• Major Update Speculation XXVI: Much Ado About Nothing
    5,023 replies, posted
are people still whining about snowplow, if you dont like it dont play it, problem solved
pretty sure hax.
I may be extremely late with this post, or might not, I don't know. But has this always been a thing? If not, it seems that Valve added support for searching for community servers, I'm not sure though, I only realized it existed today. [t]http://puu.sh/iO9no/228a41db2b.png[/t]
[QUOTE=Psychopath12;48127849]Probably the most jarring thing the map boasts is just how [i]slow[/i] the train is. If you jump into the map after having watched End of the Line, there's nothing really tying the two together other than seeing BLU's decrepit base in the distance, the train's destination, the fact that there is a train, and the music that plays before the train enters the area and before the train is destroyed. The train [i]not[/i] being a runaway is what makes the comparison so jarring. The entirety of the short was focused on [i]stopping[/i] a runaway, and it wasn't until the climax of the short that the train finally came to an abrupt and violent halt. The Snowplow train doesn't feel as powerful, as unstoppable, as important of a threat. Hell, the finale of the map itself has the train moving a dinky 200 feet before smashing into its target at a moderate speed; other than the explosion, it's a really underwhelming climax. As I stated before, removing the train from the map until the round victor is decided could very well give it that runaway feeling. BLU winning on the snow-part of the map could match the scene where Sniper and Scout first see the train zipping past and then giving chase. That brief glance at each other with a look of desperation and a silent "Oh shit" before they embark down the mountain to try to stop it. Then of course RED winning on the grassy-part of the map would match the train impact climax from the short. Although from watching the short, you could expect to see several players trying to recreate the scene with Heavy, which could've been an achievement to tie in with the map. These are the focal and impactful moments in the short, the map doesn't meet those expectations set forth. As it stands now, it's not EotL [i]enough[/i] to make me, as a player, think the map harkens back to the short. It just feels like a disjointed Attack/Defense map with an odd timer mechanic.[/QUOTE] I always considered SnowPlow's train a SECOND train they had for a second attempt thus this time Red is prepared to stop the train before hand instead of at the last minute in the short. The thing is if we did want to make it a "Stopping a run away train" then we would as my friend say "We would get Convoy of UT2k4 that was remade in TF2 as a map too." The only other idea I could come up with is that blue is assaulting way ahead of the train to capture the points to set the train tracks to head towards red base which once they capture all the points the train is then seen speeding thru the map and past the final point to its final destination. If Red succeeds they can make it that instead the train careens off the map due to said uncaptured point track wasnt set towards the red base. but thats just me [editline]5th July 2015[/editline] [QUOTE=poptart TF2;48127932]are people still whining about snowplow, if you dont like it dont play it, problem solved[/QUOTE] thats sure all fine and good...until you have a contract on that map
tbh, I really wouldn't mind some more maps that are "confusing", just hide them from new players and they'll be good to go
[QUOTE=Folseh;48127973] thats sure all fine and good...until you have a contract on that map[/QUOTE] You chose to buy the contract pass in the first place, you have noone to blame but yourself
Remember when somebody said that the Poopy Joe screen might be in Morse code? Well, I just realized that there is a Morse code generator close to that monitor and under the billboard. [IMG]http://i.imgur.com/NZFNy1Z.jpg?1[/IMG] EDIT: Guess it's a stapler :v:
Some weird shit just happened on Suijin for me. Only posting links because the pics are huge, loaded the map and suddenly everything was wireframed. [url]http://i.imgur.com/XNnpsuB.jpg[/url] [url]http://i.imgur.com/Ax5gdEj.jpg[/url] [url]http://i.imgur.com/XRFI03x.jpg[/url]
[QUOTE=Poopy Joe;48128165]Remember when somebody said that the Poopy Joe screen might be in Morse code? Well, I just realized that there is a Morse code generator close to that monitor and under the billboard. [IMG]http://i.imgur.com/NZFNy1Z.jpg?1[/IMG][/QUOTE] It's usually called a telegraph key. [t]https://upload.wikimedia.org/wikipedia/commons/4/4f/Swiss_Army_Telegraph_Key.jpeg[/t] Although, that model like more like an old stapler since there are no wires or contacts connecting it. [t]http://antiqueoutings.com/wp-content/uploads/2012/12/Swingline-Stapler-Model-13.jpg[/t] Is the filename available?
stapler.mdl
[QUOTE=Ace of Butts;48128207]Some weird shit just happened on Suijin for me. Only posting links because the pics are huge, loaded the map and suddenly everything was wireframed. [url]http://i.imgur.com/XNnpsuB.jpg[/url] [url]http://i.imgur.com/Ax5gdEj.jpg[/url] [url]http://i.imgur.com/XRFI03x.jpg[/url][/QUOTE] I think this is happening for everyone, and depending on your graphics config it either looks like those wireframes or just completely invisible. I've used a couple of different configs recently (trying to find a good dx95 config till I realized dx90 still shows skins, so I went back to rhapsody's config), and I've seen both glitches happen. This never happened when I was playing on non-official Suijin.
Any who, has anybody actually tried deciphering the Poopy Joe screen? I'm currently trying it out with Morse but with no success.
I tried, no luck
[QUOTE=Ace of Butts;48128207]Some weird shit just happened on Suijin for me. Only posting links because the pics are huge, loaded the map and suddenly everything was wireframed. [url]http://i.imgur.com/XNnpsuB.jpg[/url] [url]http://i.imgur.com/Ax5gdEj.jpg[/url] [url]http://i.imgur.com/XRFI03x.jpg[/url][/QUOTE] In sujin, Im able to see through spawn but I can only see the skybox. Then it crashes
[QUOTE=Ace of Butts;48128207]Some weird shit just happened on Suijin for me. Only posting links because the pics are huge, loaded the map and suddenly everything was wireframed. [url]http://i.imgur.com/XNnpsuB.jpg[/url] [url]http://i.imgur.com/Ax5gdEj.jpg[/url] [url]http://i.imgur.com/XRFI03x.jpg[/url][/QUOTE] That happened to me, except it was invisible instead of wireframe.
I keep launching my stickies on invisible walls on Borneo Also today the Suply cabinet disapeared :v:
[QUOTE=Poopy Joe;48128322]Any who, has anybody actually tried deciphering the Poopy Joe screen? I'm currently trying it out with Morse but with no success.[/QUOTE] I was curious as to what the green box of dots was on that screen, it seemed to be in a strange and random assortment, made me think that it can be decoded somehow, perhaps into a message. My initial thought was Morse code, seeing as it is written out similarly with dots and lines. So I started researching Morse code, I can say that it is close but not close enough to Morse to be something using as code. This is because Morse uses dots and lines to translate into letters, this screen has dots but hasn't got lines, rather it has stacks of dots together. Whats interesting is that its in no more than 3 stacks of dots, meaning that it depending on it being one dot, two dots or three stacks could translate each line into a word or sentence if we knew what code system it was using. Seeing as the time frame of Team Fortress 2 is around the time of the space race, it could be a primitive screen for a star-map or coordinates as computers used in space travel were very simplistic. Hence explaining the launch, capacity and velocity parts. With Poopy Joe being the pilot of that rocket. Poopy Joe also appears on the billboard as a sketch alongside a photo and drawing of a ship, also implying this connection. On the 2013 billboard, not only was poopy Joe refereed to but the engineer section had blueprints for something resembling a rocket engine.
So does the pallet of crates give out completely random ones now? I just dropped one on a server and someone gets this [img]http://puu.sh/iOead/ee1d8d3784.png[/img]
Pretty sure the 2013 crates (robo, summer coolers, and fall) along with a few other are "rare" drops.
I can't apply my specialized killstreak kit to my Backwoods Boomstick? Is this a bug?
[QUOTE=CaptainDedede;48128464]I was curious as to what the green box of dots was on that screen, it seemed to be in a strange and random assortment, made me think that it can be decoded somehow, perhaps into a message. My initial thought was Morse code, seeing as it is written out similarly with dots and lines. So I started researching Morse code, I can say that it is close but not close enough to Morse to be something using as code. This is because Morse uses dots and lines to translate into letters, this screen has dots but hasn't got lines, rather it has stacks of dots together. Whats interesting is that its in no more than 3 stacks of dots, meaning that it depending on it being one dot, two dots or three stacks could translate each line into a word or sentence if we knew what code system it was using. Seeing as the time frame of Team Fortress 2 is around the time of the space race, it could be a primitive screen for a star-map or coordinates as computers used in space travel were very simplistic. Hence explaining the launch, capacity and velocity parts. With Poopy Joe being the pilot of that rocket. Poopy Joe also appears on the billboard as a sketch alongside a photo and drawing of a ship, also implying this connection. On the 2013 billboard, not only was poopy Joe refereed to but the engineer section had blueprints for something resembling a rocket engine.[/QUOTE] It looks a lot like Braille actualy.
Much to my surprise, I am really enjoying this update. Of the maps that were added, I've had the most fun on Borneo, Snowplow, Powerhouse, and then Suiji. Borneo has a fun layout that was enjoyable for both teams, with plenty of corners for traps etc. I really enjoyed Snowplow's music, but only on the off chance that there wasn't a ton of fucking russian dances and congas being played over it. The map would've benefited immensely from voicelines, and I wish the traps and damage to the train were a little more dynamic. When the train blasts through a capture gate it doesn't really make a sound. Once I 'got' the point of the gamemode it was a lot more fun. Several times all the custom props just weren't there (happened on borneo too!) which was jarring. It felt like the danger of the train was downplayed a little. Powerhouse is a great map, but its a pretty lazy one. I mean, the bases could've at least been mirrored differently instead of being wall-to-wall, although then it essentially becomes 3cp 2fort. Suiji wasn't fun after the initial awe of the map wore off. It looked great but would've been much better as an arena map. The weapon skins are interesting. I'm glad the super obvious ones are rarer, and there are some things that I like about them, but using environment textures feels lazy. I am loving the contracts and overall I think this is a great update. I hope there are more like it in the future.
I really liked all the maps, still don't understand the snowplow hate It's an amazing map, I don't get how people find it confusing at all really. Then again this comes from a person who absolutely loves Steel and Asteroid; those maps can be confusing for others as well.
I just played TF2 for the first time in months, and goddamn does it feel good to just play on a new map and have no idea what is going on.
I just went to the negative reviews of Team Fortress 2 and [I]god[/I], I'm never going there ever again. Most of them are "Gun Meatle so bad. Why nerves, why ugly skins. Valve is stupid idiots." It's pretty damn annoying that people still don't realize that CS: GO and TF2 are completely different games in terms of game play and other aspects.
[QUOTE=Poopy Joe;48128802]I just went to the negative reviews of Team Fortress 2 and [I]god[/I], I'm never going there ever again. Most of them are "Gun Meatle so bad. Why nerves, why ugly skins. Valve is stupid idiots." It's pretty damn annoying that people still don't realize that CS: GO and TF2 are completely different games in terms of game play and other aspects.[/QUOTE] Then there's the people who are saying the artstyle is ruined even though we already knew this since 2009
[QUOTE=psyke;48128501]I just dropped one on a server and someone gets this [img]http://puu.sh/iOead/ee1d8d3784.png[/img][/QUOTE]Is that not more likely a gift-a-pult?
[QUOTE=Zadrave;48128782]I really liked all the maps, still don't understand the snowplow hate It's an amazing map, I don't get how people find it confusing at all really. Then again this comes from a person who absolutely loves Steel and Asteroid; those maps can be confusing for others as well.[/QUOTE] The thing with those two maps is that there's literally no way to further condense the HUDs without losing information about the modes. Even more, those two maps deliberately go out of their way to make sure that players understand what's going on. On Steel the spectator cam will focus on a chalkboard drawing of the map's rough layout (as well as having signs everywhere, there's no excuse for being lost unless players are willfully ignoring things like that). Anyone who's played an Attack/Defense map can easily grasp the mode that Steel encompasses: It's straight-up Attack/Defense, but the final point is always available to capture. The telling feature is the lack of a padlock icon on E's HUD element, that's enough to get that point across that it can be capped at any time. Asteroid is paired with a voiceover when the player first starts the map, even if that player joined after the round has already started. Even without the voiceover, there's no way to further break down the mode's function when presented on the HUD: there are 3 tiers of robots, there are cores to collect from said robots, and the cores can be stolen from the vault. I'd put Cactus Canyon and Snowplow on a similar level, neither of them go out of their way to simplify their mode twist's presentation. Snowplow has unnecessary information being presented. Cactus Canyon simply never makes it clear that RED can push the cart backward and the BLU needs to stay on the cart at the final stretch, or that the victory is determined by the cart being smashed by train. These are things that are only capable of understanding through play, whereas other TF modes are simplified such that merely [i]looking at the HUD[/i] is enough to understand what a player needs to do with little to no room for misunderstanding.
[QUOTE=wolf_os;48128645]It looks a lot like Braille actualy.[/QUOTE] As similar as it looks, many of the dots aren't in normal braille patterns (for example, there's no 6-dot pattern, no backwards variant of Q, etc)
[QUOTE=Zadrave;48128782]I really liked all the maps, still don't understand the snowplow hate It's an amazing map, I don't get how people find it confusing at all really. Then again this comes from a person who absolutely loves Steel and Asteroid; those maps can be confusing for others as well.[/QUOTE] Tbh, the most ppl are allready overwhelmed when somebody takes their intel.
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