[QUOTE=Piwah;39488181]What is the estimate for the release date now?[/QUOTE]
"soon"
-failedtobefunny-
i for once welcome the influx of new, impatient users and their aparently unncany understanding of how a community update works.
[QUOTE=MissingGlitch;39488907]Valve Time.[/QUOTE]
No. Not Valve Time!
[QUOTE=LightFlock;39487012]I think it would actually be good if they did that, it would definitely give MvM more replayability.[/QUOTE]
Not really. It'd just give some people more incentive to play until they realize that they can simply trade for the ones that they want.
If MvM is to get a spike in replayability, it not only needs new missions, but it needs a constant flow of new missions. Getting the community involved in mission creation much like the Portal Testing Initiative is the best way to get lots of missions without needing the TF team's input on the matter, which frees them up to do other TF things.
[QUOTE=Psychopath12;39488975]Not really. It'd just give some people more incentive to play until they realize that they can simply trade for the ones that they want.
If MvM is to get a spike in replayability, it not only needs new missions, but it needs a constant flow of new missions. Getting the community involved in mission creation much like the Portal Testing Initiative is the best way to get lots of missions without needing the TF team's input on the matter, which frees them up to do other TF things.[/QUOTE]
You didn't think this update wouldn't have missions, did ya? :wink:
we need EVEN MORE MISSIONS.
[QUOTE=Metaru;39489088]we need EVEN MORE MISSIONS.[/QUOTE]
Robot Payload, Robot CTF with only one "flag" ,Robot CP ect.
[QUOTE=light dasher;39489155]Robot CTF with only one "flag"[/QUOTE]
The MvM we have now is exactly that.
[QUOTE=light dasher;39489155]Robot Payload, Robot CTF with only one "flag" ,Robot CP ect.[/QUOTE]
I like the idea of MVM Payload, you wouldn't be able to air blast the bomb back but it moves back on it's own if you defend it for long enough, more then one bot can push the bomb, the bomb can't be taken off it's tracks
[QUOTE=vladnag;39489394]I like the idea of MVM Payload, you wouldn't be able to air blast the bomb back but it moves back on it's own if you defend it for long enough, more then one bot can push the bomb, the bomb can't be taken off it's tracks[/QUOTE]
You never know; Valve might introduce an upgrade in the Upgrade Station for the flamethrower where you can flip over the cart with the airblast, causing it to explode a few seconds later and restarting it to the starting point. :v:
that would be awful.
[QUOTE=AbeX300;39489416]You never know; Valve might introduce an upgrade in the Upgrade Station for the flamethrower where you can flip over the cart with the airblast, causing it to explode a few seconds later and restarting it to the starting point. :v:[/QUOTE]
That would be incredibly overpowered
It's MvM, we're kinda designed to be overpowered.
I dunno about you, but I would be slightly afraid to face a Heavy with 40% faster firing speed and projectile penetration on Dustbowl. Even if I was ubered at the time.
[QUOTE=1Eevee1;39491123]It's MvM, we're kinda designed to be overpowered.
I dunno about you, but I would be slightly afraid to face a Heavy with 40% faster firing speed and projectile penetration on Dustbowl. Even if I was ubered at the time.[/QUOTE]
Yeah, but to reset a giant bomb (the cart) only by one mere airblast is beyond overpowered...
And before you say I was the one to suggest it, I was obviously being sarcastic.
[QUOTE=AbeX300;39493132]Yeah, but to reset a giant bomb (the cart) only by one mere airblast is beyond overpowered...
And before you say I was the one to suggest it, I was obviously being sarcastic.[/QUOTE]
It might be okay for a canteen which temp resets it until the robots have to do a 5 second animation to push it back over.
[QUOTE=LightFlock;39493695]It might be okay for a canteen which temp resets it until the robots have to do a 5 second animation to push it back over.[/QUOTE]
Or give the cart a separate health meter and once it hits 0, it just blows up damaging all robots near it.
For MvM Payload I think it should rather just be the bots defending their base while the humans are pushing the cart to destroy it. There's a certain amount of waves or just one big wave for each checkpoint and the bots keep rushing at you while you're pushing the cart. I like this idea more because it would be you attacking the robots instead of defending again as it is in the normal MvM.
Btw. I'm wondering if that game mode would be possible to realise with the current game entities - I think it might be.
[QUOTE=Gadget | TF2M;39494801]For MvM Payload I think it should rather just be the bots defending their base while the humans are pushing the cart to destroy it. There's a certain amount of waves or just one big wave for each checkpoint and the bots keep rushing at you while you're pushing the cart. I like this idea more because it would be you attacking the robots instead of defending again as it is in the normal MvM.
Btw. I'm wondering if that game mode would be possible to realise with the current game entities - I think it might be.[/QUOTE]
Maybe before each checkpoint is a robot generator that must be destroyed before you can proceed? A three-stage PL map where each new stage is equipped with an upgrade station. Once the attacking team readies up, the gates open.
[QUOTE=Fine Hats;39494925]Maybe before each checkpoint is a robot generator that must be destroyed before you can proceed? A three-stage PL map where each new stage is equipped with an upgrade station. Once the attacking team readies up, the gates open.[/QUOTE]
That would work for a goldrush type of map with several rounds. My idea would be more fitting for some kind of badwater map, I guess.
[editline]6th February 2013[/editline]
I've made a simple Photoshop template for workshop screenshots. [URL="http://manschitz.com/projects/tf2/RoboticBoogaloo_Screenshot_Template.rar"]Download here[/URL] if you'd like to use it. It's 1080 pixels wide but you can easily scale it down just make sure to keep the proportions. If you don't have Photoshop hit me up on Steam, I'll help you out.
If you're wondering how I made screenshots: I've built a custom mvm mission with all my hats, joined the RED team, added a bot, hit F4, then switched to spectator and used cl_drawhud 0 in the console. I've realised too late that the lighting in coaltown is a bit too bright so if you wanna do the same use mannworks or any other map.
Some examples:
[IMG]http://manschitz.com/projects/tf2/wshoptemplate08.jpg[/IMG]
[IMG]http://manschitz.com/projects/tf2/wshoptemplate06.jpg[/IMG]
[IMG]http://manschitz.com/projects/tf2/wshoptemplate03.jpg[/IMG]
[IMG]http://manschitz.com/projects/tf2/wshoptemplate04.jpg[/IMG]
[IMG]http://manschitz.com/projects/tf2/wshoptemplate05.jpg[/IMG]
(Can't wait to spam the workshop with robot hats :dance:)
haha i never saw the robotic prancer's in the thread
looks great.
If anybody wants custom images done, I'd be willing to pose some for your hat as long as you hex it so I don't need to overwrite everything in my gmod folder.
[QUOTE=minilandstan;39498574]If anybody wants custom images done, I'd be willing to pose some for your hat as long as you hex it so I don't need to overwrite everything in my gmod folder.[/QUOTE]
SFM would probably be better for this, IMO
Guy's we're getting there slowly but surely.
One thing we're going to ask is try importing your robot hats using a new importer tool, inside TF2. We don't want you to hit submit yet, but we've been asked to use the robot hats to test out any problems with the importer.
SO. use that tool with your hats. Post any problems you have in this thread!
Somehow i fucked up the robot megalo rigging, so as soon as everything is reinstalled i'm re-uploading it
[QUOTE=thecuntsman;39500178]we've been asked to use the robot hats to test out any problems with the importer.
[/QUOTE]
well that sounds kind of important
Fuck me, it enforces the polycount limit on hats.
[img]http://puu.sh/1YBTf/862c82e0f7[/img]
[img]http://puu.sh/1YBKI/3a465916f2[/img]
[QUOTE=ned_ballad;39500619]well that sounds kind of important[/QUOTE]
Important, but also AWESOME.
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