• Team Fortress 2 Classic V3
    5,020 replies, posted
[QUOTE=Trittyburd;49742709]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?[/QUOTE] As cool as that sounds, giving a weapon the ability to both close distance and instakill when you get there sounds kinda OP. That, and anyone who played on offblast before it got taken out of rotation knows the super shotty really doesn't need a buff.
[QUOTE=HabberTMancer;49743183]As cool as that sounds, giving a weapon the ability to both close distance and instakill when you get there sounds kinda OP. That, and anyone who played on offblast before it got taken out of rotation knows the super shotty really doesn't need a buff.[/QUOTE] Well, since that wont work, could there be a modified version of the standard shotgun to do the mini jumps then? Like on Gmod Tower's death match game mode.
[IMG]http://images.akamai.steamusercontent.com/ugc/322374898016747201/FD3E8144FFF858C14D66B682225D531258D5AAA8/[/IMG] Don't ask
[QUOTE=msalinas2877;49743971][IMG]http://images.akamai.steamusercontent.com/ugc/322374898016747201/FD3E8144FFF858C14D66B682225D531258D5AAA8/[/IMG] Don't ask[/QUOTE] Campaign mode confirmed?
[IMG]http://i.imgur.com/eJcqXib.png[/IMG] ¿?
[QUOTE=blaholtzen;49739473][img]https://dl.dropboxusercontent.com/u/39556064/Tommy4.jpg[/img][/QUOTE] Please submit this to the TF2 Workshop when you feel like it's complete
Can we have more new weapons? Pls Pls [editline]15th February 2016[/editline] [QUOTE=DrMedicVG;49744195]Campaign mode confirmed?[/QUOTE] Nope.avi
npcs, maybe?
[QUOTE=Richter5294;49744843]npcs, maybe?[/QUOTE] Yes, they are npc's but don't have AI
[t]http://i.imgur.com/B5wUtZY.jpg[/t] [t]http://i.imgur.com/AbLT5W8.jpg[/t][t]http://i.imgur.com/D5ofAGB.jpg[/t] I've done more work to that Warehouse inside of vip_ware, and I have to say, the insides looking a lot better, but I cant say the same for the outside part of it.
[QUOTE=Druidlyclean;49745147][t]http://i.imgur.com/B5wUtZY.jpg[/t] [t]http://i.imgur.com/AbLT5W8.jpg[/t][t]http://i.imgur.com/D5ofAGB.jpg[/t] I've done more work to that Warehouse inside of vip_ware, and I have to say, the insides looking a lot better, but I cant say the same for the outside part of it.[/QUOTE] the red walls kinda clash with the blue symbols imo
I wanted to give my idea for the Agent's emblem, how about a finger to lips shushing? Something like this: [img]http://transit.toronto.on.ca/quiet_zone-200x200.jpg[/img] His character is all about being quiet after all and will be silencing the RED staff members.
Honestly I thought the mask was fine.
I don't see why we need an emblem at all, since he's supposed to be an outlier it would make more sense for him to not have a symbol denoting who he is
Druidlyclean how is going your map?, also can you use cl_drawhud 0 when you take screenshots please?
[QUOTE=msalinas2877;49748401]Druidlyclean how is going your map?, also can you use cl_drawhud 0 when you take screenshots please?[/QUOTE] Uh, which map, I basically have two now. And I hide my hud most of the time, but when it shows up in pictures, I either forget it or I'm in a hurry.
[QUOTE=Druidlyclean;49748676]Uh, which map, I basically have two now. And I hide my hud most of the time, but when it shows up in pictures, I either forget it or I'm in a hurry.[/QUOTE] i talk about vip_ware
[QUOTE=msalinas2877;49749521]i talk about vip_ware[/QUOTE] Well nothing has really changed since I my last post about it, and right now I'm trying to work more on Office. Speaking of Office, here's some design changes: [t]http://i.imgur.com/3mx7pxE.jpg[/t][t]http://i.imgur.com/7KCzY5t.jpg[/t]
[QUOTE=someone101001;49749960]I don't like the brown stripe in the kitchen area I also think a question mark would make a great emblem for the agent[/QUOTE] Might overlap with random selection symbol.
[QUOTE=someone101001;49749960]I don't like the brown stripe in the kitchen area[/QUOTE] Well should it be a different coloured stripe or should I just remove the brown stripe.
[QUOTE=Druidlyclean;49750098]Well should it be a different coloured stripe or should I just remove the brown stripe.[/QUOTE] Change the color to another one
testing the idea of hidden melee weapons for dm, and using environment objects as those weapons [video=youtube;ififRSzsywE]https://www.youtube.com/watch?v=ififRSzsywE[/video]
[QUOTE=OneFourth;49750359]testing the idea of hidden melee weapons for dm, and using environment objects as those weapons [/QUOTE] Add a extinguisher as melee weapon :V
Ok, how is this wall design?: [t]http://i.imgur.com/tLqrR09.jpg[/t] And aside from just putting up the Messhall, here's the new stairway to those observing hallways over the Office: [t]http://i.imgur.com/wJSrNez.jpg[/t][t]http://i.imgur.com/njbqGkA.jpg[/t] [t]http://i.imgur.com/wPv1z8e.jpg[/t][t]http://i.imgur.com/NMSLVvb.jpg[/t]
Probably this will sound dumb, how is the overpowered game mode going? Are the code and the models difficult to make?
[QUOTE=Druidlyclean;49749545]Well nothing has really changed since I my last post about it, and right now I'm trying to work more on Office. Speaking of Office, here's some design changes: [t]http://i.imgur.com/3mx7pxE.jpg[/t][t]http://i.imgur.com/7KCzY5t.jpg[/t][/QUOTE] I really like the architecture of your map and your set decor isn't bad either, but if I had to offer criticism to me it feels way too bright over all lighting wise. TF2 tends to use moody shadows and arcing spotlights, with the ceilings being significantly darker. Here's a response I posted on the subject about 3 years ago to another user: [URL]https://facepunch.com/showthread.php?t=1196077&p=37167470&viewfull=1#post37167470[/URL] In some rooms it's more understandable to have brighter lighting (due to the high ceilings and/or skybox lighting through the windows, ala Turbine), but even the others seem a tad too bright. Some examples: In this shot from what is seemingly supposed to be night skybox, the interior looks like daylight. It's casting strong lighting from the windows while the rest of the room looks almost fully lit alongside it. [t]https://i.imgur.com/pMnWpgj.jpg[/t] This room is darker than the rest of your rooms (and with good reason as a slideshow is running), yet the ceiling is still very bright. [t]https://i.imgur.com/VSykzee.jpg[/t] I also think this long hall in particular, when playing with spotlighting: [t]https://i.imgur.com/cmigRYs.jpg[/t] Could even look like this with some fancy lighting (ignore the crudeness of my Photoshop job): [t]http://i.imgur.com/k8hOJ3G.png[/t] This isn't to say your lighting is terrible of course. I've seen worse, almost fullbright maps. But at the moment it seems very flat, for what has a lot of potential for a moody espionage map. Again, really dig the brush work and prop placement though.
[QUOTE=Butthurter;49751714]ive been suggesting that for a while now and idk why druidly always keeps brushing/ignoring my criticism on the horrible lighting that hes got going on but after the 2nd time i suggested it i just gave up and snip all my posts after he just decides to change topic rather than at least responding with a direct "no"[/QUOTE] I honestly haven't been ignoring your posts, I've been trying hard to get the ceilings dark but not too dark where its black. Really, extreme apologies, at the moment I've just been working on layout and really haven't been paying attention to lighting that much, but once I can, Ill start working on the lighting as Goldenball's suggested. [QUOTE=GoldenBalls;49751633] [t]http://i.imgur.com/k8hOJ3G.png[/t][/QUOTE] [t]http://i.imgur.com/2foMAcE.jpg[/t] Shabam. I should brighten it up more tbh, will get on fixing that up now.
[QUOTE=Druidlyclean;49751749]I honestly haven't been ignoring your posts, I've been trying hard to get the ceilings dark but not too dark where its black. Really, extreme apologies, at the moment I've just been working on layout and really haven't been paying attention to lighting that much, but once I can, Ill start working on the lighting as Goldenball's suggested. [t]http://i.imgur.com/2foMAcE.jpg[/t] Shabam. I should brighten it up more tbh, will get on fixing that up now.[/QUOTE] The new darker lighting helps the room on the left and the office at the end pop, allows the lighting on those control panels on either side shine (whereas before it was hard to see), and the spotlighting sets a great mood for this particular hallway. Looks infinitely better already. Nice work. [B]Edit:[/B] A great way to experiment with lighting is to create a dark version for Source Filmmaker. It allows you to play with spotlight intensity and cone sizes in a live environment which you can then match in Hammer. It's not always practical but it's sometimes helpful when you need to hit a specific feel for a room.
[QUOTE=GoldenBalls;49751633] In this shot from what is seemingly supposed to be night skybox, the interior looks like daylight. It's casting strong lighting from the windows while the rest of the room looks almost fully lit alongside it. [t]https://i.imgur.com/pMnWpgj.jpg[/t][/QUOTE] [t]http://i.imgur.com/aSy2zvX.jpg[/t] How's this? It was slightly a pain for me to get it darker, but I hope this is way better, and the light shining through is supposed to be caused by a bright moon.
[QUOTE=OneFourth;49750359]testing the idea of hidden melee weapons for dm, and using environment objects as those weapons [/QUOTE] I would love to see a stapler melee weapon.
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