• Team Fortress 2 Classic V2 - Deathmatch mode when?
    5,014 replies, posted
Maybe I can help with posters?
[QUOTE=Dr. Kyuros;47512888]Anyone who has a list of all the downloadable maps so far?[/QUOTE] [url]https://www.dropbox.com/s/9uypkemps7dfu50/custom.zip?dl=0[/url] the ones i have so far
Is there Stun in-game yet? (Humiliation or Tauntkill) I'm porting a map that someone gave to me, and I need to know, because Stunning is used as one of the map's main features.
[QUOTE=Jboby1;47513228]Is there Stun in-game yet? (Humiliation or Tauntkill) I'm porting a map that someone gave to me, and I need to know, because Stunning is used as one of the map's main features.[/QUOTE] No it has not been implemented yet.
[QUOTE=kibbleknight;47513253]No it has not been implemented yet.[/QUOTE] Alright, I'll ave to have it without the stunning. Luckily, the stunning only would come into effect if a certain area was entered, but it's not required for gamplay.
Every time a Mercenary dies (or possibly fires a rocket),my game crashes to desktop. Anybody know how to fix this? I've installed the T-pose fix followed by the updated unofficial Mercenary model and viewmodel.
Keep getting this error: "[B]Engine Error[/B] Can't open scripts/objects.txt for object info." The game crashes after the Valve logo just as the loading screen appears. Help?
[QUOTE=Derpicus;47513360]Keep getting this error: "[B]Engine Error[/B] Can't open scripts/objects.txt for object info." The game crashes after the Valve logo just as the loading screen appears. Help?[/QUOTE] check sourceSDK2013 multiplayer is -beta upcoming
We are [B]VERY[/B] excited about Team Fortress 2 Classic mod! And we are looking forward to play it! :D [t]http://orig02.deviantart.net/6a99/f/2015/102/b/a/tf2_classic_match_by_devil_kyrii-d8pgpdl.png[/t] This is how we [B]imagine[/B] VIP\Deathmatch mode... :D (This pic is quite big so you must open it in a new tab.) Pic by: Me & Kyrie
[IMG]http://i.imgur.com/U00jsN3.jpg[/IMG] Quick render I did.
[QUOTE=Maro;47513397]We are [B]VERY[/B] excited about Team Fortress 2 Classic mod! And we are looking forward to play it! :D [t]http://orig02.deviantart.net/6a99/f/2015/102/b/a/tf2_classic_match_by_devil_kyrii-d8pgpdl.png[/t] This is how we [B]imagine[/B] VIP\Deathmatch mode... :D Pic by: Me & Kyrie[/QUOTE] Great fanart! But please, no drones and killstreaks. :v:
[QUOTE=Frying Dutchman;47513559]Great fanart![/QUOTE] Thank you soo mutch! ;D We are glad you like it!
Game crashed when i set it to 720p, and it won't launch anymore. Any eventual fix so i can play the actual thing?
[QUOTE=Maro;47513397]We are [B]VERY[/B] excited about Team Fortress 2 Classic mod! And we are looking forward to play it! :D [t]http://orig02.deviantart.net/6a99/f/2015/102/b/a/tf2_classic_match_by_devil_kyrii-d8pgpdl.png[/t] This is how we [B]imagine[/B] VIP\Deathmatch mode... :D (This pic is quite big so you must open it in a new tab.) Pic by: Me & Kyrie[/QUOTE] Hey, what map is that?
[QUOTE=Cufflux;47513810]Hey, what map is that?[/QUOTE] The very creatively named [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=205774901"]Western Town Map[/URL] It's a map I made for SFM a while ago, nothing playable.
[QUOTE=Suomimies55;47511537]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][/QUOTE] I meant to give you a winner on that, but I messed and hit zing. Sorry. Seriously though, that looks like a great concept. I mean that, I can't detail maps at all.
[QUOTE=PC's_Frank;47513909]I meant to give you a winner on that, but I messed and hit zing. Sorry. Seriously though, that looks like a great concept. I mean that, I can't detail maps at all.[/QUOTE] If you refeesh the page,you can change it.
One thing I'd sort of like to see in Team Fortress Classic is map freedom. In older multiplayer FPS games (such as Quake and Unreal Tournament) if you could see a rooftop or edge, you could jump up onto it. It may not have seemed professional from a map design point of view but it gave a sense of freedom. TF2 is very organized and focused map objective wise, and as such there are player clips on virtually everything that isn't the ground (basically invisible walls). I'd like to see less player clips in at least the deathmatch maps or remakes of classic maps. Like bunny hop, it may not have been intentional, but it kept things fun and free.
Speaking of warpath, I used to play on a very good iteration of one all the time years ago. I still have it on my harddrive and took a couple of pictures. [t]http://i.imgur.com/kQgVurg.png[/t] Can't find the original author or a source anywhere but it's simply called cp_warpath_v2 Anyone knows the author of this version?
[QUOTE=GoldenBalls;47514023]One thing I'd sort of like to see in Team Fortress Classic is map freedom. In older multiplayer FPS games (such as Quake and Unreal Tournament) if you could see a rooftop or edge, you could jump up onto it. It may not have seemed professional from a map design point of view but it gave a sense of freedom. TF2 is very organized and focused map objective wise, and as such there are player clips on virtually everything that isn't the ground (basically invisible walls). I'd like to see less player clips in at least the deathmatch maps or remakes of classic maps. Like bunny hop, it may not have been intentional, but it kept things fun and free.[/QUOTE] Bunny hop wise,your mileage may vary. That also can limit what you can do with the map while keeping it balanced. TF2 isn't open-world or something,there aren't supposed to be unnecessary distractions to deter your progress to your objective. Otherwise,I imagine the mercenaries would get heavily scolded for that.
Small (or not?) thing to all mappers for TF2C. I've created a list of all maps for TF2C that are in development or complete (official and unofficial). Anyone with a map for TF2C that has a playable release out somewhere should go ahead and [url=http://www.unfgaming.net/tf2c/forum/viewtopic.php?f=17&t=80&p=257#p257]submit their maps to this list[/url] (if they are not already). The main purpose for this list's existence (AFAIK) is for it to be the main list of maps for all the devs so we can get all maps identified and sourced.
[QUOTE=Max357;47514177]Bunny hop wise,your mileage may vary. That also can limit what you can do with the map while keeping it balanced. TF2 isn't open-world or something,there aren't supposed to be unnecessary distractions to deter your progress to your objective. Otherwise,I imagine the mercenaries would get heavily scolded for that.[/QUOTE] As I said, it's not appropriate for focused objective maps in base TF2, but for old school deathmatch maps and for a mod attempting to bring back that old school feel there's nothing wrong with hopping around and jumping on iron shed rooftops. Hence why bunny hop is in the first post as a feature. TF2 tends to go a little overboard with player clips sometimes. Deathmatch specifically however has no focused objective is my point. It's literally just kill the enemy. I also don't think from a "story" perspective that any class in TF2 would be struck off for doing anything that helps them kill people. For a start the overseers involved with each team mostly don't care whether they live or die providing they get the job done.
[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] If there is a weapon named Cyclops, I would think of this, it looks big and powerful. PD: Kibblenight and Rageguy are mad? Why?
[url]https://p3d.in/9qH5V[/url] how about this
[t]http://i.imgur.com/qm1Sxap.jpg[/t] A class portrait for the Mercenary. Opinions?
[QUOTE=Imacreep;47514568]-img- A class portrait for the Mercenary. Opinions?[/QUOTE] [noparse][t][/t][/noparse] instead of [noparse][img][/img][/noparse], please. Also, it looks rather...strange. Doesn't look like it would fit the HUD, and isn't there usually more of the class visible in their portrait?
I made another thing. [t]http://i.imgur.com/0uu2O32.jpg[/t]
In fact the game crashes in any possible resolution.
[QUOTE=Imacreep;47514568][t]http://i.imgur.com/qm1Sxap.jpg[/t] A class portrait for the Mercenary. Opinions?[/QUOTE] 1. You shot it from a high FOV, looking to the left of your subject, warping the image diagonally. 2. You're using low-res textures. 3. He's not posed very well- he's looking away from the camera, at an odd angle. 4. It looks blurry. I don't know if you slapped a filter on there or what, but it's not doing it any good.
[QUOTE=Cufflux;47514736]1. You shot it from a high FOV, looking to the left of your subject, warping the image diagonally. 2. You're using low-res textures. 3. He's not posed very well- he's looking away from the camera, at an odd angle. 4. It looks blurry. I don't know if you slapped a filter on there or what, but it's not doing it any good.[/QUOTE] I don't know what the hell was I thinking
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