Team Fortress 2 Classic V2 - Deathmatch mode when?
5,014 replies, posted
[QUOTE=Cpt. Cakes;48356051]Maybe 404 would be willing to make a server since he hosted a server on the older stock version of tf2.[/QUOTE]
i wouldnt really count on that
[QUOTE=WhyNott;48360000]i wouldnt really count on that[/QUOTE]
Why? He can host a server for us, and I really want to play on the old tf2 again.
[QUOTE=Cpt. Cakes;48363219]Why? He can host a server for us, and I really want to play on the old tf2 again.[/QUOTE]
Because regardless of the fact he apologized [sp]again[/sp], he doesn't especially like us and most likely won't want anything to do with the project.
I asked him and he said that he could host a server if he wanted to, well if he doesn't want to then someone else could host a server. or we could just have someone make a vanilla server on tf2c that disables all of the community stuff and re-enables the old valve stuff.
Maybe we could make announcements on the group so that people would be on the servers, since at the very most there's 4 people on a server.
To anyone interested, we have another mapper who is mapping for us [[URL="http://fragfrog.net/threads/dm_boofort.16/"]link[/URL]]. He was kind enough to convert a map of his to Deathmatch and is asking for feedback.
A possible design for Medic's shotgun for TF2C,
[b]Healer's Heater:[/b] -Claimed by FiveEyes-
[img]http://puu.sh/jo5rg.png[/img]
Its supposed to shoot limited range spread lasers. A hose would attach to the backpack like on the medigun.
Gonna need custom animations, and might ask fission about making some custom particle effects.
[QUOTE=kibbleknight;48365107]A possible design for Medic's shotgun for TF2C,
[b]Healer's Heater:[/b] -Claimed by FiveEyes-
[img]http://puu.sh/jo5rg.png[/img]
Its supposed to shoot limited range spread lasers. A hose would attach to the backpack like on the medigun.
Gonna need custom animations, and might ask fission about making some custom particle effects.[/QUOTE]
Too complex in my opinion. Early TF2 weapons were all very simple, and (with the exception of the weapons that are completely imaginary like the medigun) strongly based on a conglomeration of real weapons.
Also I don't think a Medic shotgun should use the palette of the medigun, or they'd look a lot alike from a distance. Either a syringe gun-like color scheme, a shotgun-like color scheme, or a little bit of both would probably be best.
I personally don't think the Medic needs a shotgun. Medic to me is suppose to be a supportive class, and giving him a shotgun would just be unbalanced and not fun.
[QUOTE=_charon;48365173]Too complex in my opinion. Early TF2 weapons were all very simple, and (with the exception of the weapons that are completely imaginary like the medigun) strongly based on a conglomeration of real weapons.
Also I don't think a Medic shotgun should use the palette of the medigun, or they'd look a lot alike from a distance. Either a syringe gun-like color scheme, a shotgun-like color scheme, or a little bit of both would probably be best.[/QUOTE]
Its not much more complex than the default medi-gun's design, in-fact most of the design choices are based off of things on the stock medi-gun. The only thing completely brand new aside from it being a shotgun is the heat shield, which can also be easily removed.
As for the color scheme, it uses a medi-gun color scheme because it still heals teammates, like the crossbow. Aside from the large source of red, most of medic's needle guns share the same color scheme as his medi-gun. Blacks and grays with a little bit of red.
[QUOTE=kibbleknight;48365234]Its not much more complex than the default medi-gun's design, in-fact most of the design choices are based off of things on the stock medi-gun. The only thing completely brand new aside from it being a shotgun is the heat shield, which as also be easily removed.
As for the color scheme, it uses a medi-gun color scheme because it still heals teammates, like the crossbow. Aside from the large source of red, most of medic's needle guns share the same color scheme as his medi-gun. Blacks and grays with a little bit of red.[/QUOTE]
in your canon
[QUOTE=Blase005;48365224]I personally don't think the Medic needs a shotgun. Medic to me is suppose to be a supportive class, and giving him a shotgun would just be unbalanced and not fun.[/QUOTE]BUT HEY. THEY DID IN TFC, AND THEY'RE GIVING HIM THE DEFAULT SHOTGUN.
Me and a few other dev team members are in favor of just removing the Medic shotgun.
Lots of stats were discussed for the shotgun, since the current one (akin to the other classes') is really powerful and doesn't fit medic's class.
I'd say work with the only shotgun that's seen with medic in any concept art:
[t]http://www.teamfortress.com/images/artwork/concept/medic_colorstudy.jpg[/t]
Features: Darker metal, ringed simple pump.
Though his outfit was designed with heavy influences from WWII, it still might look good.
[QUOTE=Doctor_Lazlo;48365292]BUT HEY. THEY DID IN TFC, AND THEY'RE GIVING HIM THE DEFAULT SHOTGUN.[/QUOTE]
Tbh, I've lost track of the original TF2C goal.
At first I thought TF2C was a project to bring some scrapped TF2 weapons and the Civilian back.
After some time I realised that TF2C might be a TFC clone with TF2 graphics.
Now they are creating custom content & own gamemodes, which are unrelated to TF2 and TFC. That suggests that TF2C is a alternative TF2 version, which is not bound to TF2/TFC/FF/QWTF/TF2:BoA
[QUOTE=DrPyspy;48365383]Me and a few other dev team members are in favor of just removing the Medic shotgun.[/QUOTE]
Yes.
[QUOTE=Trech;48365454]Tbh, I've lost track of the original TF2C goal.
At first I thought TF2C was a project to bring some scrapped TF2 weapons and the Civilian back.
After some time I realised that TF2C might be a TFC clone with TF2 graphics.
Now they are creating custom content & own gamemodes, which are unrelated to TF2 and TFC. That suggests that TF2C is a alternative TF2 version, which is not bound to TF2/TFC/FF/QWTF/TF2:BoA[/QUOTE]
"Team Fortress 2 Classic is a community-made mod using the 2008 leaked Source Code. This mod aims to bring not only scrapped features back, but also add in new, never before seen features." Quoted from the original post.
I know it's fun to try different things with classes than their intended purpose, but I would be against anything that might influence a player to jump into the front lines by themselves as a medic, or ignore healing teammates.
If anything, I would suggest cutting down the Medic's shotgun to one or two shells maximum. But I am sure those working on this project already discussed that option.
[IMG]http://i.imgur.com/rnWQDFa.png[/IMG]
update is cancelled everyone go home
[QUOTE=TheRealRudy;48365569]Wouldn't it be better if we focused on other stuff first than the weapons?[/QUOTE]non.
[QUOTE=DrPyspy;48365383]Me and a few other dev team members are in favor of just removing the Medic shotgun.[/QUOTE]
Aww, would be sad cause it was one of the reasons why medic was more enjoyable in this mod than tf2 in my opinion. I could get used to the removeal, but can't we just reduce the damage or something?
[B]edit:[/B]
Talked to a dev friend, R.I.P medic shotgun. You were too OP.
[IMG]http://puu.sh/jogK7/2ffc5a8b13.jpg[/IMG]
I got the job as a Propmaker (not sure if that's a promotion or demotion yet) and my first prop I was told to make was a 1960s washing machine. This design is from 1967, and it's going to be used as a prop in the Deathmatch gamemode.
It's nearly complete. I just need to fix some smoothing issues, and then someone from the texturing team is going to get the honor of giving it TF2 styled textures (because I'm terrible at making those).
[QUOTE=Blase005;48366370][IMG]http://puu.sh/jogK7/2ffc5a8b13.jpg[/IMG]
I got the job as a Propmaker (not sure if that's a promotion or demotion yet) and my first prop I was told to make was a 1960s washing machine. This design is from 1967, and it's going to be used as a prop in the Deathmatch gamemode.
It's nearly complete. I just need to fix some smoothing issues, and then someone from the texturing team is going to get the honor of giving it TF2 styled textures (because I'm terrible at making those).[/QUOTE]
Hey hey, swaggy looking prop you got there. Assuming you stay on the job I'm hoping you find yourself making some more urban-y props, kinda like the soho ones, for DM. I think those kind of props would help a lot of us map makers. *COUGH COUGH DUMPSTERS AND REAL TRASHCANS COUGH COUGH* ehm.
[B]EDIT:[/B] Btw, nice use of lamberts as place holders.
Something's a-brewin'...
(in other news - more deathmatch progress. Stay tuned for content SOONtm)
So I've been working on some cool HUD things:
[IMG]http://i.imgur.com/d0XNK8h.png[/IMG][IMG]http://i.imgur.com/uf5zDpn.png[/IMG]
First off, I ported over the gun mettle health numbers, so now you can see health values on players. Also, I implemented avatars next to player names* on the targetid (also from gun mettle).
* Bots don't actually have avatars.
[QUOTE=Snowshoe;48368752]So I've been working on some cool HUD things:
[IMG]http://i.imgur.com/d0XNK8h.png[/IMG][IMG]http://i.imgur.com/uf5zDpn.png[/IMG]
First off, I ported over the gun mettle health numbers, so now you can see health values on players. Also, I implemented avatars next to player names* on the targetid (also from gun mettle).
* Bots don't actually have avatars.[/QUOTE]
That is very cool! Are there more features that are going to be in the new update?
I'm excited for the update for 2 reasons: 1. because new stuff and 2. because people will be playing the mod and I love to play this mod.
I've ported quite a few patch changes from live TF2 recently:
- Mappers can now create pre-placed buildings
- Spies can see enemy's health
- Added L2 and L3 sentry kill icons
- Health kits cure negative effects even if overhealed
- Soldier self-damage resistance only applies in mid-air
- Reduced sticky bombs damage ramp-up from 150% to 125%
- Disguise team can be switched by pressing Reload
- Dropped weapons always restore 50% ammo and 25% cloak now
- Demoman can detonate stickies while taunting
- Spies can use enemy teleporters
- Added tf_teamtalk cvar. Defaults to 1, allows players to see and hear dead teammates chat.
Also some minor improvements over live TF2:
- Added tf2c_falldamage_disablespread cvar. Defaults to 0, disables random 20% fall damage spread normally present in TF2
- Setting sv_alltalk to 1 now affects text chat as well. Allows players to see chat of dead enemy players and spectators with alltalk enabled.
Who here would be willing to make a plain tf2 server for this mod if it got really popular?
By plain I mean this:
-No custom weapons (that includes beta weapons)
-Stock rotation
-inventory disabled
-basically any community feature is disabled
That would be about stock enough for me.
We would basically just need 2 of the servers, one in the US and one in the UK/somewhere in Europe so that everyone can get decent ping.
[QUOTE=Nicknine;48371833]
- Demoman can detonate stickies while taunting
[/QUOTE]
They got rid of that in live TF2 a long time ago.
[QUOTE=Inspecter;48371977]They got rid of that in live TF2 a long time ago.[/QUOTE]
Not that long ago actually, I think it was LaW update. And many people miss that feature.
-snip
Sorry, you need to Log In to post a reply to this thread.