Team Fortress 2 Classic V2 - Deathmatch mode when?
5,014 replies, posted
um i got another problem when i press M to open my inventory my game crashes.....
[QUOTE=EonDynamo;47511000]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.[/QUOTE]
thx i'll keep you in mind :)
[QUOTE=Smasherfan88;47511969]um i got another problem when i press M to open my inventory my game crashes.....[/QUOTE]
Did you patch from client, to 1.8, to the latest patch in that order? I had this issue but it's because I didn't install correctly.
[img]http://puu.sh/hbhNq.png[/img]
coming along nicely
[img]http://i.imgur.com/cJVf8lG.jpg[/img]
[img]http://i.imgur.com/66xZaiG.jpg[/img]
going to build out from the other to ends later/tomoz then put it out for some play testing before finally doing any tweaking/art pass
Okay, for some reason when I try to download the 1.8.0 base patch, it says there is no file to download. I downloaded the autoupdater and it says I'm fully updated, yet there are missing textures and models everywhere.
m dosent work,and 4 teams dosent work
[QUOTE=mrpokemon8778;47512283]m dosent work,and 4 teams dosent work[/QUOTE]
For you maybe.
[QUOTE=KenOutOfTen;47511989]Did you patch from client, to 1.8, to the latest patch in that order? I had this issue but it's because I didn't install correctly.[/QUOTE]
yep
I suggest also (for the 4 team CP maps), making a 2vs2 version (blue & red vs yellow & green)
Is the 1.8.0 path download down for anyone else?
The download button has been "redded" out, and when I try to download Chrome says that there is no file to download.
[QUOTE=Kaleidescoop;47512352]Is the 1.8.0 path download down for anyone else?
The download button has been "redded" out, and when I try to download Chrome says that there is no file to download.[/QUOTE]
yes it works [url]https://mega.co.nz/#!LcMm3ZIJ!xYt3vGcX3O15l7jVpN0OHNUiwdLd_mOoBi_EixgxxbM[/url] don't forget the 1.8.3.1
I managed to put the YLW and GRN classes through SFM, although I don't know why people didn't do this already.
[t]http://i.imgur.com/7rSv5T0.jpg[/t]
[QUOTE=ILLUMM;47512424]I managed to put the YLW and GRN classes through SFM, although I don't know why people didn't do this already.
[t]http://i.imgur.com/7rSv5T0.jpg[/t][/QUOTE]
What do you mean nobody has done this already? Someone else made another poster, too.
I don't know what you're doing, but I'm using override materials. Hella easy.
[t]http://cloud-4.steamusercontent.com/ugc/539642412305131660/AEA046298F5DD814D67BB00D1532B7CFDA903A66/[/t]
[QUOTE=ILLUMM;47512424]I managed to put the YLW and GRN classes through SFM, although I don't know why people didn't do this already.
[t]http://i.imgur.com/7rSv5T0.jpg[/t][/QUOTE]
Nice, but please tag it with [t].
started working on a small sized dm map, hopefully something interesting comes of it.
[T]http://cloud-2.steamusercontent.com/ugc/38620363500145920/96E779095CA2E89D3EA291667C67B99AE56E6DB2/[/T]
sorry it looks like shit; im bad at detailing, and i've only been working on it for a total of 4+ hours, and most of that time was spend pondering a layout.
i might make it bigger.
EDIT: you can download the first version [url=https://www.dropbox.com/s/irorv44rs4fxkur/dm_panic_a1.bsp?dl=0]here[/url]
I've finished converting the KZ map into a usable VIP map for TF2C now. Small note that the HUD is even buggier than in the live TF2 version, and for some reason the overlay that was there at the end of the round will stay until the next civilian is escorted to the point (when it should change from 15 to 14). But anyway, I'm just going to crosspost from the TF2C forums:
~
[b]VIP Callous2[/b]
This is a map ported from live TF2 where it was in a custom mode - Kamikaze - that worked very similar to how this does still here. The layout is also a heavy remake of [url=http://forums.tf2maps.net/showthread.php?t=22162]an old Mann vs. Machine layout[/url] I made for the TF2Maps.net 2 Skillsets Contest last year (not many people can see the similarities anymore since it's been updated that much, the original release of KZ Callous2 was still very similar though). Credit goes to [url=http://steamcommunity.com/profiles/76561198050211982/]Norfolk Terrier[/url] for making the original KZ mode which I then touched about a little, and repurposed into VIP.
Note: [i]The HUD is very buggy as it uses env_screenoverlays. At the end of the round, it might stick on what it was previously until a civilian is escorted but do not fret as there is still 15 civilians to be escorted at the beginning regardless![/i]
Edit: [b]The HUD also uses the old KZ images too, it will be changes from "players to suicide" to something more fitting for VIP escorts.[/b]
[b]VIP: How to Play[/b]
Firstly, this is not that similar to the TFC VIP mode you are probably expecting, it does however still involves escorts (hopefully the kind you're thinking of). BLU must manage to send 15 civilians to the fan at the end of the map, and into the lasers, and RED must stop them. On top of that, RED is initially given a re-capturable control point that when owned by RED locks off the access to the fan chute, and when owned by BLU opens it up and allows them to escort the civilians.
[b]Downloads[/b]
[url=https://www.dropbox.com/s/btof55wlghodx7v/vip_callous2_a1.bsp?dl=1].BSP[/url] (for clients) -- [url=https://www.dropbox.com/s/7eshgh9ew4g5g73/vip_callous2_a1.bsp.bz2?dl=1].BSP.BZ2[/url] (for servers [for client usage decompress the file])
[b]Screenshots[/b]
[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/hbodp/dd6d7fe127.jpg[/t][t]http://puu.sh/hb8fn/ae416b3784.jpg[/t]
[QUOTE=Cufflux;47512473]What do you mean nobody has done this already? Someone else made another poster, too.
I don't know what you're doing, but I'm using override materials. Hella easy.
[t]http://cloud-4.steamusercontent.com/ugc/539642412305131660/AEA046298F5DD814D67BB00D1532B7CFDA903A66/[/t][/QUOTE]
Oh, okay. I've never seen it though.
[QUOTE=LightFlock;47512663]I've finished converting the KZ map into a usable VIP map for TF2C now. Small note that the HUD is even buggier than in the live TF2 version, and for some reason the overlay that was there at the end of the round will stay until the next civilian is escorted to the point (when it should change from 15 to 14). But anyway, I'm just going to crosspost from the TF2C forums:
~
[b]VIP Callous2[/b]
This is a map ported from live TF2 where it was in a custom mode - Kamikaze - that worked very similar to how this does still here. The layout is also a heavy remake of [url=http://forums.tf2maps.net/showthread.php?t=22162]an old Mann vs. Machine layout[/url] I made for the TF2Maps.net 2 Skillsets Contest last year (not many people can see the similarities anymore since it's been updated that much, the original release of KZ Callous2 was still very similar though). Credit goes to [url=http://steamcommunity.com/profiles/76561198050211982/]Norfolk Terrier[/url] for making the original KZ mode which I then touched about a little, and repurposed into VIP.
Note: [i]The HUD is very buggy as it uses env_screenoverlays. At the end of the round, it might stick on what it was previously until a civilian is escorted but do not fret as there is still 15 civilians to be escorted at the beginning regardless![/i]
Edit: [b]The HUD also uses the old KZ images too, it will be changes from "players to suicide" to something more fitting for VIP escorts.[/b]
[b]VIP: How to Play[/b]
Firstly, this is not that similar to the TFC VIP mode you are probably expecting, it does however still involves escorts (hopefully the kind you're thinking of). BLU must manage to send 15 civilians to the fan at the end of the map, and into the lasers, and RED must stop them. On top of that, RED is initially given a re-capturable control point that when owned by RED locks off the access to the fan chute, and when owned by BLU opens it up and allows them to escort the civilians.
[b]Downloads[/b]
[url=https://www.dropbox.com/s/btof55wlghodx7v/vip_callous2_a1.bsp?dl=1].BSP[/url] (for clients) -- [url=https://www.dropbox.com/s/7eshgh9ew4g5g73/vip_callous2_a1.bsp.bz2?dl=1].BSP.BZ2[/url] (for servers [for client usage decompress the file])
[b]Screenshots[/b]
[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/hbodp/dd6d7fe127.jpg[/t][t]http://puu.sh/hb8fn/ae416b3784.jpg[/t][/QUOTE]
This honestly makes a lot more sense than the original Hunted mode, putting that much weight on one person's actions is bound to ruin a lot of games.
[QUOTE=BattleMedic;47512475]Nice, but please tag it with [t].[/QUOTE]
Alright, fixed.
Here's the other poster I remember, by TheDrunkenOne:
[t]https://och.re/yxY7rP5N2l.jpeg[/t]
[QUOTE=Mort Stroodle;47512774]This honestly makes a lot more sense than the original Hunted mode, putting that much weight on one person's actions is bound to ruin a lot of games.[/QUOTE]
I've got to admit we had some fun testing the KZ version of Callous2 (especially in it's recent iterations) and I think with some back-story to it to direct players properly it could and definitely will work well.
Anyone who has a list of all the downloadable maps so far?
[QUOTE=Rageguy;47505207]
[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]
For a single-shot "big boom" weapon, it sure doesn't look like it. The stock is more menacing than the barrel, maybe he'll bludgeon people with it instead. The proportions aren't stylized enough nor do they convey the weapon's idea; it just looks like a regular China Lake stuck into TF2. Scale up the barrel, make the damn thing a cannon.
Here's an old blockout I did when I was brainstorming a powerful single shotter for Demo, to give an idea for what you should try for (by no means am I saying this is better than what you guys thought of, just a suggestion for direction):
[IMG]http://i.imgur.com/H1eIazz.png[/IMG]
[QUOTE=theCommie;47512907]For a single-shot "big boom" weapon, it sure doesn't look like it. The stock is more menacing than the barrel, maybe he'll bludgeon people with it instead. The proportions aren't stylized enough nor do they convey the weapon's idea; it just looks like a regular China Lake stuck into TF2. Scale up the barrel, make the damn thing a cannon.
Here's an old blockout I did when I was brainstorming a powerful single shotter for Demo, to give an idea for what you should try for (by no means am I saying this is better than what you guys thought of, just a suggestion for direction):
[IMG]http://i.imgur.com/H1eIazz.png[/IMG][/QUOTE]
It's a grenade launcher, not a flaregun.
We're trying to make it look like it would fit, not a actual cannon
[video=youtube;eB0Rs3sRzJo]http://www.youtube.com/watch?v=eB0Rs3sRzJo[/video]
Sequel for the meet the civilian...
[QUOTE=Rageguy;47512935]It's a grenade launcher, not a flaregun.
We're trying to make it look like it would fit, not a actual cannon[/QUOTE]
he is sorta right though, the new one just doesn't feel as threatening
[QUOTE=Rageguy;47512935]It's a grenade launcher, not a flaregun.
We're trying to make it look like it would fit, not a actual cannon[/QUOTE]
The stats and feel of the cyclops (upped damage, [I]increased explosion radius[/I]) make it seem like it fires a larger size projectile. It needs to look like it packs a punch.
[QUOTE=Cufflux;47513004]The stats and feel of the cyclops (upped damage, [I]increased explosion radius[/I]) make it seem like it fires a larger size projectile. It needs to look like it packs a punch.[/QUOTE]
the current stats of the cyclops are due to be changed and balanced. As is they are literally broken balance wise, as they have a blast radius the size of the 2-fort spawn room.
Well, I'll have to see how it turns out. Meanwhile, I brightened my poster from earlier:
[t]http://cloud-4.steamusercontent.com/ugc/540771566035280884/7300707CAE30561EA3E494706F8DA8E542E8DF8A/[/t]
I hope people can see the details now. Since I use two monitors, I guess the one I worked in was set to a brighter level because as soon as I brought it to my laptop screen it seemed darker than usual.
Sorry, you need to Log In to post a reply to this thread.