• Team Fortress 2 Classic V2 - Deathmatch mode when?
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[QUOTE=KillerKo4565;47568205]I don't get why YLW team needs to be removed/replaced, I can easily spot it on a desert environment. example: [t]http://i.imgur.com/uT2jUnV.png[/t][/QUOTE] That's because the lighting there isn't as bright as some maps are and the sand is quite dark. Now try it on a bright map like Upward.
[QUOTE=Fancy Godgineer;47568275]That's because the lighting there isn't as bright as some maps are and the sand is quite dark. Now try it on a bright map like Upward.[/QUOTE] I still spot it on brighter maps, the tone of yellow team is different.
I hate to interrupt this rousing discussion about replacing YLW/adding PPRL/VLT or whatever it is, but I've got an idea regarding class selection. Since brand new classes are being made for new gamemodes, what about alternate models/characters for the main 9 classes? Like a sort of subclass system. I think it'd be interesting to see what people come up with for other Heavies, Soldiers, Scouts, etc. I kinda got this idea after seeing some alternate class models by other users (mainly things like FemScout and Femgineer), but I remember seeing this also happen in a certain TF2-based ripoff game from overseas. *cough*FINALCOMBAT*cough* To be fair to them I did actually like the idea of multiple characters for classes- they actually even give them all backstories, too. It's just a pity it's a pay-to-win game and the gameplay is crap (and of course stuff stolen right out of TF2 and Counterstrike somehow being implemented).
Daniel just mentioned something in slack chat that reminded me of something else. It's about everyone wanting to change yellow to purple, because green and yellow apparently are too close together on some pie chart thing or something danielmm8888: hurf durf danielmm8888: green and purple [quote][media]http://www.youtube.com/watch?v=72DBHfH0tO8[/media][/quote] how did i not remember this sooner? if it means tons of weed references, i'm down for green and purple teams. Green and purple (weed) beats green and yellow (vomit and piss) anyday.
Remove green and change it to BLK then. BLACK AND YELLOW BLACK AND YELLOW
[QUOTE=TheRealRudy;47568448]I think it's the best if we just stay with GRN and YLW teams. With some slight modifications to the color pallet and rim lightning for YLW it just works perfectly just like any other color in any map. Also, it would be a huge waste to throw away all those YLW assets that have been created so far.[/QUOTE] You read my mind.
If you gonna replace YLW, replace it with grey
I really, really don't want the mod to have the daily dose.
...or, considering that teams that are used depend on the map, we can just not use YLW in desert themed maps.
[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] Yes but the big problem here is that, if we went with orange instead of yellow, is that it would be even harder to see orange team on a regular basis as they would blend with most maps even more than yellow already does. Yellow blending too much is already the issue, orange wont help it any better.
Since we're talking about how team colors, how about we just change YLW and GRN to BLK (black) and WHT (white). It will fix the problem, it's just that the characters will look ugly as shit. And about the colors of cream spirit and that crap, just put the colors from YLW and GRN into greyscale (I think thats what its called)
Jezz, this color change is a mess now. Let's just keep the yellow and we should be ok...
Right ok after all that, never mind. I think yellow works out fine. I completely forgot purple was for non-gameplay characters like Pauling and the Announcer. I still think the yellow looks gaudy but there really isn't much you can do about it. Oh well
[QUOTE=~Kiwi~v2;47569001]The thing is we need these discussions so the people who actually develop of the game don't back track and fuck it up for the rest. Of course they need to be kept well with in reasonable discussion not the shitfest that just happened which we will not talk about. [editline]22nd April 2015[/editline] Personal opinion. Yellow is fine if done right and the map complies and doesn't make it look camo'd[/QUOTE] Yeah, after all we could just make the YLW team colors a bit brighter.
[QUOTE=Cpt. Cakes;47569022]Yeah, after all we could just make the YLW team colors a bit brighter.[/QUOTE] Wouldn't that kinda negate the rim lighting? I'm not certain on this.
How's this for a YLW palette? [t]https://dl.dropboxusercontent.com/s/kcu9vkmuyqczsxq/tf2cyelloweryellow.png[/t]
[img]https://dl.dropboxusercontent.com/u/39556064/concepts/Characters/HenchManFull1.jpg[/img] Playing with the idea that he'd charge a bar by dealing damage, as it goes up so does his speed and damage, along with making the glowing effect stronger. Once its fully charged he gets crits, making all his skin glow like critted weapons do.
Lore-wise, you should put the fight with the four (or three, since you're arguing) teams BEFORE Gray Mann shows up. In the comics the BLU team isn't even seen after the third brother comes, so adding GRN and YLW/VLT/PNK/BLK/acolour teams should be quite easy to fit.
[QUOTE=~Kiwi~v2;47569001]The thing is we need these discussions so the people who actually develop of the game don't back track and fuck it up for the rest. Of course they need to be kept well with in reasonable discussion not the shitfest that just happened which we will not talk about. [editline]22nd April 2015[/editline] Personal opinion. Yellow is fine if done right and the map complies and doesn't make it look camo'd[/QUOTE] a great deal of the official discussions happen at the forums, they get read a lot more
[QUOTE=blaholtzen;47569130][img]https://dl.dropboxusercontent.com/u/39556064/concepts/Characters/HenchManFull1.jpg[/img] Playing with the idea that he'd charge a bar by dealing damage, as it goes up so does his speed and damage, along with making the glowing effect stronger. Once its fully charged he gets crits, making all his skin glow like critted weapons do.[/QUOTE] [IMG]http://s12.postimg.org/5zewr9f4t/Nanomachines_son.png[/IMG] Sorry, could not resist sharing...
[QUOTE=Pako;47569107]How's this for a YLW palette? [t]https://dl.dropboxusercontent.com/s/kcu9vkmuyqczsxq/tf2cyelloweryellow.png[/t][/QUOTE] Pretty good, seens like it wouldn't fit with the desert colors. Looks too saturated to fit with the desert colors. 9/10 because nothing can be perfect
Hello PisserTube [highlight](User was banned for this post ("why reply?" - OvB))[/highlight]
[QUOTE=TheRealRudy;47569460]So I did a little concept on the maps for the Mercenary gamemode that's grey and white, shadowless, geometric not even correct, and just really something worth only artistic or friendly ratings in general but I hope you'll get the idea[sp]100 points to the man who can figure out which quake 3 map this is based on[/sp] [IMG_thumb]http://i.imgur.com/lSEINps.jpg[/IMG_thumb] Basically, I think maps for the Mercenary should feel like those classic arena shooter maps, which are mostly composed of multiple layers you can get to trough multiple ways and generally alot of rocket jumping. I think that the walk speed and jumping height need to be increased, together with bunnyhopping being enabled (With every jump towards a certain direction allowing you to build up more speed) so the movement around the map is much quicker than the default TF2 movements. This would make sense given the Mercenary was an olympic athlete before he took this job (If I remember the backstory that was created here about him correctly). And ofcourse, you'll have powerups, health packs, ammo packs, and maybe even armor shards, placed around the map that respawn after a certain time. I think for weapons it would be the best if one half on the arsenal is composed out of some of the original TF2 weapons and the other half composed out of entirely new weapons that still are in the artstyle of TF2 but with more Quake/Unreal like abilities. So you would have from the TF2 side something like the Grenade Launcher, Rocket Launcher, Minigun, Shotgun, Nailgun, etc and then from the newer side something like the Railgun, Lightning gun, Plasma gun, and perhaps even the BFG, all remade in some kind of experimental spy tech style of TF2 on which you really can see they are not ready for mass production (which would explain why the default TF2 mercs would not walk around with those kind of things) and really are used as experimental things in those maps (things like top secret labeled on them or having still some kind of faults like the Railgun would be able to kill you if you overcharge it). Maybe it would be interesting to make it mapping wise you find these weapons only in experiment labs/shooting ranges/left on the ground with some kind of body with a hole in the belly, etc, locations as explanation why they are there and such so it wouldn't look a bit out of place. For item and weapon placements in general it would be interesting (If it's possible) to have them hoover of some kind on little respawn platforms and when you pick up the weapon from it gets replaced by a hologram of the weapon (similair to the RED, BLU, GRN, and YLW holograms floating above control points) untill the weapon has respawned again. Anyway, these are just some ideas I wanted to throw out for the Mercenary gamemode. I hope you had a enjoyable time reading them and it would be really fun to see some of these getting playtested eventually in the gamemode itself.[/QUOTE] Am I the only one who thinks it looks like Mountain Lab? Cuz it's as amazing as it is! :D (never played quake, my bad)
[QUOTE=TheRealRudy;47569460][sp]100 points to the man who can figure out which quake 3 map this is based on[/sp][/QUOTE] CT3DM5 #GetShrekt
[QUOTE=TheRealRudy;47569600]Well it's design is actually based on Mountain Lab's interior as that map came the most close to Arena Shooter like level design.[/QUOTE] [sp]*dealwithit*[/sp] :D
[QUOTE=La Boite;47569610][sp]*dealwithit*[/sp] :D[/QUOTE] [sp] Aesthetic design. [/sp]
is this getting memed on i hope not
Needs more AllShamNoWow. [sp]Topkek is delicious[/sp] #PeopleDon'tHaveHumor [highlight](User was banned for this post ("Trolling and memeshit" - Big Dumb American))[/highlight]
[QUOTE=TheRealRudy;47569771]Does this thread everytime have to end in memes and drama when something is getting tried to be discussed?[/QUOTE] Woop! Joke went over your head. There haven't been memes here in days. It's not gonna kill you.
I love me some dank ass maymays as much as the next guy, but the development right now is more important than anything else
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