• [MVM CUSTOM MISSION] History of TF
    47 replies, posted
[QUOTE=theharribokid;43279525]post the vid in wip in wip thread if i were you saying your making a pop file and explaining it a little and asking if anyone wants to make a map to go with it, see if anyone bites [url]http://forums.tf2maps.net/showthread.php?t=3438[/url][/QUOTE] Line has been cast, we'll see if anyone takes the bait
No mapmaker bites yet. Also, in an offnote, I was playing the mission again recently and got ahold of a nice screenshot. [t]http://cloud-2.steampowered.com/ugc/451783339712166005/B0523748882D3194BA8DD0E87806DB76F3483950/[/t] [url=http://steamcommunity.com/sharedfiles/filedetails/?id=211292229]link[/url]
I would totally make a map if I knew how to make an mvm map and I could actually make a good map
[QUOTE=DrPyspy;43399722]I would totally make a map if I knew how to make an mvm map and I could actually make a good map[/QUOTE] Shove some water in it.
All it needs is a lot of custom icons at this stage
[QUOTE=IceyMalone;43416402]All it needs is a lot of custom icons at this stage[/QUOTE] I'm not very artistic, so mine would look terrible.
I'll try and port this to mvm_badwater when I'm on my laptop. By the way, are tanks in this mission? I'm guessing not since of the little I played of Rottenburg I didn't find any. [B]EDIT[/B]: Wave 5 has this little piece of code: [CODE]WaitBetweenSpawnsAfterDeath 20[/CODE] It should actually be: [CODE]WaitBetweenSpawns 20[/CODE] Don't know why you decided to switch around the code for this wave.
[QUOTE=rcmero;43435618]I'll try and port this to mvm_badwater when I'm on my laptop. By the way, are tanks in this mission? I'm guessing not since of the little I played of Rottenburg I didn't find any. [B]EDIT[/B]: Wave 5 has this little piece of code: [CODE]WaitBetweenSpawnsAfterDeath 20[/CODE] It should actually be: [CODE]WaitBetweenSpawns 20[/CODE] Don't know why you decided to switch around the code for this wave.[/QUOTE] I'd have to look into it and tell you why I did. I'm not sure. And yes, there is one single tank in this entire game. If your map can't support it, I can look at removing it or replacing it with something else.
[QUOTE=Gamemaster1379;43385417] [t]http://cloud-2.steampowered.com/ugc/451783339712166005/B0523748882D3194BA8DD0E87806DB76F3483950/[/t][/QUOTE] Get rektobots?
Alright, so I've been trying to pull some things together recently, and have managed to try and get a foundation going for a custom map to go alongside the mission. I've gotten a few hands on deck for mission development already, and with some help, I've had some map templates designed for the map be designed. Unfortunately, we only have one person working with us on the map right now, and he doesn't really have the time to do the work in hammer because he has so many other obligations. He does fine work, but because he's as busy as he is, we're kind of a stand still until then. A co-leader of the mapmaker I've mentioned have been working with me to come up with template layouts, and even had a few 3d model sketchups of early map renditions. Unfortunately, unless our mapmaker gets the sudden luxury of free time or we can find another mapmaker willing to work with the 3d model and layout sketchups, things are going to be at a stand still for a little while.
Since you're making a custom map for this I figured I might as well release the popfile I have right now. As I said, it's for mvm_badwater_final. Included are HUD images too. [url]https://docs.google.com/open?id=0B3M_59ybXpCvc09qVzNtajlYZWc[/url] I also added some more bots to certain waves, taking them from your templates. A Jarate-throwing Sniper is possible, I have it working on one of my popfiles. So is a cleaver-throwing Scout. Since you already have a template for that, I took from that. By the way, Valve has HUD icons for a lot of stuff too, like Black Box/Liberty Launcher Soldier. I think these were added with the Two Cities update. I have them in my popfile, so feel free to add them to the templates if you wish. If you won't add the HUD icons I added, at least add those, since you already did that for the Force-a-Nature Scouts. (As for the new map, it should be something similar to achievement_idle_museum. Or something. I don't know the name of that map.)
Interesting that some new icons were stored away. Also surprised that the animations for those two work. No complaints there, though. Also, those icons in the directory. Are those custom ones you made? As for the map, it is being thought of as a museum for the theme. It's been a very long time since I've seen that idle museum map, but I'm sure it will be inherently similar in some ways. Stev, the modeler I've been working with, has mulled over numerous designs with me. We've come up with a layout we would like to playtest. If dev texture versions of the map play out well, we'll probably start adding props from there. The appeal of the map that I'm shooting for is instead of just walls and buildings separating pathways, this map will use "exhibits" instead of flavor the map and give it its flow. Most exhibits will likely consist of RED bots being posed and situated in various ways on pedestals/behind velvet roping, like wax displays. Other various details are still being worked on, but unfortunately--everything is at a halt right now. We're stuck on our 2D design phase as we'll still in need of a mapmaker to make our work come to life in Hammer in 3D.
I've always liked the idea of fighting in a museum and would love to see one being made (looking at you tc_strata). The map mentioned above was [URL="http://tf2.gamebanana.com/maps/135715"]Achievement_Idle_Museum[/URL], it was pretty good for what it was trying to accomplish, but the layout and walls were pretty plain. [URL="http://johnjuarezart.com/cp-gallery/"]cp_gallery[/URL] has better art direction (including custom artworks based off of famous paintings), but it needs a little more work to fit into the TF2 style.
[QUOTE=Upgrade;43561409]I've always liked the idea of fighting in a museum and would love to see one being made (looking at you tc_strata). The map mentioned above was [URL="http://tf2.gamebanana.com/maps/135715"]Achievement_Idle_Museum[/URL], it was pretty good for what it was trying to accomplish, but the layout and walls were pretty plain. [URL="http://johnjuarezart.com/cp-gallery/"]cp_gallery[/URL] has better art direction (including custom artworks based off of famous paintings), but it needs a little more work to fit into the TF2 style.[/QUOTE] Well, given the museum is for Team Fortress itself, and making use of bots, a firefight mode should fit ideally for it, given if I use bots for exhibits, the bots in game itself should serve as nice "interactive exhibits". As far as artwork goes, I have a graphic artist who is willing to make any paintings. Should be a nice touch around the museum. As far as decor (graphics/models) and bot design goes, I think this mission is really strong in all those fields. I'm a little concerned about map flow though. Still not sure if the design we have is going to work well. Only playtesting can tell us at this point--and we'll have to work from there.
[QUOTE=Gamemaster1379;43561197]Also, those icons in the directory. Are those custom ones you made?[/QUOTE] Most of them I got from the other MVM custom mission thread, though a few of them were on my download folder for some reason. Hey, I have them, might as well use them.
Not sure if you'd need help but I do make custom bot icons, once things get nailed down more.
[QUOTE=iWantcoal;44396071]Not sure if you'd need help but I do make custom bot icons, once things get nailed down more.[/QUOTE] I'll keep it in mind. We have a team that has been working hard and got a lot done, but we're all currently on hiatus due to schoolwork and the like.
send this to the person in charge of Sandy's we'll play it
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