• TF2 General Chat and Speculation Station: Whiteboard Blues
    5,005 replies, posted
The situation we're in sucks so hard right now. It becomes harder every week that passes to be remotely optimistic.
[QUOTE=Drag0600;52705788]The situation we're in sucks so hard right now. It becomes harder every week that passes to be remotely optimistic.[/QUOTE] I remember my friend said he would drive out to ToTH to meet me if he got something in the update when ToTH was announced. Wonder what we would have thought if we both knew it wouldn't even be out by then. Edit: He said he could if he got something in the update so that way he could pay for the trip.
[QUOTE=Hex.;52705793]I remember my friend said he would drive out to ToTH to meet me if he got something in the update when ToTH was announced. Wonder what we would have thought if we both knew it wouldn't even be out by then. Edit: He said he could if he got something in the update so that way he could pay for the trip.[/QUOTE] oh that's kind of sad. I wish you both luck.
[url]https://twitter.com/ValveTime/status/911050768530128896[/url] thought this would be interesting to post, a recent TF2-themed boxing ring area (likely borrowed from Expiration Date) in a SteamVR home update that uses the RD_asteroid robots of all things, alongside other TF2 assets. I think I see some of the newer promo art from the vinyl record on the walls too.
[QUOTE=JasperDx17;52706103][url]https://twitter.com/ValveTime/status/911050768530128896[/url][/QUOTE] So that's where the robot destruction assets went, rip moonbase.
TF2: cannibalized for VR by valve's roll-your-desk-towards-the-money structure
It is important to note that SteamVR Home is in Source 2. That means they had to port TF2 assets to Source 2, which could mean these are just a few assets the SteamVR Home team borrowed from a Source 2 port.
On that note, I find it very unlikely that TF2 is being ported to the Source 2 engine. Right now, the TF2 team is essentially an indie team funded by Valve. Crowbar Collective has more people than the TF2 team (TF has 15, CC has like 40 IIRC) and they said that porting Black Mesa to a newer version of the Source Engine was absolute hell. Imagine being a team of 15 (more like 6 because the artists probably won't be involved in the port) and having to port the game to an entirely new engine. They could be testing it, maybe porting Dustbowl and testing out the core gameplay but I doubt they're gonna do anything more than that.
Isn't PASSTime the indie team funded by Valve?
[QUOTE=Cpt. Cakes;52706209]On that note, I find it very unlikely that TF2 is being ported to the Source 2 engine. Right now, the TF2 team is essentially an indie team funded by Valve. Crowbar Collective has more people than the TF2 team (TF has 15, CC has like 40 IIRC) and they said that porting Black Mesa to a newer version of the Source Engine was absolute hell. Imagine being a team of 15 (more like 6 because the artists probably won't be involved in the port) and having to port the game to an entirely new engine. They could be testing it, maybe porting Dustbowl and testing out the core gameplay but I doubt they're gonna do anything more than that.[/QUOTE] ...especially exacerbated by the smorgasbord of post-release content they've added over the last decade, to be sure. I wouldn't wish that on them, but if they were to do a "clean slate" for Source 2, it would be neat to see them trim down on the gimmicks from older updates that didn't get much use after and add some more consistency between the types of content in the game.
[QUOTE=JasperDx17;52706103][url]https://twitter.com/ValveTime/status/911050768530128896[/url] thought this would be interesting to post, a recent TF2-themed boxing ring area (likely borrowed from Expiration Date) in a SteamVR home update that uses the RD_asteroid robots of all things, alongside other TF2 assets. I think I see some of the newer promo art from the vinyl record on the walls too.[/QUOTE] In some ways this is insulting.
[QUOTE=Oizen;52706403]In some ways this is insulting.[/QUOTE] TF2 resources being used for VR development. First team members, now assets. Oof.
Poor Asteroid, the finest alternate gamemode of a generation, to come to such an end.
[QUOTE=JasperDx17;52706103][url]https://twitter.com/ValveTime/status/911050768530128896[/url] thought this would be interesting to post, a recent TF2-themed boxing ring area (likely borrowed from Expiration Date) in a SteamVR home update that uses the RD_asteroid robots of all things, alongside other TF2 assets. I think I see some of the newer promo art from the vinyl record on the walls too.[/QUOTE] Would it be possible to rip out Assets from that? It has alot of unreleased SFM Beta props that I would love to get my hands on.
there are posters around in the boxing ring VR map. some of them are from the soundtrack cases and some of them are brand new [t]https://my.mixtape.moe/lplier.JPG[/t][t]https://my.mixtape.moe/vuedps.JPG[/t] [t]https://my.mixtape.moe/cwhwiu.JPG[/t][t]https://my.mixtape.moe/dgfdzs.JPG[/t] [t]https://my.mixtape.moe/midgrv.JPG[/t][t]https://my.mixtape.moe/qksjug.JPG[/t] [t]https://my.mixtape.moe/pwyxii.JPG[/t][t]https://my.mixtape.moe/druwae.JPG[/t] [t]https://my.mixtape.moe/vgcxmb.JPG[/t][t]https://my.mixtape.moe/bqufum.JPG[/t] [t]https://my.mixtape.moe/bwyxdh.JPG[/t]
[QUOTE=e_k_M;52706633]there are posters around. some of them are from the soundtrack cases and some of them are brand new -posters-[/QUOTE] All of those are from the poster that's given out with the TF2 Music Vinyl. Also Jesus, all those un-posed fingers, looking at that shit annoys me to death.
snip
[QUOTE=Upgrade;52706295]Isn't PASSTime the indie team funded by Valve?[/QUOTE] Thats no indie team and it was not funded by Valve, but co-developed with them. Escalation studios, which was mainly responsible for it is now owned by Zenimax Media, which is major by itself. The pass time mode went defunct after the acquisition and hasnt received any updates since. Unless valve takes care of it, it will be another dead gamemode like arena or the mannpower one, which seems to receive updates still.
For a second I thought the TF2 posters were put in actual TF2 maps as a Grocket/MVM Tank type promo. Fuckin' ell that gave me a fright.
So Valve pretty much has to put out a newspost tomorrow for tip of the hats, right? Finally some communication!
[QUOTE=Dumpus;52706711]So Valve pretty much has to put out a newspost tomorrow for tip of the hats, right? Finally some communication![/QUOTE] I'm personally really looking forward to the Tip of the Hats blog post on the news section on the blog that wont say anything about why the Pyro/Jungle update is taking so long or give us any sort of idea on when they plan on launching it. Oh and don't forget about the in game announcement! Oh boy! Truly it will be the communication we need from the TF2 team right now.
Speaking of forgotten concepts - did anyone ever feel that Cactus Canyon would be better off as two separate maps? The ideas of the stages don't really correlate (stage 1 is about climbing a hill, stage 2 is circular and uses a train gimmick for people to move around the circle), and it'd be kinda fun to have two Payload maps that you can play shorter rounds on, similar to KOTH. Stage 1 could be Cactus Canyon itself, and Stage 2 could be a spy-tech facility disguised as an old-timey train depot.
[QUOTE=eugensiman;52706900]Speaking of forgotten concpets - did anyone ever feel that Cactus Canyon would be better off as two separate maps? The ideas of the stages don't really correlate (stage 1 is about climbing a hill, stage 2 is circular and uses a train gimmick for people to move around the circle), and it'd be kinda fun to have two Payload maps that you can play shorter rounds on, similar to KOTH. Stage 1 could be Cactus Canyon itself, and Stage 2 could be a spy-tech facility disguised as an old-timey train depot.[/QUOTE] I think I only ever played Cactus Canyon once, but multi-stage maps are the worst, so I approve of your proposal.
[QUOTE=Chuggoth;52707036]Every payload map should be as big as upward.[/QUOTE] No. Upward is horrible to play attacking on. WAY too many Sentry spots, no map should have the much open space and sentry spots
[QUOTE=socks_;52707039]No. Upward is horrible to play attacking on. WAY too many Sentry spots, no map should have the much open space and sentry spots[/QUOTE] I mean if you have a semi-competent team you should be able to destroy them, or if you don't have a team their should be ATLEAST 1 other person who knows what their doing to help you destroy the sentries.
[QUOTE=Chuggoth;52707036]Every payload map should be as big as upward.[/QUOTE] Open maps are more fun. Until a good sniper joins the server and you arent allowed to use any of that space
[QUOTE=socks_;52707039]No. Upward is horrible to play attacking on. WAY too many Sentry spots, no map should have the much open space and sentry spots[/QUOTE] Upward is a very well balanced map. It allows for lots of vertical and horizontal mobility and those open spaces give snipers sightlines to counter the mobility classes. The sentry spots upward does have arent ridiculously hard to take down but also aren't extremely easy to take down either. It's design allows a lot more classes to see the light of day than just soldier, demo scout and medic which is one of the flaws of 5CP. One of upwards biggest issues (and a lot of payload maps for that matter) is how stupidly long it is.
I just had a dream about TF2. I checked Steam to see a 500 MB update for TF2. I checked the patch notes, and it said something like this: The Halloween (not scream fortress for whatever reason) update is here! -Added 1 new unusual effect, called Phantom (similar to typhon features in Prey, didn't have a name in my dream so I just called it phantom) -Added 3 new Halloween maps -Replay system: -Merged the replay system with the Demo Support feature. -Valve servers now have replay enabled by default -Replays have been updated to support a codec other than quicktime, as it is unsafe nowadays The unusual effect also applied to weapons, it's kinda like a black gooey radiance around the gun (and it looks friggin awesome) There weren't any new bosses sadly, but they did give you the option to play with the older bosses from earlier Halloween updates. Apparently the Pyro update still wasn't out by then, as I was expecting it to be the Pyro update instead of the Halloween update.
[QUOTE=mastercoms;52706187]It is important to note that SteamVR Home is in Source 2. That means they had to port TF2 assets to Source 2, which could mean these are just a few assets the SteamVR Home team borrowed from a Source 2 port.[/QUOTE] all tf assets are already ported. they have tools that do it auto
My computer is dying again after I spent a bunch of time and money in TF2, because of course it is.
Sorry, you need to Log In to post a reply to this thread.