Then who is the Engineer, someone who still prefers the vanilla?
And none of their weapons are on fire.
What hat does the blue spy have on?
huntsman plus razorback
ech
[QUOTE=ned_ballad;41329630]What hat does the blue spy have on?[/QUOTE]
[t]http://wiki.teamfortress.com/w/images/thumb/f/fd/Frenchman%27s_Beret.png/250px-Frenchman%27s_Beret.png?t=20111204200246[/t]
Both spies have the same hat on?
[QUOTE=ned_ballad;41329630]What hat does the blue spy have on?[/QUOTE]
I was going to ask this. I saw the hat and thought it looked like this one:
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=153780989[/url]
[QUOTE=Omninerd;41329742]I was going to ask this. I saw the hat and thought it looked like this one:
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=153780989[/url][/QUOTE]
If it is, they better add the jacket that goes with it.
[QUOTE=ned_ballad;41329630]What hat does the blue spy have on?[/QUOTE]
It's most likely this [t]http://wiki.teamfortress.com/w/images/thumb/e/e5/Magistrate%27s_Mullet.png/250px-Magistrate%27s_Mullet.png?t=20111210033929[/t] in either Operators or Debonair.
[QUOTE=SlightReturn;41329588]Then who is the Engineer, someone who still prefers the vanilla?[/QUOTE]
Intern, not allowed to have hats
[IMG]http://img59.imageshack.us/img59/8859/fkg3.png[/IMG]
I thought this would come in a tiny patch, not something like this.
My E-penis just got bigger.
When they say they'll change using Jumpers to "get behind the enemy lines and spawn camp", I seriously hope they don't mean "add invisible walls everywhere".
oh so that's why the wall textures were posted...
And the Saboteur's textures :tinfoil:
[QUOTE=Constructor;41330239]oh so that's why the wall textures were posted...[/QUOTE]
Which one of those maps has those wall textures? I was playing Process earlier today but I didn't notice them (but I wasn't really looking for them either).
Kinda sad that cp_standin will be difficult for pubs to wrap their heads around. Having 3 always-open control points is going to be confusing for how they conduct strategies.
It's pretty much koth with multiple control points, except instead of a timer it just requires all "hills" under one team's control for win conditions to be prevalent.
It's a fun map, but I'm not too sure a lot of servers will run it due to player difficulties sadly.
[QUOTE=ComodoreBluth;41330624]Which one of those maps has those wall textures? I was playing Process earlier today but I didn't notice them (but I wasn't really looking for them either).[/QUOTE]
[IMG]http://puu.sh/3vR3Z.png[/IMG]
Pretty sure those are the same textures, if not similar.
What's that wall texture stuff you guys are talking about? I must have missed that episode
[QUOTE=MaxOfS2D;41330786]What's that wall texture stuff you guys are talking about? I must have missed that episode[/QUOTE]
Somebody posted around 2 to 4 wall textures in MUS a while back as a teaser.
[QUOTE=MaxOfS2D;41330786]What's that wall texture stuff you guys are talking about? I must have missed that episode[/QUOTE]
IIRC, someone posted them in MUS.
[editline]5th July 2013[/editline]
For a seemingly inexplicable reason too
it's interesting how humble this all is.
Any other update would have lavish day 1s with lots of art and a fancy website (and vague details). This is just pure Valve talking to the players very simple and straightforward about the patch's contents, with each day being not a huge marketing tool, but rather just to communicate.
I don't think this has happened since the days of the first class packs, am I wrong?
It's basically what we spent most of last year asking for.
No bullshit cagey stuff, no ARGs, just some nice blog posts telling us how it's going for them.
They're telling us what's going to be in the update without completely spelling it out or burying it under pocket lint and banana peels. It's really nice.
I like how they pointed out cp_standin's lack of visual noise as a positive but somehow released barnblitz as an official map.
In my opinion process looks a little too simple. It's kind of plain looking.
wasn't process designed for 6v6?
[QUOTE=Zannabluke;41331970]wasn't process designed for 6v6?[/QUOTE]
The fact I've only ever seen Process played on locked comp servers probably supports this.
I've played Process for the first time on a crowded pub server few days ago and I couldn't believe how well designed that map was. Easily become one of my favourites. Extremely fun to play, and balanced too. Maybe it's not impressive graphically, but rest was great.
[QUOTE=Zannabluke;41331970]wasn't process designed for 6v6?[/QUOTE]
Oh boy. Well this will be interesting then. I'm looking forward to Standin though. It sounds fun.
the fact that they're acknowledging maps and making a proper blog post is good enough for me.
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