• Team Fortress 2 Classic V3
    5,020 replies, posted
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You should make this doorway a little wider: [img]http://i.imgur.com/ZnPZTLp.png[/img]
[video=youtube_share;hYXNr4dt_is]http://youtu.be/hYXNr4dt_is[/video] Here is dual wield pistol with a choppy reload animation. I'll probably work on it more sometime. ᴰᵘᵃᶫ ˢʰᵒᵗᵍᵘᶰˢ ʷʰᵉᶰ﹖
Now I want Scattergun animations straight out of Terminator
So last night one fourth said that espionage is now going to be its own game on source 2, if this is true how will you port office to source 2, and also will more then just espionage be ported?
[QUOTE=The_Rad;49728476]and this one? [IMG]http://i.imgur.com/XjGNMnf.png[/IMG] looks like everybody is agree with this one.[/QUOTE] I just want to ask, how does a foot relates to the Agent in anyway?
[QUOTE=M.C.;49733472]I just want to ask, how does a foot relates to the Agent in anyway?[/QUOTE] Footprints are associated with sneaking around; they're the only thing you leave behind. Also footprints like that appeared in Scooby Doo a lot which is probably the main reason for that association [editline]13th February 2016[/editline] [QUOTE=chowder908;49731443][video=youtube_share;hYXNr4dt_is]http://youtu.be/hYXNr4dt_is[/video] Here is dual wield pistol with a choppy reload animation. I'll probably work on it more sometime. ᴰᵘᵃᶫ ˢʰᵒᵗᵍᵘᶰˢ ʷʰᵉᶰ﹖[/QUOTE] I think you should use the idea of them having a longer reload, and animate it so that the Merc reloads one at a time. i.e. put one away, reload second one, put second one away, reload the first one, pull second one back out or do it like Left4Dead, iirc the survivors reload dual pistols one at a time while still holding both pistols
[QUOTE=M.C.;49733472]I just want to ask, how does a foot relates to the Agent in anyway?[/QUOTE] He walks among people and kills them and since they are of noble heritage, their blood is blue and as he walks around he leaves behind blue footsteps.
So does anyone else like the concept scatter Gun more than the current one (that also not functioning like an actual lever rifle)? If I knew how work with v and c animations I would totally port the mod but since I don't perhaps someone else could? [t]https://s-media-cache-ak0.pinimg.com/736x/39/bb/50/39bb50f7b52f19749df787706f34d97a.jpg[/t] Here is a working MOD link with view and world models: [url]http://puu.sh/Nzrz[/url]
[QUOTE=M.C.;49733472]I just want to ask, how does a foot relates to the Agent in anyway?[/QUOTE] [t]http://previews.123rf.com/images/bruno1998/bruno19981404/bruno1998140400037/27536604-Concept-illustration-showing-a-magnifying-glass-over-a-few-footprints-Stock-Vector.jpg[/t] It's usually at the other side of a magnifying glass (i.e. the sign of the bad guy) in cartoonish detective things.
Wait, why's the building BLU if the Agent is BLU and the victims are RED? That doesn't seem to make much sense
Hey guys, it's been awhile since there's been news on Venice, and while there hasn't been much happening on the dev side concerning the map being modified to properly fit the game that doesn't mean I can't do stuff on my side. So, I'm excited to announce sfm_venice_b1, which as of about 13 minutes ago is now live on the SFM workshop. It has all the content packed [I]plus[/I] cubemaps. So ye, if you use SFM you can check it out by [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=622957087"]clicking here[/URL] Also, some things, like the twitch in a rats leg, should never be brought back. A certain four team map of mine might be being remade from the ground up.
[QUOTE=LondierX;49734075]Wait, why's the building BLU if the Agent is BLU and the victims are RED? That doesn't seem to make much sense[/QUOTE] The RED workers have basically snuck their way into a BLU building to sabotage their workplace, and the BLU Agent is sent in to take care of them. The building is a run of the mill Office, but with a lot of undercover stuff going on, hence why the Agent is sent in. Inside the research lab there is a laser, and the Scientist is to destroy what is being studied; the Guard is meant to be there so he can guard the area so the RED workers can do their job of sabotaging the workplace; the Janitor is to basically clean up any "evidence", in this case blood so there's no trace of anything; and the Workers job is to deliver memos to his colleagues so they can sabotage them, or keep them in order to come back with information, and when 50% of the RED team are dead, the Worker can call in their Mercenaries to take care of the Agent. Edit: Not sure how this can't work since Junction literally has the same appeal, but instead of sabotaging, they are taking over the facility. but hey, you know what, if literally no one likes the concept, then Ill just change everything to RED if that makes you happy.
[QUOTE=chowder908;49731443][video=youtube_share;hYXNr4dt_is]http://youtu.be/hYXNr4dt_is[/video] Here is dual wield pistol with a choppy reload animation. I'll probably work on it more sometime. ᴰᵘᵃᶫ ˢʰᵒᵗᵍᵘᶰˢ ʷʰᵉᶰ﹖[/QUOTE] My Dreams are true, now. :)
[QUOTE=Druidlyclean;49734223]The RED workers have basically snuck their way into a BLU building to sabotage their workplace, and the BLU Agent is sent in to take care of them. The building is a run of the mill Office, but with a lot of undercover stuff going on, hence why the Agent is sent in. Inside the research lab there is a laser, and the Scientist is to destroy what is being studied; the Guard is meant to be there so he can guard the area so the RED workers can do their job of sabotaging the workplace; the Janitor is to basically clean up any "evidence", in this case blood so there's no trace of anything; and the Workers job is to deliver memos to his colleagues so they can sabotage them, or keep them in order to come back with information, and when 50% of the RED team are dead, the Worker can call in their Mercenaries to take care of the Agent. [/QUOTE] Not really sure if that's such a great idea. To me, it just seems to overcomplicate things when a basic concept of "Top Secret stuff going down in the office building, rival company sends agent to destroy research and leave no survivors" would work just as well. In the end, it's your map. Do what you think works best.
[QUOTE=Barbarossa;49734619]Not really sure if that's such a great idea. To me, it just seems to overcomplicate things when a basic concept of "Top Secret stuff going down in the office building, rival company sends agent to destroy research and leave no survivors" would work just as well. In the end, it's your map. Do what you think works best.[/QUOTE] [media]http://imgur.com/a/trcWs[/media] God what an eyesore, but if people like it, then here it is. No seriously, this is so hard to look at, some of the rooms feel so damn bright with the textures.
We could probably set you up with some team neutral alternate textures for variety
still chipping away at the office. everything (including the gun) wip [t]http://i.imgur.com/3ybligI.jpg[/t]
[I]Abstract in a modernist office!?![/I] My architecture teacher would have field day on this, even though there's literally nothing wrong with it. Noice stuff OneFourth, and exciting prospects.
[QUOTE=Tinker;49733744][t]http://previews.123rf.com/images/bruno1998/bruno19981404/bruno1998140400037/27536604-Concept-illustration-showing-a-magnifying-glass-over-a-few-footprints-Stock-Vector.jpg[/t] It's usually at the other side of a magnifying glass (i.e. the sign of the bad guy) in cartoonish detective things.[/QUOTE] So why not make it a magnifying glass looking at a footprint then?
[QUOTE=M.C.;49733472]I just want to ask, how does a foot relates to the Agent in anyway?[/QUOTE] Makes sense to me. Slang for cops or detectives back in the day was "flatfoot" due to all the legwork and walking they'd have to do, both on patrol or doing a lot of traveling chasing leads. And since the agent is ostensibly doing a snoop job I'm assuming that was the intention [QUOTE=Druidlyclean;49735006] God what an eyesore, but if people like it, then here it is. No seriously, this is so hard to look at, some of the rooms feel so damn bright with the textures.[/QUOTE] Personally i prefer that over blue, the more rustic tone feels more crappy office building to me. Though if it were me, i'd go for a more neutral tone unrelated to any of the teams, i'm sure in a world so driven by conspiracy and bloody mercenary battles, there's more conflict in the world than just Red Vs Blue stirring shit up. and frankly the hydro palette just does not get enough love
[QUOTE=M.C.;49738225]So why not make it a magnifying glass looking at a footprint then?[/QUOTE] If the shoes represent the role of the agent, having a magnifying glass implies he is a class that is looking for the agent. It's generally very associated with detectives or someone trying to track someone doing suspicious activity.
[img]https://dl.dropboxusercontent.com/u/39556064/Tommy4.jpg[/img]
so recently i got an idea for gamemode concept, and i know its gonna be shot down instantly because its an mvm variant, but at least hear me out, the concept is that a that there would be a team of 15 to 20 mercs going up against a team of 5 normal tf2 class. those 20 mercs are are escorting a robot thats caring a bomb, the robot is computer controlled, the normal classes have to stop those mercs from destroying there defenses, the normal classes can kill the carrier bot, causing the it to respawn back at start, killing it 10 times wins the mission, a spy can also sap it causing it to stop in place and a merc will have to remove the sapper without a wrench, which will take more time then removing it with a wrench(say 5 to 10 seconds)
[QUOTE=blaholtzen;49739473][img]https://dl.dropboxusercontent.com/u/39556064/Tommy4.jpg[/img][/QUOTE] More hit-scan weapons... We don't have too many weapons of that type on DM?
[QUOTE=TheRealRudy;49740214]quick question, is it possible to convert tf2 maps made after 2014/2015 (aka in the new bsp format) to the old bsp format tf2c uses? i wanted to try this map, [URL="https://steamcommunity.com/sharedfiles/filedetails/?id=454165353"]ctf_frosty[/URL], but it obviously made the game crash when loading[/QUOTE] Can someone give some more information about this because my maps run just fine on both of the games on tf2 and on tf2c when recompiled.
[QUOTE=MaartenS11;49740253]Can someone give some more information about this because my maps run just fine on both of the games on tf2 and on tf2c when recompiled.[/QUOTE] I made a map called [B]Gulf[/B] for TF2C back a while ago. And I had people playing it. I got tested on the TFMaps server a lot, and started to actually become kinda fun. [T]http://i.imgur.com/EQKfs1y.png[/T] [I]Version compiled for TF2[/I] It worked fine after I recompiled it in TF2's Hammer. If compiled in TF2C's Hammer, it'd cause this to happen: [T]http://i.imgur.com/p24269K.png[/T] And promptly crash the game shortly after. So, I recompiled it for TF2, then it worked fine. [I]Until the Tough Break Update[/I] Suddenly, A4, which had been fine previously, started crashing servers. I had no idea why, but then I found out. TF2C Maps cannot be played in post TB TF2, and not just that, if the map file was [B]EVER[/B] put into TF2C's Hammer, it [B]HAS TO BE REMADE TO BE PLAYABLE IN TF2[/B]. So basically, your map doesn't run fine, it won't crash instantly, but will if you give it a few minutes.
[QUOTE=Moonrat;49741496]I made a map called [B]Gulf[/B] for TF2C back a while ago. And I had people playing it. I got tested on the TFMaps server a lot, and started to actually become kinda fun. [T]http://i.imgur.com/EQKfs1y.png[/T] [I]Version compiled for TF2[/I] It worked fine after I recompiled it in TF2's Hammer. If compiled in TF2C's Hammer, it'd cause this to happen: [T]http://i.imgur.com/p24269K.png[/T] And promptly crash the game shortly after. So, I recompiled it for TF2, then it worked fine. [I]Until the Tough Break Update[/I] Suddenly, A4, which had been fine previously, started crashing servers. I had no idea why, but then I found out. TF2C Maps cannot be played in post TB TF2, and not just that, if the map file was [B]EVER[/B] put into TF2C's Hammer, it [B]HAS TO BE REMADE TO BE PLAYABLE IN TF2[/B]. So basically, your map doesn't run fine, it won't crash instantly, but will if you give it a few minutes.[/QUOTE] I saw your comment on tf2maps.net and I have bin remaking the map but I never finished the remake
Remember how I was making a VIP map? Well so far its just named vip_ware and here's some new screenshots of the map so far: [t]http://i.imgur.com/XD5q3uJ.jpg[/t][t]http://i.imgur.com/cXBfJvG.jpg[/t] [t]http://i.imgur.com/O7wxXN2.jpg[/t][t]http://i.imgur.com/PRQvMwY.jpg[/t] Heres BLU's spawn [t]http://i.imgur.com/5repjER.jpg[/t][t]http://i.imgur.com/F74xqL3.jpg[/t] Before anyone says anything, this part probably wont come right out from BLU's spawn, and there will be more of an outside area before you enter this warehouse, sort of like Gorge [t]http://i.imgur.com/iNI50ND.jpg[/t][t]http://i.imgur.com/kByvWpQ.jpg[/t] Here's an alternate exit from BLU's spawn into some sewers. The whole map is going to be set in a Hydro styled area, and will involve going through a warehouse to another part of the area to get to an escort vehicle, which is positioned near RED's spawn. Capping the point will either block off a passageway for RED to get to the cap faster, or capping will create new passages to getting to the escort vehicle. Yeah, I know its bad to do an art-pass before the whole thing is finished, but that's just a horrible habit I have
Have been itching to ask this for a while, but kept forgetting; for Death Match, could the Super Shotgun have a user recoil that can be used as a mini-rocket jump like force - a - nature?
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