Major Update Speculation V31: Gamechanging Edition
5,003 replies, posted
i've gotta admit, powerhouse is so much more fun when you're not forcing yourself to win it two or three times for a contract objective
you can just sit back, take it easy, and enjoy the back-and-forth fighting over mid, until someone finally manages to win after like an hour and you can call it enough TF2 for the day
This may be bold of me, but I honestly believe Powerhouse is the best map Valve has every made (at least from a gameplay viewpoint). I really wish it was at least tested out in the comp beta.
Powerhouse is the perfect balance between "stalematey chokefest" and "wide open explosion-loaded action". It's honestly the only map I can consistently enjoy, especially in terms of stalemate heaven.
is mannpower canon?
[QUOTE=Flubbman;50243230]My memory fails me, what are you referring to here?[/QUOTE]
Hellfire.
[t]http://i.imgur.com/2vmbFNw.jpg[/t]
[t]http://i.imgur.com/qMxBSUs.jpg[/t]
It's the most visually bland concrete-fest in TF2. It looks like a map for a gimmicky custom gamemode. In fact that kind of perfectly summarizes Mannpower. Like Prophunt or VSH or something, it actually does have a fun new mechanic. Hopping around on grappling hooks is actually enjoyable. But it ruins the carefully balanced positioning, teamplay, and movement speed mechanics that are central to TF2, much like how VSH removes inter-class interactions and territory control. Yes, it's worth playing, but it has so much less substance and depth to it than the normal game that it doesn't have anywhere near as much staying power. Maybe I'll hop into a VSH server once a year, but it's clear that that's not what TF2 was designed to be from the ground up, so it just doesn't play as well as normal gamemodes.
Mannpower was a mistake.
[QUOTE=Mort Stroodle;50244337]Hellfire.
[t]http://i.imgur.com/2vmbFNw.jpg[/t]
[t]http://i.imgur.com/qMxBSUs.jpg[/t]
It's the most visually bland concrete-fest in TF2. It looks like a map for a gimmicky custom gamemode. In fact that kind of perfectly summarizes Mannpower. Like Prophunt or VSH or something, it actually does have a fun new mechanic. Hopping around on grappling hooks is actually enjoyable. But it ruins the carefully balanced positioning, teamplay, and movement speed mechanics that are central to TF2, much like how VSH removes inter-class interactions and territory control. Yes, it's worth playing, but it has so much less substance and depth to it than the normal game that it doesn't have anywhere near as much staying power. Maybe I'll hop into a VSH server once a year, but it's clear that that's not what TF2 was designed to be from the ground up, so it just doesn't play as well as normal gamemodes.[/QUOTE]
I actually love this design. Very quake-like.
Go in watergate mid and try looking at everything at once. Your eyes are going to bleed because there's so much detail to focus on. It gets 10x even worse when you try spotting an enemy sniper.
Cactus Canyon looks like a turd and yet plays like a god-tier map too.
[QUOTE=ElderLolz;50244538]I never saw hellfire before and thought it'd be a hell/underworld themed map like helltower's.
That's just sad.[/QUOTE]
There are actually lava pits throughout the map, but they're right next to standard-fare concrete buildings so it just looks weird. Like, it doesn't look like some kind of volcano research base or something, it just looks like somebody built a warehouse on top of an active volcano.
[t]http://i.imgur.com/PgnZWbU.jpg[/t]
-snip :tried: -
[QUOTE=Jhejh poT;50245351]So there's gonna be a TF2 update within 1 hour or maybe even less because of OW announcement?[/QUOTE]
Doubtful. If there was to be a reactionary update for TF2 due to Overwatch, it'd probably be the week before Overwatch's actual release date.
[QUOTE=Jhejh poT;50245351]So there's gonna be a TF2 update within 1 hour or maybe even less because of OW announcement?[/QUOTE]what on earth gave you that idea
[QUOTE=JasperDx17;50245470]what on earth gave you that idea[/QUOTE]
The Box God whispers to him :v:
[QUOTE=Jetamo;50243027]I still support the theory of "it's actually done, they're just waiting for a relevant update to throw it out with. "
...such as the ending of the TF comic, in which we've already saw Sniper's mother go into space.[/QUOTE]
That's basically what someone on the TF2 team told Fr0z3nr when he visited them back in November:
[URL="https://www.reddit.com/r/tf2/comments/45xfzx/a_reminder_that_cactus_canyon_hasnt_been_updated/d018if6"][QUOTE]I know this will potentially get buried, but when I was at Valve in November, I asked about CC and Asteroid. From what I was told, and as I understand it, both maps aren't dead. It seemed like they were just waiting for the right time to release. This could have changed in the past 3-4 months, obviously, but as I remember it, this is what I was told (in person, by a member of the TFTeam)... so take that as you wish. [/QUOTE][/URL]
[QUOTE=Johnny Joe;50244474]Mannpower was a mistake.[/QUOTE]
Whenever I stop to wonder what could have been made with all the man hours put into Mannpower, I cry a little.
[QUOTE=Freeze;50244126]This may be bold of me, but I honestly believe Powerhouse is the best map Valve has every made (at least from a gameplay viewpoint). I really wish it was at least tested out in the comp beta.[/QUOTE]
I wholeheartedly disagree. It's a fun pub map, but it would absolutely not work in competitive. If the midfight victory is even remotely one-sided (a 3-4 player advantage or a significant uber advantage), the attacking team would instantly cap last every single time before the spawners were up. If you wipe in 5CP, the other team's scouts will cap mid and the combo and whoever's alive will push up forward onto the 4th point, and possibly even further depending on who is alive. If you wipe in 3CP, a scout can cap mid by himself and 2 people can cap your last before you even get your first respawn.
If you want to play a map where everyone is scared to commit on the midfight in fear of getting overexposed and dying, with catastrophic results for their team, just play cp_granary.
[QUOTE=Magypsy;50245607]Whenever I stop to wonder what could have been made with all the man hours put into Mannpower, I cry a little.[/QUOTE]
Honestly I feel mannpower would've been better if instead of adding these big gimmicks, they add tfc-esque features, such as easier and more powerful bhopping along with class specific grenades
The Power-ups and Grapple should have been separate gamemodes. Maybe even use the Grapples in PASS-time instead?
[QUOTE=GuntMyFries;50246073]The Power-ups and Grapple should have been separate gamemodes. Maybe even use the Grapples in PASS-time instead?[/QUOTE]
I forgot passtime existed. It's a really awkward version of football.
Do any of you guys think there should be some kind of HUD implementation that shows when the Medic healing you has died? Too many times have I went in deep as a Soldier or Heavy with a Kritz Medic healing me and before I jump the corner to attack, he dies from a headshot and I look like an idiot in front of the whole opposing team before I got bombarded to kingdom come.
There already is a HUD representation - your health bar stops showing that you're being healed, and you can't hear the heal beam sound anymore either. Also your medic lets out a bloody death scream.
Still, I don't see the harm in suggesting the option for a less subtle indication, possibly even a customizeable audio cue like hit sounds, or even a full screen or screen border visual effect of some kind indicating when you have a healbeam active.
Although I personally think if you need an intrusive indicator to tell you when your medic is dead, you're probably doing something wrong in terms of protecting them, but whatever floats your boat.
plus the medic's name shows up in the killfeed(which is part of the hud)
[QUOTE=Hell-met;50244586]I actually love this design. Very quake-like.
Go in watergate mid and try looking at everything at once. Your eyes are going to bleed because there's so much detail to focus on. It gets 10x even worse when you try spotting an enemy sniper.
Cactus Canyon looks like a turd and yet plays like a god-tier map too.[/QUOTE]
He's getting disagrees but there's definitely legitimacy to this claim. It's not pushing the limits of the games potential artstyle, but simple maps provide a pretty nostalgic simplicity to the game and I enjoy it when it's like that (as long as it's simple but plays well, and doesn't just look sloppy and play poorly)
[QUOTE=Rajikaru;50237461]I can see why the original TF Team brought back 2Fort even if it's completely unbalanced in current TF2, that version of the game looks super fun and I imagine long slim corridors really added to it moreso than it does to current slow, methodical, team-based TF2.[/QUOTE]
[QUOTE=The Duke;50237792]It's a bit ironic that the two most popular (and also probably two most disliked since most people either love them or hate them lol) maps in TF2, Dustbowl and 2fort, are both actually from a different game (TFC).[/QUOTE]
2fort got picked because it was essentially the "original" map way back before TFC was even a thing. Back when Team Fortress was nothing more then a freeware mod for the first Quake. When you looked at a server browser back then, 50%+ of the servers were almost always some varient of 2fort. 2fort4, 2fort5, 2fort5r were the most common ones.
Legacy... I can't think of the right word for it. But that's pretty much the only reason 2fort is still a thing. Was because it was the first big map in Team Fortress back then.
2fort looked like this before it got put in TFC =P
[IMG]http://braid-game.com/news/wp-content/uploads/2007/09/tf_2fort.jpg[/IMG]
[QUOTE=kos8bit;50238134]Did you mean gas grenades?
tfc nerd itt :v:[/QUOTE]
Gas grenades and the Tranquilzer were bother kind of dumb gimmicks if I recall.. Well, gas grenade sentry nests I guess were effective to an extent as it forced the engineer off his sentry, other wise he'd die to the gas.
For some reason I feel that he's thinking about the medic's bioweapon where you infect people and they either die to it or there's a medic that will heal them. Since that never goes away unless cured.
Didn't mannpower use the Medic's TFC infections as a powerup?
EDIT: Yep, they did, it's called Plague, induces permanent bleed onto foes and people within proximity to them until they get a healthpack, die or touch a locker.
[QUOTE=The Duke;50246759] Plague, induces permanent bleed onto foes and people within proximity to them until they get a healthpack, die or touch a locker.[/QUOTE]
Funny thing is it's just a reskined bleed so shield charges removes the damage but not the plague itself meaning your imune to reinfection. Mannpower screams quality
[QUOTE=Mort Stroodle;50244337]Hellfire.
[t]http://i.imgur.com/2vmbFNw.jpg[/t]
[t]http://i.imgur.com/qMxBSUs.jpg[/t]
It's the most visually bland concrete-fest in TF2.[/QUOTE]I've probably posted this before, but I suspect that the minimalist art-pass for Hellfire is partially to avoid the grappling hook hitting prop collision models instead of the intended wall, and partially due to an expectation that players would be zooming around too fast to really take in the scenery all that much.
[QUOTE=The Kins;50248300]I've probably posted this before, but I suspect that the minimalist art-pass for Hellfire is partially to avoid the grappling hook hitting prop collision models instead of the intended wall, and partially due to an expectation that players would be zooming around too fast to really take in the scenery all that much.[/QUOTE]
You could just turn off collision on most models like you would anyway during your clipping pass
Personally i like Hellfire's art-pass, because it reminds me about first tf2 maps that often had quake-like art-passes
Ahh, community servers, mach4, orangebomb...
[QUOTE=Kitt Stargaze;50246399]2fort got picked because it was essentially the "original" map way back before TFC was even a thing. Back when Team Fortress was nothing more then a freeware mod for the first Quake. When you looked at a server browser back then, 50%+ of the servers were almost always some varient of 2fort. 2fort4, 2fort5, 2fort5r were the most common ones.
Legacy... I can't think of the right word for it. But that's pretty much the only reason 2fort is still a thing. Was because it was the first big map in Team Fortress back then.
2fort looked like this before it got put in TFC =P
[IMG]http://braid-game.com/news/wp-content/uploads/2007/09/tf_2fort.jpg[/IMG][/QUOTE]
This is the reason that my absolute favourite map for just dicking about on is [URL="http://tf2.gamebanana.com/maps/174425"]ctf_2fort_classic_rebirth[/URL]. For lack of a better explanation, it just feels like home.
[t]http://files.gamebanana.com/img/ss/maps/51a9e629d1ecf.jpg[/t]
That said, I much prefer the more open feel of the bridge on [URL="http://tf2.gamebanana.com/maps/46195"]ctf_2fort_classic_v2[/URL]. The ledges at the sides also allow non-explosive classes to get out of the water without having to go all the way through the tunnel.
[t]http://files.gamebanana.com/img/ss/maps/99223.jpg[/t]
[t]http://files.gamebanana.com/img/ss/maps/99224.jpg[/t]
So it's a question about "When can we release it?" :v:? Wow.
is it possible to replace a weapon skins (the colored weapon skins, not the weapon itself) by another weapon from the workshop? Are they different from stock weapon excepted it's only the material that change?
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