[QUOTE=Simski;36565140]Retro-futuristic by itself isn't a specific environment theme though. TF2 has plenty of retro-futuristic elements, such as teleporters, advanced turret systems, giant doomsday devices, mediguns, invisibility watches, etc. Retro-futuristic can in this case for example mean "how people in the 50's portrayed sci-fi".
If I said, "Underwater base theme", then that would be different from "retro-futuristic underwater base theme" because the first one can imply that we should invent our own look or use modern inspirations, while saying it needs to be "retro-futuristic" means that it would have to look the way people in the 50's would imagine a massive futuristic underwater base.
That does not mean that there would be nothing left to make in such themes.
From what I've seen of the BulletCrops underwater parts, it still looked like it would be in more of a submarine or otherwise very industrial setting. I think if you based a theme on "How would an underwater base in a 1950's James Bond story look like?". Basically, it could look a lot more futuristic and grand than it looks in their pack. More advanced technology, deeper down in the ocean, bigger fish.[/QUOTE]
Install a water tank full of shark cutouts and I'll be satisfied.
[QUOTE=Svdl;36561515]Actually thought about it, though I was thinking of playing around with some sort of distortion effect. Probably wouldn't work, decided not to go through with the effort.
The tartan is colored with paint. It's not actually meant to be paintable, but it has teamcolors with just one texture. Valve seems to be fairly memory conscious these days, they wanted me to do the heavy shirt styles in greyscale just so there wouldn't be two textures. Then again it had more styles.
Anyway, making the tartan pattern this way is kind of annoying.
[IMG]https://dl.dropbox.com/u/6526556/prettiest.jpg[/IMG]
There's no normal map yet.
Shoes seem to work well enough.
[IMG]https://dl.dropbox.com/u/6526556/shoes.jpg[/IMG]
Maybe one day, though I would consider [URL="http://tf2mods.net/mod.php?id=381"]this thing[/URL] to be the pretty much the remade version.[/QUOTE]
I take it, it paints his underwears too.
Yay revisions!
[t]http://dl.dropbox.com/u/24102295/Style_2.png[/t]
Now I need to fit it to scout and demo as well.
(Weeeeeeeeeeeeeeeeee!!!!!!)
[QUOTE=Captain Chalky;36565201]Most of those are more like spytech, imo.[/QUOTE]
Duh, Spytech IS a retro-futuristic theme. Saying "someone already made a retro-futuristic theme" doesn't make sense for a game based highly on a retro-futuristic theme. There's plenty of themes that can be done with a retro-futuristic take on it.
[QUOTE=Captain Chalky;36565201]Most of those are more like spytech, imo.[/QUOTE]
Yeah, but spytech is pretty retrofuturistic. I'd say it's basically a combination of retrofuturism, art deco and 60s spy film stuff. All three of which are fairly similar concepts and occasionally difficult to distinguish from each other.
Also, here's some dumb backquoting:
[QUOTE=Simski;36565140]TF2 has plenty of retro-futuristic elements, such as teleporters, advanced turret systems, giant doomsday devices, mediguns, invisibility watches, etc. Retro-futuristic can in this case for example mean "how people in the 50's portrayed sci-fi".[/QUOTE]
It's an ambiguous topic, but I think retrofuturism quite specifically refers to the esthetics of 50s/60s modern design and sci fi.
I think the Engineer's stuff is visually designed like non-futuristic machinery from the time and merely works in exaggeratedly advanced ways. Similarly, despite the advanced functions of the Mediguns, they're visually non-futuristic homemade jury rigs. The invisibility watches are spy film gadgets, and I'm really not sure whether or not I'd count that as sci fi/futurism or not.
I'd count them as retro-futuristic sci-fi, they're still 50's looking advanced technology.
Guys the classic theme notes includes all that awesome spy tech stuff, he'll its a shame we don't see it more often. Also I was going to originally make exceptions for cosmetics but mnemo wanted no cosmetics so blame him. I know it's hard for some to be interested in this
[QUOTE=Hawt Koffee;36565438]but mnemo wanted no cosmetics[/QUOTE]
Yeah, I think that's a death sentence to what you guys are trying to do :v:
You could at least make weapons obligatory but cosmetics optional.
[QUOTE=Simski;36565407]I'd count them as retro-futuristic sci-fi, they're still 50's looking advanced technology.[/QUOTE]
Are you talking specifically about the watches or also about mediguns and Engineer buildings? Because if it's the latter I have a snappy response that would have seemed much snappier if I hadn't included these first two run-on sentences in the same post:
'Advanced technology with a 50s look is not the same as technology with a 50s advanced look.'
[QUOTE=Deodorant;36565495]Are you talking specifically about the watches or also about mediguns and Engineer buildings? Because if it's the latter I have a snappy response that would have seemed much snappier if I hadn't included these first two run-on sentences in the same post:
'Advanced technology with a 50s look is not the same as technology with a 50s advanced look.'[/QUOTE]
It's sci-fi advanced technology. If they would have looked realistic to exist in a modern day time, or if they only used technology possible at that time, I would not call them retro-futuristic. However Mediguns and the medics backpack look like the kind of advanced technology scientists would use in a 50's Bond movie, teleporters and advanced turrets look like the kind of advanced technology that scientists would use in a 50's Bond movie, and invisibility watches looks like the kind of advanced technology that secret agents would use in a 50's Bond movie.
I'll see if mnemo would loosen the rules a bit to increase interest.
The game could use some more classical inspired cosmetic items with all the exaggerated cosmetics with have available in game already, and I think many modelers around here generally likes to have the freedom to create cosmetics that fit their ideas.
Wait, when's the classic contest-thingy?
There's two reasons I asked for a "no cosmetics" rule:
1) The theme is 2007 TF2. What kind of hats could you even make? Things like the Engineer's hardhat or the Soldier's helmet?
2) This is supposed to be a small mini-update, not something like the NotLU where we received more than 100 submissions and it took the team over a month to put together the presentation.
This was also supposed to be announced two months ago but the ModComp guys asked Hawf to delay it for the music thing. If it gets to be too big, then it will undoubtedly interfere with this year's Halloween project which I may or may not have confirmed just now.
Guys seriously, what update are you talking about?
[QUOTE=Constructor;36565702]Wait, when's the classic contest-thingy?[/QUOTE]
Not a contest, and it starts today provided we get a definitive answer for yes or no to cosmetics and if smashman updates the pages, I'm posting from an iPod at the moment so I can't post the thread until 6
[QUOTE=NekuMisage;36556683]
[url=http://www.mediafire.com/?zyb5c6uveej0bv2/][IMG]http://desmond.imageshack.us/Himg844/scaled.php?server=844&filename=semttulohep.png&res=landing[/IMG][/url]
[/QUOTE]
[QUOTE=Mangmasta;36558779][url=https://dl.dropbox.com/u/86247301/AllMapsPyroland.zip][img]https://dl.dropbox.com/u/86247301/PyrolandPromo.png[/img][/url][/QUOTE]
Thanks for making a good promo version,mine was.....let's say....made on paint...
[t]http://dl.dropbox.com/u/24102295/Style_2_demo.png[/t]
[t]http://dl.dropbox.com/u/24102295/Style_2_scout.png[/t]
Gonna work on a basic texture now.
Thinking about makeing the face plate team colored.
Might (Read:Probably) wont though.
[QUOTE=Mnemosynaut;36565728]1) The theme is 2007 TF2. What kind of hats could you even make? Things like the Engineer's hardhat or the Soldier's helmet?[/QUOTE]
That's a pretty poor reason.
The classes still had their definitive personalities in 2007. So it's still possible to make cosmetics that fit the character and role of the class outside of the stock.
[QUOTE=Simski;36565550]It's sci-fi advanced technology. If they would have looked realistic to exist in a modern day time, or if they only used technology possible at that time, I would not call them retro-futuristic. However Mediguns and the medics backpack look like the kind of advanced technology scientists would use in a 50's Bond movie, teleporters and advanced turrets look like the kind of advanced technology that scientists would use in a 50's Bond movie, and invisibility watches looks like the kind of advanced technology that secret agents would use in a 50's Bond movie.[/QUOTE]
In function, yes. In design, no. To better demonstrate my opinion:
[t]http://i.imm.io/uzpX.png[/t]
Engineer buildings are hyperadvanced technology with the esthetics of mass-produced 50s factory machinery. Mediguns are hyperadvanced technology cobbled together from random spare parts. While the latter does have a pretty strong mad scientist vibe, it's in no way visually futuristic.
Wtf is going on with the workshop? None of the good submissions are getting anywhere near the front page...
-snip- this argument is silly and I don't care to continue it
[editline]30th June 2012[/editline]
[QUOTE=Mnemosynaut;36565728]1) The theme is 2007 TF2. What kind of hats could you even make? Things like the Engineer's hardhat or the Soldier's helmet?[/QUOTE]
Engineer: Engineer utilities, laborer clothings, advanced technology utilities
Soldier: American War utilities (WWI and WWII, not HURR VIKINGS ARE WARRIORS)
Heavy: Soviet War utilities (Not extremely nationalistic and exaggerated shit)
Pyro: Pyrotech War utilities, protective gear
Medic: Field medic utilities, war utilities, advanced technology utilities
Demoman: Demolitions expert utilities
Scout: American War utilities
Sniper: Professional assassin for hire utilities
Spy: Formal attires, spy gadgets
Just make the rule that the cosmetic items have to look like they could have been part of the original design.
Meaning, no overly nationalistic items, no silly items, no overly flashy items.
[QUOTE=Jalcober;36566057]Wtf is going on with the workshop? None of the good submissions are getting anywhere near the front page...[/QUOTE]
What gets onto the frontpage reflects the the thoughts and ideas of the workshop commenters pretty accurate now.
cthulhu medics and CoD snipers for everyone.
Great hat for heavy by Sexy Robot? lolno we want sniper riffle xD XD XD!11!!1 (cake is lie(
[QUOTE=Simski;36566059]-snip- this argument is silly and I don't care to continue it
[editline]30th June 2012[/editline]
Engineer: utilities, laborer clothings, advanced technology utilities
Soldier: American War utilities (WWI and WWII, not HURR VIKINGS ARE WARRIORS)
Heavy: Soviet War utilities (Not extremely nationalistic and exaggerated shit)
Pyro: Pyrotech War utilities, protective gear
Medic: Field medic utilities, war utilities, advanced technology utilities
Demoman: Demolitions expert utilities
Scout: American War utilities
Sniper: Professional for hire utilities
Spy: Formal attires, spy gadgets
Just make the rule that the cosmetic items have to look like they could have been part of the original design.
Meaning, no overly nationalistic items, no silly items, no overly flashy items.[/QUOTE]
With my very pedantic views regarding the TF2 style/setting, I think this mindset it a pretty good ideal. Hats that could have been included in the default character design are in general very nice hats.
[URL="http://wiki.teamfortress.com/w/images/thumb/6/63/Ye_Olde_Baker_Boy.png/250px-Ye_Olde_Baker_Boy.png"]This[/URL] could totally have been vanilla Scout, [URL="http://wiki.teamfortress.com/w/images/thumb/a/ac/Fancy_Dress_Uniform.png/250px-Fancy_Dress_Uniform.png"]this[/URL] could totally have been vanilla Soldier, [URL="http://wiki.teamfortress.com/w/images/thumb/a/a0/Stockbroker%27s_Scarf.png/250px-Stockbroker%27s_Scarf.png"]this[/URL] could totally have been vanilla Pyro, [URL="http://wiki.teamfortress.com/w/images/thumb/4/48/Scotch_Bonnet.png/250px-Scotch_Bonnet.png"]this[/URL] could totally have been vanilla Demoman, [URL="http://wiki.teamfortress.com/w/images/thumb/5/5e/Officer%27s_Ushanka.png/250px-Officer%27s_Ushanka.png"]this[/URL] could totally have been vanilla Heavy, [URL="http://wiki.teamfortress.com/w/images/thumb/f/fd/Hetman%27s_Headpiece.png/250px-Hetman%27s_Headpiece.png"]this[/URL] couldn't have been vanilla Engineer but fuck you cossacks are awesome, [URL="http://wiki.teamfortress.com/w/images/thumb/2/29/Medic%27s_Mountain_Cap.png/250px-Medic%27s_Mountain_Cap.png"]this[/URL] could totally have been vanilla Medic, [URL="http://wiki.teamfortress.com/w/images/thumb/1/1b/Ritzy_Rick%27s_Hair_Fixative.png/250px-Ritzy_Rick%27s_Hair_Fixative.png"]this[/URL] could totally have been vanilla Sniper, [URL="http://wiki.teamfortress.com/w/images/thumb/3/3d/Fancy_Fedora.png/250px-Fancy_Fedora.png"]this[/URL] could totally have been vanilla Spy.
Believe it or not, I didn't copy the 'this could totally have been vanilla' part once. I typed it out every time. I have no idea why.
Ok how bout this. Cosmetics may be accepted ONLY if the submitter has created a weapon prior to or along with the cosmetic item. Besides there are a lot more unfitting hats than weapons
I still think Ye Olde Baker Boy and Hetman's are a bit too flashy and personal for use on the battlefield compared to the classes original designs.
[QUOTE=Hawt Koffee;36566200]Ok how bout this. Cosmetics may be accepted ONLY if the submitter has created a weapon prior to or along with the cosmetic item[/QUOTE]
I personally think that is a fair deal.
[QUOTE=Simski;36566059]Meaning, no overly nationalistic items[/QUOTE]
Gonna have to disagree. The characters are extremely nationalistic, they have always been exaggerated stereotypes
[QUOTE=Venezuelan;36566284]Gonna have to disagree. The characters are extremely nationalistic, they have always been exaggerated stereotypes[/QUOTE]
They have always been stereotypes, but not as flanderized as they have become over time.
If the classes are to recieve any nationalistic cosmetics, they should be significantly more subtle than things like the Ushanka, Frenchman's Beret, Texas Ten Gallon, and the Glengarry Bonnet. Although those are things that fit their stereotypes, they are significantly more flashy and overbearingly stereotypical than any of the items on the characters original design.
[QUOTE=Venezuelan;36566284]Gonna have to disagree. The characters are extremely nationalistic, they have always been exaggerated stereotypes[/QUOTE]
I agree, to an extent. Stereotypical items are great as long they feel plausible and not shoehorned. Heavy wearing an ushanka or Spy wearing a beret is great (though I'll admit I find the paintbrushes on the Frenchman's Beret very annoying), but Heavy carrying around a bunch of matryoshka dolls or Spy stabbing people with a baguette is just dumb.
EDIT: I'm a slow writer. I got ninja'd by Simski and Chalky, and their arguments convinced me. Disregard the previous paragraph.
EDIT2: Nobody saw me type 'they're' insteid of 'their', right? If you did, I will fatally murder you to death by killing. Nobody must ever know.
Sniper is probably the best example of how far you should be allowed to take a character's national stereotype in terms of cosmetics. Sniper's original design was the one that probably had the most nationalistic attire, and what he wore was still things that looked like a natural part of his uniform. It didn't look like he wore them to look good or to display nationalistic pride, it looked like he wore them because it was the clothes he went to work with :v:
Sorry, you need to Log In to post a reply to this thread.