[QUOTE=Svdl;47117123]-snip-[/QUOTE]
Gonna be honest here, it reminds me of Wolfenstein: The New Order's Moonbase.
[QUOTE=Mr. Jelly;47115715]Could fire a projectile, like the Rescue Ranger. Everyone says how Demoman can't have hitscan, but they never talk about non-explosive projectiles.[/QUOTE]
would have to be crazy fast projectile if it's gonna be anywhere useful for detonating the stickies by shooting them with it
[QUOTE=blaholtzen;47118453]would have to be crazy fast projectile if it's gonna be anywhere useful for detonating the stickies by shooting them with it[/QUOTE]
I'm not really sure what shooting the stickies would do that the Scottish Resistance's laser pointer wouldn't.
A lot of your weapon ideas are very creative and unique, but this is pushing things, I'm sorry. The Demoman can't have a hitscan weapon in any form.
[QUOTE=Magypsy;47118492]I'm not really sure what shooting the stickies would do that the Scottish Resistance's laser pointer wouldn't.
A lot of your weapon ideas are very creative and unique, but this is pushing things, I'm sorry. The Demoman can't have a hitscan weapon in any form.[/QUOTE]
barrel looks really big for a rifle, could fire a dart that "paints" targets? any targeted players will trip his stickies when in a certain radius, but stickies cannot be detonated manually, trying to do so will simply destroy them, dealing no damage
idk, just spouting ideas
[editline]11th February 2015[/editline]
dart could be a damageless projectile, obviously
[QUOTE=Magypsy;47118492]I'm not really sure what shooting the stickies would do that the Scottish Resistance's laser pointer wouldn't.
A lot of your weapon ideas are very creative and unique, but this is pushing things, I'm sorry. [b]The Demoman can't have a hitscan weapon in any form.[/b][/QUOTE]
I'd like to know why that is, i mean sure he doen't have one to begin with but as a secondary function i dont see what the big issue is, and the similarities to the scottish resistance are pretty shallow once you add in factors like the detonation also being usable as a weaker weapon, or the fact that you need to hit the bomb in order to detonate it, i aslo figured the explosion from one bomb could trigger the other in order for clusters to work, and that enemies would also detonate the bomb if they shoot it, making them harder to defend agains to balance the tricky detonation process,
honestly i think there's lots of plausible, usable and fun ways of making this work
[QUOTE=blaholtzen;47118712]I'd like to know why that is, i mean sure he doen't have one to begin with but as a secondary function i dont see what the big issue is, and the similarities to the scottish resistance are pretty shallow once you add in factors like the detonation also being usable as a weaker weapon, or the fact that you need to hit the bomb in order to detonate it, i aslo figured the explosion from one bomb could trigger the other in order for clusters to work, and that enemies would also detonate the bomb if they shoot it, making them harder to defend agains to balance the tricky detonation process,
honestly i think there's lots of plausible, usable and fun ways of making this work[/QUOTE]
The Demoman's one big weakness is that he doesn't have any hitscan weapons at all, that's just the way he was designed.
Also, the idea that enemies can't destroy stickybombs by shooting them sounds really unfun to play against. How are you meant to disarm traps otherwise?
[QUOTE=Magypsy;47118734]The Demoman's one big weakness is that he doesn't have any hitscan weapons at all, that's just the way he was designed.
Also, the idea that enemies can't destroy stickybombs by shooting them sounds really unfun to play against. How are you meant to disarm traps otherwise?[/QUOTE]
suicide way
[QUOTE=Magypsy;47118734]The Demoman's one big weakness is that he doesn't have any hitscan weapons at all, that's just the way he was designed.
Also, the idea that enemies can't destroy stickybombs by shooting them sounds really unfun to play against. How are you meant to disarm traps otherwise?[/QUOTE]
I can't help but feel you're being very close minded about this, I'm not saying have the perfect design for the gamplay functions or anything, there's plenty of ways to solve and balance things is what im saying. The way i see it new weapons are supposed to offer new ways of playing, and i think this does that without going overboard. in any direction.
having one relatively weak hitscan weapon which primarally functions as a detonation device doesn't seem very drastic or gamebreaking to me, and you dont go around complaining about not being able to disarm pipebombs or rockets so having them blow up when shot seems like it should be fine too, you'd still be able to airblast them away like with most projectiles so honestly it seems fair, I also figured the bombs would have reduced effect when detonated by an enemy
[QUOTE=blaholtzen;47118792]I can't help but feel you're being very close minded about this, I'm not saying have the perfect design for the gamplay functions or anything, there's plenty of ways to solve and balance things is what im saying. The way i see it new weapons are supposed to offer new ways of playing, and i think this does that without going overboard. in any direction.
having one relatively weak hitscan weapon which primarally functions as a detonation device doesn't seem very drastic or gamebreaking to me, and you dont go around complaining about not being able to disarm pipebombs or rockets so having them blow up when shot seems like it should be fine too, you'd still be able to airblast them away like with most projectiles so honestly it seems fair, I also figured the bombs would have reduced effect when detonated by an enemy[/QUOTE]
Rockets and grenades explode on impact with a surface. Stickybombs only go away if the Demoman detonates them or you attack them. A Pyro airblasting them only pushes them away, and sometimes there isn't anywhere else you can push them to.
I think the hitscan could work, but only if it were incredibly weak, only dealing a few damage with no real ability to cause damage or kill anyone.
[Img]http://i.imgur.com/Hv4Bo9c.png[/Img]
[I]Let the Demo play[/I]
Hairs can be similar to the Heavy Hockey hairs.
Ooh a beard.
[QUOTE=Svdl;47117123]And this is up.
[url=http://steamcommunity.com/sharedfiles/filedetails/?id=390572724][img]https://dl.dropboxusercontent.com/u/6526556/rs_poster.jpg[/img][/url]
[url=http://steamcommunity.com/sharedfiles/filedetails/?id=390570945][img]https://dl.dropboxusercontent.com/u/6526556/rs_hat.jpg[/img][/url]
[url=http://steamcommunity.com/sharedfiles/filedetails/?id=390571670][img]https://dl.dropboxusercontent.com/u/6526556/rs_suit.jpg[/img][/url]
[url=http://steamcommunity.com/sharedfiles/filedetails/?id=390571876][img]https://dl.dropboxusercontent.com/u/6526556/rs_gun.jpg[/img][/url]
[url=http://steamcommunity.com/sharedfiles/filedetails/?id=390572032][img]https://dl.dropboxusercontent.com/u/6526556/rs_medigun.jpg[/img][/url][/QUOTE]
here's hoping for mod release, dont disappoint us
[QUOTE=Rajikaru;47117444]I feel the need to point out that not everything said by everyone ever is bashing. Yes, S3pirion is improving. No, that doesn't mean he, or anybody, can't say anything about the items S3pirion most recently made looking unfinished, and honestly, they really do. I have never made an item myself, only done concepts (and if anybody pulls the god damn "can't criticize cooking if you're not a chef" strawman out i will flip my shit), but the colours especially just look like bases, almost making the items look like shiny, solid blobs. Also, "they're just mods" isn't an excuse, considering he [url=http://steamcommunity.com/sharedfiles/filedetails/?id=390489708]released them[/url] [url=http://steamcommunity.com/sharedfiles/filedetails/?id=390525971]on the[/url] [url=http://steamcommunity.com/sharedfiles/filedetails/?id=390490889]workshop[/url].
"Let him be" should never be a response to somebody criticizing something, unless it's obviously malicious intent, which in this case is far from the truth. If he had said "hey asshat, stop posting your unfinished work nobody wants it", then yes, I'd agree that he should lay off, but that just isn't true.
In conclusion, criticism is what makes us grow as humans, though two important characteristics to have are
distinguishing between criticism with constructive intent, and criticism to just be a dick,
and
accepting that not every criticism is gonna be sugar coated, but taking their word and using it to improve anyways.[/QUOTE]
I agree with this, thank you. And metaru, thank you for trying to stick up for me, but the critisism is useful and i am learning. And kibbleknight, just because something is on the workshop doesnt mean it isnt a mod/something that is a project that im using to learn.
[QUOTE=Radaghast;47118951][Img]http://i.imgur.com/Hv4Bo9c.png[/Img]
[I]Let the Demo play[/I]
Hairs can be similar to the Heavy Hockey hairs.[/QUOTE]
I don't know why, but it reminds me of Barry White.
[QUOTE=Radaghast;47118951][Img]http://i.imgur.com/Hv4Bo9c.png[/Img]
[I]Let the Demo play[/I]
Hairs can be similar to the Heavy Hockey hairs.[/QUOTE]
I feel kinda bad for saying anything, because I know you think I have it out for you, but could you try and branch out from beards? Nothing against the actual concept itsself, but I haven't seen many from you lately that aren't beards.
[QUOTE=r_S;47119037]here's hoping for mod release, dont disappoint us[/QUOTE]
Svdl never disappoints.
It's based on Barry White.
And I will try to find out something else then beards next time.
So little workshop weapon submission have mods.
[QUOTE=Ascar;47119424]Svdl never disappoints.[/QUOTE]
Well, maybe not [I]never[/I].
I've been waiting months for a mod version of his [URL="http://steamcommunity.com/workshop/filedetails/?id=290099435"]"Demoman Declares"[/URL] set, with a number of his more recent works hitting mods.tf rapidly after completion. I'm starting to assume that in retrospect he's not pleased with the set somehow and doesn't want to release it, which would kinda bum me out if that's the case, but hey - totally his call to make, and I respect that.
[QUOTE=Vic Boss;47119727]So little workshop weapon submission have mods.[/QUOTE]
Tell them to speak to me. I can set them up with mods.tf permissions. (Assuming the items are new)
I was wondering what happened to the second Neo Teufort Collection? I remember seeing some progress posted about it a while back, but nothing since. It's a shame, I was really looking forward to that set being released.
There are actually [I]some[/I] revolvers with [del]clips[/del] magazines
[T]http://www.forgottenweapons.com/wp-content/uploads/2013/06/landstad-color.png[/T]
Its called the Landstad autorevolver if anyone is interested
That's almost not really a [del]clip[/del] magazine, so much as it is a needlessly complex removable feed and ejection system.
And it's also barely a revolver, since the "cylinder" is actually flat and only has two chambers, and it has a slide mechanism.
[T]http://puu.sh/fMwNB/fdf0863c5b.jpg[/T]
[T]http://puu.sh/fMwOJ/63b518aa6e.jpg[/T]
working on a rocketeer-based soldier jacket with gloves
will make pants as well
[editline]11th February 2015[/editline]
opinions on a possible mauser C96-based secondary?
Well actually there are more a few types of clip-fed revolvers, this one is called a Dardick Handgun:
[t]http://blog.modernmechanix.com/mags/MechanixIllustrated/8-1957/this_gun/this_gun_0.jpg[/t][t]http://www.cornellpubs.com/Images4/dardick_1958.jpg[/t]
they have special ammunition, called Trounds, which include a small chunk of the revolver cylinder itself, and it ejects said revolver piece when fired. it can also be adapted to fire 2-3 other types of ammunition.
[t]http://picturearchive.gunauction.com/25476/11418958/9b58c0473ad2f6b28e53ae5911c87aa1.jpg[/t]
that's a weird lookin' gun.
[editline]11th February 2015[/editline]
neat, but weird.
[QUOTE=Killbane;47120165]There are actually [I]some[/I] revolvers with clips[/QUOTE]
[IMG]http://world.guns.ru/userfiles/images/handguns/great_britain/revolver/1287752165.jpg[/IMG]
[IMG]http://www.blackstonear.com/firearm/mateba2/mtr_1.jpg[/IMG]
And there were others that were completely automatic.
These are the webley fosbery revolver and the mateba mtr-8 respectively.
I haven't had enough sleep in the past few days.
[img]http://puu.sh/fMW5l.jpg[/img]
-Claimed by ZombiePlasticClock-
[QUOTE=pipantarctic;47100241][img]http://i.imgur.com/iVxVlPt.png[/img]
Up for claim.[/QUOTE]
Reposting.
Dropping this off:
[url=http://www.mediafire.com/download/mxfgewfzmbu3n7j/Musical_Dead_Ringer.zip][img]https://i.imgur.com/mbHBTi3.png[/img][/url]
[video=youtube;5bP25QMXT2c]http://www.youtube.com/watch?v=5bP25QMXT2c[/video]
There are 4 different songs to choose from, available normally or with the Clicky mod I released last year compiled into it. (Since this needs a custom compile to work.)
Songs loop naturally with cue points and will stop playing when you put the Dead Ringer away. Other game sounds will not cut off the music, nor will activating the cloak, which took some leet hacks to accomplish.
Volume is controlled with the Music Volume slider so you can fine tune it to your liking without affecting your regular game volume.
Big thanks to MrModez for letting me use his TF2 Medley song in the mod, you can give that a listen to [url=https://www.youtube.com/watch?v=4gc_V3Sx5hw]here.[/url]
Also if you want to use your own music you only need to modify the .wav file, although insertion of cue points is recommended.
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