www.youtube.com/watch?v=0sEVMCOWtEE[/url]
[QUOTE=t h e;34282800][url]http://www.youtube.com/watch?v=0sEVMCOWtEE[/url][/QUOTE] So -12, right?
[QUOTE=A Noobcake;34280877]Is that hookshot thing going to work on other players? Pulling yourself to teammates and pulling enemies off buildings sould be a pretty neat thing to build a mode or map around.[/QUOTE] [QUOTE=Jonas Kaerlev;34280881]We tried that in AW2 a while ago and the result... [/QUOTE] [QUOTE=leonthefox;34282429]Since you added a few months ago and then removed it it Won't count as new content, it would be more like recycled[/QUOTE] Entirely different functionality. With what we learned from AW2, we figured that allowing players to hook other players counts as really bad griefing and brings gameplay to a stand-still. So yeah, I'm pretty sure players =/= walls.
[QUOTE=lilguy;34283158]So yeah, I'm pretty sure players =/= walls.[/QUOTE] Oh dear, I really need to fix some things...
[QUOTE=leonthefox;34282429]Since you added a few months ago and then removed it it Won't count as new content, it would be more like recycled[/QUOTE] Uh? I don't know how you can tell that I recycled anything because you have no insight whatsoever lol but no, its not. The code is completely different and uses the zipline mechanism.
[IMG]http://i181.photobucket.com/albums/x22/mugenoverlord/promo3.png[/IMG] Whipped these up for Mecha, hopefully we'll see these on sooner or later?
[QUOTE=MugenOverlord;34284167][IMG]http://i181.photobucket.com/albums/x22/mugenoverlord/promo3.png[/IMG] Whipped these up for Mecha, hopefully we'll see these on sooner or later?[/QUOTE] Looking good! Seems like we're back in business! Well, somewhat.
So mecha, you said that my idea was "useful" Care to elaborate?
[QUOTE=Justnobody;34284530]So mecha, you said that my idea was "useful" Care to elaborate?[/QUOTE] Useful because it was actually about the mod for once :> also useful in the fact that I've been trying out new modes for the mod; while I really can't imagine how yours would work, it's always interesting to play with ideas.
[QUOTE=t h e;34282800][url]http://www.youtube.com/watch?v=0sEVMCOWtEE[/url][/QUOTE] Now that I watched that video, It really sucks that max animations won't be on Parkour fortress
[QUOTE=leonthefox;34284656]Now that I watched that video, It really sucks that max animations won't be on Parkour fortress[/QUOTE] Gee, if only we had a SPARK of intelligence on who to contact on the WIRE. what i'm trying to say is, ask bang.
[QUOTE=MugenOverlord;34284167][IMG]http://i181.photobucket.com/albums/x22/mugenoverlord/promo3.png[/IMG] Whipped these up for Mecha, hopefully we'll see these on sooner or later?[/QUOTE] No offence, but theses are pretty ugly. The gloves look more like the Scout punched through some socks with his hands, pants look like really thick latex, and the shoes don't look anything like shoes, they look more like weirdly formed socks. Bag on his back is also pretty plain. Overall, it doesn't have any sort of noise or texture to any of it, he looks more like a wax model than a human being. It's not really worth showing at all if this is just a mock-up, it's really just default scout with some stripes and recoloured pants and bag.
[QUOTE=ZestyLemons;34284960]No offence, but theses are pretty ugly. The gloves look more like the Scout punched through some socks with his hands, pants look like really thick latex, and the shoes don't look anything like shoes, they look more like weirdly formed socks. Bag on his back is also pretty plain. Overall, it doesn't have any sort of noise or texture to any of it, he looks more like a wax model than a human being. It's not really worth showing at all if this is just a mock-up, it's really just default scout with some stripes and recoloured pants and bag.[/QUOTE] Except it's not a mock-up, it's an actual texture. They were supposed to be styled after Faith, the main character of Mirror's Edge. My only ideas are: I can try to add some "velcro straps" to the gloves to give them some more detail. I can add a larger sole to the bottom of the shoes and make the front flap black. I can add some pockets to the bag (maybe). Other than these, I'm not really sure what to do about the "clay" look. Do you have any suggestions as to how to fix these issues? edit edit: [IMG]http://i181.photobucket.com/albums/x22/mugenoverlord/promo5.png[/IMG] Added some detailing to the shoes. edit edit edit: if anybody would like to give me a fresh AO map for the scout, the pants would look considerably better.
Pockets on the bag looks really bad. No offense, seriously, but you should either re-model it, or if you can't do that, just remove it. Shoes look nicer though.
[QUOTE=t h e;34286618]Pockets on the bag looks really bad. No offense, seriously, but you should either re-model it, or if you can't do that, just remove it. Shoes look nicer though.[/QUOTE] Mecha may be able to remove the bag mesh. Not a bad idea.
[QUOTE=MugenOverlord;34286666]Mecha may be able to remove the bag mesh. Not a bad idea.[/QUOTE] I sorta meant remove the pockets and leave it plain, but you may want to give that a try as well I guess
[QUOTE=t h e;34286676]I sorta meant remove the pockets and leave it plain, but you may want to give that a try as well I guess[/QUOTE] I preferred it without pockets as well, but apparently people were complaining it was "too plain" (which doesn't make sense to me, considering the bag was a solid color to begin with...)
The split-toe boots like in the video would be neat.
I am honestly surprised someone is helping, though i guess it is a good thing since the mod can now continue, all i can say is... ... Don't be a ass Francis.
[QUOTE=MugenOverlord;34285631]if anybody would like to give me a fresh AO map for the scout, the pants would look considerably better.[/QUOTE] [url]http://tf2tip.maxofs2d.net/resources/ambient_occlusion_maps.zip[/url] courtesy of the team fortress 2 texture improvement project edit: it's time to [URL="http://i.imgur.com/ncqwR.png"]grow up[/URL], please
Any chance that we can get EU hosted server? Ping is not super critical for time trial but its still annoying.
The new scout look is WAY different from Max's. Sucks that you are now forced to make something completely different.
Sorry, you need to Log In to post a reply to this thread.