Team Fortress 2 Classic V2 - Deathmatch mode when?
5,014 replies, posted
[QUOTE=Suomimies55;47519891][IMG]http://s17.postimg.org/99heiwxwv/fhfhf.jpg[/IMG]
[IMG]http://s17.postimg.org/3k15ylrqn/wadd.jpg[/IMG]
Tried something new again. Still thinking that it will not gonna work out very well, but gonna show them anyways.[/QUOTE]
Wait,you added this in by editing the photo and not the actual map itself?
[QUOTE=Max357;47519999]Wait,you added this in by editing the photo and not the actual map itself?[/QUOTE]
Yes indeed, how come?
[QUOTE=Suomimies55;47519891][IMG]http://s17.postimg.org/99heiwxwv/fhfhf.jpg[/IMG]
[IMG]http://s17.postimg.org/3k15ylrqn/wadd.jpg[/IMG]
Tried something new again. Still thinking that it will not gonna work out very well, but gonna show them anyways.[/QUOTE]
It's better than keeping the boring brown/crap desert only theme from the original map
[QUOTE=Suomimies55;47520087]Yes indeed, how come?[/QUOTE] Well,it really looked like some brush work due to how well you've drawn the perspective.
I'd still like to see this made just to see if you can outdo the other one that Dutchman linked before, because that one is chokepoint hell all the way through, everything is way too small, but on the flip-side, everything about Warpath is too big in the standard.
Introducing CTF_Raintown_a9
A port of a map Brickinator abandoned named arena_danktown, I retexured most of it and after adding some extra things here and there (you can walk on all the roofs, for example), it is finally ready to be openly tested.
He made the original version, and I took it and artpassed it (as well as fixed a few minor bugs)
Link [url]http://www.mediafire.com/download/nsmzo098fowjsx2/ctf_raintown_a9.bsp[/url]
Her's what the map looks like, though this image was from a earlier dev version.
[img]http://i.imgur.com/tWbQUNF.png[/img]
[QUOTE=Jboby1;47520797]Introducing CTF_Raintown_a9
A port of an abandoned map someone gave to me named arena_danktown, I retexured most of it and after adding some extra things here and there (you can walk on all the roofs, for example), it is finally ready to be openly tested.
Link [url]http://www.mediafire.com/download/nsmzo098fowjsx2/ctf_raintown_a9.bsp[/url]
Her's what the map looks like, though this image was from a earlier dev version.
[img]http://i.imgur.com/tWbQUNF.png[/img][/QUOTE]
Looks nice!
[QUOTE=Imacreep;47521031]Looks nice![/QUOTE]
Protip: Just use the winner or artistic ratings, it saves clutter in the thread.
Anything that I could be doing? I can do concept, some actual art, design, and even modelling.
Idk what people want because whatever I've posted so far hasn't been useful... :/
Anything people would actually like done?
[QUOTE=Jboby1;47520797]Introducing CTF_Raintown_a9
A port of an abandoned map someone gave to me named arena_danktown, I retexured most of it and after adding some extra things here and there (you can walk on all the roofs, for example), it is finally ready to be openly tested.
Link [url]http://www.mediafire.com/download/nsmzo098fowjsx2/ctf_raintown_a9.bsp[/url]
Her's what the map looks like, though this image was from a earlier dev version.
[img]http://i.imgur.com/tWbQUNF.png[/img][/QUOTE]
I just told my friend, the creator of the original danktown, about this. You never got permission from him to port it here...
[QUOTE=Jboby1;47520797]Introducing CTF_Raintown_a9
A port of an abandoned map someone gave to me named arena_danktown, I retexured most of it and after adding some extra things here and there (you can walk on all the roofs, for example), it is finally ready to be openly tested.
Link [url]http://www.mediafire.com/download/nsmzo098fowjsx2/ctf_raintown_a9.bsp[/url]
Her's what the map looks like, though this image was from a earlier dev version.
[img]http://i.imgur.com/tWbQUNF.png[/img][/QUOTE]
I'm Brickinator, the guy who made the original map.
Look mate, I don't mind you detailing the map- [URL="http://forums.tf2maps.net/showthread.php?t=24354"]that's what I made the thread for[/URL], but you could at least have posted on the thread to tell me that you were going to first. It's a tad rich for you to post stuff I made without crediting or anything.
Just got back from playing a 4-team Hydro match. Noticed a few bugs- i.e. infinite ubercharge on Medics, team skins being wonky (I killed a blue Scout and he turned yellow, disguised GRN spies look red to teammates, someone else saw a GRN sentry on BLU team, etc. Other than that and some lag I had, not bad for my first 4-team match. Still having trouble getting tf2c_weaponset_show to bind on M though.
[QUOTE=Corvatile;47521360]I'm Brickinator, the guy who made the original map.
Look mate, I don't mind you detailing the map- [URL="http://forums.tf2maps.net/showthread.php?t=24354"]that's what I made the thread for[/URL], but you could at least have posted on the thread to tell me that you were going to first. It's a tad rich for you to post stuff I made without crediting or anything.[/QUOTE]
Apologies, I did not realized I had not told you about this.
I am going to add your info in the original post.
[QUOTE=PimpinDemopan;47521428]Just got back from playing a 4-team Hydro match. Noticed a few bugs- i.e. infinite ubercharge on Medics, team skins being wonky (I killed a blue Scout and he turned yellow, disguised GRN spies look red to teammates, someone else saw a GRN sentry on BLU team, etc. Other than that and some lag I had, not bad for my first 4-team match. Still having trouble getting tf2c_weaponset_show to bind on M though.[/QUOTE]Rest assured those issues have been fixed and will be rolled out in the next patch.
Btw, another bug (managed to fix the resolution one with some help.) Whenever spy wears a disguise (paper mask), he looses his textures (except the mask) when he own team mates see him.
Any chance we could update our player hud icons with this?
[URL="http://tf2.gamebanana.com/guis/20517"][t]http://files.gamebanana.com/img/ss/guis/20517a.jpg[/t]
[/URL]
We're creating our own in due time.
[url]http://tf2.gamebanana.com/skins/139361[/url] [url]http://tf2.gamebanana.com/skins/138852[/url] Can you implement this?
Also, i dunno if you guys are opened to suggestions but, how about 4 teams KOTH and 4 team Payload Race when payload will be implemented? That'd be chaotic but a fricking load of fun imo.
[IMG]http://www.unfgaming.net/tf2c/thread/thread_logo.png[/IMG]
[QUOTE]It has happened, after Dutchman's evil and swift takeover of TF2C and then unleashing the powers of "Admin Acces" upon the forums.
The forums are now left straightened up and told to behave for once.
[B]
So what happened exactly?[/B]
Everything got shuffeled, moved and merged. We've put our best and brightest on the job to come up with a neat way of organising all our hootenanny's and development work:
[B]The TF2C Development Board[/B]
The place where all the real action happens. Here you can keep track on whats actively being created, implemented or discussed.
However, access has carefully been limited. Everyone can view our progress and participate by replying in the right designated board.
[B]
The TF2C Community Board[/B]
Besides the "Everything else place" Here is where each registered member has full acces to share, create and discuss everything and anything about the TF2C Project.
We carefully read each and every suggestion that has been made, and after much discussion your unique contributions might just be picked up.
[I]As of writing things are very much so in progress, threads havent been made. Information is missing.
And of course you! the enthousiast is missing in action for not having had the chance to liven up the place.[/I]
Thanks for reading and participating!
- The TF2C Team[/QUOTE]
[URL="http://www.unfgaming.net/tf2c/forum/viewtopic.php?f=2&p=335#p335"]Source[/URL]
This will mean more development will be posted on the TF2C forums, and less here.
[editline] erdg[/editline]
Don't panic, to iterate development and discussion will still happen here. But more indepth and documentated progress will happen on the TF2C.
We can't moderate the thread here or keep track of everything, that's why we have a forums.
One of our modelers, N-Cognito, is working on a Janitor model at the moment.
[url]https://p3d.in/23chb[/url]
[QUOTE=MacD11;47522116]One of our modelers, N-Cognito, is working on a Janitor model at the moment.
[url]https://p3d.in/23chb[/url][/QUOTE]
Oh that's grand.
Watching Medics who exploit the infinite uber glitch get asspained when you heal them is the best thing ever :v:
That and the spec teamkill exploit are hilarious. I'm honestly surprised the fix for those wasn't in the base 2013 SDK.
[QUOTE=MacD11;47522116]One of our modelers, N-Cognito, is working on a Janitor model at the moment.
[url]https://p3d.in/23chb[/url][/QUOTE]
looks fantastic, but the face is notably lower poly than regular tf2 faces. that and a crazy long neck/chin ratio.
[QUOTE=Frying Dutchman;47522079]This will mean more development will be posted on the TF2C forums, and less here.[/QUOTE]
I don't think that's a very good idea. HL2 Enhancement Mod went that way and now they're barely relevant anymore. Posting content in the megathread promotes discussion and gets new users excited for the project. Perhaps post content on the forums and have a compilation of new stuff every few days in the megathread?
will deathrun be able to run in tf2c?
[QUOTE=MacD11;47522116]One of our modelers, N-Cognito, is working on a Janitor model at the moment.
[url]https://p3d.in/23chb[/url][/QUOTE]
That looks amazing :O
[QUOTE=Suomimies55;47519891][IMG]http://s17.postimg.org/99heiwxwv/fhfhf.jpg[/IMG]
[IMG]http://s17.postimg.org/3k15ylrqn/wadd.jpg[/IMG]
Tried something new again. Still thinking that it will not gonna work out very well, but gonna show them anyways.[/QUOTE]
You make me really wish I could detail.
[editline]13th April 2015[/editline]
[QUOTE=MacD11;47522116]One of our modelers, N-Cognito, is working on a Janitor model at the moment.
[url]https://p3d.in/23chb[/url][/QUOTE]
Well hello Dr. Itor! That's fantastic!
[editline]13th April 2015[/editline]
I just want to say its nice to see so many new character models in the Team Fortress style.
Another thing about the remake of the forums is that I don't like the identity that's been created as the "TF2C Team". There are some top tier contributors to the TF2 workshop and other skilled developers working towards this mod, I don't deny that. Granted, this mod is really small. It gets worked on between events in peoples' schedules and runs slowly.
We try to accept everything possible, any development towards the project if it has good enough quality. SFM posters even, if I could imagine, could be handled as backgrounds or loading screens. I don't like how the only board for people who aren't pre-established as developers is "Show us what you've got."
The trello page is amazing at organization, and really should be kept to the devs. It chronicles what's being worked on and what's being considered, and the role and execution match perfectly. The forums, however aren't that way- the words "Official Weaponry implementation and discussion" shouldn't be kept to the devs. One can come up with a good solution through critical thinking for an existing problem to a weapon, but not be able to legitimately share it because they aren't qualified to be a developer.
All in all, the TF2C forums imho should be kept open for the people and organized into different categories like before (maybe with "other" being split up) because every piece of effort given by the community should have an appropriate place.
Sorry, you need to Log In to post a reply to this thread.