• Team Fortress 2 Classic V2 - Deathmatch mode when?
    5,014 replies, posted
[QUOTE=MartinPL;47772086]Just in case this does make it into the mod itself... ...fourth line from top. "Team Fotress 2". :v: In my opinion, the transition from the Valve logo and the view of the control point is a little bit too fast. Might just be me though.[/QUOTE] yeah it got mentioned on their tumblr they're aware of it now.
[t]http://i.imgur.com/jMsLQ4C.gif[/t] WIPity WIP WIP
There is a "SuperSMG" mentioned in live TF2's localization files. Think we could do an actual Super SMG? Maybe as a new Scout primary? Or at least for deathmatch maps to use? Also, something I want to ask real quick. Aside from Mercenary, Security Guard, Scientist, Janitor and Henchman (sorry if I got any of those names wrong), are there going to be any other classes introduced? And if more are to be added, will any of them be put in the "core" gamemodes?
[QUOTE=Lazerlatte;47772136]There is a "SuperSMG" mentioned in live TF2's localization files. Think we could do an actual Super SMG? Maybe as a new Scout primary? Or at least for deathmatch maps to use? Also, something I want to ask real quick. Aside from Mercenary, Security Guard, Scientist, Janitor and Henchman (sorry if I got any of those names wrong), are there going to be any other classes introduced? And if more are to be added, will any of them be put in the "core" gamemodes?[/QUOTE] The Super SMG is the syringe gun iirc.
[QUOTE=Lazerlatte;47772136]There is a "SuperSMG" mentioned in live TF2's localization files. Think we could do an actual Super SMG? Maybe as a new Scout primary? Or at least for deathmatch maps to use? Also, something I want to ask real quick. Aside from Mercenary, Security Guard, Scientist, Janitor and Henchman (sorry if I got any of those names wrong), are there going to be any other classes introduced? And if more are to be added, will any of them be put in the "core" gamemodes?[/QUOTE] superSMG is the old name for the nailgun. weapons specific to deathmatch maps are not out of the question. the henchman is not a class. i am not sure where you got that term from. by default, users will not be able to play as the Mercenary, Security Guard, Scientist, Janitor, or Civilian outside of their respective modes. Server owners will be able to allow this on their discretion.
[QUOTE=~Kiwi~v2;47772099]Yes.[/QUOTE] Thanks, I ran into a guy running a tf2c server for SPUF. There were 10 people playing earlier this morning on cp_hydro. It was my first experience with all 4 teams which is awesome! Anyways, here's [URL="http://spuf.co/"]their site[/URL] and you can find the server IP right there on their front page - even shows you how many is playing at the time which is nice.
*sigh* Why do I get attacked every time I post... Anyway What's the verdict on grenades? We still getting them, or has it been decided grenades are unnecessary? Honestly I would rather just have things like that Scout smg with the conc launcher, we need more weapons with secondary fire modes.
[QUOTE=Lazerlatte;47772834]*sigh* Why do I get attacked every time I post... Anyway What's the verdict on grenades? We still getting them, or has it been decided grenades are unnecessary? Honestly I would rather just have things like that Scout smg with the conc launcher, we need more weapons with secondary fire modes.[/QUOTE] I don't see where the attack is, but regarding your question, grenades are probably gonna be included in some way. If not in the default modes, probably as a custom deathmatch.
[QUOTE=Hogie bear;47772860]I don't see where the attack is, but regarding your question, grenades are probably gonna be included in some way. If not in the default modes, probably as a custom deathmatch.[/QUOTE] I'd love to see grenades in TF2C, I feel like TF2C needs something big like that to really seperate it from TF2 live, and grenades might just hit that mark. It could probably be toggled on/off on a server just like damage spread or crits. I feel like a lot could be done with grenades, such as a Short Circuit projectile destroying grenade for the Engineer or possibly a Mad Milk like grenade for the Medic.
[QUOTE=TheRealFierce;47773172]I'd love to see grenades in TF2C, I feel like TF2C needs something big like that to really seperate it from TF2 live, and grenades might just hit that mark. It could probably be toggled on/off on a server just like damage spread or crits. I feel like a lot could be done with grenades, such as a Short Circuit projectile destroying grenade for the Engineer or possibly a Mad Milk like grenade for the Medic.[/QUOTE]Gives the team an opportunity to balance them (if they ever get added) so we don't wind up with TFC 2.0.
[QUOTE=Hogie bear;47770967]sorry I didn't specify. I meant the actual map on the wall. I've seen one that's pretty much exactly like that one in another level I think.[/QUOTE] The one in the concept art is used in Hydro.
[QUOTE=Digivee;47772109][t]http://i.imgur.com/jMsLQ4C.gif[/t] WIPity WIP WIP[/QUOTE] This is really good can't wait to see it added into tf2c. :)
Here's a question to the dev team, have you guys thought about making your own item system? Because I had an idea, to make a website in php for the loadout stuff, that way the database could be read from TF2C, or also main TF2 as a server-side mod, I realize that main TF2 would be far more limited for custom items, but there could be 2 different versions of each item, 1 for something like advanced weaponiser, it'd be simpler and might not work as good sometimes, but that's what the TF2C versions would be for, less limited and probably better. The loadout wouldn't have to be all web-based either, there could be a 2nd loadout in TF2C's interface, but everything would be shared, change an item in web-panel, then the item also changes in TF2C. What do you guys think? Also, I'd be glad to help with doing this, if you guys like the idea. I have experience (to some extent) in just about everything to do with the source engine, mostly back-end, but I've made maps, models, textures, particles, and sounds, so if you guys ever need any extra help, I'd be glad to help.
[QUOTE=MrModez;47769878]Who said "new pretty intro"? [VID]https://r1---sn-n8v7sn7l.c.docs.google.com/videoplayback?requiressl=yes&shardbypass=yes&cmbypass=yes&id=83bdef136429fc7a&itag=59&source=webdrive&app=docs&ip=95.110.18.113&ipbits=0&expire=1432225673&sparams=requiressl,shardbypass,cmbypass,id,itag,source,ip,ipbits,expire&signature=AE3627DDBAACD4A2B91DB829DF6C78DB682CA5FB.43F652CE6B7F3D12E0C9526D6EEFDF834D149078&key=ck2&mm=30&ms=nxu&mt=1432222056&mv=m&pl=19&cpn=0jP6d8EXDJow99Pn&c=web&cver=html5[/VID][/QUOTE] Is the video not working for anyone else? I haven't been able to watch it yet because it doesn't play for me.
I'm pretty sure we talked about something like this before, but... [video]https://youtu.be/v21IBFbfJkg[/video] Can we get something like this in-game?
[QUOTE=Jboby1;47775195]I'm pretty sure we talked about something like this before, but... -snippity-doo-dah- Can we get something like this in-game?[/QUOTE] Maybe that 'something' can be more like this, as well?[I] (i didn't make the map/video, obviously)[/I] [video=youtube;9UutF7yxypM]https://www.youtube.com/watch?v=9UutF7yxypM[/video] (I dunno if the dev team would be able to do this or if it would even fit the style that TF2C is trying to follow, though.)
[QUOTE=Jboby1;47775195]I'm pretty sure we talked about something like this before, but... [video]https://youtu.be/v21IBFbfJkg[/video] Can we get something like this in-game?[/QUOTE] This is really cool. I must play this :zoid:
[URL="http://spuf.co/threads/cp_royal.5/"]Just going to leave this here[/URL]. I'm very pleased to see more people mapping for tf2c. Hopefully more will come on board and we can start to see some interesting plays on old maps :wink:
[QUOTE=buggy715;47775244]Maybe that 'something' can be more like this, as well? [video=youtube;9UutF7yxypM]https://www.youtube.com/watch?v=9UutF7yxypM[/video] (I dunno if the dev team would be able to do this or if it would even fit the style that TF2C is trying to follow, though.)[/QUOTE] yES Make it non-linear, double yES Speaking of non-linearity, and since we are talking stuff like campaign... What about an open-world sort of mode/map? I would pay upwards of $100 like a console peasant preordering the day-one special get a neato bracelet edition of Call of Duty for that.
TF2C will not have an official adventure/single player mode, it isn't in our lists of current interests.
[QUOTE=kibbleknight;47776069]TF2C will not have an official adventure/single player mode, it isn't in our lists of interests.[/QUOTE] Dammit :(
Oh hey, 'The Mod Who Must Not Be Named' released a notice saying some things. He said he didn't delete the site, and it can be found at [URL="http://www.unfgaming.net/fuckrightoff"]http://www.unfgaming.net/fuckrightoff[/URL]. Nice.
[QUOTE=MasterXykon;47773726]Here's a question to the dev team, have you guys thought about making your own item system? Because I had an idea, to make a website in php for the loadout stuff, that way the database could be read from TF2C, or also main TF2 as a server-side mod, I realize that main TF2 would be far more limited for custom items, but there could be 2 different versions of each item, 1 for something like advanced weaponiser, it'd be simpler and might not work as good sometimes, but that's what the TF2C versions would be for, less limited and probably better. The loadout wouldn't have to be all web-based either, there could be a 2nd loadout in TF2C's interface, but everything would be shared, change an item in web-panel, then the item also changes in TF2C. What do you guys think? Also, I'd be glad to help with doing this, if you guys like the idea. I have experience (to some extent) in just about everything to do with the source engine, mostly back-end, but I've made maps, models, textures, particles, and sounds, so if you guys ever need any extra help, I'd be glad to help.[/QUOTE] from very early in development we've decided upon not having our own item system. all weapon sidegrades will remain available to every player, and we won't have any cosmetics. the mercenary has bodygroups enabled dota2 style. we are looking at ways for players to stand out from each other in deathmatch, and we've come up with some pretty interesting possible solutions. the first is players being able to, in real time, colour their merc's jumpsuit. we're planning to allow players to choose their own custom respawn particle from a list of about 30. we've been looking into using the bodygroups to either make every mercenary spawn with slightly different random gear, [I]or[/I] use it as a real time representation of the amount of armor a player has. tl;dr we arent adding cosmetics/item system, except maybe merc getting some random model variations on spawn
[QUOTE=kibbleknight;47776069]TF2C will not have an official adventure/single player mode, it isn't in our lists of current interests.[/QUOTE] [QUOTE=Lazerlatte;47776081]Dammit :([/QUOTE] We do have some plans in the future to try out a singleplayer option, but as of right now we have more important things to work on before that, which will take a hefty amount of time. So don't expect anything on the matter for a very long time."
First time posting, but I have been kind of following this mod for a bit of time. It's looking fantastic so far guys! Is it final that the crowbar would be the Merc's melee weapon? If so, is there some sort of significance to how it relates to the character? I thought I would bring it up because I just cannot shake the thought of him pulling out some large serrated combat knife for hand-to-hand combat.
[QUOTE=Su_Bu;47776877] Is it final that the crowbar would be the Merc's melee weapon? If so, is there some sort of significance to how it relates to the character?[/QUOTE] I think so, but I also believe that its supposed to be an all-class, and to add another lay, the model is nearly a direct port from the SFM Beta, which had the crowbar for the Medic.
[QUOTE=kibbleknight;47776069]TF2C will not have an official adventure/single player mode, it isn't in our lists of current interests.[/QUOTE] So is it just me (and Lazerlatte) that likes at least some sort of single player campaign in TF2?
[QUOTE=Hoovyspenser;47777025]So is it just me (and Lazerlatte) that likes at least some sort of single player campaign in TF2?[/QUOTE] not in our current interest doesn't mean never
[QUOTE=Hoovyspenser;47777025]So is it just me (and Lazerlatte) that likes at least some sort of single player campaign in TF2?[/QUOTE] Me and NickNine where making this, but I lost intrest in it and I'm not sure if he's even touched it since then: [url]https://github.com/RaraFolf/TF2HLCoop[/url]
[QUOTE=chowder908;47776636]We do have some plans in the future to try out a singleplayer option, but as of right now we have more important things to work on before that, which will take a hefty amount of time. So don't expect anything on the matter for a very long time."[/QUOTE] Ok, thanks for clarifying that. By the way, we might need some special coding done for DM. I'm pretty sure that the timer is not able to be set to "infinite" so that could be a problem for some people wanting to host servers where the match ends on a kill limit only. Same for vice versa, I would actually prefer DM servers where it's no kill limit and whoever has the most kills after a certain amount of time wins. Heck, I bet it'd just be fun to jump into a never-ending deathmatch with no timer or kill limit. That'd certainly be a time killer, just jump in and start pwning nubz till you get tired of it.
Sorry, you need to Log In to post a reply to this thread.