My skin has brought this topic to a screeching halt.
Nah
We just got shit all to talk about.
Unless Mecha posts info about the Hook or you show some updates on the skin or other shit I dunno what to talk about really.
That's not necessarily a bad thing mugen. It was spiraling down through all the levels of e-drama hell there is.
[QUOTE=NateDude;34301804]Nah
We just got shit all to talk about.
Unless Mecha posts info about the Hook or you show some updates on the skin or other shit I dunno what to talk about really.[/QUOTE]
There's quite a few things I would suggest and/or need attention in the mod right now:
-Some people are having extreme difficulty mounting pipes or ziplines while wallrunning, or in extreme cases, cannot mount ziplines or pipes at all. While I personally do not have this problem (although I've had it occur once or twice), it seems certain people can't even complete the maps because of it.
-The hookshot has a tendency to fire two shots at once. This could most likely be solved by greatly increasing the cooldown between each shot. I would recommend actually making the hookshot into a sniper rifle model instead of a pistol, since it's supposed to store an entire grappling hook/zipline within the gun, and would justify a slower firing rate. Also having it use the Winger model makes it easier to confuse with the pistol, which would be more useful in close range combat than a sniper rifle or a hookshot, which you generally are not going to pick up unless you have no enemies nearby anyway.
-Some if not [b]all[/b] of the maps need exploit fixes. The speedrun maps are constantly being plagued by people who finish with ~20 second runs because they manage to abuse a very small gap in which you can fall from a distance and survive if you time your double jump just right. These could be easily fixed by simply removing the portions of the map in question. The only one I'm aware of is the map I believe is called "werebad", and the place in question is directly behind the spawn. There's a small ledge you can climb and then a straight drop down. Playing the map at any time, you'll see 2/3rds of the server immediately attempt to abuse this glitch. The Points combat map has a wall with a room directly on the other side, and you can actually somehow wallrun THROUGH this wall into an otherwise inaccessible room, much to those who don't know the trick's chagrin.
-Doors are able to be held open and [b]closed[/b] by players by simply standing in the doorway when it's open or standing in front of the direction it would swing when it's closed. This results in games where there are no times set because the front two people are holding the only door(s) shut.
-Also in line with the doors is the fact that the doors are [b]ungodly[/b] difficult to get through without slowing down or stopping entirely. They are much too skinny and are frustrating to attempt to get through. This could be simply solved by either 1. having some sort of automatic homing in or sliding so that you can slide right into the entry without stopping upon collision with the walls, or 2. adding double doors in favor of single doors.
-In line with hard-to-enter doors is small ledges. It can be awful frustrating when a slight incline causes you to stop or slow down. The worst case of this is windows; quite often I find myself climbing a pipe, bouncing in the air for a bit, and THEN entering the window. While not a HUGE issue, it does somewhat interrupt that feeling of flow.
-I would suggest having a large message appear on an flag-holder's screen whenever their team holds all 3, telling them to find the other flag holders. Apparently the message in the upper left hand corner is not getting through to people because there's ALWAYS an idiot with the intelligence who runs away from his teammates.
-Personally, I feel the pistol could have either an accuracy upgrade or damage upgrade. It seems like it was meant to be a midrange weapon, but its inaccuracy eliminates any distance combat, and its lack of punch makes it completely useless up close in comparison to the bat.
-Someone earlier on the server was looking for Mecha, saying that he found a friend of his that's willing to do animations for both view models and world models. I have no idea how skilled this person is, just taking his word for it.
-Also Mecha, if you read this, the normal maps on that scout skin I sent you were REALLY f'd up for some reason on the bag. Use this one instead: [url]http://db.tt/9WGzSz6k[/url]
-IMPLEMENT THE SKINS DAMNIT
Also, what I said about the speed modifier for spinning around too quickly? Disregard that. It turns out there's occasionally places where you are FORCED to use this tactic if you get caught on doors and such, and removing it would mean immediate failure of the run. It's also extremely useful for the combat Points map when you're fighting someone; I find that charging in immediately instantly gets you killed - baiting your enemy and continuously dodging and moving to build your speed to gain the crits is an extremely clever and rewarding tactic.
I think the door should just be widened a bit.
To the guy above (whom I won't quote evade of that holy hell long post) the winger is likely a placeholder right now.
[QUOTE=t h e;34302470]I think the door should just be widened a bit.[/QUOTE]
I think what would work better is if, instead of modifying and recompiling EVERY MAP and making the doors uglier, a system was created to "direct" players towards the center when they open a door.
Would probably be hella difficult but absolutely worth it in the end.
[QUOTE=CharlesMan;34304735]I think what would work better is if, instead of modifying and recompiling EVERY MAP and making the doors uglier, a system was created to "direct" players towards the center when they open a door.
Would probably be hella difficult but absolutely worth it in the end.[/QUOTE]
Portal 2 does this with both players and props being moved towards the center of the portal. All things considered, I think Mecha would be able to whip something simple up.
[QUOTE=Kite117;34294868]If the situation was over "ages ago" then there would have actually been a concession between the two.
I have yet to see a final agreement.[/QUOTE]
i wonder who rated him boxes.....
edit: NEEDS MORE BOXES
edit 2: WHY INFORMATIVE HFNGNFNH
[QUOTE=Captain Chalky;34305563]It never did this to me in Portal 2.[/QUOTE]
As long as you're not moving left or right, it'll funnel you so long as you're close enough. It's actually irritated me in the past because it didn't let me land once, so I know it does it. There are also convars related to it - you may want to check to make sure it's not disabled, actually.
[QUOTE=AlfieSR;34305613]As long as you're not moving left or right, it'll funnel you so long as you're close enough. It's actually irritated me in the past because it didn't let me land once, so I know it does it. There are also convars related to it - you may want to check to make sure it's not disabled, actually.[/QUOTE]
Portal funnel actually was an option (as in the menu, not cvars) in the original Portal, and could have sworn it was in Portal 2 as well.
[QUOTE=CharlesMan;34304735]I think what would work better is if, instead of modifying and recompiling EVERY MAP and making the doors uglier, a system was created to "direct" players towards the center when they open a door.
Would probably be hella difficult but absolutely worth it in the end.[/QUOTE]
I do believe mecha said he was doing something to this effect.
[QUOTE=MugenOverlord;34302298]Some if not [b]all[/b] of the maps need exploit fixes. The speedrun maps are constantly being plagued by people who finish with ~20 second runs because they manage to abuse a very small gap in which you can fall from a distance and survive if you time your double jump just right. These could be easily fixed by simply removing the portions of the map in question. The only one I'm aware of is the map I believe is called "werebad", and the place in question is directly behind the spawn. There's a small ledge you can climb and then a straight drop down. Playing the map at any time, you'll see 2/3rds of the server immediately attempt to abuse this glitch. The Points combat map has a wall with a room directly on the other side, and you can actually somehow wallrun THROUGH this wall into an otherwise inaccessible room, much to those who don't know the trick's chagrin[/QUOTE]
Fixed!
[QUOTE=Neox;34310841]Fixed![/QUOTE]
So you added a letter to a word that was already spelled right
cha·grin (sh-grn)
n.
A keen feeling of mental unease, as of annoyance or embarrassment, caused by failure, disappointment, or a disconcerting event: To her chagrin, the party ended just as she arrived.
[QUOTE=MugenOverlord;34311077]So you added a letter to a word that was already spelled right
cha·grin (sh-grn)
n.
A keen feeling of mental unease, as of annoyance or embarrassment, caused by failure, disappointment, or a disconcerting event: To her chagrin, the party ended just as she arrived.[/QUOTE]
No, he meant he actually [i]fixed[/i] the map. He's the main mapper.
[QUOTE=MugenOverlord;34311077]So you added a letter to a word that was already spelled right
cha·grin (sh-grn)
n.
A keen feeling of mental unease, as of annoyance or embarrassment, caused by failure, disappointment, or a disconcerting event: To her chagrin, the party ended just as she arrived.[/QUOTE]
Sry, I don't know why I added a g :O
I said I fixed the map (pf_hekto) ^^
When you finish the map, instead of being teleported it would be nice to have a message appear, like "Congratulation, press -medic bind- to try again".
I like to explore the map when I reach the finish line, or just watch other coming, but now the game forces you to start again a few second after.
[QUOTE=NoNameForEvil;34312346]This is my problem with PF:
[IMG]http://i.imgur.com/jBo3R.png[/IMG]
Now, I know what you're thinking. [i]"You're not supposed to achieve things, it's a video game!"[/i] But the thing is, it's not achieving things [i]in life[/i] that I'm talking about. I'm talking about [i]playing the game mode.[/i]
Right now, there's just a vast sense of unachievement when you reach the end of a PF map. It's not [i]"Wee, I reached the end! That was fun!"[/i]. It's [i]"Oh, I didn't reach the end before the other guys. I guess I'll have to do the exact same things as before, but try not to get caught on a door for 15 seconds."[/i]
I'm probably going to get dumbed/disagreed a lot on this, but oh well.
The maps don't help. They're so bland. I know it's trying to stick to the original bland Mirror's Edge, but you should deviate from it, even if it's only a small bit. The maps have no character, no zest, no detail, they're so visually uninteresting.[/QUOTE]
This got me thinking: we should do maps that are very grayish (with selective coloring of course) and choc-full of contrast like in Mirror's Edge, but in a TF2 kind of setting. Have a combat map where you're parkouring off of the roofs of RED and BLU team's massive buildings. Where RED team's side would be very wooden and barn-like, with lots of ziplines and wallrunning, BLU team's side would be more industrial, with things to slide under/vault over. It'd have to be a building so tall that if you were to look over the edge, all you saw were the clouds.
For race maps, maybe we could have "infiltration" kind of maps - where RED and BLU team have different courses entirely, and they parkour their way from one base to the other. This could give more of a sense of accomplishment, knowing you made it there.
To build off of it more, maybe we could take this idea of dual courses a bit further - have a briefcase at the end of each side, and then you would have to take it either 1. [b]backwards[/b] through the other team's base or 2. through an alternate path back to your own base. After so many captures, the team with the most would win. This would give you more of a sense of accomplishment as well, since it's like racing ctf rather than combat-based ctf.
Another idea that just occurred to me: Arathi Basin for this. Have a large open map with 3/4/5 main locations scattered throughout - each with its own control point. As you control each point, you slowly gain some sort of point (like resources or something). The team who hits the "resources" limit first wins. The more control points your team owns, the faster your "resource" count grows.
[QUOTE=NoNameForEvil;34312346]This is my problem with PF:
[IMG]http://i.imgur.com/jBo3R.png[/IMG]
Now, I know what you're thinking. [i]"You're not supposed to achieve things, it's a video game!"[/i] But the thing is, it's not achieving things [i]in life[/i] that I'm talking about. I'm talking about [i]playing the game mode.[/i]
Right now, there's just a vast sense of unachievement when you reach the end of a PF map. It's not [i]"Wee, I reached the end! That was fun!"[/i]. It's [i]"Oh, I didn't reach the end before the other guys. I guess I'll have to do the exact same things as before, but try not to get caught on a door for 15 seconds."[/i]
I'm probably going to get dumbed/disagreed a lot on this, but oh well.
The maps don't help. They're so bland. I know it's trying to stick to the original bland Mirror's Edge, but you should deviate from it, even if it's only a small bit. The maps have no character, no zest, no detail, they're so visually uninteresting.[/QUOTE]
You should also get a reward, quite noboby plays this because you don't earn anything
[QUOTE=Ike;34313216]You should also get a reward, quite noboby plays this because you don't earn anything[/QUOTE]
1 slag shilling every time you get on the top5 scoreboard?
[QUOTE=MugenOverlord;34312955]wall of text[/QUOTE]
I think a big problem is that is that, if you look at the difference of speed between Faith in Mirror's Edge and the Scout in TF2, Faith seems slow as a slug.
Maps were already pretty big in Mirror's Edge, but they were big enough for you to have enough time to think about what to do / where to go next. The maps present so far in Parkour Fortress don't really do that, the Scout is super fast, and the absence of a "urban vision" (or whatever it is that they called it in Mirror's Edge) hurts the flow even more.
I wouldn't mind the FoV being seriously smaller (and scaling with the viewmodel fov if that's possible) because it's like I'm playing Quake at 400mph whenever I'm sprinting
[QUOTE=Max of S2D;34313355]I think a big problem is that is that, if you look at the difference of speed between Faith in Mirror's Edge and the Scout in TF2, Faith seems slow as a slug.
Maps were already pretty big in Mirror's Edge, but they were big enough for you to have enough time to think about what to do / where to go next. The maps present so far in Parkour Fortress don't really do that, the Scout is super fast, and the absence of a "urban vision" (or whatever it is that they called it in Mirror's Edge) hurts the flow even more.
I wouldn't mind the FoV being seriously smaller (and scaling with the viewmodel fov if that's possible) because it's like I'm playing Quake at 400mph [B]whenever I'm sprinting[/B][/QUOTE]
Does that mean you still play Parkour Fortress?
[QUOTE=mattmanlex;34314044]Does that mean you still play Parkour Fortress?[/QUOTE]
no because Mecha permabanned me from Slag #4 lol
:siren :siren:
BAD NEWS
:siren:PARKOUR FORTRESS IS CRASHING MY TF2:siren:
PLEASE FIX
:siren: :siren:
Edit 3: And by that I mean it won't even get past the "Retrieving Server Info" part.
Edit 4: Yeah that's 4 times that's happened in a row now i'll try a differ-
HOLY FUCK IT WORKED I GOT IN
[QUOTE=mattmanlex;34314342]Wait. Wait wait wait wait wait. Didn't he say he didn't ban people, and that it was valve's job?
What a hypocrite, heh.
Edit: Well really, who didn't expect that anyways.
[sp]don't ban me *meep*[/sp]
[sp]i enjoy your gamemode[/sp]
[editline]20th January 2012[/editline]
:siren :siren:
BAD NEWS
:siren:PARKOUR FORTRESS IS CRASHING MY TF2:siren:
PLEASE FIX
:siren: :siren:
Edit 3: And by that I mean it won't even get past the "Retrieving Server Info" part.
Edit 4: Yeah that's 4 times that's happened in a row now i'll try a differ-
HOLY FUCK IT WORKED I GOT IN[/QUOTE]
You took your valid point about Mecha and bashed it into submission with all of those edits.
[QUOTE=NoNameForEvil;34312346]This is my problem with PF:
[IMG]http://i.imgur.com/jBo3R.png[/IMG]
Now, I know what you're thinking. [i]"You're not supposed to achieve things, it's a video game!"[/i] But the thing is, it's not achieving things [i]in life[/i] that I'm talking about. I'm talking about [i]playing the game mode.[/i]
Right now, there's just a vast sense of unachievement when you reach the end of a PF map. It's not [i]"Wee, I reached the end! That was fun!"[/i]. It's [i]"Oh, I didn't reach the end before the other guys. I guess I'll have to do the exact same things as before, but try not to get caught on a door for 15 seconds."[/i]
I'm probably going to get dumbed/disagreed a lot on this, but oh well.
The maps don't help. They're so bland. I know it's trying to stick to the original bland Mirror's Edge, but you should deviate from it, even if it's only a small bit. The maps have no character, no zest, no detail, they're so visually uninteresting.[/QUOTE]
I completely agree with this, but it's pretty difficult to create any sense of achievement or progress. If anyone has any ideas in regards to this and the speedrun mode, I'd love to implement it.
The CTF mode doesn't seem to have this problem (though it is not problem-free).
[QUOTE=Max of S2D;34314067]no because Mecha permabanned me from Slag #4 lol[/QUOTE]
It's not permanent, but ends the same day the DMCA expires (though SourceMod probably doesn't tell you the expire date so thats kinda lame)
I was advised to not share any data with the filing party while the DMCA is ongoing, so the ban was necessary.
[QUOTE=mattmanlex;34314342]Wait. Wait wait wait wait wait. Didn't he say he didn't ban people, and that it was valve's job?[/QUOTE]
Bahahahahahahahahahahaha
You know what's funny? I'm not even actively looking for contradictions yet they still are in front of my nose
[QUOTE=Jonas Kaerlev;34314532]I was advised to not share any data with the filing party while the DMCA is ongoing, so the ban was necessary. Sorry.[/QUOTE]
I find this hardly believable.
The content is supposed to be OFF YOUR SERVERS for 14 days, so what would you even be sharing if I connected to your servers? It'd be nothing I couldn't discover by connecting with an alternative Steam account.
In short: that's more bullshit
MAX READ THIS [sp]when you type maxofs2d on parkour fortress it says "no one" instead[/sp]
-unsnip-
[QUOTE=mattmanlex;34314807]IMPORTANTEDIT:siren:: MAX READ THIS [sp]when you type maxofs2d on parkour fortress it says "no one" instead[/sp][/QUOTE]
if this is actually true i think i'm never gonna stop laughing
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