Team Fortress 2 Classic V2 - Deathmatch mode when?
5,014 replies, posted
[QUOTE=TheRealRudy;47510119]Make it in the spirit of Serious Sam (The first and second encounters), would love to see something like that! I'm already getting that Serious Sam vibe from those early screens.[/QUOTE]
will attempt my best :)
Artpass contest
[QUOTE=KevinCruelz;47510115]Hey guys , can you help me out
So i already patch 1.8.0 dan 1.8.3hotfix1 , but i can't open my loadout even i already press 'M'
also why the main menu loading so long?
Thanks[/QUOTE]
type in console
bind m "toggle tf2c_weaponset_show"
One question:
I know that we are removing all hats and stuff, ad I understand that. But I also wonder why we can't have other apparel or even no-nonsense hats and such. Just not silly and such. Customizing characters is a fun thing for TF2.
Of course that makes you question, why remove the fun bits?
Perhaps they could be rewarded for a team win or something. Give people rewards and things to collect, otherwise it just becomes another "play-a-few-times-and-never-come-back" game. Unfortunate but true.
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On another note,what are we doing with weapons? Collectible or pick-up?
Its not so much that they were removed, its more that they're not being re-added, least not yet
Some very fast ideas for warpath...
Gonna make more and better ones later.
[url=http://postimage.org/][img]http://s14.postimg.org/tjpkeun1t/image.jpg[/img][/url]
[url=http://postimage.org/][img]http://s14.postimg.org/ddt7s7hv5/image.jpg[/img][/url]
[url=http://postimage.org/][img]http://s14.postimg.org/jax390z01/image.jpg[/img][/url]
all the high vertical walls seems like it could lend itself to a city setting
[QUOTE=blaholtzen;47510680]all the high vertical walls seems like it could lend itself to a city setting[/QUOTE]
Naah, i think it's more like factory/mining themed. (Could be?)
Would fit much better for the map.
[QUOTE=Suomimies55;47502361][video=youtube;tDsr16yu1Do]http://www.youtube.com/watch?v=tDsr16yu1Do[/video]
It's out guys.[/QUOTE]
Hey, those are my Black Egret/Civilian Emblems in that video! I don't mind em being used (just wish VNN had let me know first), but why the Skullgirls styled ones when I also posted the actual Civilian styled ones. Either way, I'm flattered someone liked them enough to use in a video promoting the mod.
I've done this. [IMG]http://orig07.deviantart.net/2dbb/f/2015/102/4/b/runner_s_run_ups_5___final_by_la_boite_a_sandvish-d8p77uu.png[/IMG]
You talked about avoiding the hat as we know them in tf2. why not sets (several hats only available together,to avoid monstrosity we cross everyday in tf2) ?
If you think my idea is dumb and that you don't want to use it for your mod, it's ok.
[QUOTE=La Boite;47510825]I've done this. [IMG]http://orig07.deviantart.net/2dbb/f/2015/102/4/b/runner_s_run_ups_5___final_by_la_boite_a_sandvish-d8p77uu.png[/IMG]
You talked about avoiding the hat as we know them in tf2. why not sets (several hats only available together,to avoid monstrosity we cross everyday in tf2) ?
If you think my idea is dumb and that you don't want to use it for your mod, it's ok.[/QUOTE]
[url]http://facepunch.com/showthread.php?t=1446242&p=47491683#post47491683[/url]
Try there again.
[QUOTE=blaholtzen;47510680]all the high vertical walls seems like it could lend itself to a city setting[/QUOTE]
[IMG]http://s7.postimg.org/hw80ee4fv/wtf.jpg[/IMG]
How about this way? (The style)
Edit. I guess we will go the city style then.
It's on too. Okay, I think it's a flop. Thanks for the support anyway ^^'
[QUOTE=Suomimies55;47510885][IMG]http://s7.postimg.org/hw80ee4fv/wtf.jpg[/IMG]
How about this way? (The style)[/QUOTE]
If you look at Hydro, and that maps use of high walls and buildings, I think that could work very well.
[QUOTE=taz0;47510217]will attempt my best :)[/QUOTE]
If you need help doing an art pass let me know, I'd love to work on that. I can make some new textures if you'd like them as well.
I'm a custom map maker who recently made a gamemode where you have to jump into a pit and suicide. [URL="http://facepunch.com/member.php?u=552509"]My friend[/URL] enjoyed it and made a map for it too. Much better than my own, and they made improvements too. We were wondering if you could accept KZ as an official gamemode for the mod, and if it could be modded into the VIP gamemode.
Here is the thread for the rather lackluster first map for the gamemode: [URL="http://forums.tf2maps.net/showthread.php?t=24346"]http://forums.tf2maps.net/showthread.php?t=24346[/URL]
[QUOTE=PC's_Frank;47506118]I just wrote some lines for the Civillian. Please let me know what you think.
I need an escort! I mean the kind that carries a gun![/QUOTE]
Lmao
[QUOTE=TheMooseman;47511235]I'm a custom map maker who recently made a gamemode where you have to jump into a pit and suicide. [URL="http://facepunch.com/member.php?u=552509"]My friend[/URL] enjoyed it and made a map for it too. Much better than my own, and they made improvements too. We were wondering if you could accept KZ as an official gamemode for the mod, and if it could be modded into the VIP gamemode.[/QUOTE]
Hey, I'm that friend and [url=http://forums.tf2maps.net/showthread.php?t=24356]this is the aforementioned map[/url]. Basically, in Mooseman's mode BLU would have to sacrifice 15 players to a particular point of the map.
I had the idea yesterday that this could [i]very[/i] easily be slightly reworked into a VIP mode by having only civilians be recognised by the end trigger (which of course would not have to be a deathpit).
The thing is, in it's current iteration this would work quite differently to the VIP you're all used to as there I'm confident you only have to escort one VIP and this would allow as many VIP players as you'd like, [i]however[/i] you could not just "roll" with a full team of civilians as BLU must first capture and hold control point to reach the "escort point" (aka deathpit), RED can also re-capture the control point to lock off the escort point again.
I also made some HUD elements for the mode which were controlled by env_screenoverlay (using the same/a similar method to cp_snowplow's train HUD), but of course if this were done in TF2C I'd assume there could be actual, non-glitchy HUD elements for the mode.
Here's some pictures of the map in it's current iteration (a8b):
[t]http://puu.sh/hb8dw/479304d0b8.jpg[/t][t]http://puu.sh/hb8dQ/6836ab46c5.jpg[/t][t]http://puu.sh/hb8eG/72247a7374.jpg[/t][t]http://puu.sh/hb8f0/c9bf9a0180.jpg[/t][t]http://puu.sh/hb8fn/ae416b3784.jpg[/t][t]http://puu.sh/hb8fM/4d9f302162.jpg[/t]
Edit: I also just realised there are bombs in the middle of the map that I have not explained. In the live TF2 version, BLU would have to carry bombs to the point. There would not be any flags/bombs in the TF2C version.
Edit2: I also forgot to explain this particular map's finale. As opposed to Mooseman's idea to have 15 players jump into a pit, I decided it'd be better to have a tighter, more apparent objective; a chute. In earlier versions, players would have to jump into the area below the fan (as there was no fan) in screenshot #2. It was then decided that a fall was too easy for players to do, so I added in a fan that pushes you up into some lasers as the objective.
This would mostly only be used as a test map (depending on how it plays, it may be reworked / made to make more sense) so don't worry about "why is the civilian jumping into a pile of lasers??"
[t]http://cloud-4.steamusercontent.com/ugc/711908238365832833/F4410077B3AEB40E18D941E022A4C5D089F0DE92/[/t]
Pretty balanced don't ya think?
I think using kz_ as a prefix is not a very good idea. It is already used by a fairly popular mod called Kreeds Climbing that has like 150+ kz_ maps in it. It could very easily cause confusion
[QUOTE=WhyNott;47511422]I think using kz_ as a prefix is not a very good idea. It is already used by a fairly popular mod called Kreeds Climbing that has like 150+ kz_ maps in it. It could very easily cause confusion[/QUOTE]
I don't think Mooseman intended on keeping kz_ as a prefix, especially if it's turned into a VIP mode (which would be vip_), however if KZ maps are added/ported too (why not?) it could be a good idea to change it to something else (if you're curious, KZ stands for kamikaze).
Some more art for the warpath design... (Not finished yet)
[url=http://postimage.org/][img]http://s11.postimg.org/w0sl2gveb/ltkhk.jpg[/img][/url]
[url=http://postimage.org/][img]http://s11.postimg.org/ck7vfy0ab/city.jpg[/img][/url]
[IMG]http://s22.postimg.org/vagefw5g1/wou.jpg[/IMG]
[IMG]http://s22.postimg.org/7kqyr772p/fgfghf.jpg[/IMG]
This is looking wonderful, I'm definitely ready for a TF2 stylised warpath!
Didn't somebody already remake warpath for tf2? I remember playing a few rounds on it
[QUOTE=Cosmic feel;47511742]Didn't somebody already remake warpath for tf2? I remember playing a few rounds on it[/QUOTE]
A clan server called "No Heroes" has a couple versions
Why not making the Scientist Japanese ? (The 70's on Japan was kinda the Begining of the Technology race).
IP is warpath.info if you want to check it out, I can't find good pics
[editline]12th April 2015[/editline]
my merge
I have some ideas for extra gamemodes!
One is to revive VSH/FF2, but use it with canonical characters like Saxton Hale.
Another is a deathrun style mode, but there is only one person controlling the traps, and they play as the administrator.
Yet another is an "Assassination" gamemode, much like VIP escort, but instead both teams need to try and kill the civilian first, even though he has much more health, an Uber meter which charges itself and an umbrella gun (ore something stupid like that)
[QUOTE=LightFlock;47511457]I don't think Mooseman intended on keeping kz_ as a prefix, especially if it's turned into a VIP mode (which would be vip_), however if KZ maps are added/ported too (why not?) it could be a good idea to change it to something else (if you're curious, KZ stands for kamikaze).[/QUOTE]
I really doubt we are gonna add any kreeds climbing maps into the mod, but I still think it wouldn't really be very appropriate
Hunted's gonna be brought back in the way it's always been or is it gonna be different?
[QUOTE=Rageguy;47505207]When TF2C was first created, we've always had this idea of a one shot, big boom grenade launcher named "The Cyclops", and over time, It's evolved...
I'd like to announce that for 2.0, the final version of the cyclops has been modeled, and here it is!
[t]http://puu.sh/ha1w9/e666211fe9.png[/t]
Note that the texture is not final, and the gun is just only in basecolors.
oh, and no trigger yet :v[/QUOTE]
Maybe instead of using a trigger the demoman just bashes it?
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