• Team Fortress 2 Classic V2 - Deathmatch mode when?
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[QUOTE=SamMaher;47494914]Maybe buff the syringe gun a bit then? [/QUOTE] Or maybe give the medic a custom shotty instead of the default one.
[QUOTE=The Yiffy Fox;47494933]Or maybe give the medic a custom shotty instead of the default one.[/QUOTE] How about just a sawn-off shotgun? Not like a double-barrel,but it would spread more and have less shells.
[QUOTE=Max357;47494948]How about just a sawn-off shotgun? Not like a double-barrel,but it would spread more and have less shells. [editline]10th April 2015[/editline] Also,given the nature of Medic's mental state that would make sense,since he doesn't seem to use any tools other than ones he made and/or owns as an ex-doctor.[/QUOTE] I already feel like this game wil have too little weapons though. I feel we can't afford to just throw them... What if the medic had a 4th slot for the medigun as a secondary? Buff it a touch too! Could work... :/ :P [editline]10th April 2015[/editline] Also imma off designing this sawed shotgun with a medic style and the medic's stock weapon colour themes... So... Be back sooner or later with that! :P
I am surprised constantly,it's like every 3rd person that comes here is a graphical artist or animator or something and already has done some work or is immediately about to.
[URL="http://www.unfgaming.net/tf2c/forum/viewtopic.php?f=8&t=46#p157"]Crossposting from TF2C Forums: [/URL] Let's take a look as to what Valve themselves did for the world building of both RED and BLU: [quote][b]4.2 World Modeling[/b] The unique look of the world of Team Fortress 2 is borne out of well-defined design principles. For the architectural elements of the world associated with each of the two teams, blue and red, we defined specific contrasting properties. While the red team’s base tends to use warm colors, natural materials and angular geometry, the blue team’s base is composed of cool colors, industrial materi- als and orthogonal forms, as illustrated by the concept paintings of opposing building structures in the top row of Figure 3. [img]http://i.imgur.com/LlE9a8u.png[/img] [I]Figure 3: World concept art for blue and red team bases (top) and in-game screenshots from Team Fortress 2 (bottom)[/I] Ultimately, the geometry of the game environments was modeled on these concept paintings, as shown in the bottom row of Figure 3. Though there is clearly more detail in the 3D modeled world than there is in the concept paintings, we still we deliberately avoided modeling the world in an overly complex or geometrically off-kilter manner as this would add an unnecessary level of visual noise— not to mention memory-hungry vertices—to the scene. We also found that keeping repetitive structures such as the bridge trusses, telephone poles or railroad ties to a minimum is preferable for our style, as conveying the impression of repetition in the space is more important than representing every detail explicitly. By maintaining a minimal level of repetition and visual noise, we serve many of our gameplay goals while employing an almost im- pressionistic approach to modeling. This philosophy was also cen- tral to our texture painting style throughout the game.[/quote] [url=http://www.valvesoftware.com/publications/2007/NPAR07_IllustrativeRenderingInTeamFortress2.pdf]Source[/url] [quote][img]http://i.imgur.com/0M5CVma.png[/img] CONTRASTING TEAM PROPERTIES [b]Red[/b] -Warm colors -Natural materials -Angular geometry [b]Blue[/b] -Cool colors -Industrial materials -Orthogonal forms[/list][/quote] [url=http://www.valvesoftware.com/publications/2008/GDC2008_StylizationWithAPurpose_TF2.pdf]Source[/url] To summarize: The decision to make both teams so different from each other is done for gameplay: you immediately know in which territory you are. Makes sense right? You automatically associate the wood materials, rusted metals and pointy roofs with RED. The concrete, bricks and "cleaner" metals to BLU. Now for the GRN and YLW to work a similair approach should be thought out. [b]Applying it to GRN[/b] Going from what Pie Tony suggested, we could take design cue's from architectural styles that were actively being used during TF2's era Both RED and BLU are crudely said "Hard Edged", there are no round shapes in the geometry of the buildings, this leave an open spot for a new contrasting team to fill in. The [url=http://en.wikipedia.org/wiki/Streamline_Moderne]Streamline Moderne[/url] is characterised by -[b]Rounded edges -Horizontal grooves or lines in walls -Horizontal orientation - Flat roof with coping - Smooth exterior wall surfaces Which is great starting point! yet there is room to expand, if we look at the BLU 2Fort drawing we can see that flat roofs are extensively used by BLU. Here we can throw the flavour of [url=http://en.wikipedia.org/wiki/Googie_architecture]Googie[/url] into the mix, which is characterised by: -Roofs sloping at an upward angle So as a crude representation to convey what we got going: [img]http://i.imgur.com/eQapHAw.png[/img] Horizontal, Angular, Slanted If we were to apply what we learned from Streamline Moderne and Googie to a similair summary as to what Valve did, we would end up with the following: [quote][b]GRN[/b] -Subdued colours -"Modern" materials -Slanted&Curved Geometry[/quote] To put more into image have a couple of example from streamline moderne and googie: [t]http://upload.wikimedia.org/wikipedia/commons/thumb/7/75/Cleveland_Greyhound.jpg/800px-Cleveland_Greyhound.jpg[/t] [t]http://upload.wikimedia.org/wikipedia/commons/thumb/8/89/Corkys_sherman_oaks_from_southeast.jpg/800px-Corkys_sherman_oaks_from_southeast.jpg[/t] [t]http://upload.wikimedia.org/wikipedia/commons/thumb/7/78/Woodstock_TN_015.jpg/800px-Woodstock_TN_015.jpg[/t] To add to the discussion here, were aware that in the previous thread there was a long discussion on this topic as well. Seeing as nothing got completely documentated and left as comments, were trying our best effort to documentate it properly on the forums now and set things in stone.
[QUOTE=Mitchinerney;47494887]I have downloaded the game but when ever i go on a server it crashes and when i make my own, none of the textures work and i have become a scout with only a rocket launcher please help[/QUOTE] [url]http://facepunch.com/showthread.php?t=1458694&p=47494124&viewfull=1#post47494124[/url] read 2nd edit
What is the function of Medic's Overhealer?
[QUOTE=Max357;47495075]What is the function of Medic's Overhealer?[/QUOTE] fast healing no uber
[QUOTE=LittleBabyman;47495078]fast healing no uber[/QUOTE] So a discount quick-fix. [editline]10th April 2015[/editline] It might've been asked,but what about the (nearly) all-class crowbar,Medic's ridiculous syringe and grenades?
Is there a color palette for the GRN and YLW team emblems? A long while ago I started doing team-colored Civilian emblems for a now-abandoned Civilian Soldier and Pyro skin pack I was working on- and from there it kinda grew to just alternate emblems for classes (mostly Skullgirls based actually, including Black Egret emblems for Civilians Soldier and Pyros)- I ended up doing RED and BLU for most of my emblems but not any GRN or YLW. [t]http://orig09.deviantart.net/7944/f/2015/100/7/9/tf2_alt_emblem__civilian_blu_by_okamitakahashi-d8p5d5e.png[/t] [t]http://orig02.deviantart.net/ab37/f/2015/100/4/4/tf2_alt_emblem__civilian_red_by_okamitakahashi-d8p5diu.png[/t] I figured since the Civilian will be in the game I could pick my project up again and try my hand at some GRN and YLW emblems for the civilian. Btw I was using the Emblem V4 pack 404 released a long while back as my basis.
There should be a clear color scheme for GRN and YLW stuff,I feel. Similarly to the color scheme Valve gave for workshop items. But for green and yellow colors.
Was the ability to burst fire with SMG and Nail gun intentional?Also the Poachers Pride can become a minigun.
[QUOTE=MustaschFarmr;47495242]Was the ability to burst fire with SMG and Nail gun intentional?Also the Poachers Pride can become a minigun.[/QUOTE] It only appears to do that, it isn't happening server side.
[QUOTE=Frying Dutchman;47495020] -team architecture-[/QUOTE] So what about YLW? What kind of architecture are you going for with YLW?
[QUOTE=iAmaNewb;47495453]So what about YLW? What kind of architecture are you going for with YLW?[/QUOTE] It had already been determined to go with a naval/shipyard/shipping/warehouse theming, but unlike GRN it hasnt been fully thought out yet. Would like to get concept art going for GRN and a brave mapper making a mockup map first.
Oooo! Will Team Deathmatch if ever implemented be like Team Fortress 2 Brotherhood of Arms? [editline]10th April 2015[/editline] Was this suggested before? Agh. [editline]10th April 2015[/editline] I'd like it if someone actually told me.
Who even needs Gordon Freeman? [video=youtube;zHoXLImfnEo]http://www.youtube.com/watch?v=zHoXLImfnEo[/video] The crash at the end of Soldier segment is caused by info_node_link entity and I have no freaking idea how to fix it. Non-TF weapons cause severe issues (including crashes) when used by TF players so I've made them act as small ammo packs for players. I know how to fix it but it's really not worth the trouble. Finally, TF2 player hull size is too big for HL2 levels so I've changed it to HL2 one specifically for this video. Gotta implement a convar later.
Edit: nevermind, delete this post.
[QUOTE=Nicknine;47495584]Who even needs Gordon Freeman? -video- The crash at the end of Soldier segment is caused by info_node_link entity and I have no freaking idea how to fix it. Non-TF weapons cause crashes when used by TF players so I've made them act as small ammo packs for players. I know how to fix it but it's really not worth the trouble.[/QUOTE] Awwwh, damn you! I was about to upload my footage of my doing basicly what you are doing here. EDIT: Actually, I have way more NPCs working then you seem to do. EDIT2: I also didn't break the TF2 sounds when I made mine.
[QUOTE=The Yiffy Fox;47495597]Awwwh, damn you! I was about to upload my footage of my doing basicly what you are doing here. EDIT: Actually, I have way more NPCs working then you seem to do. EDIT2: I also didn't break the TF2 sounds when I made mine.[/QUOTE] I have less NPCs [B]showed[/B] than you have working. And TF2 sounds are broken because some soundscripts in HL2's game_sounds_weapons.txt have matching names with some from TF2.
[QUOTE=Nicknine;47495584]Who even needs Gordon Freeman? [video=youtube;zHoXLImfnEo]http://www.youtube.com/watch?v=zHoXLImfnEo[/video] The crash at the end of Soldier segment is caused by info_node_link entity and I have no freaking idea how to fix it. Non-TF weapons cause severe issues (including crashes) when used by TF players so I've made them act as small ammo packs for players. I know how to fix it but it's really not worth the trouble. Finally, TF2 player hull size is too big for HL2 levels so I've changed it to HL2 one specifically for this video. Gotta implement a convar later.[/QUOTE] [video=youtube;L_UoCN8HCZ8]http://www.youtube.com/watch?v=L_UoCN8HCZ8[/video]
I wonder how the Heavy manages to fit into the airboat/scout car.
[QUOTE=Frying Dutchman;47492028]TF2&HL2 Is not a thing this mod should persue.[/QUOTE] Quoting. Playing the badguy here, but the team has no intention of doing this.
[QUOTE=Frying Dutchman;47495682]Quoting. Playing the badguy here, but the team has no intention of doing this.[/QUOTE] Well, I'm not on the team and once me and Yiffy Fox are finished with this you just merge the code and that's it.
[QUOTE=Frying Dutchman;47495682]Quoting. Playing the badguy here, but the team has no intention of doing this.[/QUOTE] That doesn't mean bored people with C++ compilers can't do it.
[QUOTE=Frying Dutchman;47495682]Quoting. Playing the badguy here, but the team has no intention of doing this.[/QUOTE] Then explain to me how this is bad for the mod. We're not wasting anyone else's time, we're not forcing anyone to work on this, this doesn't affect normal TF2 gameplay in ANY way, unless sv_cheats is enabled but who takes sv_cheats servers seriously?
[QUOTE=Nicknine;47495741]Then explain to me how this is bad for the mod. We're not wasting anyone else's time, we're not forcing anyone to work on this, this doesn't affect normal TF2 gameplay in ANY way, unless sv_cheats is enabled but who takes sv_cheats servers seriously?[/QUOTE] Yeah, besides. This just open up potential for maps. Like, I got the HevHealth and HevSuit charagers working, along side of Combine Medkits and batteries.
About the TF2CHL2 co-op - will it have ammo pickups or just an Engineer?
[QUOTE=Max357;47495777]About the TF2CHL2 co-op - will it have ammo pickups or just an Engineer?[/QUOTE] You know, we're currently discussing if it should even be an official thing. This seems like the wrong time to ask a question like that.
[QUOTE=Max357;47495777]About the TF2CHL2 co-op - will it have ammo pickups or just an Engineer?[/QUOTE] I'd be up for it if the maps we're re-skinned in the TF2 artstyle, that would be rad.
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