[QUOTE=CWalkthroughs;27126228]It looks like his hands have foreskins...
Ewww[/QUOTE]
cannot unsee.
His bandages are made from skin of enemies.
Now it just looks like a bunch of tumors
[editline]1st January 2011[/editline]
[QUOTE=Reds;27126136]Hey hey, kids! Ever wanted the scout without a handwrap, but are too lazy to go through the long and arduous process of doing so? Well, good, because fpsbanana is too!
[img_thumb]http://image.fpsbanana.com/ss/skins/107270b.jpg[/img_thumb]
[url]http://www.fpsbanana.com/skins/107270[/url]
[editline]2nd January 2011[/editline]
Sorry, thumbing.[/QUOTE]
Rong gave me a 5.4 on my mohawk.
:(
Dough. Why only Red skin is working in-game?
If what you say is true about that map, with caves, alternate routes and the fact that the overall look of the map is pretty badass - I am wildly aroused by it.
It looks pretty darn cool.
That is all.
snip-
Anyone wanna do animations for a nailgun for scout and engi? send me a pm i'll give you the files
[QUOTE=Ikare;27126449]If what you say is true about that map, with caves, alternate routes and the fact that the overall look of the map is pretty badass - I am wildly aroused by it.
It looks pretty darn cool.
That is all.[/QUOTE]
It's currently in Alpha I guess. many things can change and added be.
By the way, belated happy new year to everyone here in the TF2E! I tried to send this message last night but... High Life prevented me from using a Blackberry properly. :P
Okay, as it is 2011 now, I want to thank everyone who has been such a big help to us throughout the past year. I joined the Emporium and started learning and making mods and everyone was awesome and extremely helpful. So far I've released three big projects and I hope to make even more stuff next year!
I want to add special thanks to an entire list of people for being a big help for me in the past year: Royzo, Diamao, NeoDement, Sparkwire, Shugo, Drax-Quin, Drex, Ashton, Dachande, SenorGoate, Zebus, Contrails, Pako, and if I forgot anyone else smack me. I'm tired. :P
Happy new year everyone, let's make 2011 even better!
[QUOTE=Mega Tuna;27126708]Anyone wanna do animations for a nailgun for scout and engi? send me a pm i'll give you the files[/QUOTE]
Sparkwire I think was going to do them. WAS.
[QUOTE=Skunkrocker;27126798]and if I forgot anyone else smack me.[/QUOTE]
Can I smack you anyway?
I would think a shotgun remodel would be pretty cool, make a different style shotgun like a long barrel, if someone could make this i would cherish them
[QUOTE=Joppari;27124402]Allright guys, I present you:
[img_thumb]http://img221.imageshack.us/img221/7264/warden.jpg[/img_thumb]
It's a 5CP map with 5 islands, one control point on one island.
2 control points near the main bases of BLU and RED.
2 control points in the lighthouses, with a building attached to the lighthouse. The RED building near lighthouse is more like a manor, but the BLU building near lighthouse is kind of a spytech'ish diving building.
And the last control point in the middle is this building called Wardenclyffe. The gameplay is mostly focused near it.
[img_thumb]http://www.teslascience.org/WP001.jpg[/img_thumb]
The tower up there is currently being modelled by Raziel. We are currently using a placeholder.
So the tower will get striked by a lightning, and it get's electrified and glowing, think of the weapons when they get kritz ubered. And that means everything made of metal inside the building get's electrified. This is one of the hazards in the map. There will be a siren sound and Announcer warning you 10 seconds before the lightning strikes, so you have time to get off the control point. Currently the electric-thingy system is working perfectly.
Also the floors near the First and Second control point near the main bases will get electrified too, but not as deadly as the Wardenclyffe building.
Take some pictures. Don't mind about the quality, I had all textures on low.
Also this map is for the TF2Maps competition.
If you want to help us by modelling or texturing contact me, there is always need for help.
Currently, I'm the mapper.
Pie_Tony is texturer and gives me lots of lots of ideas
Raziel AKA Idletard is modelling
Communist Cake is modelling too
[editline]1st January 2011[/editline]
Sorry guys I messed the pictures and media tags up. Fixing, takes a bit time.[/QUOTE]
Right off the bat I am going to say it sounds like you made one hell of a gimmick map.
Even if you were to get rid of the gimmick the map sill has massive problems. The biggest one being you have only one choke to get your from one point to the next. Look at any 5cp map and they have at least 3+ paths to the next point. Also they don't have any death-pits were are what you have is er nothing but.
I could go off about how the detailing is scatterbrained and can't make up its mind. But no detailing crit is for beta stage and onward, right now you need to work on a good layout that will please the common player and not just some gimmick that gets only quickly. Your better off starting over and taking a good hard look at other 5cps before re-doing the map.
I know I might sound like a jerk off coming off so hard on you but tough love is something the TF2 mapping world is lacking big time.
If you want to discuss this further feel free to post in the mapping thread: [url]http://www.facepunch.com/threads/1040095-TF2-Section-Mapping-Thread[/url].
[QUOTE=Skunkrocker;27126798]By the way, belated happy new year to everyone here in the TF2E! I tried to send this message last night but... High Life prevented me from using a Blackberry properly. :P
Okay, as it is 2011 now, I want to thank everyone who has been such a big help to us throughout the past year. I joined the Emporium and started learning and making mods and everyone was awesome and extremely helpful. So far I've released three big projects and I hope to make even more stuff next year!
I want to add special thanks to an entire list of people for being a big help for me in the past year: Royzo, Diamao, NeoDement, Sparkwire, Shugo, Drax-Quin, Drex, Ashton, Dachande, SenorGoate, Zebus, Contrails, Pako, and if I forgot anyone else smack me. I'm tired. :P
Happy new year everyone, let's make 2011 even better![/QUOTE]
Hey, I'm on that list!
:O
[QUOTE=Sir Spicy Buns;27127129]I would think a shotgun remodel would be pretty cool, make a different style shotgun like a long barrel, if someone could make this i would cherish them[/QUOTE]
Svdl did that, here it is [url]http://www.fpsbanana.com/skins/100115[/url]
[QUOTE=Political Gamer;27127160]Right off the bat I am going to say it sounds like you made one hell of a gimmick map.
Even if you were to get rid of the gimmick the map sill has massive problems. The biggest one being you have only one choke to get your from one point to the next. Look at any 5cp map and they have at least 3+ paths to the next point. Also they don't have any death-pits were are what you have is er nothing but.
I could go off about how the detailing is scatterbrained and can't make up its mind. But no detailing crit is for beta stage and onward, right now you need to work on a good layout that will please the common player and not just some gimmick that gets only quickly. Your better off starting over and taking a good hard look at other 5cps before re-doing the map.
I know I might sound like a jerk off coming off so hard on you but tough love is something the TF2 mapping world is lacking big time.
If you want to discuss this further feel free to post in the mapping thread: [url]http://www.facepunch.com/threads/1040095-TF2-Section-Mapping-Thread[/url].[/QUOTE]
Pssst It's in alpha and I already said that there be alternative routes and caves.
But thanks anyway
dont you just hate it when people point out problems in something that you've already pointed out and have stated that you're fixing
[QUOTE=Skunkrocker;27126355]Rong gave me a 5.4 on my mohawk.
:([/QUOTE]
The gay images of Scout he posts have different looking mohawks, maybe that's why.
[QUOTE=Joppari;27127269]Pssst It's in alpha and I already said that there be alternative routes and caves[/QUOTE]Adding a few side paths won't fix the bigger problems. I forgot the mention it my other post that your map lacks a little thing called a "yard." The yard is the space between mid and 2nd, it acts as the buffer zone to give the defenders time to hold 2nd and it provides other gameplay improvements. All the 5cps have this and its what holds them together as a map. Oh and adding another piller of land with a building on it is not a yard.
[editline]1st January 2011[/editline]
[QUOTE=Dachande;27127293]dont you just hate it when people point out problems in something that you've already pointed out and have stated that you're fixing[/QUOTE]There is a big difference then saying 4-5 words and giving more in-depth feedback.
[QUOTE=Political Gamer;27127452]Adding a few side paths won't fix the bigger problems. I forgot the mention it my other post that your map lacks a little thing called a "yard." The yard is the space between mid and 2nd, it acts as the buffer zone to give the defenders time to hold 2nd and it provides other gameplay improvements. All the 5cps have this and its what holds them together as a map. Oh and adding another piller of land with a building on it is not a yard.
[editline]1st January 2011[/editline]
There is a big difference then saying 4-5 words and giving more in-depth feedback.[/QUOTE]
your reply to what i said made no sense.
[QUOTE=Political Gamer;27127452]Adding a few side paths won't fix the bigger problems. I forgot the mention it my other post that your map lacks a little thing called a "yard." The yard is the space between mid and 2nd, it acts as the buffer zone to give the defenders time to hold 2nd and it provides other gameplay improvements. All the 5cps have this and its what holds them together as a map. Oh and adding another piller of land with a building on it is not a yard.
[editline]1st January 2011[/editline]
There is a big difference then saying 4-5 words and giving more in-depth feedback.[/QUOTE]
It's alpha k thx
Alpha is a bit different than the released map y know. You don't even know what it's gonna be like in the end, I know the problems of the map and stuff, just haven't fixed them all and stuff, the map is alpha.
What if was going to add more islands? Nobody knows
[QUOTE=Political Gamer;27127452]Adding a few side paths won't fix the bigger problems. I forgot the mention it my other post that your map lacks a little thing called a "yard." The yard is the space between mid and 2nd, it acts as the buffer zone to give the defenders time to hold 2nd and it provides other gameplay improvements. All the 5cps have this and its what holds them together as a map. Oh and adding another piller of land with a building on it is not a yard.
[editline]1st January 2011[/editline]
There is a big difference then saying 4-5 words and giving more in-depth feedback.[/QUOTE]
I see a yard
[img]http://img703.imageshack.us/img703/1439/cpwardenclyffetest0010.jpg[/img]
You see I start maps differently, I don't make a layout first, I do what pops on my mind and then when it's all there, I start edit it :smug:
[QUOTE=Joppari;27127735]You see I start maps differently, I don't make a layout first, I do what pops on my mind and then when it's all there, I start edit it :smug:[/QUOTE]
I do too.
Joppari you are going to get yelled at. (for the record i don't do most maps like that anymore)
[QUOTE=Dachande;27127559]
[img_thumb]http://img703.imageshack.us/img703/1439/cpwardenclyffetest0010.jpg[/img_thumb][/QUOTE]
You can't make a map that plays well with this formula, attackers need more than one route or its way too easy for the defenders. It's one big choke point all around.
[QUOTE=Joppari;27127735]You see I start maps differently, I don't make a layout first, I do what pops on my mind and then when it's all there, I start edit it :smug:[/QUOTE]
What a rebel.
Almost as if you're a rebel without a cause.
[QUOTE=Dachande;27127886]I do too.
Joppari you are going to get yelled at. (for the record i don't do most maps like that anymore)[/QUOTE]
I kinda build stuff and then make a layout and put it alltogether.
[editline]1st January 2011[/editline]
[QUOTE=New Cidem;27127908]You can't make a map that plays well with this formula, attackers need more than one route or its way too easy for the defenders. It's one big choke point all around.[/QUOTE]
You too, This is fourth time I say that there will be alternative routes
[QUOTE=Joppari;27127544]It's alpha k thx
Alpha is a bit different than the released map y know. You don't even know what it's gonna be like in the end, I know the problems of the map and stuff, just haven't fixed them all and stuff, the map is alpha.
What if was going to add more islands? Nobody knows[/QUOTE]
The "Alpha defense" is a really poor way of blowing someone off. I understand its not done but sitting back and ignoring the basics of a 5cp map is. It's fair to ignore feedback where people say it looks terrible but alpha maps are all about layout and as the map stands now its just a bunch of points connected by a few bridges. Sure you say your going to add a few paths but its still more or less going to be 5 microscopic islands strung together by paths.
[editline]1st January 2011[/editline]
[QUOTE=Dachande;27127559]I see a yard
[img_thumb]http://img703.imageshack.us/img703/1439/cpwardenclyffetest0010.jpg[/img_thumb][/QUOTE][img]https://dl.dropbox.com/u/1276735/Pictures/Other/team_fortress_2_map_overview_granary.jpg[/img]
Because a little bridge counts as a yard. :downs:
PS It's not a hard job to put them all into one island or two
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