Team Fortress 2 Classic V2 - Deathmatch mode when?
5,014 replies, posted
[QUOTE=Nitresco;47558799][IMG]http://cloud-4.steamusercontent.com/ugc/719790289510498967/EFF851008F874965C0F18461FE9DAE3FC19C2E95/1024x576.resizedimage[/IMG]
Oh, the glory of prop_physics_override.
Please. Never change this model.[/QUOTE]
attack on civilian
[editline]20th April 2015[/editline]
[QUOTE=Game Zombie;47558828]It does come out just it's extremely fast and looks weird
[img]https://dl.dropbox.com/u/31115055/ShareX/2015-04/2015-04-19_13-57-49.png[/img]
Then he shoves it in backwards
[img]https://dl.dropbox.com/u/31115055/ShareX/2015-04/2015-04-19_13-59-04.png[/img][/QUOTE]
why not fix that in progress
You install all the patches in proper order to get this working well? I thought instructions were actually recipes for complex desserts.
Will this mod be skin-friendly?
So i did a thing:
[video]https://youtu.be/8awonxcZPuQ[/video]
(Note that i wasn't part of the setup)
[QUOTE=ElusiveBadger;47559116]Will this mod be skin-friendly?[/QUOTE]
Well, just create the "custom" folder, and it should accept vpk files just like TF2...
Hi everyone! I just wanted to ask for some help in getting the mod to work again. Y'see originally the mod worked fine, but when I tried to fix the class tables error (I had no idea why I had it since I was sure I had installed it correctly) the game just died. Now whenever I try to play the game, it will not go past the initial loading screen despite multiple re-installations (including one time where I downloaded every patch [I]ever[/I]and installed the in order). I'm not completely helpless however, as I have an idea that it may have something to do with a file in steam that seems to be conflicting with the mod. This file may have gotten some data on it from my first playthrough that began to conflict with re-installed versions (I came to this theory by noticing that every later install always listed the date of my previous attempt to play it). Wether or not this is true, I would still like some help.
I've been hearing talk about adding grenades back ever since I started playing the mod and I really don't know if you guys have any intentions whether previous or still on-going about adding them in (although judging from the last thread, it's almost certain since you guys were texturing and planning to remodel some of them), but I'd be pretty down with the idea.
Only problem: adding them in their current state would probably be the worst decision by far.
When they removed grenades from TF2 entirely, they added all the current abilities for each class to compensate their omission and the reason why they even removed them was because how the standard hand grenade was too powerful; grenades, now, should instead revolve around a class instead of the other way around, if that makes any sense.
Here's some suggestions that follow that reasoning:
- Make every class have a unique grenade set instead of having two sets of grenades, one standard and the other unique to that class
- Make some of them less effective than their TFC counterparts
- Have them work like the HL2 frag (i.e: cannot be primed, only when thrown they'll eventually activate)
- Beef up the size of some of the grenades so that they're more noticeable when thrown
- Make grenades their own weapon slots instead of a simple key press to be able to throw them
- Make it so that airblast can deflect them
- Finally, make it so that grenades cannot be thrown consecutively
Now, the class grenades themselves:
[QUOTE][B]Scout[/B] - [B]Concussion Grenade[/B]
Purpose: Disorentation for openings, Conc jumping.
Detonation time: Fast
Damage: None
Ammo carried: 3[/QUOTE]
First off: Conc jumping shouldn't be as insanely powerful as it was in TFC, but atleast powerful enough to allow Conc jumping as a viable strategy when done right. The disorentiation effect's length should depend where you were in the blast radius, and also feel more natural than the mess of an interface screw it was in TFC so that it better fits TF2.
[QUOTE][B]Soldier[/B] - [B]Frag Grenade[/B]
Purpose: Flushing out enemies, standard grenade stuff
Detonation time: Moderate
Damage: Moderate
Ammo carried: 2.[/QUOTE]
Soldier's grenade should be the most basic and balanced of the grenades: medium detonation time but simple to use and decent power.
I really don't think that the Nail Grenade fits him at all, other than the crazy and rather outlandish factors of both his character and the grenade's design itself, since it's just leftover material from TFC added in last second for the sake of having it only for it to be immediately scrapped when they decided that grenades were to be omitted from the game; it just seemed to better fit the Scout than him.
[QUOTE][B]Pyro[/B] - [B]Napalm Grenade[/B]
Purpose: Flushing out enemies when they're out of range of the Flamethrower, to hold chokes, Napalm jumping
Detonation time: Normal
Damage: Moderate (napalm)*, Light (grenade)
Ammo carried: 3
*: Depends on how long you stay in the napalm
[/QUOTE]
Should instead work like the CS:GO Incendiary Grenade, only it covers a bit less area. Yes, that means it can be extinguished with airblast, too.
[QUOTE][B]Demo[/B] - [B]Dynamite Pack[/B]
Purpose: Taking out prime targets such as Sentry guns, clearing out highly populated spots in a map, backup weapon when ammo is gone
Detonation time: Slow
Damage: Moderate (first blast), Light (dynamite bomblets)
Ammo carried: 1[/QUOTE]
The MIRV Grenade in TFC was the most annoying grenade to deal with, sitting alongside the EMP Grenade. I'd say combine the Secondary version of the Dynamite Pack and the Grenade version into a single weapon, then nerf it down from it's obscenely powerful TFC equivalent into a backup weapon when all your explosive ammo is nearly gone.
[QUOTE][B]Heavy[/B] - [B]Bear Trap[/B]
Purpose: Slow down prime targets for your Minigun, or to stop them from moving towards the objective
"Detonation" time: Very Slow
Damage: Very Light ("grenade"), Light (bleed damage)*
Ammo carried: 1
*: If bleeding even gets into the mod, that is
[/QUOTE]
Ok, some new ideas. The Bear Trap, when thrown, shouldn't instantly be armed the second it hits the ground: the trap needs to take a few seconds for it to setup, which could take 2 to 3 seconds at most compared to the other grenades. It's also the most noticeable grenade due to the sound it makes when it's done setting up and it's size compared to the other grenades, so it's more like a utility weapon than a grenade.
The movement speed reduction should feel less like an inconvenience, unlike the Caltrops from TFC and the Nastacha from live TF2, and more like your own fault for stepping into the damn thing in the first place since you could've simply just jumped over it or avoided it all together (that is, if you even noticed it at first). It's effects should only last a while, and any kind of movement will further shorten the length; at that point, it's taken off and becomes a prop which cannot be reused.
Also, putting it on the Heavy instead of the Scout or Sniper would be a much more fitting choice for a variety of reasons, both gameplay and flavor wise.
[QUOTE][B]Engineer[/B] - [B]EMP Grenade[/B]
Purpose: Destroys explosive ammo, disables enemy buildings for X amount of seconds, disables/shortens Spy's cloak
Detonation time: Moderate
Damage: None
Ammo carried: 2[/QUOTE]
Don't make it detonate ammo, make it destroy ammo and only towards the Engi's two greatest counters. Even then, how much ammo is depleted depends on where they were in the blast radius and their grenades are totally immune to it's effects. To compensate for the nerf, it can also shorten out the Spy's cloak and disable enemy Engineer buildings.
[QUOTE][B]Medic[/B] - [B]Heal Grenade[/B]
Purpose: Heal all allies in an area during a push when you don't have enough time to focus on all of them other than your current pocket
Detonation time: Fast
Heal Rate: Lvl. 1 Dispenser
Ammo Carried: 2[/QUOTE]
I'd like the idea of a Heal Grenade that would act as a Dispenser for a few seconds. That's all.
[QUOTE][B]Sniper[/B] - [B]???[/B][/QUOTE]
Really, don't have any ideas what the Sniper should get. Putting Jarate in his Grenade slot would just remove it's only downside, so his grenade would have to be something completely new like a stinger grenade or something similar. That, or give him the Soldier's Nail Grenade seeing how it's now replaced by the Frag Grenade and try to rework it so it better fits the Sniper.
[QUOTE][B]Spy[/B] - [B]Gas Grenade[/B]
Purpose: Quick getaways, leaving enemies open to you and your teammates
Detonation time: Moderate
Damage: Very Light (grenade), Light (gas)
Ammo carried: 2[/QUOTE]
I think the TFC Hallucination Grenade was probably one of the more tamer grenades, so it doesn't need any noteworthy nerfs. In fact, with the advent of the Source engine, it really needs a buff in the interface screw department. Just don't make it an annoying Dead Ringer/Nastacha-esque weapon that both bad Spys rely on and makes good Spys a further pain in the ass to deal with.
There still probably needs to be play testing to properly tune some things, especially the EMP, but right now this is all I got to offer for the subject.
[QUOTE=TheRealRudy;47559223]So I've been recoloring more class portraits, and I got RED, BLU, and GRN versions of the Engineer.
[IMG_thumb]http://i.imgur.com/ylAKsFL.jpg[/IMG_thumb] [IMG_thumb]http://i.imgur.com/lS2pkMP.jpg[/IMG_thumb] [IMG_thumb]http://i.imgur.com/1kCfNgN.jpg[/IMG_thumb]
I've tried to do the YLW Engineer aswell, but I just couldn't figure out a way to NOT make him look like he's part of the piss team.
I'm pretty pleased on how these turned out, although I'm not really sure about GRN Engineer's helmet, maybe I need to tone down that yellow a bit.
I've also tweaked the default RED Engineer a bit so his hat is a bit more cream spirit.
I'm seriously having alot of fun doing this, and I will eventually do all classes, in all four colors team colors, available for everyone as download.[/QUOTE]
The saturation of the blue and green shirts are a bit high imo.
When's the next update? I can't wait for the fixed viewmodels.
Cyclops really needs to do reduced building damage.
[QUOTE=Dooplon;47559213]Hi everyone! I just wanted to ask for some help in getting the mod to work again. Y'see originally the mod worked fine, but when I tried to fix the class tables error (I had no idea why I had it since I was sure I had installed it correctly) the game just died. Now whenever I try to play the game, it will not go past the initial loading screen despite multiple re-installations (including one time where I downloaded every patch [I]ever[/I] and installed them in order). I'm not completely helpless however, as I have an idea that it may have something to do with a file in steam that seems to be conflicting with the mod. This file may have gotten some data on it from my first playthrough that began to conflict with re-installed versions (I came to this theory by noticing that every later install always listed the date of my previous attempt to play it). Wether or not this is true, I would still like some help.[/QUOTE]
Just putting this back here because it looks like it's gonna get buried. (Also, those portraits look nice!)
[QUOTE=Ott;47559249]Cyclops really needs to do reduced building damage.[/QUOTE]
Cyclops and RPG are going to re-balanced entirely in the future, as we've mentioned several times before, Cyclops will be receiving more balancing than the RPG however. If you honestly though that its going to stay the way it is then you must be silly.
It 1-shots light classes on a direct hit, and in addition, has a blast radius big enough to reach across 2_Fort's spawn room.
Iamgoofball suggested we work in "Versus Saxton Hale" into the mod which made me angry about the low quality of the available saxton hale models, and i made this:
[img]https://dl.dropboxusercontent.com/u/39556064/concepts/Characters/HaleSilhouette.jpg[/img][img]https://dl.dropboxusercontent.com/u/39556064/concepts/Characters/HaleSilhouetteColor.jpg[/img]
[t]https://dl.dropboxusercontent.com/u/39556064/concepts/Characters/HaleSillhouettescale.jpg[/t]
Face isn't too detailed, but considering theres [b]this[/b] theres no real need for a more detailed concept on it
[t]http://store.valvesoftware.com/product_images/main_images/3449_Main.png[/t]
[QUOTE=Hogie bear;47559228]The saturation of the blue and green shirts are a bit high imo.[/QUOTE]
You should also remove those extra buttons as well:
[t]http://i.imgur.com/COdAsjo.jpg[/t]
[QUOTE=Ott;47559249]Cyclops really needs to do reduced building damage.[/QUOTE]
Well, I did throw a suggestion at Mac a couple days ago when I saw him on the server. People seemed to like the idea, as it seemed to really address the spam issue with the Cyclops. I dunno if he ever passed the suggestion on to the other developers.
It was something along the lines of "if the user ever loses sight of his own grenade (behind a corner, etc), the grenade will simply disappear".
I don't know if this is actually possible, though. Anywho, just food for thought.
[QUOTE=TheRealRudy;47559223]So I've been recoloring more class portraits, and I got RED, BLU, and GRN versions of the Engineer.
[IMG_thumb]http://i.imgur.com/ylAKsFL.jpg[/IMG_thumb] [IMG_thumb]http://i.imgur.com/lS2pkMP.jpg[/IMG_thumb] [IMG_thumb]http://i.imgur.com/1kCfNgN.jpg[/IMG_thumb]
I've tried to do the YLW Engineer aswell, but I just couldn't figure out a way to NOT make him look like he's part of the piss team, so I'm waiting for the final YLW color pallet for him.
I'm pretty pleased on how these turned out, although I'm not really sure about GRN Engineer's helmet, maybe I need to tone down that yellow a bit.
I've also tweaked the default RED Engineer a bit so his hat is a bit more cream spirit.
I'm seriously having alot of fun doing this, and I will eventually do all classes, in all four colors team colors, available for everyone as download.[/QUOTE]
should make sure the shading match on these, rest of it has a magenta tint to it and it looks wierd when the recolored parts dont match that. And if you're increasing any saturation you should color correct the whole picture first.
[QUOTE=blaholtzen;47559307]Iamgoofball suggested we work in "Versus Saxton Hale" into the mod which made me angry about the low quality of the available saxton hale models, and i made this:
[img]https://dl.dropboxusercontent.com/u/39556064/concepts/Characters/HaleSilhouette.jpg[/img]
[t]https://dl.dropboxusercontent.com/u/39556064/concepts/Characters/HaleSillhouettescale.jpg[/t]
Face kinda looks like soldier, but considering theres [b]this[/b] theres no real need for a more detailed concept on it
[t]http://store.valvesoftware.com/product_images/main_images/3449_Main.png[/t][/QUOTE]
How about focusing on adding stuff to the mod you can't just instead play regular tf2 for.
[QUOTE=blaholtzen;47559307]
[t]https://dl.dropboxusercontent.com/u/39556064/concepts/Characters/HaleSillhouettescale.jpg[/t]
[/QUOTE]
Heavy is taller than hale though
[t]http://puu.sh/hjViH/2e2f262e05.jpg[/t]
If this idea does develop more though it'd be cool if you could get the guy who did the original VSH voice, he's my favorite version i've heard even if that's a nostalgic bias
[QUOTE=Punchy;47559414]Heavy is taller than hale though
[t]http://puu.sh/hjViH/2e2f262e05.jpg[/t]
If this idea does develop more though it'd be cool if you could get the guy who did the original VSH voice, he's my favorite version i've heard even if that's a nostalgic bias[/QUOTE]
I figured if the idea is that hale is this super human it would make more sense in game to have him be the tallest, clearly showing his power through size, much like the 9 classes do in relation to eachother
I would like to see some recolorations of these little guys:
[t]http://store.valvesoftware.com/product_images/main_images/VinylMercs_Main.png[/t]
If you properly model/normals his muscles and give him good provocative animations i don't think height would be an issue
the only reason i would see to make him the largest is gameplay wise, because if he isn't the biggest it's harder to differentiate who/where the boss is.
[QUOTE=blaholtzen;47559538]I figured if the idea is that hale is this super human it would make more sense in game to have him be the tallest, clearly showing his power through size, much like the 9 classes do in relation to eachother[/QUOTE]
Eh, I like the idea that Saxton Hale doesn't have to be bigger than you to kick your arse.
[QUOTE=Punchy;47559552]If you properly model/normals his muscles and give him good provocative animations i don't think height would be an issue
the only reason i would see to make him the largest is gameplay wise, because if he isn't the biggest it's harder to differentiate who/where the boss is.[/QUOTE]
Its not so much that he needs to as it helps convey the main gameplay element. I for one don't see why he [i]needs[/i] to be shorter than heavy either, doesn't seem that important of a detail to keep cannon with the comics
[QUOTE=Punchy;47559414]Heavy is taller than hale though
[t]http://puu.sh/hjViH/2e2f262e05.jpg[/t]
If this idea does develop more though it'd be cool if you could get the guy who did the original VSH voice, he's my favorite version i've heard even if that's a nostalgic bias[/QUOTE]
While I do agree he does a great job, doesn't he have a clear British accent? Or am I thinking of another voice actor? It's a bit strange for Hale to be speaking British. :v:
[QUOTE=MustaschFarmr;47556502][url]https://trello.com/c/Krm7aAvr/15-new-class-selection-menu[/url] They are used atleast here.[/QUOTE]
I'm really digging this. It'd be nice to keep the 3D representations in there though somehow. Perhaps in the space on the bottom right.
I will say however that though it looks visually far more appealing, based on my experience with the GRN and YLW menu, the big square buttons make the menus feel a lot clunkier.
[QUOTE=Hogie bear;47551938][t]http://i.imgur.com/y3ZhARw.jpg[/t][/QUOTE]
My only criticism to add (beyond the ones by others) would be to get the "RED" hologram facing the camera.
[QUOTE=Keychain;47559781]While I do agree he does a great job, doesn't he have a clear British accent? Or am I thinking of another voice actor? It's a bit strange for Hale to be speaking British. :v:[/QUOTE]
The English accent is one of the things that I sort of dislike about the mod.
That and the fact that I always imagined him to be a manly man. A hero of sorts with a macho and handsome voice (he's supposed to basically be the perfect "Chuck Norris-esque can-do-no-wrong" man).
Whereas the mod version takes the shouting speech bubbles too literally and gives him a really grating and harsh voice on the ears.
[QUOTE=blaholtzen;47559307]Iamgoofball suggested we work in "Versus Saxton Hale" into the mod which made me angry about the low quality of the available saxton hale models, and i made this:
[img]https://dl.dropboxusercontent.com/u/39556064/concepts/Characters/HaleSilhouette.jpg[/img][img]https://dl.dropboxusercontent.com/u/39556064/concepts/Characters/HaleSilhouetteColor.jpg[/img]
[t]https://dl.dropboxusercontent.com/u/39556064/concepts/Characters/HaleSillhouettescale.jpg[/t]
Face kinda looks like soldier, but considering theres [b]this[/b] theres no real need for a more detailed concept on it
[t]http://store.valvesoftware.com/product_images/main_images/3449_Main.png[/t][/QUOTE]
As much as I love the gameplay of "Versus Saxton Hale" (I used to run it on my server), it's very gimmicky and comes across as somewhat moddish/fan made in execution and design. I don't know how I'd personally feel about it if it became officially supported by a mod attempting to go in a more refined/focused direction from Valve's original assets.
[QUOTE=GoldenBalls;47559868]As much as I love the gameplay of "Versus Saxton Hale" (I used to run it on my server), it's very gimmicky and comes across as somewhat moddish/fan made in execution and design. I don't know how I'd personally feel about it if it became officially supported by a mod attempting to go in a more refined/focused direction from Valve's original assets.[/QUOTE]
So what if we made it into something more refined? Rework it into something a little more than an asymmetric arena mode, though I'm not sure how. More interesting abilities with clearer controls, less hacky balancing methods like the melee and taunt crits, actual first person viewmodels, etc... Could be pretty cool.
Which reminds me of something I had meant to ask about; would it possible to set it up so that a server can define a custom class? Would be cool to give server owners a way to set something like that up themselves, even if there's a very good chance that half the servers will have an admin-only Princess Molestia or whatever class added.
[sp]also i'm aware i should probably stop saying we since i'm not a dev, let me live the dream damnit[/sp]
In what _charon said about custom classes on a serverside basis, and also about how putting VSH into TF2C would kind of go against the grain of sticking to the original philosophies and design goals of TF2, I'll say this.
The mod isn't only trying to be what I said above, but, a general community version of TF2. Honestly, with this, working usermade mods or things can be done far more efficiently and done with a lot more polish because the game can be directly worked on and changed to accommodate for the needs of said modifications. We shouldn't shut down the notions or ideas of things people may want, but on the other hand, they should be also put on the backburner until the whole thing is in a stable, usable, more finished state when people can start diverting attention to those things.
And yeah, even hats could be a thing, but on a serverside plugin-based thing. 4Chan Party Van used to have the custom hat Sorucemod plugin, why not let people use it in here too if they want?
Honestly I like the hats and misc because of customization and identity for your own character, but it's the mannconomy that really did it in for TF2 alongside the totally unfitting items being thrown in. Other than that, hats are cool. The unlock systems and trying to legitimately work it into the game isn't so much.
[QUOTE=_charon;47559929]So what if we made it into something more refined? Rework it into something a little more than an asymmetric arena mode, though I'm not sure how. More interesting abilities with clearer controls, less hacky balancing methods like the melee and taunt crits, actual first person viewmodels, etc... Could be pretty cool.
Which reminds me of something I had meant to ask about; would it possible to set it up so that a server can define a custom class? Would be cool to give server owners a way to set something like that up themselves, even if there's a very good chance that half the servers will have an admin-only Princess Molestia or whatever class added.
[sp]also i'm aware i should probably stop saying we since i'm not a dev, let me live the dream damnit[/sp][/QUOTE]
The gamemode is already very simplified. I'm not sure how it could be done without basically turning it into something else (which negates the point of discussing adding it). That said, it still doesn't overly fit to me. Compared to things like Espionage being added based on the well designed Trouble in Terrorist Town mod, Payload's logical visual alternative to the Civilian, VIP mode and so on; Versus Saxton Hale just seems a bit "out there" for the tone/direction TF2C set out to cling to.
Plus, if it needs to be reworked then why add it?
I don't know, I may seem like I'm being a negative nancy, but I'm not overly keen on the idea of it being implemented officially.
[B]Edit: [/B]I mean, I completely understand the "community" aspect, and I know about as much as anyone else that this isn't attempting to strictly become "Team Fortress 1.5" or "TF Classic HD". But I still think Vs. Saxton Hale, compared to the other proposed gamemodes (VIP, Espionage, etc) lacks a consistency.
[QUOTE=GoldenBalls;47560085]I just think Vs. Saxton Hale, compared to the other proposed gamemodes lacks a consistency.[/QUOTE]
Could it be fixed by theming all of the maps around Mann Co. Warehouses similar to how MvM does? There's the capture point, but it could be a different objective. Make it where it's like, you're just taking Hale on as an unserious or friendly challenge or something? I dunno, I'm just spitballing.
I never thought I'd say this given how the TF2 universe works and presents itself. But while I enjoy the comics, when it comes to official (3D) TF2, I find Saxton Hale and his antics [I]too[/I] crazy/cartoony for actual gameplay.
I honestly can't see it being implemented in a way that seems as Valve-esque as Badger's Espionage concept art and Spark/Badger's Civilian ideas and designs.
It works fine as a silly novelty mod, but to me seems too much for something official and doesn't really carry much weight after a few rounds.
It's also very one sided, leaving a large waiting list of 23 people wanting to play the part of Saxton.
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