Team Fortress 2 Classic V2 - Deathmatch mode when?
5,014 replies, posted
I think any lore besides whats suggested in the actual base game for this project should be ignored unless there's a fortunate coincident that makes thigns fit wiht it regardless.
Fitting this mod to the live versions current and barely relevant lore if anythign goes against what this mod is about. Which i think, since the planned inclusion of espionage, is less about sticking to classic and beta stuff specifically, but rather using the source elements and themes of the game to add interesting things with a focus on gameplay.
That said, VSH is a popular thing, and the concept isn't that bad, the thing that i think makes it icky is, like mentioned, saxton hale himself. One team fighting a science-infused demi-god dude, isn't something i see as beyond tf2, thematically or gameplay wise. Honestly espionage and hide-and-seek are miles further away from the type of gameplay standard tf2 offers.
-snip-
he never mentioned zombies he said inspiration
apparently was edited out, didn't notice that, well that clears that up then
[QUOTE=TheRealRudy;47565371]I thought Espionage would fit perfectly because of the change of gameplay which I presume is going to be stealth. I loved the change from loud and noisy gameplay to stealth in Bioshock Infinite: Burial at Sea Episode 2, so a multiplayer game around that involving people to be stealthy on each other sounds like a wonderfull change of gameplay.
As for hide-and-seek, I didn't know that was going to be implemented into the mod. I think that would fit even worse into the mod than VSH. It would fit something like Garry's Mod, but I don't think TF2.
I think TF2 would benifit from more dynamic type of gamemodes that uses the straight forward hinting type of artstyle TF2 has to it's benefits, and I think you can get really creative rather than just copy-pasting and refining gamemodes that are already live in vanilla TF2, made by the community.[/QUOTE]
Whats so bad about refining community mods for live tf2, making them less blund and hacky, and incorporating them into this community mod in a more official matter? I really don't see the harm
I just say he should go with both Hale and the business man. After all some people would like a new hale model for Gmod and SFM, one that looks better and would have faceposing.
Can whoever is at the top of the next page post a link to a poll for if the forth team should be yellow or purple? It seems like we're split 50/50 by the ratings and things like team colours really have to be agreed on quick, as it affects the content created for that team later on.
Escort is planned and the civillian is in production, there's plenty of discussion regarding the mode in [url=http://facepunch.com/showthread.php?t=1397838]this thread[/url] if you're interested
[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]
Who cares? Who would actually think of the three things you said above in actual combat? They'll just shoot each other.
I think that we should distinguish more then just color. I'm thinking we can also change it via darkness.
Normal Red and Blu translate too well into Purple. Well, what if this we brighten up Blu's colors and Purple's colors. Dark Red, Teal, Dark Green, Purple/Plum/Pinkish. I think that contrasts well (shitty example incoming):
[t]http://i.imgur.com/MeVwekS.png[/t]
Probably dumb, but just a quick idea which entered my mind.
IMO, I think Hide and Go Seek is something TF2C should NOT do. To me, it feels really unnatural for the mod. As a unofficial serverside mod, sure, it works well, but as an official mode, it feels way off base from regular TF2.
I think a good way to show you why H&GS should not be added, I think we should look at Espionage. While like H&GS, it started out as an GMOD server, it fits TF2 better. Why?
* It makes sense lore-wise. [I](BLU hiding around RED bases doesn't make sense. BLU sneaking into RED to try and kill off them does)[/I]
* TF2's class-based gameplay can really work with Espionage. [I](On the other hand, it doesn't work with H&GS, as there are really only two classes you can play as.)[/I]
* It uses new mechanics. [I](Hide and Go Seek is pretty much a glorified Arena mode, where BLU can disguise as props.)[/I]
There are many other reasons why H&GS should not be implemented, but these are the most important ones to me. I don't think it can be a really fun gamemode for TF2's style.
[QUOTE=TrustyGun;47565735]IMO, I think Hide and Go Seek is something TF2C should NOT do. To me, it feels really unnatural for the mod. As a unofficial serverside mod, sure, it works well, but as an official mode, it feels way off base from regular TF2.
I think a good way to show you why H&GS should not be added, I think we should look at Espionage. While like H&GS, it started out as an GMOD server, it fits TF2 better. Why?
* It makes sense lore-wise. [I](BLU hiding around RED bases doesn't make sense. BLU sneaking into RED to try and kill off them does)[/I]
* TF2's class-based gameplay can really work with Espionage. [I](On the other hand, it doesn't work with H&GS, as there are really only two classes you can play as.)[/I]
* It uses new mechanics. [I](Hide and Go Seek is pretty much a glorified Arena mode, where BLU can disguise as props.)[/I]
There are many other reasons why H&GS should not be implemented, but these are the most important ones to me. I don't think it can be a really fun gamemode for TF2's style.[/QUOTE]
The way I see it is while that while you can argue they're not extremely fitting to the mod, as a community mod project we should at the minimum offer support for them.
These gamemods are really popular within the community and by having official support for them with dedicated UIs and the such it will help broaden the appeal of TF2C and also help the game mode be more in tune with the TF2 setting.
I really enjoy TF2's original setting, but I think it's kinda silly to not support popular community made game modes within the game because "it doesn't fit."
i think we need to differentiate "it's bad" and "doesn't appeal to me personally"
i can se why all these ideas don't appeal to everyone but neither of them go far enough to break any major aspect of the game or the mod so what exactly is the reason for not including it if it appeals to enough people?
You know, the interesting thing about making a new version of TF2 is the fact that you can add in some new lore as well. I would really like to see a larger emphasis on powerful companies and corporate warfare.
[QUOTE=TheRealRudy;47565947]Lorewise it's the best if we take certain things from the current TF2 storyline (Like all of the mercs backstories, Mann Co, the Administrator's hand in things, etc) and expand upon that with our own details and story additions that can be added troughout maps and such for example (Or even comics if someone wants to go into that kind of thing).[/QUOTE]
My opinion is that we discard as much lore as we can that's been built onto TF2.
The Administrator goes back to being The Announcer, Australia is just Australia, etc. That way we can have things more traditional TF2 without thinking about how in LiveTF2 it's a war over gravel and not 2 teams battling for global domination using laser cannons and missiles.
Ok guys, real quick announcement.
I was browsing the TF2 subreddit when I came arcrossed two maps.
An early version of [B]pl_cactuscanyon[/B] (with the original stage 2), and the earliest version of [B]rd_asteroid[/B] (bigger area for A bots, no space theme yet, and other changes). Would it be possible for us to include them? We can change asteroid to CTF, for example.
Optimistic for Yes, and Zing for No.
[QUOTE=Dr. Kyuros;47559225]
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]
I could see the Sniper using a Nail Grenade.
He could just use the jar model for Jarate. remove the liquid inside, and replace it with a huge modeled chunk of nails and a stick of dynamite in the middle, with the fuse poking out of a hole in the lid.
I'm not really all for Purple/Violet because the reason why the Administrator was made Purple was because it was the mixture of the colors blue and red. I personally think blue and red contrast each other, so purple shouldn't be a team because it can get mixed up between the two teams. Yellow and green contrast each other and fit in the lore (not really but GRN and YLW make more sense than PRPL being it's own team.)
I studied this in art class. Yellow and green do not contrast each other much. The closer colors are in this color palette the more related they are.
[IMG]https://cdn.tutsplus.com/gamedev/authors/legacy/Tyler%20Seitz/2012/10/13/ColorWheel-Base.png[/IMG]
You can see the contrast between red and blue very clearly. They skip one neighbor color, which is purple. But green and yellow are neighbors which makes them similar. Therefor, you either pick the opposite color to go with green (purple) or just skip the neighbor color like in the red and blue example. Make a compromise and color them orange. I vote for orange.
[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]
This guy should be high up in the corporate hierarchy of TF Industries, perhaps the Administrator's superior (unbeknownst to the mercenaries he's out to slaughter)
[QUOTE=Arxin;47567268]Make a compromise and color them orange. I vote for orange.[/QUOTE]
Orange is right beside red, and that would make no difference if we have green and yellow because both are close together. Purple is right beside red and sort of beside blue.
[QUOTE=ZZMthesurand;47567324]Orange is right beside red[/QUOTE]
Red is right beside blue. Read, blue, green, and orange are all equally spaced on the color wheel, each has equally spaced contrast.
[QUOTE=Arxin;47567268]I studied this in art class. Yellow and green do not contrast each other much. The closer colors are in this color palette the more related they are.
[IMG]https://cdn.tutsplus.com/gamedev/authors/legacy/Tyler%20Seitz/2012/10/13/ColorWheel-Base.png[/IMG]
You can see the contrast between red and blue very clearly. They skip one neighbor color, which is purple. But green and yellow are neighbors which makes them similar. Therefor, you either pick the opposite color to go with green (purple) or just skip the neighbor color like in the red and blue example. Make a compromise and color them orange. I vote for orange.[/QUOTE]
Then don't use the vomit green that's next to yellow and use the darkgreen next to cyan then.
[QUOTE=Lewd Fruit;47563943]Well I did a quick Purple Team edit (just shifted the hues of the shirt and overalls) of the YLW Team Engie anyway, just to see how it looked:
[IMG]http://i61.tinypic.com/2mdjllc.png[/IMG][/QUOTE]
It BUURRRRNNNSSS!!!!! :suicide:
[editline]21st April 2015[/editline]
[QUOTE=Dr. Kyuros;47564500]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.[/QUOTE]
There's a point here.
Plus, since it's a mix of red/blue, it will be hard to distinguish at times.
Not to mention that it could be seen as "the gay team" by some. We don't want that negativity to be part of TF2C (the negativity being that it could be seen as the gay team)
[QUOTE=Arxin;47567268]I studied this in art class. Yellow and green do not contrast each other much. The closer colors are in this color palette the more related they are.
[IMG]https://cdn.tutsplus.com/gamedev/authors/legacy/Tyler%20Seitz/2012/10/13/ColorWheel-Base.png[/IMG]
You can see the contrast between red and blue very clearly. They skip one neighbor color, which is purple. But green and yellow are neighbors which makes them similar. Therefor, you either pick the opposite color to go with green (purple) or just skip the neighbor color like in the red and blue example. Make a compromise and color them orange. I vote for orange.[/QUOTE]
Going by this logic, green should be eliminated and purple introduced.
Just doesn't feel right, does it?
[editline]21st April 2015[/editline]
And about the yellow having a low contrast in the desert-type areas:
Why not introduce some simple outlining shaders as seen in the beta showcases you guys are working off. If you look closely, the player models all have a small outline. It not only helps differentiate but also looks nice!
[editline]21st April 2015[/editline]
[QUOTE=UserNotFound;47567525]Not to mention that it could be seen as "the gay team" by some. We don't want that negativity to be part of TF2C (the negativity being that it could be seen as the gay team)[/QUOTE]
In a non-hater way
If we are agreeing on an Orange team, would my old re-colouring of the yellow team still work since most of you thought the team was too orange?
Or, would the colours have to be a bit darker?
I'd be glad to test out more colours.
[QUOTE=Druidlyclean;47506130]
[IMG]http://i.imgur.com/AdE3Bzq.jpg[/IMG]
If you need their RBG colours, they are:
YLW: R:184 B:128 G:53[/QUOTE]
[QUOTE=Druidlyclean;47567618]If we are agreeing on an Orange team, would my old re-colouring of the yellow team still work since most of you thought the team was too orange?
Or, would the colours have to be a bit darker?
I'd be glad to test out more colours.[/QUOTE]
I'm gonna say yes because I'd hate to see YLW officially changed to purple. It was yellow in TFC, it should stay yellow in TF2C.
Maybe use purple as a colorblind mode option.
So I made a quick poll to see what does the thread as a whole thinks about the fourth team. Do note that the last word belongs to the devs anyway.
[url]http://strawpoll.me/4173139[/url]
If we have too much trouble tweaking the yellow team, then tweak the other side of the trouble: the rock and sand.
-snip-
Urgh we have like 18 yellow textures so far and like 80 sand/gravel ones from retail tf2
Plus it would make maps look completely different
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