[QUOTE=Pie_Tony;34509567]Sexy, but I think it would benefit from a different colour scheme as most grenade launchers I've seen follow the same scheme as the original.
It's something to make it look even more different and unique.[/QUOTE]
I dunno man but I find it pretty cool how it just follows the original's color scheme. LNL does it too. I guess it does make easy recognition harder but there's not that much difference in the FaN's and scattergun's color scheme too
[QUOTE=Recurracy;34509744]I dunno man but I find it pretty cool how it just follows the original's color scheme. LNL does it too. I guess it does make easy recognition harder but there's not that much difference in the FaN's and scattergun's color scheme too[/QUOTE]
Yeah but the fan & scattergun have audible and visual ques other than color scheme. LnL and the Grenade launcher sound the same reload the same besides models and projectile collisions they are a lot harder to tell apart. This model is almost a missing link between the Lnl and GL. still a good model
gameplay question: Do you guys think that our current players today (both f2p and veterans) still play with the silhouette recognition scheme in mind or are there other game aspects that we are somehow failing to consider?
Personally I don't have time to look at the enemy weapons while playing, I know their weapons from the firing sounds and the projectiles.
To me it seems that most players choose stats over visual design as long as the model/design is decent.
[QUOTE=Pie_Tony;34509567]Sexy, but I think it would benefit from a different colour scheme as most grenade launchers I've seen follow the same scheme as the original.
It's something to make it look even more different and unique.[/QUOTE]
Might try though the colors are placed in a manner that its quite distinct from the other 2 grenade launchers.
[QUOTE=Roninsmastermix;34509950]gameplay question: Do you guys think that our current players today (both f2p and veterans) still play with the silhouette recognition scheme in mind or are there other game aspects that we are somehow failing to consider?[/QUOTE]
Even with all the stuff we have, i think they did a good job at keeping the classes silhouettes. I never had any problem with that. And the hats helps recognise even more each players, so you'll remember to uber that green hound dog heavy because he saved you life last time by throwing you a sandvich, and not the team captain soldier that rocket jumped away when you had 98% uber and facing 3 demos.
Sound effects for long range weapons do a lot, which makes me kind of sad so many weapons lack unique sounds.
And like Napy said, hats make it easy to know specific teammates at a glace, which is a huge plus for them
Anyone doing requests for models? :3
[QUOTE=ned_ballad;34510081]Sound effects for long range weapons do a lot, which makes me kind of sad so many weapons lack unique sounds.
And like Napy said, hats make it easy to know specific teammates at a glace, which is a huge plus for them[/QUOTE]
I think you need to update the community schema. Apparently the lamp and brimstone use the same equip region and yet the armament and brimstone don't
[QUOTE=KiMiK;34510016]Personally I don't have time to look at the enemy weapons while playing, I know their weapons from the firing sounds and the projectiles.
To me it seems that most players choose stats over visual design as long as the model/design is decent.
[/QUOTE]
I kinda notice this too. On the battle field, its very very seldom that you pay attention to the weapons. (other than the heavy ones that are big and attention grabbing)
With this in mind, should we be creating these wonderful weapon models for valve's eye and just worry about the shape for the players who use them? (its a real question and not a rhetorical )
[QUOTE=Inspecter;34510094]I think you need to update the community schema. Apparently the lamp and brimstone use the same equip region and yet the armament and brimstone don't[/QUOTE]
Lamp is Demoman belt, Brimstone is Demoman grenades
I fixed the Armament and Brimstone problem (both are now just grenades and Demoman grenades is gone), but they never mentioned it on the list of things they were testing. As far as I know only the paint, bodygroup and weapon sound changes are being looked at.
[QUOTE=mat500;34509610]post it on the steam workshop please[/QUOTE]
Itemtest only allows for 2 textures and the Butterfly uses 3 (one with phong for the handle and golden parts, one with selfillum for the blade, and one with envmap reflection for the jewel).
So can anyone tell me if it's okay to use more than two textures as long as they are small and the .zip keeps the Itemtest directory structure?
Anyway, I'm gonna upload all my Dota items to the workshop once per week. I'm making one per day. Btw, here is today's. I'll maybe make another one.
[img]http://dl.dropbox.com/u/33846352/mantateaser.jpg[/img]
the "Manta Style"
[img]http://www.dota2wiki.com/images/b/b3/Manta_Style.png[/img]
[QUOTE=ned_ballad;34510114]Lamp is Demoman belt[/QUOTE]
Then how would it conflict with the Brimstone now if Brimstone is bombs?
One small model a day is really good practice.
I know a few artists that try to do one sketch a day, and it really helps them.
[QUOTE=Inspecter;34510170]Then how would it conflict with the Brimstone now if Brimstone is bombs?[/QUOTE]
It doesn't conflict... where did you see that it did?
Thoughts on this before I begin to fit it to each class and compile?
[IMG]http://img.photobucket.com/albums/v730/emrfish6/nr_v1-1_wip4.png[/IMG]
[QUOTE=Roninsmastermix;34509950]gameplay question: Do you guys think that our current players today (both f2p and veterans) still play with the silhouette recognition scheme in mind or are there other game aspects that we are somehow failing to consider?[/QUOTE]
I think "disturbing the silhouette" is less of a problem than people make it out to be.
For example, you might say that Neo's cape disturbs the silhouette of the Soldier. I say it [I]enhances[/I] it - if you see a blocky cape-shaped thing flying around, you [I]know[/I] it's a Soldier, because no other class would have a cape.
Same thing with strapping a guitar to the Engie's back, for example - as long as such things stay class-specific, they make the classes easier to distinguish from other classes, by making the silhouette more unique.
[QUOTE=KiMiK;34509555]Kaboom!
[IMG]http://img594.imageshack.us/img594/3057/14779812.jpg[/IMG]
[IMG]http://cloud.steampowered.com/ugc/596961300014145170/5259AE52AA87E16A90ED6AA1F24B4D0C69F99EEF/[/IMG][/QUOTE]
I actually like that demo primaries have a consistent color scheme. I wouldn't change a thing.
[QUOTE=Hideous_;34510224]I think "disturbing the silhouette" is less of a problem than people make it out to be.
For example, you might say that Neo's cape disturbs the silhouette of the Soldier. I say it [I]enhances[/I] it - if you see a blocky cape-shaped thing flying around, you [I]know[/I] it's a Soldier, because no other class would have a cape.
Same thing with strapping a guitar to the Engie's back, for example - as long as such things stay class-specific, they make the classes easier to distinguish from other classes, by making the silhouette more unique.[/QUOTE]
well put
[QUOTE=Hideous_;34510224]I think "disturbing the silhouette" is less of a problem than people make it out to be.
For example, you might say that Neo's cape disturbs the silhouette of the Soldier. I say it [I]enhances[/I] it - if you see a blocky cape-shaped thing flying around, you [I]know[/I] it's a Soldier, because no other class would have a cape.
Same thing with strapping a guitar to the Engie's back, for example - as long as such things stay class-specific, they make the classes easier to distinguish from other classes, by making the silhouette more unique.[/QUOTE]
When only one class has that item, you can recognise it, but when every class wear items... that could be also similar to weapons... I think it wouldn´t be good
Kimik, let's see that thing mid-reload :P
having a bit of trouble on the misc...
[IMG]http://i.imgur.com/4zj1r.jpg[/IMG]
thats my 3rd model and close to dropping the item. Any suggestions?
Instead of the neck-piece, why not make big ol' scarabs where the grenades were on his chest?
[img]http://cloud.steampowered.com/ugc/613849798619440483/4BBDFF7B9800161705F4D771FCC6BB77AF4108E9/[/img]
Sorry for the big screen, i'll make some better shots later.
It's called "The Mosquito" and it's a revolver for a mexican spy set. (hurr durr spy is french, yes i know.)
[QUOTE=Demon!;34510426]Instead of the neck-piece, why not make big ol' scarabs where the grenades were on his chest?[/QUOTE]
We've considered grenade replacements but im leaning towards what egyptians would actually wear. Its already silly enough to see someone with a full body suit wear accessories on top of them.
how about that white skirt thing that's on lots of statues of him, maybe some armbands with it
[QUOTE=Roninsmastermix;34510474]We've considered grenade replacements but im leaning towards what egyptians would actually wear. Its already silly enough to see someone with a full body suit wear accessories on top of them.[/QUOTE]
Well, I'm sure they wore jeweled scarab beetle pendants, the Pyro could just re purposing them a bit.
[QUOTE=Demon!;34510516]Well, I'm sure they wore jeweled scarab beetle pendants, the Pyro could just re purposing them a bit.[/QUOTE]
yeah that necklace was to get some jewels on them.
[editline]2nd February 2012[/editline]
[QUOTE=ned_ballad;34510514]how about that white skirt thing that's on lots of statues of him, maybe some armbands with it[/QUOTE]
I kinda like the armband idea. Wanna make a concept for me?
Progress on Alchemist set
Ogre Hat
[IMG]http://i1209.photobucket.com/albums/cc398/Reaper_Hook/Heavythumb.jpg[/IMG]
Alchemist hat and beard
[IMG]http://i1209.photobucket.com/albums/cc398/Reaper_Hook/MediThumb1.jpg[/IMG]
[IMG]http://i1209.photobucket.com/albums/cc398/Reaper_Hook/MediThumb2.jpg[/IMG]
[IMG]http://i1209.photobucket.com/albums/cc398/Reaper_Hook/MediThumb3.jpg[/IMG]
Freud Style
[IMG]http://i1209.photobucket.com/albums/cc398/Reaper_Hook/MediThumb4.jpg[/IMG]
P.S. How to load in model viewer few hats?
[QUOTE=ned_ballad;34510174]
It doesn't conflict... where did you see that it did?[/QUOTE]
Explain this.
[img]http://cloud.steampowered.com/ugc/613849798620103444/32928E469076A17C0AB2BBE504D7906AD99746E5/[/img]
[img]http://cloud.steampowered.com/ugc/613849798620107479/89146D64E3F2CDECA3E09FA65743BDEFB5623704/[/img]
Why can't I wear the brimstone with the lamp?
I'm no artist :x
[img]http://i.imgur.com/VOhY3.jpg[/img]
What's nice is this is Cleopatra jewelry lol
[QUOTE=Hideous_;34510224][B]I think "disturbing the silhouette" is less of a problem than people make it out to be.
[/B]
For example, you might say that Neo's cape disturbs the silhouette of the Soldier. I say it [I]enhances[/I] it - if you see a blocky cape-shaped thing flying around, you [I]know[/I] it's a Soldier, because no other class would have a cape.
Same thing with strapping a guitar to the Engie's back, for example - as long as such things stay class-specific, they make the classes easier to distinguish from other classes, by making the silhouette more unique.[/QUOTE]
The fact that the colours are pretty bright helps too. :v:
Sorry, you need to Log In to post a reply to this thread.