• Team Fortress 2 Classic V3
    5,020 replies, posted
[QUOTE=Druidlyclean;49849982][media]http://imgur.com/a/ptmqf[/media] So here is ware so far, I've added a cave system to that one sewer area for BLU to leave spawn from, fixed up those cliffs so they look less round, made BLU's building look better, and gave more detail to the whole level. Still don't have a real layout, its only just these images right now.[/QUOTE] Sorry if this is nitpicky, but: [t]http://i.imgur.com/RouVV6d.jpg[/t] That rooftop should be flat, not angled. That's red's architecture style.
[QUOTE=The_Rad;49855146]Hello, tf2c. I wanted to ask about the grenades. what happened to them? does they will be added?[/QUOTE] They're making frag grenades as a secondary weapon for Deathmatch, not sure about other gamemodes though.
[QUOTE=Druidlyclean;49849982][media]http://imgur.com/a/ptmqf[/media] So here is ware so far, I've added a cave system to that one sewer area for BLU to leave spawn from, fixed up those cliffs so they look less round, made BLU's building look better, and gave more detail to the whole level. Still don't have a real layout, its only just these images right now.[/QUOTE] Dude that looks fucking awesome! You have a talent. So I'm not sure how vip works/will work, but what is the control point for?
[QUOTE=NemomeN;49858362]Dude that looks fucking awesome! You have a talent. So I'm not sure how vip works/will work, but what is the control point for?[/QUOTE] Thank you, that means a lot especially since I don't see so much of what I make. The control point is for signalling the escort vehicle.
[QUOTE=Druidlyclean;49859002]Thank you, that means a lot especially since I don't see so much of what I make. The control point is for signalling the escort vehicle.[/QUOTE] No problem :) So do you win the round when you cap the point or do you need to get into the vehicle? And is the civilian the only one who can cap? Oh btw I've seen a few google documents floating around here a while back, does it/they cover the vip gamemode? In that case you can just link me to them and I'll read it myself
Quick question, is it safe to switch to upcoming or ya still have to stay at beta-test?
[QUOTE=NemomeN;49859446]No problem :) So do you win the round when you cap the point or do you need to get into the vehicle? And is the civilian the only one who can cap? Oh btw I've seen a few google documents floating around here a while back, does it/they cover the vip gamemode? In that case you can just link me to them and I'll read it myself[/QUOTE] There isn't a VIP document as far as I know of right now. Anyone on BLU can cap the point to call the escort vehicle, and RED can cap it back to prevent the civilian from escaping. BLU only wins if the civilian gets to his escort vehicle.
[QUOTE=msalinas2877;49853796]http://imgur.com/a/DaIzL Added Glow to The Civilian, now the team who kill The Civilian wins[/QUOTE] objective glow on the civilian does not seem like a good idea; red will instantly know where to group in order to block the path of the escorts + snipers will be able to see the civ's path and shoot them just as they turn a corner
[QUOTE=Cufflux;49855982]Sorry if this is nitpicky, but: [t]http://i.imgur.com/RouVV6d.jpg[/t] That rooftop should be flat, not angled. That's red's architecture style.[/QUOTE] RED uses more angled roofs, but it doesn't mean BLU can't use any. A lot of newer mappers make this mistake. It all depends on what kind of building you're using. 2Fort, Upward, Badlands, and Sawmill are all Valve made maps that use rustic architecture for BLU. And only Badlands and Sawmill are mirrored in detailing. Just because it's BLU doesn't mean you have to use concrete and metal. Color identification exist as well as material identification.
[QUOTE=bunnybijou;49860476]objective glow on the civilian does not seem like a good idea; red will instantly know where to group in order to block the path of the escorts + snipers will be able to see the civ's path and shoot them just as they turn a corner[/QUOTE] It would be good if the Civilian had a glow, but it wasn't visible through walls. Make it obvious he's the objective without giving him away.
[QUOTE=_charon;49860964]It would be good if the Civilian had a glow, but it wasn't visible through walls. Make it obvious he's the objective without giving him away.[/QUOTE] Honestly, the civilian himself looks like the objective since he is rather obvious on TF2C
If anything, the glow should only be able to be seen by the BLU team so they know his location
[QUOTE=bunnybijou;49860476]objective glow on the civilian does not seem like a good idea; red will instantly know where to group in order to block the path of the escorts + snipers will be able to see the civ's path and shoot them just as they turn a corner[/QUOTE] The glow is not for the enemy team, is for teammates so they know where is the civilian Also i am not a official tf2c developer, i can't promise anything, i am just giving life to the idea of the gamemode
Hello, I'm reworking the computer walls adding the GRN and YLW variation to the existed model [IMG]http://i.imgur.com/I8MXFo3.png[/IMG] what do you think?
If you're gonna be that lazy with it you might as well not
[QUOTE=The_Rad;49862976]Hello, I'm reworking the computer walls adding the GRN and YLW variation to the existed model [IMG]http://i.imgur.com/I8MXFo3.png[/IMG] what do you think?[/QUOTE] looks like a simple color swap done in photoshop
[QUOTE=cha0s;49866908]looks like a simple color swap done in photoshop[/QUOTE] no, it looks like a simple color swap done in photoshop [I]without masking[/I]
You Guys are right, thanks for the feedback. here's the correction. [IMG]http://i.imgur.com/AZjLKY2.jpg[/IMG] what do you think? Edit: Maybe tomorrow I will upload the models that I'm Working so far(for those who wants to see it on detail also assests)
[QUOTE=The_Rad;49868269]You Guys are right, thanks for the feedback. here's the correction. [IMG]http://i.imgur.com/AZjLKY2.jpg[/IMG] what do you think?[/QUOTE] There was a blue-shifted green and orange-shifted yellow color set posted some time ago. Try that.
[QUOTE=The_Rad;49868269]You Guys are right, thanks for the feedback. here's the correction. [IMG]http://i.imgur.com/AZjLKY2.jpg[/IMG] what do you think?[/QUOTE] The gray metal parts of the computer walls actually don't change hue, example being: both RED and BLU's computer wall outer metal part stay the exact same gray hue, as with what you've done with the YLW and GRN walls, they're hues are completely different, and are more coloured towards their team colours, rather than staying gray.
We got about 8 people online right now if anyone wants to come play some vidya games
[media]http://imgur.com/a/SjfpV[/media] Ware has received a new part of the map, which adds part of the warehouse, and gives a second way to get to the escort point. Give a huge thanks to Gamez7 for adding this portion of the map, [B][I][U]Edit:[/U][/I][/B] Since nothing is really happening on the thread, I've made some mock-up poses of how the Special Classes should stand: [t]http://i.imgur.com/zBNe8i3.jpg[/t][t]http://i.imgur.com/cMIHqRA.jpg[/t] I tried making the DM Merc stand differently than the Soldier, so they have a different silhouette in shape. [t]http://i.imgur.com/BIm51Sd.jpg[/t] For the Civilian, with his current animations, I feel his shoulders should be a bit more loose, rather than being stiff; for the crouch, I feel he should get down on one knee, like how the Scout and Medic do.
For the merc, while you've done a good job at breaking the Soldier silhouette, he no longer looks as manic and menacing as he used to. Looks more like he's debating on whether it'd be politically correct to shoot you or not. Perhaps bend the soldiers in and lean him into the weapon. Other than that it looks good for the merc. I like what you've done with the Civ a lot. While it does draw him away from the uptight get it done on my schedule business man it really plays into his non fighting roll by making him look a little flustered and actually worried for his own safety. But hey, I don't speak for the devs, but I do have some cents to give.
Thanks for the feedback on the Civilians's animations! I do think his shoulders are a bit off where they are now and I was thinking the same thing with his crouched pose. I'll be sure to tweak them and finish up the rest of his animations hopefully soon, though i'm a bit busy. By the way, any more input on the Civilian's existing animations? I know there's not many at the moment, but I think his forward run is pretty near to being finished. (also, i'm aware his attack animation is really shit atm, i'll fix that as well) As for the Merc, nobody has gotten around to doing any animations for him, but I do like what you've done with those poses. Looks much nicer than a bunch of hunchback/t-posed dudes fighting with broken guns.
-snip nevermind he already stated what I thought needed fixing-
[QUOTE=Tacosmell;49883858]Thanks for the feedback on the Civilians's animations! I do think his shoulders are a bit off where they are now and I was thinking the same thing with his crouched pose. I'll be sure to tweak them and finish up the rest of his animations hopefully soon, though i'm a bit busy. By the way, any more input on the Civilian's existing animations? I know there's not many at the moment, but I think his forward run is pretty near to being finished. (also, i'm aware his attack animation is really shit atm, i'll fix that as well) As for the Merc, nobody has gotten around to doing any animations for him, but I do like what you've done with those poses. Looks much nicer than a bunch of hunchback/t-posed dudes fighting with broken guns.[/QUOTE] I feel like theres not enough "roll" in his idle, if that makes sense. It feels like a stiff inhale and exhale.
[t]http://i.imgur.com/WuTNbKf.jpg[/t] Here's three more mock-up poses, showing the Sniper Rifle, the Tommy Gun, and the Knife [sp]remember, these aren't actual animations, but mainly a re-positioning of the soldiers animations[/sp] [QUOTE=MacD11;49889351]The thumb looks like its in the way of the scope, I'd move it more towards the barrel of the gun tbh. He also kinda looks hunched over in the same pose.[/QUOTE] [t]http://i.imgur.com/CnBZF33.jpg[/t] How about this?
The thumb looks like its in the way of the scope, I'd move it more towards the barrel of the gun tbh. He also kinda looks hunched over in the same pose.
I like where the death merc poses are heading but i think each stance could stand to be more dynamic, the other mercs' poses look more like they're all ready to go at any second, which makes sense considering how you run most of the time in the game. [img]http://blog.nomadicagency.com/wp-content/uploads/2011/01/valve_tf2_characters.jpg[/img] so far the knife pose is the best looking i think for thigs like the rocket launcher you should consider the implied weight of the weapons when posing as well, the reason the soldier is so hunched over is to clearly show how heavy his weapon is, this should probably also relate to their relative move speeds, and maybe the merc can do it with better posture, but it looks to be really light atm
If you want him to fit soldier's frame but change his personality, you could at least change his hunched posture.
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