• Team Fortress 2 Classic V3
    5,020 replies, posted
[QUOTE=cha0s;50086861]I'm gonna change the subject, I've been seeing devs launching the "tf2classic-beta" could we know why what's coming up? New weapons? New gamemodes?[/QUOTE] We've gotten into a good swing of development (also Easter break happened.) There's not much we can say about what's coming in the next patch but we're trying to get our priorities straight to say the least.
[QUOTE=ZombieGuilded;50086881]You lot just have no Creativity do you. Just shoot & kill. No time for story. No time for Fun. Just pew, pew pew. Well, I'm going to find something better to do with my time instead of pouring my heart and soul into something I cared about just for people to say I don't care, fuckoff. Ich werde sehen Sie alle in der Hölle.[/QUOTE] Jesus christ, it feels like I'm looking at me 8 years ago.
[QUOTE=DrMedicVG;50038848]When are we getting that "leak" of meet the mercenary? (And is it still going to be uplaoded to pornhub or was that just a joke?)[/QUOTE] Oh, it's already out. :^) [video=youtube;YdcF3tyLXng]http://www.youtube.com/watch?v=YdcF3tyLXng[/video]
I basically got like 20 post about screenshot and videos, what Is going on this thread?, I thought that we are talking about map feedback and progress in other feature things.
[QUOTE=alphablaster;50087193]Oh, it's already out. :^) [video=youtube;YdcF3tyLXng]http://www.youtube.com/watch?v=YdcF3tyLXng[/video][/QUOTE] That is quality work right there, m80. Valve's animators are jealous.
Never mind
[QUOTE=MaartenS11;50088310]A lot of npc stuff on github[/QUOTE] So bots? If I could say something right now i think i have an idea on how to fix bots, why not make it so there are different play styles depending on what class the bot chooses and the bots name is, also make it so bots different classes have different nav meshes that could be pre made in hammer by the map maker.
[QUOTE=cha0s;50088670]So bots? If I could say something right now i think i have an idea on how to fix bots, why not make it so there are different play styles depending on what class the bot chooses and the bots name is, also make it so bots different classes have different nav meshes that could be pre made in hammer by the map maker.[/QUOTE] Well first bots have to be able to read the nav mesh and this is somthing someone suggested for tf2-coop so nothing tf2c related sorry for my post.
Rly did you ban that guy? for just telling us her opinion? they are other things that matter than just a simple guy on the internet, i remember when people was nice and didn`t ban people because things like that
[QUOTE=msalinas2877;50089667]i remember when people was nice and didn`t ban people because things like that[/QUOTE] not on here at least, they used to ban puns
[QUOTE=msalinas2877;50089667]Rly did you ban that guy? for just telling us her opinion? they are other things that matter than just a simple guy on the internet, i remember when people was nice and didn`t ban people because things like that[/QUOTE] yeah, are the mods here that butthurt over negative shit or is there something I'm not getting?
[QUOTE=VladCosmonaut;50090300]yeah, are the mods here that butthurt over negative shit or is there something I'm not getting?[/QUOTE] Not butthurt, strict. No one wants drama, bullshit, or just plain irrelevant stupidity bloating up the threads. If you can't follow the basic standards of being a user on facepunch, like reading the rules of posting, then you get what is coming to you. A 24 hour ban is a warning, a permaban is the consequence of failing to heed those warnings.
There's something I noticed with tf2c, I feel the devs and community are way two closed minded, I mean zombies idea for a story in tf2c wasn't that good but permaing the guy wasn't needed, that's like stealing from the cookie jar just to get beaten by a hammer, but I really feel tf2c has become a bit closed minded, we will won't accept things unless we feel valve would accept them, and we only add things that we need instead of braking the mold and thinking of new concepts, I had a concept for a 10th class, called the supplier, he was basically pybro the class, he carried a shotgun that would shoot a spread of nails (for spy checking)and an smg, and he would have a hammer that would remove sappers, and he could toss out metal to engies, but I never posted this idea because I would be crucified because "valve would never add a 10th class" or "the games fine how it is, don't fuck everything up." But yeah I just feel that this community and it's devs are a bit close minded, but it may just be me [sp]also, I type all this in my phone, so expect spell check errors[/sp]
I really hope that was satire. Edit: Apparently not. :v:
[QUOTE=cha0s;50090798]I mean zombies idea for a story in tf2c wasn't that good but permaing the guy wasn't needed, that's like stealing from the cookie jar just to get beaten by a hammer[/QUOTE] 1. Postal, the guy who banned him, is not a TF2c dev. You're conflating a couple authorities here. 2. He got banned for shitposting, not for his idea. [editline]sympathizing here[/editline] I have an idea for a tenth class as well; I have sketches, weapon designs, background, etc. I'm not posting it either, because there's literally no point for it to be added. If the time comes along where it will be easier to create custom classes and host games with them, I will maybe pursue that idea. The reason things like zombies and other very high-workload implementation aren't happening is because the dev team is a handful of people working on this on their off-time who also sometimes enlist other community members for some models, assets, etc. The team is trying to get the base game figured out right now- like implementing voting and other staples of the game (while renovating things like the ui on the way, thanks mrmodez) before getting whimsical long-term goals done.
The Steam Controller isn't very fun to use, mostly because of the hit detection. In live TF2, the Steam Controller is actually really fun to use because it's easier to hit people. Here it's kind of unfun and crappy due to the hit detection It just kind of feels sloppy using it in TF2C compared to using it in something like CS:GO or TF2.
[QUOTE=Cpt. Cakes;50090900]The Steam Controller isn't very fun to use, mostly because of the hit detection. In live TF2, the Steam Controller is actually really fun to use because it's easier to hit people. Here it's kind of unfun and crappy due to the hit detection It just kind of feels sloppy using it in TF2C compared to using it in something like CS:GO or TF2.[/QUOTE] From what I know, getting functioning lag compensation is a metric fuckton of netcode work that nobody wants to start on. Unless we can get a leak of some time after 2007, that is gonna get put on hold. I know what you're saying though, playing without lag compensation and waiting a fraction of a second before your weapon fires is a bit annoying.
Other than the hit detection, using the Steam Controller is sort of okay to use. It might just be that I suck using it in a twitchy environment though. It's fun to use if you're using projectile weapons. Using the gyroscope/motion controls to aim the rocket launcher is actually pretty fun For hitscan weapons it just kinda feels sloppy but you can still play with it
Something I've been working on in my spare time so far, obviously not completed yet. [t]http://i.imgur.com/BkpTQXC.png[/t]
[QUOTE=Dr. Kyuros;50097085]Something I've been working on in my spare time so far, obviously not completed yet. [t]http://i.imgur.com/BkpTQXC.png[/t][/QUOTE] interesting lighting
Releasing ctf_citadel_a1 for the moment. [URL="https://www.dropbox.com/s/x4wxiyroz1gs6dj/ctf_citadel_a1.bsp?dl=0"]Download if you're wondering.[/URL] [t]http://i.imgur.com/gOUV9E3.png[/t][t]http://i.imgur.com/nQyGRkX.png[/t] [t]http://i.imgur.com/q2wRLxd.png[/t][t]http://i.imgur.com/rBkeVjO.png[/t] [sp]if you couldn't tell: TFC Casbah remake[/sp] [editline]April 9th, 2016[/editline] Excuse the floating miniature car in that second pic, going to fix that right now.
[QUOTE=Dr. Kyuros;50103065]Releasing ctf_citadel_a1 for the moment. [URL="https://www.dropbox.com/s/x4wxiyroz1gs6dj/ctf_citadel_a1.bsp?dl=0"]Download if you're wondering.[/URL] [t]http://i.imgur.com/gOUV9E3.png[/t][t]http://i.imgur.com/nQyGRkX.png[/t] [t]http://i.imgur.com/q2wRLxd.png[/t][t]http://i.imgur.com/rBkeVjO.png[/t] [sp]if you couldn't tell: TFC Casbah remake[/sp] [editline]April 9th, 2016[/editline] Excuse the floating miniature car in that second pic, going to fix that right now.[/QUOTE] There is a casbah now in the game. and is this one. [url]http://tf2.gamebanana.com/maps/92490[/url] The problem of remake old maps is usually people makes the same mistakes that the old mappers made.Like in this map(For me casbah always has been very confusing). But anyway, there is a casbah in the game
[T]http://i.imgur.com/NXYoacI.png[/T] Basically, a bit of feedback on Citidel Remove the third entrance into the intel room. The long sightline makes it a bit too hard for any Engie setup within the room. Remove the Sniper perch over the spawns. It gives attackers easy spawncamping, and they already have a big ass platform to go to.
[QUOTE=The_Rad;50103330]There is a casbah now in the game. and is this one. [url]http://tf2.gamebanana.com/maps/92490[/url] The problem of remake old maps is usually people makes the same mistakes that the old mappers made.Like in this map(For me casbah always has been very confusing). But anyway, there is a casbah in the game[/QUOTE] No offense towards MacD11 or Zorbos but I was dissatisfied with the current Casbah we have in-game already for plenty of reasons, especially in it's current state. This is more or less a simple mapping exercise but I'd be pretty overjoyed if it atleast had a few community playtests now and again.
I know I said I would finish this last week, but... dm_canalzone_a2 is done! (what happened to a1? don't ask) [URL="tf2classic.com/forums/discussion/400/dm-canalzone"]Click here to go to the forum post/download page.[/URL] [t]http://i.imgur.com/eAacN7R.png[/t] [t]http://i.imgur.com/jShR2Ub.png[/t] [t]http://i.imgur.com/bzY9gR0.png[/t] [t]http://i.imgur.com/eKBCuZn.png[/t]
Hey kids, want a map? This is [I]Shore[/I], an Arena map that I have just started. I'm hoping to get some form of testing on it at some point. It's a small map, encouraging quick rounds and fast thinking for it's players. You are presented with 3 options upon exiting your spawn, and they all lead to different areas. Each area has an advantage and disadvantage. The lower route gives you the most cover, but puts you on the low ground to people at mid. The middle route brings you straight to the point, though has you at a slight disadvantage to anyone standing on the point. And the upper route gives you a good height advantage over mid, though leaves you exposed to spam and such. The point takes 20 seconds to cap, giving enemies the chance to scramble to mid for a final fight. [B]Download:[/B] [url]https://www.dropbox.com/s/lbj7xkvkhm1843e/arena_shore_a1.zip?dl=0[/url] Screenshots: [T]http://i.imgur.com/Qp0eCIx.png[/T] [T]http://i.imgur.com/QuwQBXd.png[/T] [T]http://i.imgur.com/QX5KYoK.png[/T]
With all of these maps being posted, there is one I wish to be on here (not Banana land). All I can say is: "TRAIIIN RAAAIIIN!"
[T]http://i.imgur.com/ArBnxr7.png[/T]
Hey, I'm the mapper of the deathmatch map Parley. Me and MacD11 been thinking of updating Parley for a while now, but we're not how to move forwad with the map, and we were wondering if you guys had any suggestions or complaints about Parley in its current state, as it would be really helpful.
[QUOTE=DrPyspy;50116334]Hey, I'm the mapper of the deathmatch map Parley. Me and MacD11 been thinking of updating Parley for a while now, but we're not how to move forwad with the map, and we were wondering if you guys had any suggestions or complaints about Parley in its current state, as it would be really helpful.[/QUOTE] Gonna repost this from a while back [T]http://i.imgur.com/FYexH3e.png[/T] [T]http://i.imgur.com/zUFodx4.png[/T] [T]http://i.imgur.com/kKvG76j.png[/T] [T]http://i.imgur.com/5eWllqf.png[/T] One more thing that I was thinking about today. It'd be nice if you could make some of the rooms inside the dam a bit less boring. Specifically the side rooms with the Shotgun and the ramp leading to the second story.
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