• Team Fortress 2 Classic V3
    5,020 replies, posted
[QUOTE=Snowshoe;49638755]Should we remove regular Hydro too? Dustbowl? 2Fort?[/QUOTE] More is not more. Last I checked, there's nothing perfectly wrong with any of those maps, barring the old community's ignorance towards them. Some things just need to be let go, and this has a good reason to leave.
[QUOTE=Snowshoe;49638755]Should we remove regular Hydro too? Dustbowl? 2Fort?[/QUOTE] Hydro, Dustobowl, and 2fort may be flawed maps but just removing them may not fix it, those maps, 2fort and dustbowl at least, are a big part of the community, if it were up to me id say leave them in the game, and make and new version, a "2fort II" like dust2 is an impoved dust, but its not up to me and im just one guy on a forum.
[QUOTE=DohEntertainmen;49638767]More is not more. Last I checked, there's nothing perfectly wrong with any of those maps, barring the old community's ignorance towards them. Some things just need to be let go, and this has a good reason to leave.[/QUOTE] It's not happening. If you want a test map, DM Compound was a test map. CP Hydro is not a test map.
[QUOTE=Snowshoe;49638896]It's not happening. If you want a test map, DM Compound was a test map. CP Hydro is not a test map.[/QUOTE] Technically, all of this is temporary, considering it's still a "beta". Anything's up for leave, unless you're unwilling to accept any criticism to heart.
[QUOTE=DohEntertainmen;49638983]Technically, all of this is temporary, considering it's still a "beta". Anything's up for leave, unless you're unwilling to accept any criticism to heart.[/QUOTE] We might as well start removing everything if we're going to have that kind of attitude towards dustbowl
[QUOTE=maxfield;49639417]We might as well start removing everything if we're going to have that kind of attitude towards dustbowl[/QUOTE] Except nobody dislikes Dustbowl. Valve themselves playtested, and changed the map until it was very much playable, with it only being popularised as unlikable, by mere fad. You just seem to be acting angered by anyone disagreeing with you, and are making a threat to what is a simple critique against adding needless things, by saying that we must remove what is old as well.
I just had this really dumb, weird idea in a dream: what if the civillian could pick certain weapons up, but have really bad accuracy, and low ammo? Just a thought really
[QUOTE=DrMedicVG;49639542]I just had this really dumb, weird idea in a dream: what if the civillian could pick certain weapons up, but have really bad accuracy, and low ammo? Just a thought really[/QUOTE] I'm just imagining him picking up a scattergun and trying to scare off an incoming heavy while panicking more and more before he fires it and is knocked flat on his ass by the recoil
I'd love to see a variant of the VIP mode where the classes are replaced with the mercs instead. Combines death match with an escort mission.
Hate to post so much about my map, unless you like seeing the progress of it, but here's some changes I did, small and slightly large: [t]http://i.imgur.com/yPp7Aya.jpg[/t][t]http://i.imgur.com/K9YND08.jpg[/t] So I raised the floor in the Office hall, and made a better transition from the one hallway; as for the Entrance to the garage, I made it a bit darker, replaced the rover, and added a little guard post room for detail.
See the thing is, I've got a old ass version of Fourt with a neutral flag in the center. Tried it locally with some friends and it went pretty well. Except that map is ungodly unoptimized, so I'll have to hold back pushing that out before Venice (Which is now around 90% cleaned up, so put your hats on and sit tight.)
[QUOTE=someone101001;49640275]What if there was a weird deathmatch mode where you only respawn when the person who killed you dies, and the only way to win is to kill everybody?[/QUOTE] That reminds me of that old kids game, Poison ball. which the name Poison ball alone could spin off some crazy gamemode ideas
[QUOTE=someone101001;49640275]What if there was a weird deathmatch mode where you only respawn when the person who killed you dies, and the only way to win is to kill everybody?[/QUOTE] That sounds like a last-stand gamemode, sounds interesting Maybe can be a DM variant.
[QUOTE=Kierany9;49639590]I'm just imagining him picking up a scattergun and trying to scare off an incoming heavy while panicking more and more before he fires it and is knocked flat on his ass by the recoil[/QUOTE] some one make this an animation!
I've been doing a lot of experimental work in hammer for this mod and have noticed there are a lot of missing models from live TF2. I took some time and have compiled a master list of the missing models. If nobody is working on this I wouldn't mind taking the time to extract the models from TF2 and get them imported into TF2C to be implemented in a future update. I feel like its important to have the same model database as live TF2 to ensure map compatibility, as well as give mappers more to play with. [B][I]This Master of missing models is as follows:[/I][/B] models/ambulance.mdl [B][I]pl_hoodoo/[/I][/B] models/pl_hoodoo/metal_door_01.mdl [B][I]props_coldfront/[/I][/B] models/props_coldfront/waste_base.mdl models/props_coldfront/waste_elevator_cf.mdl models/props_coldfront/waste_ring.mdl [B][I]props_decker/[/I][/B] models/props_decker/tf2_crane.mdl [B][I]props_halloween/[/I][/B] models/props_halloween/bombonomicon.mdl models/props_halloween/candle.mdl models/props_halloween/candle_cluster.mdl models/props_halloween/cobweb_01.mdl models/props_halloween/cobweb_02.mdl models/props_halloween/cobweb_04.mdl models/props_halloween/eyeball_projectile.mdl models/props_halloween/flask_bottle.mdl models/props_halloween/flask_erlenmeyer.mdl models/props_halloween/flask_florence.mdl models/props_halloween/flask_tub.mdl models/props_halloween/flask_tube.mdl models/props_halloween/flask_vial.mdl models/props_halloween/fridge.mdl models/props_halloween/ghost.mdl models/props_halloween/ghost_no_hat.mdl models/props_halloween/halloween_clock_hand.mdl models/props_halloween/halloween_clock_pendulum.mdl models/props_halloween/halloween_clock_tower.mdl models/props_halloween/halloween_clockface_green.mdl models/props_halloween/halloween_rock001.mdl models/props_halloween/halloween_rock0010.mdl models/props_halloween/halloween_rock0010_large.mdl models/props_halloween/halloween_rock001_large.mdl models/props_halloween/halloween_rock002.mdl models/props_halloween/halloween_rock002_large.mdl models/props_halloween/halloween_rock003.mdl models/props_halloween/halloween_rock003_large.mdl models/props_halloween/halloween_rock004.mdl models/props_halloween/halloween_rock004_large.mdl models/props_halloween/halloween_rock005.mdl models/props_halloween/halloween_rock005_large.mdl models/props_halloween/halloween_rock006.mdl models/props_halloween/halloween_rock006_large.mdl models/props_halloween/halloween_rock007.mdl models/props_halloween/halloween_rock007_large.mdl models/props_halloween/halloween_rock008.mdl models/props_halloween/halloween_rock008_large.mdl models/props_halloween/halloween_rock009.mdl models/props_halloween/halloween_rock009_large.mdl models/props_halloween/hwn_jiggle_test.mdl models/props_halloween/hwn_spellbook_incomplete.mdl models/props_halloween/hwn_spellbook_magazine.mdl models/props_halloween/hwn_spellbook_page.mdl models/props_halloween/jackolantern_01.mdl models/props_halloween/jackolantern_02.mdl models/props_halloween/merasmus_skull_island.mdl models/props_halloween/mousetrap.mdl models/props_halloween/smlprop_bat.mdl models/props_halloween/smlprop_ghost.mdl models/props_halloween/smlprop_spider.mdl models/props_halloween/tombstone_01.mdl models/props_halloween/tombstone_02.mdl models/props_lakeside_event/vortex_lakeside.mdl models/props_viaduct_event/house_hat02.mdl models/props_viaduct_event/stone_button_trap.mdl [B][I]props_lakeside/[/I][/B] models/props_lakeside/stone_01.mdl models/props_lakeside/stone_02.mdl models/props_lakeside/stone_03.mdl models/props_lakeside/wood_crate_01.mdl models/props_lakeside_event/bomb_temp.mdl models/props_lakeside_event/bomb_temp_hat.mdl [B][I]props_lakeside_event/[/I][/B] models/props_lakeside_event/buff_plane.mdl models/props_lakeside_event/wof_plane.mdl models/props_lakeside_event/wof_plane2.mdl [B][I]props_lilchewchew/[/I][/B] models/lilchewchew/lilchewchew_v3.mdl models/lilchewchew/lilchewchew_wheels_v3.mdl [B][I]props_mining/[/I][/B] models/props_mining/ingot001.mdl models/props_mining/track_arc_22_5degree_512.mdl models/props_mining/track_arc_45degree.mdl models/props_mining/track_arc_45degree_128.mdl models/props_mining/track_arc_45degree_256.mdl models/props_mining/track_rail_32.mdl models/props_mining/track_rail_bent1.mdl models/props_mining/track_rail_bent2.mdl models/props_mining/track_rail_bent3.mdl models/props_mining/track_rails_arc_45d_128.mdl models/props_mining/track_rails_arc_45d_256.mdl models/props_mining/track_rails_st_128.mdl models/props_mining/track_rails_st_64.mdl models/props_mining/track_straight_32.mdl models/props_mining/track_tie.mdl models/props_movies/alert_sign.mdl [B][I]props_movies/[/I][/B] models/props_movies/campervan/campervan.mdl [B][I]props_nightfall/[/I][/B] models/props_nightfall/door_176x208.mdl models/props_nightfall/rail_64_001.mdl models/props_nightfall/rail_64_001.mdl models/props_nightfall/rail_corner.mdl models/props_nightfall/staircase_192x120.mdl models/props_nightfall/wood_frame_001.mdl models/props_nightfall/wood_framing_001.mdl models/props_nightfall/wood_support_001.mdl models/props_nightfall/woodbeam_192.mdl models/props_nightfall/woodbeam_256.mdl [B][I]props_soho/[/I][/B] models/props_soho/acunit001.mdl models/props_soho/acunit001b.mdl models/props_soho/acunit002.mdl models/props_soho/acunit002b.mdl models/props_soho/acunit003.mdl models/props_soho/acunit003b.mdl models/props_soho/acunit004.mdl models/props_soho/acunit004b.mdl [B][I]props_swamp/[/I][/B] models/props_swamp/airboat.mdl [B][I]props_td/[/I][/B] models/props_td/atom_bomb.mdl [B][U]props_teaser/[/U][/B] models/props_teaser/update_billboard001.mdl models/props_teaser/update_poster001.mdl models/props_teaser/update_poster002.mdl [B][U]props_training/[/U][/B] models/props_training/target_demoman.mdl models/props_training/target_engineer.mdl models/props_training/target_heavy.mdl models/props_training/target_medic.mdl models/props_training/target_pyro.mdl models/props_training/target_scout.mdl models/props_training/target_sniper.mdl models/props_training/target_soldier.mdl models/props_training/target_spy.mdl [B][I]props_vehicles/[/I][/B] models/props_vehicles/parts/robot_train_car.mdl models/props_vehicles/train_flatcar_container_01c.mdl models/props_vehicles/train_flatcar_container_01d.mdl models/props_vehicles/train_flatcar_container_doorl.mdl models/props_vehicles/train_flatcar_container_doorr.mdl [B][I]props_viaduct_event/[/I][/B] models/props_viaduct_event/coffin_simple_base.mdl models/props_viaduct_event/coffin_simple_closed.mdl models/props_viaduct_event/coffin_simple_lid.mdl models/props_viaduct_event/door_glow_mesh.mdl models/props_viaduct_event/house_hat01.mdl models/props_viaduct_event/house_hat01b.mdl models/props_viaduct_event/iron_fence01.mdl models/props_viaduct_event/iron_fence01b.mdl models/props_viaduct_event/iron_fence01c.mdl models/props_viaduct_event/iron_fence01d.mdl models/props_viaduct_event/iron_fence01e.mdl models/props_viaduct_event/loot_base.mdl models/props_viaduct_event/skull_island_stairs01.mdl models/props_viaduct_event/underworld_bridge01.mdl models/props_viaduct_event/underworld_bridge02.mdl models/props_viaduct_event/underworld_bridge03.mdl models/props_viaduct_event/underworld_bridge04.mdl models/props_viaduct_event/underworld_door01.mdl models/props_viaduct_event/underworld_torch01.mdl [editline]31st January 2016[/editline] Some other interesting findings to make note of. All regular gamemodes work with deathmatch when the following prerequisites are in place: >The map prefix is dm >tf_gamerules is present >tf_gamelogic is present There are obviously some bugs with this method, which include: >There is no way to tell which team you are on (the custom color over rides this obviously) I'd love to see the dev team implement Mercenary CTF and KOTH at the very least with teams. Or even possibly implement a gamemode with moving control points, seeing the player with the most hill control time wining the round.
[QUOTE=TheRealRudy;49643443]please no halloween stuff, everything else is fine but no halloween props and shit[/QUOTE] I think we need the halloween props because there is a halloween update planned
[QUOTE=TheRealRudy;49643443]please no halloween stuff, everything else is fine but no halloween props and shit[/QUOTE] Honestly not a lot of the halloween stuff is that outlandish. Mainly things like cobwebs and candles, as well as counterparts to different already ported over items. A decent amount of halloween props are already in the game, just the ones listed are missing.
I think for the most part we've been porting stuff over as we need it but I wouldn't be opposed to porting everything at once.
Hey guys, so I havent been following the thread for about the last 100 posts, so sorry if this is a bad time. But I love tf2c and I wanted to share an Idea I had. so one of my big problems with vanilla tf2 is the Demoman class, for someone who is supposed to be a demolitions man he sure has a lot of sword and shield weapons. So I have an idea to fix it, this idea would never fly in vanilla tf2 so I figured I would propose it to you guys here, The Swords Man Update: Features: New map: Set In Scotland somewhere in the wilderness, a castle theme maybe. Swordsman Class: Origin: Uk or Scotland Background: he is like a history buff or obsessed with swords and collecting them, does professional fencing and is the best fencer in the world or something. Mercenary on the side because of his fencing skills. (hey its tf2 crazier stuff has happened) Voice: Witty British guy Abilities: Just port over the Demoman's wee booties, eyelander, and chargin targe Also Swordsman would have a block ability that can parry other melee attacks or something Thank you for reading this idea, I know it doesn't really fit the original aspirations of the Tf2c mod (bringing back tf2 beta) but since vehicles and other crazy things are being introduced I thought I shoud propose this. Please give feedback below. Edit: I also know this isn't a priority and will likely never happen, I just wanted to share it anyway.
If nobody's bothered yet I'd be happy to extract everything on that list and neatly organize it into a zip that can be dumped right into the directory.
New Class: the driver. [IMG]http://i.imgur.com/D8q6UF5.png[/IMG] [IMG]http://images.akamai.steamusercontent.com/ugc/37496212304537355/3047049512BAF37A387E821FBB62E3615B79B7A7/[/IMG] [IMG]http://i.imgur.com/ECwO9Dr.png[/IMG] It took me more than 15 minutes to do this. Enjoy :P
[QUOTE=EonDynamo;49644811]If nobody's bothered yet I'd be happy to extract everything on that list and neatly organize it into a zip that can be dumped right into the directory.[/QUOTE] That would be awesome man do that.
[QUOTE=The_Rad;49644924]New Class: the driver. [IMG]http://i.imgur.com/D8q6UF5.png[/IMG] [IMG]http://images.akamai.steamusercontent.com/ugc/37496212304537355/3047049512BAF37A387E821FBB62E3615B79B7A7/[/IMG] [IMG]http://i.imgur.com/ECwO9Dr.png[/IMG] It took me more than 15 minutes to do this. Enjoy :P[/QUOTE] The only thing I hate about that model, is how pale/dusty his skin looks, it just doesn't look natural. Plus the back of his vest sorta morphs around when hes in certain positions. Speaking of models morphing, has the arms on the DeathMatch Mercenary been fixed, cause the arms flattens themselves if they are rotated back too far.
I'm imagining deathmatch mode on cp_manor_event and I like the idea of the HHH spawining and being a huge target that gives you 20 points for killing it or something. [img]http://orig03.deviantart.net/896a/f/2016/031/9/5/classic_halloween_hype_by_mrdrproftoaster-d9q1zlx.jpg[/img] EDIT: sorry for the giant picture
Espionage office has been given some new props, the pictures ahead don't show every single one, but its mainly just a glimpse of what was added: [t]http://i.imgur.com/nFzTsUg.jpg[/t][t]http://i.imgur.com/cSgSY7M.jpg[/t][t]http://i.imgur.com/ZTnps7r.jpg[/t][t]http://i.imgur.com/zmZu2BE.jpg[/t] If they look familiar for some reason, they are from that old sfm beta leak that gave all the models for the TF2 trailers. If people want to make models for the map, then contact me, I would be more than happy to look at them and see if they would fit in.
[QUOTE=The_Rad;49644924]New Class: the driver. [IMG]http://i.imgur.com/D8q6UF5.png[/IMG] {pics cut out to save space} It took me more than 15 minutes to do this. Enjoy :P[/QUOTE] I think a class that drives a car would use a more accurate weapon with less spread like the pistol, SMG, or Stein not a shotgun.
[QUOTE=The_Rad;49644924]New Class: the driver. [IMG]http://i.imgur.com/D8q6UF5.png[/IMG] [IMG]http://images.akamai.steamusercontent.com/ugc/37496212304537355/3047049512BAF37A387E821FBB62E3615B79B7A7/[/IMG] [IMG]http://i.imgur.com/ECwO9Dr.png[/IMG] It took me more than 15 minutes to do this. Enjoy :P[/QUOTE] If you are trying to add a class, please make better examples.
I followed this: [url]http://tf2classic.com/install.php[/url] I even had to make a sourcemods folder because I didn't have one. I restarted Steam but there's no Team Fortress 2 Classic in my library.
On the note of custom classes, it's possible to add your own classes in, right? Same with weapons? How would you go about doing that? And to anyone else who keeps suggesting weird outlandish classes or weapons or gamemodes to TF2C, you should probably take note that the devs will never consider it, but that shouldn't stop you from wanting to implement it in your own servers. It is possible, you know.
[QUOTE=MrDrToaster;49646780]I think a class that drives a car would use a more accurate weapon with less spread like the pistol, SMG, or Stein not a shotgun.[/QUOTE] Hey MrDrtoaster, I fixed the textures. [IMG]http://i.imgur.com/6Aakwz1.png[/IMG] also, BAM 4 teams. [IMG]http://i.imgur.com/JTV0mXj.png[/IMG]
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