Team Fortress 2 Classic V2 - Deathmatch mode when?
5,014 replies, posted
A few ideas for a VLT team:
Acronym could mean "Variable Laser Technology". Futuristic, sciencetastic theme. Could either be like the concept art for F-STOP (the original Portal 2), or similar to one of the rd_moonbase bases.
i.e. this
[t]http://vignette3.wikia.nocookie.net/half-life/images/9/99/A_labs_lauradubuk.jpg/revision/latest?cb=20110530040200&path-prefix=en[/t]
Logo could be based on a test tube, or an atom, or eye, or something like that.
For the record, I don't care much if we use purple or yellow, they both work just fine imo.
-snip-
I totally agree with VLT instead of YLW. Yellow looks gaudy in many hues and in return, makes the characters look gross and muddy. It also doesn't have much contrast with GRN at certain times.
I haven't gotten around to trying TF2C yet but from what I've seen I totally think you guys should switch over to purple. Yellow looks fine but purple offers so much more contrast.
[QUOTE=_charon;47564143]A few ideas for a VLT team:
Acronym could mean "Variable Laser Technology". Futuristic, sciencetastic theme. Could either be like the concept art for F-STOP (the original Portal 2), or similar to one of the rd_moonbase bases.
i.e. this
[t]http://vignette3.wikia.nocookie.net/half-life/images/9/99/A_labs_lauradubuk.jpg/revision/latest?cb=20110530040200&path-prefix=en[/t][/QUOTE]
Well, it definitely provides a good fit for the more bulbous, spherical design for structures. Something the other teams are a bit lacking in.
Also, "sciencetastic". I gotta use that word in regular conversation.
We could keep the sort of shipyard theme with something like "Vessel Logistic Technology"
A purple team is a great idea,don't let your purist "but it wasn't in Team Fortress!" thinking blind you from improving something that wasn't such a good idea.
and when it comes the announcer, if at all relevant/importnat
[img]https://dl.dropboxusercontent.com/u/39556064/White-Administrator.jpg[/img]
(kibble wanted to know what'd happen with the announcer if theres a purple team)
also on the subject of the name, unlike wiht yellow, we have some interesting options here.
Purple has 2 syllables, meaning its stands out pretty bad against the other 1 syllable teams, the possible acronyms have varying issues, PRL reads out as "pearl" PPL reads out as "people" and PRPL has one letter too many.
Violet is a pretty word, but "Violet Team" gets an awkward double T in it which is bound to have people stumble on saying it. its also 2 or even 3 syllables depending on how you pronounce it whihc makes it worse than purple and yellow. The acronym VLT reads out as "volt" rather than violet, putting another nail in that coffin.
[b]Plum[/b], on the other hand, has [b]one[/b] syllable, just like red blue and green. The acronym [b]PLM[/b] is only [b]three[/b] letters, just like the others and it even reads out well as "plum"!
besides that, having it stand for something like "Power Labs Manufacturing" fits perfectly with the arcitecture theme put together by pie [url=http://www.unfgaming.net/tf2c/forum/viewtopic.php?f=24&t=127][b]here[/b][/url]
As a map designer, I've been trying to come up with as many possible gamemodes that can be implemented with 4 or even 3 teams in mind, mainly involving control points. If you have any more, feel free to suggest them here. Here are some of my ideas:
[B]Cyclical:[/B] Similar to the cp_hydro map, this gamemode would have 4 control points, with a team's spawn room nearby each point. However, a timer would lock and unlock the control points in a circle every so often so that there's always two available control points. Once a team has captured all 4, they win. This would fix the stalemate-y issue with cp_hydro and keep the players concentrated on two points at a time, not 4.
[B]Throne:[/B] The four teams start equidistant from a single control point. Once that control point has been captured, the team that captured it can move on and attempt to capture a second control point, but they must stay owning the 1st. This would put teams in a unique position of attacking and defending at the same time, similar to how 5cp maps currently are.
[B]Tourney:[/B] The teams are split into pairs, and each pair fights each other over a control point on identical "areas." After a certain amount of time, a door opens and the teams can enter a center area with another control point that requires the control point on their side to be owned in order to capture it. This, again, would create the situation of the winning team being forced to attack and defend. (I'm working on setting up a small experimental version of this gamemode atm)
I honestly think that replacing YLW with a completely different team at the moment is a bit too late, especially since you guys already created (albeit, some placeholder) assets for YLW.
Also: I'm not a "purple expert" or anything but I don't see how you can make a concrete color palette for a "Purple team" without the tones and shades resembling even slightly those of RED and BLU's own. A Deep Commitment to Purple and Noble Hatter's Violet might be good starts for both spectrums but even then, it will still look a tiny bit gaudy; GRN and YLW just fit better overall for many reasons.
Little update for the older concept idea and new one made too.
[IMG]http://s22.postimg.org/w3a7o0oo1/gdggdddf_kopio.jpg[/IMG]
[IMG]http://s22.postimg.org/jam3o3d29/dgdgggdg.jpg[/IMG]
I've always personally thought that we were really pushing it already with 3 teams, not to mention 4.
Yellow is too prone to blend into the surroundings, not to mention blends into [I]the class' skin color[/I], and clashes with cream spirit heavily. Purple, while not as bad, can likely be confused for either blue or red at a relative distance, not to mention the stylistic problem of it being red + blue.
In my opinion, there isn't particularly enough "leeway" to have two non red-and-blue teams running around as well. There's Green, sure, and I think Green works the best of any of the new teams. It's the third of the RBG pattern, it has a relatively good and non-clashing palette (other than trees), and, on that note, doesn't blend into the surroundings / other teams particularly badly.
Not to force y'all to change it or anything, but I've always thought that Green was the only one that really "fit" particularly well.
[QUOTE=kida23;47564575]I've always personally thought that we were really pushing it already with 3 teams, not to mention 4.
Yellow is too prone to blend into the surroundings, not to mention blends into [I]the class' skin color[/I], and clashes with cream spirit heavily. Purple, while not as bad, can likely be confused for either blue or red at a relative distance, not to mention the stylistic problem of it being red + blue.
In my opinion, there isn't particularly enough "leeway" to have two non red-and-blue teams running around as well. There's Green, sure, and I think Green works the best of any of the new teams. It's the third of the RBG pattern, it has a relatively good and non-clashing palette (other than trees), and, on that note, doesn't blend into the surroundings / other teams particularly badly.
Not to force y'all to change it or anything, but I've always thought that Green was the only one that really "fit" particularly well.[/QUOTE]
In the dark,GRN is not so easy to instantly spot as you might think it would be.
If you're going to make a new team, make it based around economy (70s by tf2's timeline) and fashion.
[QUOTE=kida23;47564575]I've always personally thought that we were really pushing it already with 3 teams, not to mention 4.
Yellow is too prone to blend into the surroundings, not to mention blends into [I]the class' skin color[/I], and clashes with cream spirit heavily. Purple, while not as bad, can likely be confused for either blue or red at a relative distance, not to mention the stylistic problem of it being red + blue.
In my opinion, there isn't particularly enough "leeway" to have two non red-and-blue teams running around as well. There's Green, sure, and I think Green works the best of any of the new teams. It's the third of the RBG pattern, it has a relatively good and non-clashing palette (other than trees), and, on that note, doesn't blend into the surroundings / other teams particularly badly.
Not to force y'all to change it or anything, but I've always thought that Green was the only one that really "fit" particularly well.[/QUOTE]
Purple only seems to be confusable with red and blue casue we associate it with being a mix of the two i think. I hesitated at the idea at first for the same reason, however actually looking at them its pretty easy to notice how big of a contrast there is. This combined wiht only having 4 team maps be well lit, in a color which doesn't tint the other players towards confusion, and it should be fine.
that said i do agree that we ought to start out with putting green in the mix, do some 3-team things, see how it works, and if it all works out we coudl start adding in purple too.
-snip-
Holy shit are we seriously debating removing 4 teams
[QUOTE=Max357;47564839]Why even have more than 2 teams? It just makes it more complex by adding more to it than just selecting who you shoot on the enemy team because now you've gotta pick which team.
Which team do I attack?
Which team do I help when they fight each other?
Which is which in a clusterfu--
Also,not to mention,teams ganging up on one team.[/QUOTE]
I don't think it's smart either but then again TF2C is not trying to be better than TF2. The main goal is to explore ideas that were cut from TF2, most of which were cut for a reason.
[QUOTE=Max357;47564839]Why even have more than 2 teams? It just makes it more complex by adding more to it than just selecting who you shoot on the enemy team because now you've gotta pick which team.
Which team do I attack?
Which team do I help when they fight each other?
Which is which in a clusterfu--
Also,not to mention,teams ganging up on one team.[/QUOTE]
Back in ye old TFC days certain maps and modes could support four teams. Since TF2 Classic is trying to emulate some of the aspects of TFC with a TF2 twist, it only seems logical to add in two more teams.
[QUOTE=TheRealRudy;47564886]lets make it one team only where the entire teams has to taunt and dance with each other and show off their friendlyness.
also, make it so that they can kill each other for added immersion and so that players can scream and fight at each other because they're playing on a by them named "peacefull" server[/QUOTE]
Oh boy. Sometimes I really feel like the people behind this mod hate things like friendlies and trading.
[QUOTE=blaholtzen;47564684]
that said i do agree that we ought to start out with putting green in the mix, do some 3-team things, see how it works, and if it all works out we coudl start adding in purple too.[/QUOTE]
Totally agree with this idea. There's nothing stopping three team gamemodes and maps, and seeing if they work. It may even work better than 4 teams.
[QUOTE=SpartanApples;47564963]Totally agree with this idea. There's nothing stopping three team gamemodes and maps, and seeing if they work. It may even work better than 4 teams.[/QUOTE]
Currently, there is something stopping 3 team maps, although it could probably be easily changed. The tf_gamerules entity only allows the character selection screen to be 2 or 4 teams atm.
I reckoned the biggest disinterest in adding VSH was Hale himself, a jolly, half naked, muscle man who fights for the fun of it. I agree that he does seem out of place in tf2's actual setting and theme.
Now, imagine if we take a more thematic twist to it, mix some "james bond villain" with tf2 tech and...
[img]https://dl.dropboxusercontent.com/u/39556064/concepts/Characters/BossHenchManColor.jpg[/img][img]https://dl.dropboxusercontent.com/u/39556064/concepts/Characters/BossHenchManBlue.jpg[/img]
How does a "semi-ubered Henchmen/Bouncer type guy who's really pissed of at you" sound?
[QUOTE=blaholtzen;47565113]I reckoned the biggest disinterest in adding VSH was Hale himself, a jolly, half naked, muscle man who fights for the fun of it. I agree that he does seem out of place in tf2's actual setting and theme.
Now, imagine if we take a more thematic twist to it, mix some "james bond villain" with tf2 tech and...
[img]https://dl.dropboxusercontent.com/u/39556064/concepts/Characters/BossHenchManColor.jpg[/img][img]https://dl.dropboxusercontent.com/u/39556064/concepts/Characters/BossHenchManBlue.jpg[/img]
How does a "semi-ubered Henchmen/Bouncer type guy who's really pissed of at you" sound?[/QUOTE]
I really feel like Hale should stay for the game mode, but like the Vs Hale mod, multiple boss options could always be a thing, so this guy could always be one of the choosable bosses.
[QUOTE=blaholtzen;47565113]I reckoned the biggest disinterest in adding VSH was Hale himself, a jolly, half naked, muscle man who fights for the fun of it. I agree that he does seem out of place in tf2's actual setting and theme.
Now, imagine if we take a more thematic twist to it, mix some "james bond villain" with tf2 tech and...
[img]https://dl.dropboxusercontent.com/u/39556064/concepts/Characters/BossHenchManColor.jpg[/img][img]https://dl.dropboxusercontent.com/u/39556064/concepts/Characters/BossHenchManBlue.jpg[/img]
How does a "semi-ubered Henchmen/Bouncer type guy who's really pissed of at you" sound?[/QUOTE]
Anyone else getting a Senator Armstrong vibe off of this guy?
[QUOTE=blaholtzen;47565113]I reckoned the biggest disinterest in adding VSH was Hale himself, a jolly, half naked, muscle man who fights for the fun of it. I agree that he does seem out of place in tf2's actual setting and theme.
Now, imagine if we take a more thematic twist to it, mix some "james bond villain" with tf2 tech and...
[img]https://dl.dropboxusercontent.com/u/39556064/concepts/Characters/BossHenchManColor.jpg[/img][img]https://dl.dropboxusercontent.com/u/39556064/concepts/Characters/BossHenchManBlue.jpg[/img]
How does a "semi-ubered Henchmen/Bouncer type guy who's really pissed of at you" sound?[/QUOTE]
he reminds me of lawrence limburger
[QUOTE=kibbleknight;47565166]I really feel like Hale should stay for the game mode, but like the Vs Hale mod, multiple boss options could always be a thing, so this guy could always be one of the choosable bosses.[/QUOTE]
Map-based seems more sensical to me, that way the character and setting can be made to fit.
This guy i imagine in a "dark alley" sort of map, so the glowing electricity/semi-uber overlay shines dynamically in the dark.
While for hale I imagine a warmer setting, and in daylight, out in the wilderness, perhaps among some sand and cliffs or canyons
Plus that allows those who disprove of Hale to not have to worry about him, and those who like him gets to play against him and not the other guy as well
Since YLW is the fourth team, why not create a convar that immediately switches all skins and assets over to an optional Purple version? Too much work?
Also, again, I feel it necessary to restate that I suggested 3 team gameplay when the project first kicked off. I forget who told me, but I was told "no fuck that".
[QUOTE=blaholtzen;47565113]I reckoned the biggest disinterest in adding VSH was Hale himself, a jolly, half naked, muscle man who fights for the fun of it. I agree that he does seem out of place in tf2's actual setting and theme.
Now, imagine if we take a more thematic twist to it, mix some "james bond villain" with tf2 tech and...
[img]https://dl.dropboxusercontent.com/u/39556064/concepts/Characters/BossHenchManColor.jpg[/img][img]https://dl.dropboxusercontent.com/u/39556064/concepts/Characters/BossHenchManBlue.jpg[/img]
How does a "semi-ubered Henchmen/Bouncer type guy who's really pissed of at you" sound?[/QUOTE]
Since we're downplaying or removing a lot of the sillier elements of TF2, what if we re-wrote Hale's character as this guy?
[QUOTE=Kierany9;47565255]Since we're downplaying or removing a lot of the sillier elements of TF2, what if we re-wrote Hale's character as this guy?[/QUOTE]
That seems like pointless effort tbh, not to mention confusing for anyone who is aware of TF2's story but doesn't much care about ours.
Story should take a distant backseat to gameplay and style, especially since it does in normal TF2.
[QUOTE=blaholtzen;47565113]I reckoned the biggest disinterest in adding VSH was Hale himself, a jolly, half naked, muscle man who fights for the fun of it. I agree that he does seem out of place in tf2's actual setting and theme.[/QUOTE]
I always liked the idea of Bilious Hale as a playable character, maybe you could take inspiration from him when making one of those semi ubered blokes
[t]http://i.imgur.com/kUfgNbG.png[/t]
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