• TF2 Campaign Thread v3
    776 replies, posted
Y'all saw this right? [media]http://www.youtube.com/watch?v=9UutF7yxypM&feature=feedu[/media] :toot:1000 posts:toot:
So I've just finished the spy's addon campaign, "Blu Blooded." You start off in a port city in Northern Australia and get a mission to assassinate a prince from the Degroot family and free the city from foreign influence. At the end you get to decide to [sp]let Degroot live, give the city to RED or BLU, or let it rule itself.[/sp] None of the outcomes are really good, it's just some of them are less bad than others. There's also additional dialogue, and you even get to [sp]have sex with the Announcer's daughter[/sp] if you're sly enough.
I like this Part of the soldier campaign so much I had to make a drawing of it: [url=http://img98.imageshack.us/img98/2369/soldiercrazy.png]Linked for spoilers[/url] [sp]I can't believe this thread was dying[/sp]
How goes Jesse's Campaign he's making, I look forward to playing some community made campaigns
Well, M28 taught me a few things on making bosses. so I can get on that
Guys I need help on the Scout Campaign. I keep getting stuck on the part where you [sp]Have to kill the Heavy with your bat[/sp] I keep dying there. Tips would be appreciated.
Guys, [sp]what class and how do I beat the giant cat that shoots laser beams at me on the Training/Achievement Grounds?[/sp]
[QUOTE=Rocko's;30776216]Guys I need help on the Scout Campaign. I keep getting stuck on the part where you [sp]Have to kill the Heavy with your bat[/sp] I keep dying there. Tips would be appreciated.[/QUOTE] [sp]If you wait for a little while, he'll usually pull out his sandvich. Hide behind a few of the crates behind you, and once he takes out the sandvich, wail on him. If you repeat this a few times, you can probably bring him down without much hassle.[/sp] Oh also, when you pick up his regular [sp]sandvich drop[/sp], look around for a while, there should be a [sp]crafting table at which you can combine it with a few metal and a Crit-A-Cola to make a Buffalo Steak Sandvich[/sp] for use in the Heavy campaign. :buddy: [sp]By the way, I fucking love the idea of TF2 having a campaign, to be quite honest. Thinking about making some screenshots for this thread. Probably throw it into Paint.net, make a few fake menus and such.[/sp]
[QUOTE=V3nom;30776527][sp]If you wait for a little while, he'll usually pull out his sandvich. Hide behind a few of the crates behind you, and once he takes out the sandvich, wail on him. If you repeat this a few times, you can probably bring him down without much hassle.[/sp] Oh also, when you pick up his regular [sp]sandvich drop[/sp], look around for a while, there should be a [sp]crafting table at which you can combine it with a few metal and a Crit-A-Cola to make a Buffalo Steak Sandvich[/sp] for use in the Heavy campaign. :buddy: [sp]By the way, I fucking love the idea of TF2 having a campaign, to be quite honest. Thinking about making some screenshots for this thread. Probably throw it into Paint.net, make a few fake menus and such.[/sp][/QUOTE] Thanks man! I finally beat the Scout Campaign!
I DIDN'T SHOUT LOUD ENOUGH LAST TIME! [IMG]http://www.voterocket.net/tf2/givemeideas2.png[/IMG] And these are the things I have working: NPCs that talk, Custom animations for NPCs, Working speech bubbles that can be parented and work with both teams, Background NPCs that don't interact, but play through animations, A leader system (NPCs follow you), A patrolling system (NPCs that follow a pre-determined path that can be altered), Objective system (kill counters, item pickups etc), and a HUD (in progress, takes up quite a bit of filesize) AND A LOT OF OTHER THINGS!! I'm not an ideas guy - I've been mapping in Source for well over 2 years now and this has mainly been in TF2 so I'm well acquainted with the art style. All the above features I have working in blocky dev maps but I don't want that to be the first thing the community sees so I'll be putting together a quick TF2 campaign that's QUALITY over QUANTITY. I need a quick storyline and some gameplay ideas. I'm capable of creating my own textures and particle effects so don't skimp on the creativity - the only thing that's hit a dead end is the unlockable weapons on bots, but apart from that I can find a workaround for pretty much anything. IF YOU END UP LETTING ME SCRIPT THE ENTIRE THING YOU RUN THE RISK OF THIS NOT BEING AS AWESOME AS IT COULD BE! I'll be making a short test campaign to show a documentation of the features I have planned, I'll be starting this tomorrow so I really need ideas [B]NOW[/B] and in the [B]NEXT FEW HOURS. [/B]Thanks!
pyro campaign cutscene [img]http://filesmelt.com/dl/ctf_2fort00029.jpg[/img]
At WilliamBoo: The soldier discovers that the administrator is in possession of Hitler's brain, as his duty as an American soldier he must retrieve the brain from her and destroy it for good. As a sub-plot the soldier must steal the tickets to the gunshow from the demoman.
[QUOTE=William777;30787254]I DIDN'T SHOUT LOUD ENOUGH LAST TIME! [IMG]http://www.voterocket.net/tf2/givemeideas2.png[/IMG] And these are the things I have working: NPCs that talk, Custom animations for NPCs, Working speech bubbles that can be parented and work with both teams, Background NPCs that don't interact, but play through animations, A leader system (NPCs follow you), A patrolling system (NPCs that follow a pre-determined path that can be altered), Objective system (kill counters, item pickups etc), and a HUD (in progress, takes up quite a bit of filesize) AND A LOT OF OTHER THINGS!! I'm not an ideas guy - I've been mapping in Source for well over 2 years now and this has mainly been in TF2 so I'm well acquainted with the art style. All the above features I have working in blocky dev maps but I don't want that to be the first thing the community sees so I'll be putting together a quick TF2 campaign that's QUALITY over QUANTITY. I need a quick storyline and some gameplay ideas. I'm capable of creating my own textures and particle effects so don't skimp on the creativity - the only thing that's hit a dead end is the unlockable weapons on bots, but apart from that I can find a workaround for pretty much anything. IF YOU END UP LETTING ME SCRIPT THE ENTIRE THING YOU RUN THE RISK OF THIS NOT BEING AS AWESOME AS IT COULD BE! I'll be making a short test campaign to show a documentation of the features I have planned, I'll be starting this tomorrow so I really need ideas [B]NOW[/B] and in the [B]NEXT FEW HOURS. [/B]Thanks![/QUOTE] i wish my pc wasnt broke right now ): FUCKING MONITOR!
[QUOTE=XanaToast.;30787307]pyro campaign cutscene [img]http://filesmelt.com/dl/ctf_2fort00029.jpg[/img][/QUOTE] He's not dead yet, is he? :ohdear: [img]http://i.imgur.com/PsMkB.png[/img]
[QUOTE=William777;30787254][IMG]http://www.voterocket.net/tf2/givemeideas2.png[/IMG] :words:[/QUOTE] In the short run, for a test thing, here's some ideas: A spy stealth mission where you have to pick up items along the way would be a good way to test patrolling and the item system. The obvious one - a combat mission with NPC followers If you have the time, it might be interesting to combine them and make, say, a mission where you do stealth to rescue a teammate being held hostage and then fight your way back to your base with them. That would involve basically every aspect if you wanted it to. In the long run, if you really want to be ambitious, you could make these into full maps. [quote][img]http://fc04.deviantart.net/fs70/f/2010/247/f/2/redmond_mann__s_fortress_by_shwigityshwonshwei-d2y0vso.png[/img] [img]http://fc03.deviantart.net/fs71/f/2010/247/6/e/blutarch_mann__s_fortress_by_shwigityshwonshwei-d2y0vfv.png[/img][/quote] Also, if there's followers, you kind of need the HUD to display their health. And if the video in that image was yours, that means the robot boss was yours too. That was very creative and proves you already know what you're doing with this. [editline]1[/editline] It would be cool if you could give players and NPCs custom playermodels and maybe custom weapons (like advanced weaponiser) for the player, but it's perfectly understandable if this is too challenging/impossible.
[QUOTE=William777;30787254]I DIDN'T SHOUT LOUD ENOUGH LAST TIME! [IMG]http://www.voterocket.net/tf2/givemeideas2.png[/IMG] [/QUOTE] :Your taking away from my tests :smith:
[QUOTE=Vaught;30788205]He's not dead yet, is he? :ohdear: [img]http://i.imgur.com/PsMkB.png[/img][/QUOTE] Of course not. He comes back to kill you later on.
[QUOTE=William777;30787254]I DIDN'T SHOUT LOUD ENOUGH LAST TIME! [IMG]http://www.voterocket.net/tf2/givemeideas2.png[/IMG] And these are the things I have working: NPCs that talk, Custom animations for NPCs, Working speech bubbles that can be parented and work with both teams, Background NPCs that don't interact, but play through animations, A leader system (NPCs follow you), A patrolling system (NPCs that follow a pre-determined path that can be altered), Objective system (kill counters, item pickups etc), and a HUD (in progress, takes up quite a bit of filesize) AND A LOT OF OTHER THINGS!! I'm not an ideas guy - I've been mapping in Source for well over 2 years now and this has mainly been in TF2 so I'm well acquainted with the art style. All the above features I have working in blocky dev maps but I don't want that to be the first thing the community sees so I'll be putting together a quick TF2 campaign that's QUALITY over QUANTITY. I need a quick storyline and some gameplay ideas. I'm capable of creating my own textures and particle effects so don't skimp on the creativity - the only thing that's hit a dead end is the unlockable weapons on bots, but apart from that I can find a workaround for pretty much anything. IF YOU END UP LETTING ME SCRIPT THE ENTIRE THING YOU RUN THE RISK OF THIS NOT BEING AS AWESOME AS IT COULD BE! I'll be making a short test campaign to show a documentation of the features I have planned, I'll be starting this tomorrow so I really need ideas [B]NOW[/B] and in the [B]NEXT FEW HOURS. [/B]Thanks![/QUOTE] It's dark. You're hiding around the corner from the front door of *Insert team colour here*.You pull out your revolver and make sure it's loaded. The Scout behind you only has his bat and for once has decided to shut up."What the hell? How are there 2 of them?" says the Scout breaking the silence. There are 2 Soldiers with their shotguns at the ready. You pull out your disguise case and decide that the best course of action is to appear as one of them. "Wait here." OK can't be bothered writing any more. This is the discovery of how there are several of one class. In it you and the Scout sneak in to find a large cloning factory filled with Soldiers. Think Kamino in Star Wars: Attack of the clones. Eventually you find the enemy intelligence and tell the Scout to run back to base with it. You decide to continue exploring and eventually are surrounded by Soldiers. A Spy then walks forward with a maniacal grin on his face and explains how he's a clone of you and how the cloning works. He then shoots you in the head with an Ambassador but if you're quick enough you can pull out your Dead Ringer and escape.
[QUOTE=William777;30787254]I DIDN'T SHOUT LOUD ENOUGH LAST TIME! [IMG]http://www.voterocket.net/tf2/givemeideas2.png[/IMG] And these are the things I have working: NPCs that talk, Custom animations for NPCs, Working speech bubbles that can be parented and work with both teams, Background NPCs that don't interact, but play through animations, A leader system (NPCs follow you), A patrolling system (NPCs that follow a pre-determined path that can be altered), Objective system (kill counters, item pickups etc), and a HUD (in progress, takes up quite a bit of filesize) AND A LOT OF OTHER THINGS!! I'm not an ideas guy - I've been mapping in Source for well over 2 years now and this has mainly been in TF2 so I'm well acquainted with the art style. All the above features I have working in blocky dev maps but I don't want that to be the first thing the community sees so I'll be putting together a quick TF2 campaign that's QUALITY over QUANTITY. I need a quick storyline and some gameplay ideas. I'm capable of creating my own textures and particle effects so don't skimp on the creativity - the only thing that's hit a dead end is the unlockable weapons on bots, but apart from that I can find a workaround for pretty much anything. IF YOU END UP LETTING ME SCRIPT THE ENTIRE THING YOU RUN THE RISK OF THIS NOT BEING AS AWESOME AS IT COULD BE! I'll be making a short test campaign to show a documentation of the features I have planned, I'll be starting this tomorrow so I really need ideas [B]NOW[/B] and in the [B]NEXT FEW HOURS. [/B]Thanks![/QUOTE] Okay where to start. Well my idea for the enemies is that most of them will have to be weaker than the original classes, for example a normal enemy soldier would have 150 HP (or less) instead of 200 so it'd be easier to kill him. But I'm no creator of gameplay or characters (well maybe I am, not sure) but I am the best there is when it comes to scenarios or areas or decoration. I added you on steam to discuss this further and I'd really like to share my ideas - and if possible, even help.
-Snip, misunderstood-
[QUOTE=Jessecar96;30791059]:Your taking away from my tests :smith:[/QUOTE] Pfft, he's making a map for himself while YOU are making things that will allow ANYONE to make a campaign in TF2. Totally different. Keep doing what you're doing.
SAXTON HALE DIES AT THE END!
I'm stuck on the new Demoman campaign where [sp]Scout spills Crit-A-Cola on a Teleporter and sends the demoman back in time to Arabia.[/sp]Whenever I try to find Scouts relatives and [sp]murder them to prevent it from happening[/sp] I get a message on my PDA from Saxton Hale, where he says[sp]that what I've done has ripped a hole in the space-time continuum and I have to go back to the future to fix it[/sp]but when I go back extra-dimensional Spies keep killing me. Anyone know how to get past it?
I love the music in the credits of the final Heavy campaign. It is so heart wrenching. [sp]Heavy dies and Medic was left alone in the middle of the empty battlefeild.[/sp] [media]http://www.youtube.com/watch?v=soFkWG0J4e4[/media] Lyrics: I run outside before you, making holes for you to walk through like a child following footprints in the snow. You are my foundation, and beside you I'm a mountain, I am fortified, and I can only grow. And that's not all. Haven't you, a man of science, ever wondered why I try so hard to make you feel so secure? Haven't you , with all your cleverness, devised the reason why I missed no hit and dodged no bullet, can't you see why I go through it? CHORUS: I want to be your human shield Be your cover in the field Be your strength when you have none Be your comfort when you are done Be the walls you live inside Be the hole where you can hide Be the safe in which you're sealed I want to be your human shield One I was withdrawn, but that loner now is gone. Oh, how'd I stay so long in such a place without you? Once I was so strong but now to be alone feels wrong when I am invincible around you. Haven't you, a man of science, ever wondered why I try so hard to make you feel so secure? Haven't you, with all your cleverness, devised the reason why I missed no hit and held no rancor? Haven't you felt so at ease while safe inside my company? See I am at my best as your bulletproof vest. I am your residence, your willing shade, the room in which your bed is made, your host, your home, your hive, your cave; oh can't you see how brave you make me? CHORUS: I want to be your human shield Be your cover in the field Be your strength when you have none Be your comfort when you are done Be the walls you live inside Be the hole where you can hide Be the safe in which you're sealed I want to be your human shield
[QUOTE=The Party Spy;30757009]Y'all saw this right? [media]http://www.youtube.com/watch?v=9UutF7yxypM&feature=feedu[/media] :toot:1000 posts:toot:[/QUOTE] Alan Wake, much?
[QUOTE=William777;30787254]I DIDN'T SHOUT LOUD ENOUGH LAST TIME! *Huge Picture* And these are the things I have working: NPCs that talk, Custom animations for NPCs, Working speech bubbles that can be parented and work with both teams, Background NPCs that don't interact, but play through animations, A leader system (NPCs follow you), A patrolling system (NPCs that follow a pre-determined path that can be altered), Objective system (kill counters, item pickups etc), and a HUD (in progress, takes up quite a bit of filesize) AND A LOT OF OTHER THINGS!! I'm not an ideas guy - I've been mapping in Source for well over 2 years now and this has mainly been in TF2 so I'm well acquainted with the art style. All the above features I have working in blocky dev maps but I don't want that to be the first thing the community sees so I'll be putting together a quick TF2 campaign that's QUALITY over QUANTITY. I need a quick storyline and some gameplay ideas. I'm capable of creating my own textures and particle effects so don't skimp on the creativity - the only thing that's hit a dead end is the unlockable weapons on bots, but apart from that I can find a workaround for pretty much anything. IF YOU END UP LETTING ME SCRIPT THE ENTIRE THING YOU RUN THE RISK OF THIS NOT BEING AS AWESOME AS IT COULD BE! I'll be making a short test campaign to show a documentation of the features I have planned, I'll be starting this tomorrow so I really need ideas [B]NOW[/B] and in the [B]NEXT FEW HOURS. [/B]Thanks![/QUOTE] So, uh, did you get any ideas? Or should I chalk something terrible up?
[QUOTE=William777;30787254]:words:[/QUOTE] I sent you a message regarding my ideas. I would like for you to get back to me.
Thread, don't die on me! You have so much to live for! Anybody got tips on how to get past the [sp]Giant Frog dream in the beginning of Scout's last mission?[/sp]
[QUOTE=Fatehehhhh;30818814]SAXTON HALE DIES AT THE END![/QUOTE] Fuck You
[QUOTE=Fatehehhhh;30818814]SAXTON HALE DIES AT THE END![/QUOTE] Spoiler: [sp]Spape Kills SoldierDoore[/sp]
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