• Team Fortress 2 Classic V2 - Deathmatch mode when?
    5,014 replies, posted
[QUOTE=Folseh;47574391]but wasnt in TFC the person on Yellow was always the VIP? not actually a whole team as that game mode consisted of 3 teams? or was it the team being yellow while the VIP is a different colour?[/QUOTE] Red team were the Bodyguards (Soldier, Medic, and Heavy only), Blue team was a lone Civilian that the former had to protect at all times, and Yellow was the team full of Snipers trying to hogtie your ass.
[QUOTE=Dr. Kyuros;47574694]Red team were the Bodyguards (Soldier, Medic, and Heavy only), Blue team was a lone Civilian that the former had to protect at all times, and Yellow was the team full of Snipers trying to hogtie your ass.[/QUOTE] wasn't it red team was assassins, blue was civ and bodyguards were yellow? [editline]22nd April 2015[/editline] yeah it's me fucking up
So, to veer away from this tedious colour debate, I'd like to hear what people want to see in the next update or sooner or later. Granted, I haven't got much of a say in it, but it would be helpful to me and many others in the thread to see what the majority of people would like to see in this game soon. _____________________________________________________________________________________________________________________________________________________ I personally think some of the weapons need a touch of re-balancing. In fact, weapons are my thing that I'm most interested in, so overall, I wish to see more of a focus on weapons!
[QUOTE=TheRealRudy;47569771]Does this thread everytime have to end in memes and drama when something is getting tried to be discussed?[/QUOTE] It wasn't supposed to happen ^^' Sorry
[QUOTE=blaholtzen;47574623][t]https://dl.dropboxusercontent.com/u/39556064/YellowMockupHeavy.jpg[/t][t]https://dl.dropboxusercontent.com/u/39556064/YellowMockupSoldier.jpg[/t][t]https://dl.dropboxusercontent.com/u/39556064/YellowMockupDemo.jpg[/t][t]https://dl.dropboxusercontent.com/u/39556064/YellowMockupSpy.jpg[/t][/QUOTE] I think if the yellows were like this, there'd be no need for a purple team. Hell, the spy and cream spirit issues are resolved.
[QUOTE=LondierX;47574782]I think if the yellows were like this, there'd be no need for a purple team. Hell, the spy and cream spirit issues are resolved.[/QUOTE] Well thats good to hear, I did try my best to make it as un-gaudy and properly contrasted as possible.
[QUOTE=blaholtzen;47572657]Uncharged and blue versions on this guy: [t]https://dl.dropboxusercontent.com/u/39556064/concepts/Characters/HenchManFullUncharged.jpg[/t][t]https://dl.dropboxusercontent.com/u/39556064/concepts/Characters/HenchManFullBlue.jpg[/t][t]https://dl.dropboxusercontent.com/u/39556064/concepts/Characters/HenchManFullUnchargedBlue.jpg[/t][/QUOTE] If you need more boss, I'm working on a TF character. It's for some personal work, but if it's not dumb, maybe you could include him in the mod. ;) [IMG]http://orig01.deviantart.net/0530/f/2015/112/1/2/sketches_by_tripyromanias____tf_class_dressing_up_by_la_boite_a_sandvish-d8q9399.png[/IMG] As you aren't in my head [sp] no more free space for newcomers anyway [/sp] I can do a text to describe him. For example, the grey thingy under his jacket is a plate of metal, some kind of body armor. Vote : Agree is you want the description. Disagree if not. The colors aren't from the actual blu team pallet, it'll be fixed in the final version ^^
Ok, switching the topic over to Hunted/VIP mode instead of continuing the "Purple Vs. YLW" shit. The gamemode was actually pretty fun in TFC despite the rather tedious subject it's based around and I actually got around to playing it yesterday. Except it wasn't [I]real[/I] fun. This was around the time when B-hoping was all over the goddamned place, grenade spam equally as present, and Medics didn't actually heal people but instead were better Scouts that could infect you with the most annoying DoT effect imaginable; you can see how well it turned out for any of the teams currently playing especially in a cramped, choke riddled map space such as [URL="https://wiki.teamfortress.com/w/images/3/38/Hunted_overview_TFC.png?t=20111125163505"]this.[/URL] There's also a reason why Valve instead retooled it into Payload: the Civilian was either too stupid to follow and get behind you and even if he was savvy, he was as fragile as glass. The map the gamemode is centered upon is way too Sniper friendly: doors only open to the Yellow team, there are a ton of viable sniping spots everywhere, and there's even the vent at Red spawn going up to the Sniper building allowing the fuckers to drop in and throw in a grenade or two, maybe even a quick potshot at your party. With the advent of B-hopping, they were also able to get into spawn and kill the Civilian before the Bodyguards even had a chance to protect him, further making the gamemode itself a load for players and made them want to rtv out of the map faster than you can say "fuck this shit" before it got even more boring. It didn't help that the entire Yellow team was [I]only[/I] composed of Snipers, either. Changing the Civilian's health from 50 > 200 and plans on giving him an actual weapon (i.e snub-nosed revolver) are great starts to making the gamemode more enjoyable for the Civilian and consequently, his Bodyguards.
[QUOTE=Dr. Kyuros;47574847]Ok, switching the topic over to Hunted/VIP mode instead of continuing the "Purple Vs. YLW" shit. The gamemode was actually pretty fun in TFC despite the rather tedious subject it's based around and I actually got around to playing it yesterday. Except it wasn't [I]real[/I] fun. This was around the time when B-hoping was all over the goddamned place, grenade spam equally as present, and Medics didn't actually heal people but instead were better Scouts that could infect you with the most annoying DoT effect imaginable; you can see how well it turned out for any of the teams currently playing especially in a cramped, choke riddled map space such as [URL="https://wiki.teamfortress.com/w/images/3/38/Hunted_overview_TFC.png?t=20111125163505"]this.[/URL] There's also a reason why Valve instead retooled it into Payload: the Civilian was either too stupid to follow and get behind you and even if he was savvy, he was as fragile as glass. The map the gamemode is centered upon is way too Sniper friendly: doors only open to the Yellow team, there are a ton of viable sniping spots everywhere, and there's even the vent at Red spawn going up to the Sniper building allowing the fuckers to drop in and throw in a grenade or two, maybe even a quick potshot at your party. With the advent of B-hopping, they were also able to get into spawn and kill the Civilian before the Bodyguards even had a chance to protect him, further making the gamemode itself a load for players and made them want to rtv out of the map faster than you can say "fuck this shit" before it got even more boring. It didn't help that the entire Yellow team was [I]only[/I] composed of Snipers, either. Changing the Civilian's health from 50 > 200 and plans on giving him an actual weapon (i.e snub-nosed revolver) are great starts to making the gamemode more enjoyable for the Civilian and consequently, his Bodyguards.[/QUOTE] Yes, the class & map must be rethought [sp] Is it even a word? English-men, help me! [/sp]. Some abilities & non-lethal weapons should do the thing.... Probably.
[QUOTE=La Boite;47574811]If you need more boss, I'm working on a TF character. It's for some personal work, but if it's not dumb, maybe you could include him in the mod. ;) [IMG]http://orig01.deviantart.net/0530/f/2015/112/1/2/sketches_by_tripyromanias____tf_class_dressing_up_by_la_boite_a_sandvish-d8q9399.png[/IMG] As you aren't in my head [sp] no more free space for newcomers anyway [/sp] I can do a text to describe him. For example, the grey thingy under his jacket is a plate of metal, some kind of body armor. Vote agree is you want the description, disagree if not, late if you want it, but not on this forum.[/QUOTE] Honestly I don't think we should add characters and make up reasons why they're there afterwards. New characters should be designed to fit their function. Which should be worked out before the character itself is finalized. If you do however have any gameplay aspects thought out then by all means go ahead
[QUOTE=Dr. Kyuros;47574847]Ok, switching the topic over to Hunted/VIP mode instead of continuing the "Purple Vs. YLW" shit. Changing the Civilian's health from 50 > 200 and plans on giving him an actual weapon (i.e snub-nosed revolver) are great starts to making the gamemode more enjoyable for the Civilian and consequently, his Bodyguards.[/QUOTE] If the Civilian's health is to be changed i think he should have body armor and hit icon for it i.e 100 armor health and 100 std health
[QUOTE=blaholtzen;47574623][t]https://dl.dropboxusercontent.com/u/39556064/YellowMockupSpy.jpg[/t][/QUOTE] The Spy is going to need a change in suit color though. Suits doesn't comes in color like that. I remember seeing someone doing a pretty nice alternate YLW Spy suit in one of the previous Emporium.
[QUOTE=blaholtzen;47574875]Honestly I don't think we should add characters and make up reasons why they're there afterwards. New characters should be designed to fit their function. Which should be worked out before the character itself is finalized. If you do however have any gameplay aspects thought out then by all means go ahead[/QUOTE] The character was more "movie" designed [sp] long story, I don't want to fill up that post to the bone. :3 [/sp] but also gameplay designed. Infortunately, none of this has been tested. [sp] looking for help by the way ;) [/sp] Everything is still in concept or beta status. I'm first doing the "basic" look, to fit the original TF2 style: uncluttered, and then proceed to add the more detailed elements, adding personnality to the character. [sp] Harness, holsters, earpiece, badges, enhanced clothes, etc... [/sp] For weaponry, the actual weapons that are focused are Combat revolvers (like the spy, but more precise & aggressive), some kind of prototype rifle, and a melee. For the abilities, it depends on the final use of the class. It was ment to be part of the Escort mode [sp] See the steam discussion here http://steamcommunity.com/groups/TF2Classic2015/discussions/0/611702631217045753/ [/sp], in this case, he have buffs, like the Banner and the Backup. An other "Siege" gamemode was discussed with my friends, aka colleagues, where each team has a commander, inspired by actual games. If I misunderstood the question, I'm ready to re-answer :D
[QUOTE=iAmaNewb;47574898]The Spy is going to need a change in suit color though. Suits doesn't comes in color like that. I remember seeing someone doing a pretty nice alternate YLW Spy suit in one of the previous Emporium.[/QUOTE] [video=youtube;NSgfyJoVC1c]http://www.youtube.com/watch?v=NSgfyJoVC1c[/video] ?
[QUOTE=Dr. Kyuros;47574847]Changing the Civilian's health from 50 > 200 and plans on giving him an actual weapon (i.e snub-nosed revolver) are great starts to making the gamemode more enjoyable for the Civilian and consequently, his Bodyguards.[/QUOTE] Giving him a decent pool of health is a given i think considering the potency of tf2 weapons. Howeer arming him further i think goes against the purpouse of the civillian, as in him being guaranteed dead without his bodyguards around. Giving him any potent sort of way of killing enemies increaces the risk of people trying to go rouge with him, which i think should be discouraged. However, I think we should instead consider is giving him some form of buffing item, giving him something to do besides running and dodging, as well as giving his guards an incentive to sticking around, similarly to how the payload works in a way. Perhaps something along the lines of soldiers backpack items, perhaps let it be charged by the civillian taking damage, giving him a reason to expose himself to milder risks, and perhaps granting his team crits when fully charged? considering soldier wont have his buffing items we could transfer this role over to the otherwise extremely passive civillian
[QUOTE=DrMedicVG;47574182]So are we Going Yellow or purple? I like both, but purple looks good Especially on this purple thing: [IMG]http://si.wsj.net/public/resources/images/RV-AP734_DRESS2_JV_20150227173256.jpg[/IMG][/QUOTE] Don't you ever, [I][B]EVER[/B][/I], bring that meme back.
[QUOTE=iAmaNewb;47574898]The Spy is going to need a change in suit color though. Suits doesn't comes in color like that. I remember seeing someone doing a pretty nice alternate YLW Spy suit in one of the previous Emporium.[/QUOTE] Spy's colors are probably the trickiest and will probably need some work (problem with edits like these is they dont allow for as much controll as editing the actual texture psd does) but generally i am going for a mustard yellow, which isn't too much of an uncommon thing to see in the 70's
Has anybody already suggested to re-use the NPCs from the original TF2 as new classes/bosses/other? For example, the Mann brothers can either command their teams or be somehow related to the objective in some modes. They would possibly either walk by foot or have their life-extending machines turned into wheelchairs, and, in the latter case, the machines can be "modified" to somehow affect them and their teammates (like to act similar to a dispenser or resurrect Manns or other men), as well as give them an unique, unmistakable silhoutte.
[QUOTE=bulka96;47575058]Has anybody already suggested to re-use the NPCs from the original TF2 as new classes/bosses/other? For example, the Mann brothers can either command their teams or be somehow related to the objective in some modes. They would possibly either walk by foot or have their life-extending machines turned into wheelchairs, and, in the latter case, the machines can be "modified" to somehow affect them and their teammates (like to act similar to a dispenser or resurrect Manns or other men), as well as give them an unique, unmistakable silhoutte.[/QUOTE] That looks like payload m8. I love it.
[QUOTE=bulka96;47575058]Has anybody already suggested to re-use the NPCs from the original TF2 as new classes/bosses/other? For example, the Mann brothers can either command their teams or be somehow related to the objective in some modes. They would possibly either walk by foot or have their life-extending machines turned into wheelchairs, and, in the latter case, the machines can be "modified" to somehow affect them and their teammates (like to act similar to a dispenser or resurrect Manns or other men), as well as give them an unique, unmistakable silhoutte.[/QUOTE] That also kinda falls into the "adding characters and making up reasons afterwards"-category, which as previously mentioned is a really backwards way of designing things
Lets work on some stuff we have in progress though first. How's Deathmatch coming along?
I want to help design art for this, so may I ask: what kind of programs do you guys use for these conecepts? Just tablets and a stylus or what?
[QUOTE=Cosmic feel;47575142]I want to help design art for this, so may I ask: what kind of programs do you guys use for these conecepts? Just tablets and a stylus or what?[/QUOTE] Paint... With a mouse.... I love challenges.
[QUOTE=blaholtzen;47575084]That also kinda falls into the "adding characters and making up reasons afterwards"-category, which as previously mentioned is a really backwards way of designing things[/QUOTE] Actually, the "backwards way" can be itself reversed by creating a role/class first, then finding the most appropriate NPC who requires minimum or no lore editing, tweaking his/her traits and features (optionally explaining the changes) and giving this role to him/her. Basically, create a role; if there is a fitting enough NPC, give it to him/her; if not, create a new character for it. Though I admit it is quite likely (though not inevitable) that, once a role is created, there simply won't be a fitting enough existing character to receive it. By the way, does the project have now any lore besides the existence of 4 companies and their acronyms? Or is it implied to have the entire current lore of TF2?
[QUOTE=bulka96;47575242]Actually, the "backwards way" can be itself reversed by creating a role/class first, then finding the most appropriate NPC who requires minimum or no lore editing, tweaking his/her traits and features (optionally explaining the changes) and giving this role to him/her. Basically, create a role; if there is a fitting enough NPC, give it to him/her; if not, create a new character for it. Though I admit it is quite likely (though not inevitable) that, once a role is created, there simply won't be a fitting enough existing character to receive it. By the way, does the project have now any lore besides the existence of 4 companies and their acronyms? Or is it implied to have the entire current lore of TF2?[/QUOTE] The GRN and YLW team creators are half-brothers (I think thats the right term) to Billious Hale, Saxton's dad. The current owners are their sons.I got this info from another post, but I dont know where it is, or if its official or not.
[IMG]http://orig14.deviantart.net/f9dc/f/2015/112/7/8/sketches_by_tripyromanias____tf_class_dressing_up_by_la_boite_a_sandvish-d8q9399.png[/IMG] Updated
quick try at a brutalist styled YLW base [img]https://dl.dropboxusercontent.com/u/39556064/YLW2.jpg[/img] some key elements missing though, not bulky and top heavy enough, also not enough clean concrete
Hello everyone, just putting my opinion here: I would like to see Purple as offset to Yellow, although I know its traditional. However if you decide on purple please change the name to PRP or some thing closer :p Some thing like "proficient reclamation partnership" would do it for me ^^
[URL="http://www.unfgaming.net/tf2c/forum/viewtopic.php?f=4&t=165"]crosspost from tf2c forums[/URL] [QUOTE]I had an idea that once a player's health went below a certain threshold, bodygroup wound_01 would activate. it wouldn't go where the bullet hit, bc in TF2C you're getting shot so much it doesn't have to. this wouldn't necessarily be for mercs, I just had him laying around. This could be useful for bosses in Overpowered mode. could also have different bodygroups based on different attacks, like wound_head, wound_backstab, wound_scorched, etc. the wound doesn't have to be a tiny bullet hole, its just what i had on hand. the game would check of the bodygroup existed on the model. if not it would continue like normal. this would not replace the blood decal system, it would work with it.[/QUOTE] video demonstration [video=youtube;KWS1A5cozYA]http://www.youtube.com/watch?v=KWS1A5cozYA[/video]
been working on something: [IMG]http://i.imgur.com/YyJAxy4.png[/IMG] Started out as just a port from TF2HudPlus, but I more or less remade to be like gmod: [IMG]http://i.imgur.com/S4oaubs.png[/IMG] Full screenshot (so you can see the proportions) [t]http://i.imgur.com/2bmXXMv.jpg[/t]
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