• TF2 Emporium XXVIII
    5,001 replies, posted
[QUOTE=NeoDement;27339036]I'm no coder![/QUOTE] Go find a nerd and threaten to break his glasses if he doesn't help you. I get away scott-free because I don't wear glasses :v:
[QUOTE=a butt;27338556]This actually reminded me of a "Secret Santa" sort of thing I was working on. Basically, the idea was making weapons out of components of existing class weapons, or using the basic concepts that a particular classes weapons follow. My problem was that it got tricky making the weapons unique enough without being "a spy with a rocket launcher." I like this idea of just adapting one class.[/QUOTE] You mind-reading bastard, I had an idea similar to this and that one polycount pack. Basically, the different classes steal and modify one another's items. I first thought of things for the Pyro. For the flamethrower, he would steal Sasha and gut the barrels and replace the ammo can with a propane/petrol container. The flaregun would be a modded needlegun/blutsauger, and the hat would be the Sniper's hat except charred and/or smoking and on fire. The melee is kinda hard. I was thinking of a flaming Shiv, but two Sniper items on one person would be stupid.
Updated. [url]http://www.facepunch.com/threads/1043046-TF2-Emporium-XXVIII/page67[/url] Changelog: Enabled Loch n Load icon Enabled Mini-Sentry icon
[img]http://www.majhost.com/gallery/benhenry96/Cool/minigun_screen2.png[/img] Dayum.
[QUOTE=Communist Cake;27337160]So, in a sudden fit of nostalgia, I decided to remake the first weapon I made in collaboration with Pie_Tony. So, here we go. [img_thumb]http://img213.imageshack.us/img213/5937/oiprickyoureallfurcoatn.jpg[/img_thumb] [b]Autokiller #47[/b] v2 original for reference: [img_thumb]http://img34.imageshack.us/img34/6253/preview1p.jpg[/img_thumb][/QUOTE] can you show a pic of the heavy (I assume) holding it? Part of me wants to think it's small, because it's an AK but it's probably huge isn't it? Looks great Got my cart in game (media tagging since I didn't resize the screens)... anyone know what controls the particles on it? Specifically I want to remove that rotating siren light and add a glowing electric fizzy thingy inside the lightbulb instead. [media]http://img193.imageshack.us/img193/4296/plbadwater0001v.jpg[/media] [media]http://img163.imageshack.us/img163/5716/plbadwater0004.jpg[/media] [media]http://img198.imageshack.us/img198/9892/plbadwater0005w.jpg[/media]
[QUOTE=Communist Cake;27337160]So, in a sudden fit of nostalgia, I decided to remake the first weapon I made in collaboration with Pie_Tony. So, here we go. [img_thumb]http://img213.imageshack.us/img213/5937/oiprickyoureallfurcoatn.jpg[/img_thumb] [b]Autokiller #47[/b] v2 original for reference: [img_thumb]http://img34.imageshack.us/img34/6253/preview1p.jpg[/img_thumb][/QUOTE] I dunno, it just looks weird try making it more like a minigun and not a giant oversized AK-47
It's meant to look a giant oversized AK47 :|||
[QUOTE=ThePutty;27339696]I dunno, it just looks weird try making it more like a minigun and not a giant oversized AK-47[/QUOTE] Autokiller #47 Auto Killer 47 AK-47 Get it?
[QUOTE=ThePutty;27339696]I dunno, it just looks weird try making it more like a minigun and not a giant oversized AK-47[/QUOTE] It IS a giant AK-47. It's good to see something different that still fit's Heavy's liking of big guns.
Any way I can make it better?
Something tells me Valve likes it as it is ;) ;) ;) ;))))))
[QUOTE=Contrails;27339686]can you show a pic of the heavy (I assume) holding it? Part of me wants to think it's small, because it's an AK but it's probably huge isn't it? Looks great[/QUOTE] Sure, I'll do a compile.
[QUOTE=Communist Cake;27341609]Any way I can make it better?[/QUOTE] Yeah, I have a suggestion. Don't listen to anyone who complains unless it's a valid issue.
I know i'm pretty late, but i just started catching up in the thread. About the Killer's Katana, you could make it the following: -25 hp +10% move speed while active 15% health is replenished with each decapitation 50% slower weapon switch speed That way people don't use it as the Soldier's GRU, instead they could utilize it as an ambush weapon in close quarters, seeing that it has that healing ability. This might also help you survive afterburn if you're low on health. Chop the pyro's head off and you might make it. Meh, forget it, these stats would not work. It'd be just an Eyelander cpoy.
Oi, somebody rig the v_model for CommieCake's rifle!
[QUOTE=Sabrina;27341772]I know i'm pretty late, but i just started catching up in the thread. About the Killer's Katana, you could make it the following: -25 hp +10% move speed while active 15% health is replenished with each decapitation 50% slower weapon switch speed That way people don't use it as the Soldier's GRU, instead they could utilize it as an ambush weapon in close quarters, seeing that it has that healing ability. This might also help you survive afterburn if you're low on health. Chop the pyro's head off and you might make it. Meh, forget it, these stats would not work. It'd be just an Eyelander cpoy.[/QUOTE] What about having it roll for a resistance thing? Like upon spawn, the katana would select a random thing to resist for about ~20% and would give it -15% damage in return while it's out. Call it something like the Gambler's Grazer and give it fuzzy dice on the end of the katana.
[img]http://gyazo.com/47c1c4b643e83abcbe4c24eab555a466.png[/img] :o
[QUOTE=Sparkwire;27341899][img_thumb]http://gyazo.com/47c1c4b643e83abcbe4c24eab555a466.png[/img_thumb] :o[/QUOTE] Woah. Seems shopped.
[QUOTE=Kalamadea;27341809]Oi, somebody rig the v_model for CommieCake's rifle![/QUOTE] Yeah, someone needs to. [editline]10th January 2011[/editline] [QUOTE=Sparkwire;27341899][img_thumb]http://gyazo.com/47c1c4b643e83abcbe4c24eab555a466.png[/img_thumb] :o[/QUOTE] Are they yours?
Oi Sparky, you busy? Rig our rifle!
[B]NO THE ANIMS HOW DID THEY GET THEM[/B] obviously shooped go check steam by yourselves Anyways, i like that Gambler's Fate thingy, then again the player could just keep switching classes until he gets the right resistance. Let's say it only activates if something kills you, not if you expode or suicide. If you fell to a painful death or a player killed you, then the gambler activates. Hey, give it a gimmick similar to the Equalizer. When the health gets lower, your damage output doesn't increase, but instead, your resistances and speed become higher, making the weapon great for escaping, not attacking. Let's face it, the resistances capping at, say, 30% might help you escape a Pyro shotgunning you 20 meters away, but if you charge at him, even a Degreaser would rape you.
Gentlemen? [img]http://i1230.photobucket.com/albums/ee488/TheGrayestFox/Ahem.png[/img]
[QUOTE=TheGrayFox;27342140]Gentlemen? [img_thumb]http://i1230.photobucket.com/albums/ee488/TheGrayestFox/Ahem.png[/img_thumb][/QUOTE] Told ya.
[QUOTE=Sabrina;27342151]Told ya.[/QUOTE] I don't recall doubting you.
Nevermind. I found it.
the jig is up!
[QUOTE=Sparkwire;27341899][img_thumb]http://gyazo.com/47c1c4b643e83abcbe4c24eab555a466.png[/img_thumb] :o[/QUOTE] I hate you, you made me look.
[QUOTE=TheFacePuncher1;27342206]Nevermind. I found it.[/QUOTE] Check the OP, for starters. I'm too lazy to see myself.
[QUOTE=Sparkwire;27341899][img_thumb]http://gyazo.com/47c1c4b643e83abcbe4c24eab555a466.png[/img_thumb] :o[/QUOTE] why would you lie :(
[QUOTE=Keychain;27342239]why would you lie :([/QUOTE] False hopes for the lulz.
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