• Team Fortress 2 Classic V2 - Deathmatch mode when?
    5,014 replies, posted
[QUOTE=kibbleknight;47899385]If by "internal debate" you mean "an entirely one sided conversation in which you wouldn't take any other answer other than erasing everything down to that blurb" then yes i suppose that would be correct.[/QUOTE] Not at all true. It was most certainly a lengthy debate, but what it boiled down to was that it's WAY too early stages to be planning a massive amount of backstory. That and the majority of people just didn't like some of your specific lore suggestions, which is perfectly fine. The TF2 team didn't write or plan a huge backstory overnight. They add to it to justify current events; i.e. they add a gamemode in an update, and then write a comic about why it exists. [QUOTE=kibbleknight;47899385]The above said, lore isn't really top priority right now. People have pitched a few ideas for it before, but its a very touchy subject, similar to the grenades situation. Best to leave it alone for now.[/QUOTE] Again, it's not that it's a touchy subject, it's just not something we should be focusing on this early into the mod. For a start, pre-writing the lore is limiting for future updates. All of this aside, it's not very professional to take a potshot at a fellow dev member in a public forum of non-devs/potential players. If you have a concern with someone, take it up with that member of the team in private or in the slack.
[QUOTE=~Kiwi~v2;47900430]There's also the hassle of making it decent. It just ain't worth it for most and for those who do actually try either do it terribly that makes no sense or just ends up hating it.[/QUOTE] Yeah, you have a point. Honestly though, I don't really care if this mod gets much lore or not. I'm pretty much okay with the gamemodes, decent character designs, and etc.
I hope the Janitor sounds like Mike Rowe.
[QUOTE=~Kiwi~v2;47900430]There's also the hassle of making it decent. It just ain't worth it for most and for those who do actually try either do it terribly that makes no sense or just ends up hating it.[/QUOTE] Well, you could say the same thing about a lot of things in this mod. This said, I do think that its not yet time to have any kind of advanced lore set up, its something that should evolve over time. But we shouldnt be completely alienated to it either, just because "hurr durr fanfiction"
[QUOTE=Roren;47900527]I hope the Janitor sounds like Mike Rowe.[/QUOTE] It's a Dirty Job, but Somebody's Got to Do It. Edit: That was a clever pun. Where my zings at?
[t]http://images.akamai.steamusercontent.com/ugc/32995786842099260/ED1F130CD8F9FF181655A97310DBEF992CDCE09D/[/t] On bright side of things I finally managed to piece together a proper 3D skybox, not for Fourt, but it means Fourt will now have one.
[QUOTE=PimpinDemopan;47901571]It's a Dirty Job, but Somebody's Got to Do It.[/QUOTE] All of my yes, we need to find someone who sounds like him to do his voice. I will shit bricks of happiness.
got bored last night and made a (rough) cut of a dm teaser [video=youtube;d_JiNC90atA]http://www.youtube.com/watch?v=d_JiNC90atA[/video]
[QUOTE=OneFourth;47906133]got bored last night and made a (rough) cut of a dm teaser [video=youtube;d_JiNC90atA]http://www.youtube.com/watch?v=d_JiNC90atA[/video][/QUOTE] Can't wait for the final cut, it'd look a lot nicer if it took place on a map.
[QUOTE=OneFourth;47906133]got bored last night and made a (rough) cut of a dm teaser [video=youtube;d_JiNC90atA]http://www.youtube.com/watch?v=d_JiNC90atA[/video][/QUOTE] it needs more intense background events, like more gunfire and stuff [editline]8th June 2015[/editline] EXPLOSIONS!
what if there was a large explosion at the end that scared him awake and caused him to tumble backwards off his chair down the body mountain?
His arms look kinda awkward in that position with his shoulders being in the default position. I think you should move those more up so that those arms look more natural.
[QUOTE=DrPyspy;47866948]It is technically already on Steampipe, it's just that the mod's content isn't packed into vpks like TF2. You can use vpks for mods, though.[/QUOTE] Thanks for responding, though I still believe that packing the content into VPKs would really be a good idea for a number of reasons. [QUOTE=KenjiKusanagi;47884362]I've got a nice, but purely cosmetic idea. Why not make a bodygroup for each class to show weapons they have holstered. Like for example. As Heavy if you switch to Shotgun, he will carry his minigun in a back or see Engineer carrying a Pistol in his pocket and Wrench hanging from his belt when he is holding his primary weapon.[/QUOTE] [QUOTE=kibbleknight;47884373]Would cause performance issues, from the excessive polies being rendered. Would only be made worse on a large scale when in a heavily populated server.[/QUOTE] [QUOTE=GoldenBalls;47884641]Maybe back in 2007. Honestly, something like this is feasible in 2015 for a current-gen game to do. Not only that, but the on-model versions could easily be lower poly versions or something along those lines. That said, I think it's a largely arbitrary thing to do, so I wouldn't personally support or encourage it. A valid reason for not including it however would be that it would break the class silhouettes. One of the key dev decisions of the original TF2.[/QUOTE] See, I really do think that having a built-in addon system (ala L4D2) would be beneficial, since it would allow users & servers to run their own addons (like the additional bodygroup idea here, which I like personally to some degree) without reducing the number of servers available for the "vanilla" build of TF2C (or at the very least, allow one to toggle addons on and off without having to exit the game entirely.) I realize that something that affects player bodygroups as mentioned above would need to be a servermod to run correctly, but I'd imagine stuff like that could be added as a tag in the server browser. I just feel like some addon system would reduce the number of requests for hats and whatever for the main build.
[QUOTE=Skerion;47908186]His arms look kinda awkward in that position with his shoulders being in the default position. I think you should move those more up so that those arms look more natural.[/QUOTE] okay. sorry for spamming the thread w this, here is pass 2 [video=youtube;tmu_koGMRXI]http://www.youtube.com/watch?v=tmu_koGMRXI[/video]
[QUOTE=OneFourth;47908370]okay. sorry for spamming the thread w this, here is pass 2 [video=youtube;tmu_koGMRXI]http://www.youtube.com/watch?v=tmu_koGMRXI[/video][/QUOTE] At the beginning you easily see that his head is moving while the hat is motionless. I suggest locking the hat to the head. Just make sure to only select the time that it'll be on his head, as I'm sure you don't want to override it being shot off.
[QUOTE=OneFourth;47908370]okay. sorry for spamming the thread w this, here is pass 2 [video=youtube;tmu_koGMRXI]http://www.youtube.com/watch?v=tmu_koGMRXI[/video][/QUOTE] looking solid, great job on this!
i'll probably start programming this again soon so expect lua support and a ton of cool things.
[QUOTE=OneFourth;47908370]okay. sorry for spamming the thread w this, here is pass 2 [video=youtube;tmu_koGMRXI]http://www.youtube.com/watch?v=tmu_koGMRXI[/video][/QUOTE] wheres the flying commandos in the background?
[QUOTE=OneFourth;47908370]okay. sorry for spamming the thread w this, here is pass 2 [video=youtube;tmu_koGMRXI]http://www.youtube.com/watch?v=tmu_koGMRXI[/video][/QUOTE] Really loving this! Just needs a few more rockets, perhaps going the other direction to the first. As well as some various bullets/projectiles going past; basically more chaos.
Some mercs could be rocket jumping, one of them getting shot out the air by a sniper, and there should be more gun fire going on in the background, bullets zipping by, and screams.
It looks great but it needs an additional merc or two in the video to underscore the idea DM will be populated by mercs only firing the different weapons featured. My suggestion would be to replace the rocket firing from off-screen to a merc running past in the foreground with the rocket launcher and firing off at someone off screen once he has entered the frame. Other candidates would be being able to see the merc with the flamethrower attempting to kill the main subject, or having a merc sneak up from behind with a knife only to have the sniper bullet headshot him back down onto the pile along with taking the main subject's hat off as well. Right now it's difficult to tell that DM is Mercs only scavenging weapons already featured in the game, rather than the Merc simply being a new class being added to the original line up in regular play from someone unacquainted with the project.
To me the fighting happening off screen seems out of place. I know you're going for the merc is napping in the middle of a gun fight but it seems more like some people are randomly testing weapons by him. If you look background actions in the Meet the Heavy shooting scene, there's plenty of mercs running in and shooting and dieing and doing things. In your trailer it looks like someone is just holding the trigger on a flamethrower for a few seconds not aiming it at someone, same with the rocket. Really like the sniper shot shooting his hat off though.
Make the fighting seem like it's going back and forth from both sides of the scene. If you want to make it seem more dangerous, I'd add a spray of syringes/nails that go down the pile of bodies, perhaps an arrow lodges in the Green guy's body right beside him. Maybe add the sound of a sword slice as somebody's head flies up in the background in a spray of blood, add some Sentry missiles flying by in the background.. I'd laugh if a grenade rolled in the pile of bodies on the far left and flung a bunch of gibs into the air, with the umbrella blocking the blood spray and body parts from disturbing the Merc..
No engineer or medic stuff.
[QUOTE=TheJukebox;47909949]To me the fighting happening off screen seems out of place. I know you're going for the merc is napping in the middle of a gun fight but it seems more like some people are randomly testing weapons by him. If you look background actions in the Meet the Heavy shooting scene, there's plenty of mercs running in and shooting and dieing and doing things. In your trailer it looks like someone is just holding the trigger on a flamethrower for a few seconds not aiming it at someone, same with the rocket. Really like the sniper shot shooting his hat off though.[/QUOTE] some sort of angry screams or something would help with that alot too
[QUOTE=OneFourth;47908370]okay. sorry for spamming the thread w this, here is pass 2 [video=youtube;tmu_koGMRXI]http://www.youtube.com/watch?v=tmu_koGMRXI[/video][/QUOTE] Instead of having the flamethrower stay in a single spot, perhaps have it move from left to right as though the wielder is chasing someone. Also, I think the flamethrower should tapper out before the scene ends, rather then being cut off when the scene goes to black. Regardless though, this is really great! [editline]edit:[/editline] This probably isn't a good idea, but you could even make the person being chased have his arms in the air like in the [URL="https://www.youtube.com/watch?v=F9HcJWnZXMw&feature=youtu.be&t=22"]Soldier's humiliation animation[/URL].
[QUOTE=OneFourth;47908370]okay. sorry for spamming the thread w this, here is pass 2 [video=youtube;tmu_koGMRXI]http://www.youtube.com/watch?v=tmu_koGMRXI[/video][/QUOTE] I like it. I'd remove the jumping camera motions when things are happening though. The stable shot (with the slight handheld shake) serves the chaos and slow pan out better. It's a good rule of thumb not to move the camera dramatically in general in cinematography (there are exceptions). I'd also suggest opening on a close up of the radio, with his hand tuning it into the frequency, then have the track come on (but with a radio filter/hi-pass filter) which slowly fades into the clear version as we cut to the shot seen in the current video. Also, if you plan on keeping the text appearance at the end, split the first two beats into "Team Fortress 2" and "Classic" instead of the brown empty background and "Team Fortress 2 Classic" for someone reading it as it appears it punches more and makes more sense to a viewer. [QUOTE=OneFourth;47906305]what if there was a large explosion at the end that scared him awake and caused him to tumble backwards off his chair down the body mountain?[/QUOTE] It's not a bad idea, but if you go with that I'd suggest doing it without the explosion. Just have him quietly lean too far back then lose his balance and fall off. Without the explosion it makes the fall his own personal incompetence or over-confidence from his current situation rather than someone else doing it.
-snip snap-
[QUOTE=King Cnut;47914302]-snip snap-[/QUOTE] [IMG]http://s8.postimg.org/jzlscot9x/thought_you_died.png[/IMG]
Here, have a [URL="http://spuf.co/threads/deathmatch-map-wip.10/"]link[/URL]. Anyone want to play some tf2c then you should join his [URL="http://steamcommunity.com/groups/spufco"]steam group here[/URL]. He has promised to use announcements when we are trying to get a game together. This way I won't be upsetting the Dev's here with requests to post announcements since everyone is still in School and can't be arsed for some reason..
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