• Team Fortress 2 Classic V3
    5,020 replies, posted
[QUOTE=Kaymon;49567921] [URL="http://i0.kym-cdn.com/entries/icons/original/000/018/842/you_are_wrong.png"] http://i0.kym-cdn.com/entries/icons/original/000/018/842/you_are_wrong.png[/URL] Just a simple "(laugh) You are wrong!" Where ever that could be used. Honestly I just want to hear these said in Benjamoose's Civilian voice![/QUOTE] This one could work as a "No" line, maybe?
[QUOTE=Kaymon;49567921]I was browsing around and saw 2 images that I thought to myself would be damn hilarious for the Civilian to say as part of his voicelines. I'll just link them. [URL="http://i.imgur.com/aQCnXIV.jpg"] http://i.imgur.com/aQCnXIV.jpg[/URL] The Civilian in TF2C is still escorted around by his team, right? I figure he'd say something like this after surviving a nasty encounter. Seems like a bad situation a coward like him'd be in :v: Maybe not "shat," but rather "crapped," since the classes in stock TF2 never curse [B]too[/B] strongly. [URL="http://i0.kym-cdn.com/entries/icons/original/000/018/842/you_are_wrong.png"] http://i0.kym-cdn.com/entries/icons/original/000/018/842/you_are_wrong.png[/URL] Just a simple "(laugh) You are wrong!" Where ever that could be used. Honestly I just want to hear these said in Benjamoose's Civilian voice![/QUOTE] Interesting. The "You are wrong" could be a good Jeer line.
[t]http://i.imgur.com/OlcIDWJ.jpg[/t] [sp]whoops, guess who keeps forgetting to turn off the hud[/sp] Trying to make the hallway look better by giving it some detail, it is still ugly to me, and I still am trying my best to make this room look good. [B] Bonus:[/B] [t]http://i.imgur.com/xKUyxym.jpg[/t] Added the skybox and gave every desk props, [t]http://i.imgur.com/CKH73Uu.jpg[/t][t]http://i.imgur.com/eF53UIm.jpg[/t] Added a sky window in this part of the hallway, and changed the floor texture in the Break room so it looks alot less bland, [t]http://i.imgur.com/eIC1m1p.jpg[/t] Moved over the balcony in the Messhall and moved over the wooden props near the side of the door so there is more cover, though that will probably change.
Hello there, as you can see Im from poland. The thing is, I want to play the game in english, but Idk how to change the language in your great mod. Thanks!
[QUOTE=Creeps;49570855]Hello there, as you can see Im from poland. The thing is, I want to play the game in english, but Idk how to change the language in your great mod. Thanks![/QUOTE] nie możesz, nie po to siedziałem po nocach i tłumaczyłem żebyś się anglicyzował teraz cośtam cośtam polacy nie gęsi cośtam cośtam
[QUOTE=WhyNott;49570899]nie możesz, nie po to siedziałem po nocach i tłumaczyłem żebyś się anglicyzował teraz cośtam cośtam polacy nie gęsi cośtam cośtam[/QUOTE] Ale Angielski jest lepszy =S [highlight](User was banned for this post ("English only forum, take it to PMs" - Craptasket))[/highlight]
spróbuj zmienić swój język w ustawieniach steam. A jak to nie pomoże to usuń plik tf2classic_polish.txt z folderu resource moda [editline]20th January 2016[/editline] niewdzięczniku [highlight](User was banned for this post ("Rude(?) either way speak English or take it to PMs" - Craptasket))[/highlight]
[QUOTE=Druidlyclean;49570765][t]http://i.imgur.com/OlcIDWJ.jpg[/t] [sp]whoops, guess who keeps forgetting to turn off the hud[/sp] Trying to make the hallway look better by giving it some detail, it is still ugly to me, and I still am trying my best to make this room look good. [B] Bonus:[/B] [t]http://i.imgur.com/xKUyxym.jpg[/t] Added the skybox and gave every desk props, [t]http://i.imgur.com/CKH73Uu.jpg[/t][t]http://i.imgur.com/eF53UIm.jpg[/t] Added a sky window in this part of the hallway, and changed the floor texture in the Break room so it looks alot less bland, [t]http://i.imgur.com/eIC1m1p.jpg[/t] Moved over the balcony in the Messhall and moved over the wooden props near the side of the door so there is more cover, though that will probably change.[/QUOTE] microwave in the kitchen please, no freeman to screw up this time! :v:
[QUOTE=WhyNott;49570992]spróbuj zmienić swój język w ustawieniach steam. A jak to nie pomoże to usuń plik tf2classic_polish.txt z folderu resource moda [editline]20th January 2016[/editline] Thanks! If I'll have problems you will see post here =) niewdzięczniku[/QUOTE]
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[QUOTE=Druidlyclean;49570765] Bonus:[/B] [t]http://i.imgur.com/xKUyxym.jpg[/t] Added the skybox and gave every desk props, [/QUOTE] The floor details under the work stations make it look pretty crowded, might look better without those other than that things are just looking better and better!
[QUOTE=blaholtzen;49571472]The floor details under the work stations make it look pretty crowded, might look better without those other than that things are just looking better and better![/QUOTE] [t]http://i.imgur.com/lLJSugN.jpg[/t] So like this right? Something about it to me is really off putting, but hey that's just me.
hm, you're right, maybe a simpler sorta carpet? [img]https://dl.dropboxusercontent.com/u/39556064/OfficeCarpet.jpg[/img] i reckon it could be either slightly smaller than the space the furniture takes up, like above or somewhat larger, not sure which will look best maybe with a carpet type texture as well
[QUOTE=blaholtzen;49571950]hm, you're right, maybe a simpler sorta carpet? [img]https://dl.dropboxusercontent.com/u/39556064/OfficeCarpet.jpg[/img] i reckon it could be either slightly smaller than the space the furniture takes up, like above or somewhat larger, not sure which will look best maybe with a carpet type texture as well[/QUOTE] [t]http://i.imgur.com/lvTALSk.jpg[/t] How about a whole carpet with new glass doors? Quick note: those doors are not finalized, I just added them in to see if they fit and by the looks they fit in with their environment, (or well they do to me).
[QUOTE=Druidlyclean;49570765][t]http://i.imgur.com/OlcIDWJ.jpg[/t] [sp]whoops, guess who keeps forgetting to turn off the hud[/sp] Trying to make the hallway look better by giving it some detail, it is still ugly to me, and I still am trying my best to make this room look good. [B] Bonus:[/B] [t]http://i.imgur.com/xKUyxym.jpg[/t] Added the skybox and gave every desk props, [t]http://i.imgur.com/CKH73Uu.jpg[/t][t]http://i.imgur.com/eF53UIm.jpg[/t] Added a sky window in this part of the hallway, and changed the floor texture in the Break room so it looks alot less bland, [t]http://i.imgur.com/eIC1m1p.jpg[/t] Moved over the balcony in the Messhall and moved over the wooden props near the side of the door so there is more cover, though that will probably change.[/QUOTE] Can you change the skybox to a day one. I feel that letting some light in would make the appearance of the level much better. Currently it's mostly just the same lighting and setting, and as a result is rather boring to look at. Hell, even all of the unreleased Espionage detail maps I did had outside areas and such to vary the look of the place. Spytech was never the main them of maps, and for a good reason. It's often boring to look at. It makes for an interesting change of setting when used lightly in maps (2Fort, Well) Though can easily be used too heavily. (Turbine) If you're gonna make a full spytech map, look at Junction. It's shitty gameplay wise, but detail wise is a fucking masterpiece of design. It has tons of small touches, and a lot of interesting out of bounds areas making for a map that is always interesting to look at. And incase you're wondering if that is too intensive for PCs to run, It runs fine in TF2, which is the shitfest of lag that we know today. In TF2C you can easily get 200+ frames on the map. So go insane with the detail. Might be harder that way, but in the end players will love you and your map for going the extra mile. Oh yeah, want to see how Junction compares to your map? [img]http://i.imgur.com/F7NbVLs.png[/img] [img]http://i.imgur.com/5HMUrYj.png[/img] [img]http://i.imgur.com/gN9T5KJ.png[/img] [img]http://i.imgur.com/cWAQ6yu.png[/img]
[QUOTE=Moonrat;49572902]Can you change the skybox to a day one. I feel that letting some light in would make the appearance of the level much better. Currently it's mostly just the same lighting and setting, and as a result is rather boring to look at. Hell, even all of the unreleased Espionage detail maps I did had outside areas and such to vary the look of the place. Spytech was never the main them of maps, and for a good reason. It's often boring to look at. It makes for an interesting change of setting when used lightly in maps (2Fort, Well) Though can easily be used too heavily. (Turbine) If you're gonna make a full spytech map, look at Junction. It's shitty gameplay wise, but detail wise is a fucking masterpiece of design. It has tons of small touches, and a lot of interesting out of bounds areas making for a map that is always interesting to look at. And incase you're wondering if that is too intensive for PCs to run, It runs fine in TF2, which is the shitfest of lag that we know today. In TF2C you can easily get 200+ frames on the map. So go insane with the detail. Might be harder that way, but in the end players will love you and your map for going the extra mile. [/QUOTE] Well I have sorta already been going off Turbine, and I'm not really the best or a master at map making, but I always try my best, plus I don't always have someone at the right hand to tell me if there's something that needs changing, or someone to help me with the map as I work on it. As for the skybox part, I wanted it to be night time for the reason of lighting in the map. Sure it looks bland and dark, but I didn't want some ugly light shining through the windows and onto the walls, but hey if I need to I will show what would happen when I change the sky. Also know that the outside areas that aren't accessible are affected and can make those parts of the map ugly. Here are just some skybox examples I decided to use for office: [t]http://i.imgur.com/k32PhOI.jpg[/t] Granary, good start, but doesn't look too good to me [t]http://i.imgur.com/2LLSkNk.jpg[/t] Upward, Ugly as fuck and really is too bright and shines over too much and is a real eye sore. [t]http://i.imgur.com/YLECQ6p.jpg[/t] Well, looks good, lighting outside is pretty good, but coming out of the office rooms feels like your literally walking out of the building and outside, but only to realize that your inside an office building. With all these examples, props are effected, whether it be inside or outside, a bright prop isn't a pretty prop, especially if it sticks out like a sore thumb.
What about Gravelpit?
[QUOTE=Doctor Hunt;49573677]What about Gravelpit?[/QUOTE] [t]http://i.imgur.com/JpAkxQ5.jpg[/t] Really doesn't look that good, some of the room's with the windows in the roof shine the light onto the walls and it really looks ugly to look at.
[QUOTE=Druidlyclean;49573783][t]http://i.imgur.com/JpAkxQ5.jpg[/t] Really doesn't look that good, some of the room's with the windows in the roof shine the light onto the walls and it really looks ugly to look at.[/QUOTE] What about doublecross? i would rather it be night. i think the office would look much better lit up by the lights on the roof
[QUOTE=Druidlyclean;49573783][t]http://i.imgur.com/JpAkxQ5.jpg[/t] Really doesn't look that good, some of the room's with the windows in the roof shine the light onto the walls and it really looks ugly to look at.[/QUOTE] I personally think that it might just work better if the map has a nighttime skybox. Not only does it look better than the daytime screenshots you've shown, but I feel it works for the Espionage mode. Infiltration by a secret agent, the slow, methodical murder of every worker in the building, distrust among the employees, it all just seems to fit together far better with a dark and stormy night. (dark-and-storminess optional)
[QUOTE=Pretz;49575206]What about doublecross? i would rather it be night. i think the office would look much better lit up by the lights on the roof[/QUOTE] [t]http://i.imgur.com/Dt5Zmxn.jpg[/t] The original sky was Halloween2014, and I had it like that so it would be less "totally dark", but hey, they both look fine, Bonus: [t]http://i.imgur.com/c7kNfab.jpg[/t] Here's the new meeting room, looks alot better than just a small room with just a long table and some blackboards. [sp]dont mind the lighting issue with part of the projector screen, fixed it as of now[/sp]
How does Espionage work?
[QUOTE=Firetornado;49576690]How does Espionage work?[/QUOTE] Imagine Trouble in Terrorist Town reworked to fit into TF2. If you want more details, [URL="https://docs.google.com/document/d/1l3tttFTVFpiI89msw0rao0BFRfv_a-g_gOFLVFYaFfk/edit"]here's the development plan.[/URL]
[QUOTE=Imacreep;49551563] [T]http://i.imgur.com/37GpAvY.jpg[/T] Finally, i tweaked the lighting so it looked more like the portrait. It's not perfect, but i don't why it should be similar to those in the first place. [/QUOTE] That's some good shit. I did some tweaking to make it look more painted and to get rid of some of the noise. [t]http://i.imgur.com/gQutj81.png[/t] I feel someone should actually paint this for real (well digitally) if they are so inclined. Would look nicer.
[QUOTE=Firetornado;49576690]How does Espionage work?[/QUOTE] One guy is an Espionage agent, others are your standard Company working for High ranking Military organization members. Researchers, Janitors, Security officers and so on. The goal is for the attacker to find and take the Intelligence as well as side objectives of killing everyone. Everyone else to stop the Espionage agent. This reminds me, what is the word about the RnD game Mode? Is it in the works? Would anyone want the link to my idea for Grenades, i think I have a good concept on how to use them. What you need to know is that you have limited amounts of them, so every throw counts(like in CSGO) and also different types, and you can only resupply from the ammo packs(small and medium packs are guns first then grenades, large packs are everything) and the Resupply lockers. And of course there are different class specific types. I think that if every class has specific grenades that would be good for them. I also propose an Grenade/Utility slot.
[QUOTE=John N. Workovi;49576983]One guy is an Espionage agent, others are your standard Company working for High ranking Military organization members. Researchers, Janitors, Security officers and so on. The goal is for the attacker to find and take the Intelligence as well as side objectives of killing everyone. Everyone else to stop the Espionage agent. This reminds me, what is the word about the RnD game Mode? Is it in the works? Would anyone want the link to my idea for Grenades, i think I have a good concept on how to use them. What you need to know is that you have limited amounts of them, so every throw counts(like in CSGO) and also different types, and you can only resupply from the ammo packs(small and medium packs are guns first then grenades, large packs are everything) and the Resupply lockers. And of course there are different class specific types. I think that if every class has specific grenades that would be good for them. I also propose an Grenade/Utility slot.[/QUOTE] I'm pretty sure there's more than one Agent in Espionage, scaled up with the total player number in the server. As for the R&D gamemode you mentioned, that was never in the works to begin with, it was just a suggestion some guy made a while back. As far as I know, the only gamemodes that are being considered and/or developed right now are VIP Escort, Espionage and Overpowered, not to mention balancing and finishing up DM and 4-Team.
[QUOTE=Barbarossa;49577100]I'm pretty sure there's more than one Agent in Espionage, scaled up with the total player number in the server. As for the R&D gamemode you mentioned, that was never in the works to begin with, it was just a suggestion some guy made a while back. As far as I know, the only gamemodes that are being considered and/or developed right now are VIP Escort, Espionage and Overpowered, not to mention balancing and finishing up DM and 4-Team.[/QUOTE] Ah. Alright, thank you for the information. Still these game modes that we will get, VIP Escort, Espionage and Overpowered(whatever that is) is good. Is there an CEO considered for espionage? Also would giving some of the other non Agent and Security classes in espionage an ranged weapon be a good idea? nothing OP, just something that is a ranged option? Like Paperclip Pistol for the Worker, Tranq Dart Gun for the Scientist, and I don't know what for the Janitor any ideas? Your thoughts on my grenade suggestion? Frak it I will just link it. It is on the Steams group for the Game by the way. [url]https://steamcommunity.com/groups/TeamFortress2ClassicTF2C/discussions/0/520518053442780077/[/url] Tell me your thoughts.
[t]http://i.imgur.com/VwM6J6O.jpg[/t][t]http://i.imgur.com/zW9IVgZ.jpg[/t][t]http://i.imgur.com/GWGS3c6.jpg[/t] All these images have something in common: Emptiness. I want to make these rooms more detailed, and less bland to walk through, or to stand in. With the Science lab its just that one side of the room I feel needs more detail; with the Research room, I just need an idea towards how I could make this room look more like a Research room; and for the very last room, I have no idea on what to put inside it, right now its just a lounge area with no real purpose towards the Office itself.
why not just decrease the overall size of the room(s)? i doubt that all that floor space will be used at any given moment
[QUOTE=Katatonic717;49576972]That's some good shit. I did some tweaking to make it look more painted and to get rid of some of the noise. [t]http://i.imgur.com/gQutj81.png[/t] I feel someone should actually paint this for real (well digitally) if they are so inclined. Would look nicer.[/QUOTE] Eyes are a bit dark imo.
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