• Team Fortress 2 Classic V2 - Deathmatch mode when?
    5,014 replies, posted
God forbid people need it more elaborated, have questions and look at the TF2C website.
[QUOTE=Max357;47528271]Well they can read the first page on this thread,as it's there slightly above the download links themselves.[/QUOTE] Never underestimate the stupidity of the average tf2 player.
What's confirmed to be in the next update?
[url]https://p3d.in/genm5[/url] ?
[QUOTE=Rageguy;47528705][url]https://p3d.in/genm5[/url] ?[/QUOTE] Stock could look better,but nice work.
[QUOTE=Rageguy;47528705][url]https://p3d.in/genm5[/url] ?[/QUOTE] The barrel has this really heavy, metal look to it, kind of like the iron bomber. [IMG]https://wiki.teamfortress.com/w/images/thumb/5/54/Iron_Bomber.png/250px-Iron_Bomber.png?t=20141223020430[/IMG] This look sort of clashes with the long, wooden stock, though. Maybe shorten the stock down a bit to make the eye drawn to the metal parts, rather than having the stock be nearly as long as the barrel.
I have a feeling that the textures are wip guys.
[QUOTE=Rageguy;47528705][url]https://p3d.in/genm5[/url] ?[/QUOTE] lovely
I'm currently working on the Kritzkrieg and Ubersaw for the medic in the code. No blutsauger due to issues. I'd provide screenshots but we don't have custom models and assets. These are the 2 first unlockables added to TF2, and they're the 2 unlockables I hear the least complaints about balance wise. So, I figured they'd be a good fit for the game. EDIT: They're finished. [url]https://github.com/danielmm8888/TF2Classic/pull/57[/url]
I kind of mentioned it, but I'm curious if you guys genuinely want my remake of cp_orange for the mod. [t]http://cloud-4.steamusercontent.com/ugc/522750925218047908/6799F7E2F3ED8FD3FB3A836A67C566F9FDECEA1A/[/t]
[T]http://i.imgur.com/NRLIgbO.png[/T] Fixed a coulpe things. How is it now?
[QUOTE=Imacreep;47530269][T]http://i.imgur.com/NRLIgbO.png[/T] Fixed a coulpe things. How is it now?[/QUOTE] he looks confused.
Just want to remind the devs on the trello page about grenades. What's their current status anyway? The last I heard was SpecialEffect attempting to texture a couple grenades and an animation function that would allow for one arm to be lowered and a grenade to be thrown with the left hand.
[QUOTE=Cufflux;47530471]Just want to remind the devs on the trello page about grenades. What's their current status anyway? The last I heard was SpecialEffect attempting to texture a couple grenades and an animation function that would allow for one arm to be lowered and a grenade to be thrown with the left hand.[/QUOTE] Grenades are way far back on the farthest burner of the stove. Right now we are focused on getting the current game fixed and balanced before we attempt to tackle balancing the grenades. So it'd be great if people didn't ask about grenades until much later in development.
[T]http://i.imgur.com/o5h6m7E.png[/T] Modified the lights and the face. [QUOTE]I need to sleep more[/QUOTE]
He will always look confused because of that light casting a shadow over his left eye. I figure it's because of the light source you have coming at him from the top. You could either add a new but less intense one to his right or move the one from the top. Also, it's better to sleep rather than work on something like this while tired, as you will easily start missing these small details.
[QUOTE=Rageguy;47528705][url]https://p3d.in/genm5[/url] ?[/QUOTE] The handle is a bit off center, and the wood is too shiny, although I bet it would look better in game though. Not big problems though.
[QUOTE=Fancy Godgineer;47530889]He will always look confused because of that light casting a shadow over his left eye. I figure it's because of the light source you have coming at him from the top. You could either add a new but less intense one to his right or move the one from the top. Also, it's better to sleep rather than work on something like this while tired, as you will easily start missing these small details.[/QUOTE] He might've looked a bit confused earlier but now you're just trying really hard to see what isn't there. [editline]15th April 2015[/editline] [QUOTE=Imacreep;47530609][T]http://i.imgur.com/o5h6m7E.png[/T] Modified the lights and the face.[/QUOTE] *Notices hand change and lighting change* And then he perfected it so that no living man could best him in the ring of honor!
[QUOTE=Stiffy360;47530210]I kind of mentioned it, but I'm curious if you guys genuinely want my remake of cp_orange for the mod. [t]http://cloud-4.steamusercontent.com/ugc/522750925218047908/6799F7E2F3ED8FD3FB3A836A67C566F9FDECEA1A/[/t][/QUOTE] I would like to see the map included, but it's not my call to make. Highly suggest you create a thread in the [URL="http://www.unfgaming.net/tf2c/forum/viewforum.php?f=30"]mapping showcase on the forums[/URL] You have more room to properly showcase the map, and we have a better overview of what could be added. And of course provide specific feedback without it being lost.
If you somehow need gamemode ideas, I'm here, sh[B]u[/B]ting the f*ck up.
shbting the fbck up?
[QUOTE=Imacreep;47530609][T]http://i.imgur.com/o5h6m7E.png[/T] Modified the lights and the face.[/QUOTE] never said it, but the mercenary having grenades seems weird for me... Maybe the modeler should add something else like a holster (doesn't the DM merc start with a pistol?). Silly boring idea, I know. Edit: I'm doing a quick modification of the DM merc concept to show what I mean. See for example the (poorly done, yes, I know) merc without grenades is already good looking. For me the grenades is (I don't know how to say that in English) Disturbing his posture (definitely not English). The holster will come soon after, even if my opinion seems the least welcome. [IMG]http://orig15.deviantart.net/2df1/f/2015/105/8/a/genericmerch5b_by_la_boite_a_sandvish-d8pscai.jpg[/IMG] Like that you can also add easily visual elements for eventual bonuses or armors. [B]The merc could change depending on the weapon he's using too.[/B] (I really like this idea.)[IMG]http://orig05.deviantart.net/64a4/f/2015/105/b/0/genericmerch5b_by_la_boite_a_sandvish-d8pse1w.jpg[/IMG] Simple harness. A pistol pocket could be added under his shoulder or on his chest, depending on your preference. I'll post a thread on the group about the previous thing I said. (merc changing depending his weapon.)
[QUOTE=La Boite;47531795]never said it, but the mercenary having grenades seems weird for me... Maybe the modeler should add something else like a holster (doesn't the DM merc start with a pistol?). [B]Silly boring idea, I know.[/B] Like that you can also add easily visual elements for eventual bonuses or armors. [B]The merc could change depending on the weapon he's using too.[/B] (I really like this idea.)[t]http://orig05.deviantart.net/64a4/f/2015/105/b/0/genericmerch5b_by_la_boite_a_sandvish-d8pse1w.jpg[/t] Simple harness. A pistol pocket could be added under his dhoulder or on his chest, depending on your preference. I'll post a thread on the group about the previous thing I said. (merc changing depending his weapon.)[/QUOTE] I allready [B]recreated[/B] the model once, since I made it based on the old concept. The way how the new one turned out is just fine as it is. For such changes it wouldn't worth to change the mesh, resculpt and entierly re-texture it. [sp] and re-create the LODs, entierly update the SFM / GMOD version, the same story over and over again [/sp]
[QUOTE=dzoo11;47532075]I allready [B]recreated[/B] the model once, since I made it based on the old concept. The way how the new one turned out is just fine as it is. For such changes it wouldn't worth to change the mesh, resculpt and entierly re-texture it. [sp] and re-create the LODs, entierly update the SFM / GMOD version, the same story over and over again [/sp][/QUOTE] I'm not the one in charge of this. So, you, do what is better. But I think the idea of visual clues depending on the weapon should be studied, even if not done further. And by the way... why does the merc have grenades? Planning to implement them in the mod? [editline]15th April 2015[/editline] [QUOTE=LittleBabyman;47531790]shbting the fbck up?[/QUOTE] Absolutely M'lady. (I presume.) I remember why I should sh[B]u[/B]t the f*ck up, that's it men, I'm out.
[QUOTE=iamgoofball;47530180]I'm currently working on the Kritzkrieg and Ubersaw for the medic in the code. No blutsauger due to issues. I'd provide screenshots but we don't have custom models and assets. These are the 2 first unlockables added to TF2, and they're the 2 unlockables I hear the least complaints about balance wise. So, I figured they'd be a good fit for the game. EDIT: They're finished. [url]https://github.com/danielmm8888/TF2Classic/pull/57[/url][/QUOTE] Well atleast for the people who want the official TF2 models for the weapons, they can just replace them. I kinda want to do that actually, I like the look of the official models.
So me and dutchman have come up with two varied colour schemes for the GRN and YLW team and would like public opinion on it. The main difference between the two is the "secondary" colours. One being a more out of the box thinking and the other a more RED/BLU consistent one. Test A: [T]https://dl.dropboxusercontent.com/u/6993235/Work/TF2class/Test%20Colours/Testcolours_A.png[/T] [T]https://dl.dropboxusercontent.com/u/6993235/Work/TF2class/Test%20Colours/Testcolours_A_GS.png[/T] Test B: [T]https://dl.dropboxusercontent.com/u/6993235/Work/TF2class/Test%20Colours/Testcolours_B.png[/T] [T]https://dl.dropboxusercontent.com/u/6993235/Work/TF2class/Test%20Colours/Testcolours_B_GS.png[/T] Obviously it's open to mix and matching so give suggestions! also we'd be grateful if anyone can have a go and see how these look in practice too on a TF2 model. Lets say rate optimistic for #1, zing for #2
B is better. Yellow cream spirit being dark is dumb.
[QUOTE=Snowshoe;47532388]B is better. Yellow cream spirit being dark is dumb.[/QUOTE] The idea was to toss out the idea of paint naming as people would instantly think it has to be yellow. RED/BLU was designed purely as counterparts to each other as there was no YLW team to even consider. Plus there's been problems with yellow on yellow being hard to see, certainly on the characters which use both primary and secondary and on the class icons. The primary Yellow is also quite bright compared to the others so the idea was to switch the primary and secondary grayscales. There is logic behind it, it wasn't just to be rebellious. GRN has white as it just seemed odd to have yellow on what is the counterpart/nemisis to the YLW team, but that was certainly a more crazy line of thought.
[QUOTE=La Boite;47531781]If you somehow need gamemode ideas, I'm here, sh*ting the f*ck up.[/QUOTE] At first I thought you mean "shuting the fuck up" but then I realized that "shuting" is not a swear the conclusion was terrifying
[QUOTE=La Boite;47532125] And by the way... why does the merc have grenades? [/QUOTE] The same reason Pyro, and Soldier have their grenades.
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