• Team Fortress 2 Classic V3
    5,020 replies, posted
[QUOTE=TheKraken;48794664]If you people still have the plans for the inclusion of the half life vox. You could make it say different names for the vip gamemode. And also add an occupation to the start for example Doctor Birdwell.[/QUOTE] What do you mean "you people"? :quotes:
[QUOTE=GardenFreeman;48795022]What do you mean "you people"? :quotes:[/QUOTE] I don't think he meant you specifically in this case
[QUOTE=Yoshiatom;48788731]Should grenades be added, I think they should be a secondary slot replacement. Also, I've got a conscept for a "Mailgun" stuck in my head, but I can't draw for the life of me or 3D model. :disappoint:[/QUOTE] What was the Mail Gun gonna be and which class? Because I can see it being a Rocket Launcher shaped like the stereotypical mailbox, like a rounded Black Box, called the "Pony Express". Or a Heavy minigun where the ammo box is a mailbag. I don't know, I'd like to hear what you specifically mean because now I'm kinda interested and I could try some concept art for it.
A mail gun really doesn't fit the classic TF2 style.
[QUOTE=Sugnod;48796417]What was the Mail Gun gonna be and which class? Because I can see it being a Rocket Launcher shaped like the stereotypical mailbox, like a rounded Black Box, called the "Pony Express". Or a Heavy minigun where the ammo box is a mailbag. I don't know, I'd like to hear what you specifically mean because now I'm kinda interested and I could try some concept art for it.[/QUOTE] Mailbox Class [img]http://i.imgur.com/Z5gHFWA.gif[/img]
The Half Life VOX in this would honestly be incredible. I love the way that thing sounds, and I'm honestly pretty angry about it not being in Black Mesa at all. As for that update from Valve that you guys still need, is there any confirmation that Valve is actually working to fix it?
I think quite a bit of maps from TimeSplitters series would work as Deathmatch maps.
[QUOTE=LittleBabyman;48797005]I think quite a bit of maps from TimeSplitters series would work as Deathmatch maps.[/QUOTE] The only map I remember is the ice station one in TS2 [editline]30th September 2015[/editline] It was cool as balls
[QUOTE=Limed00d;48797016]The only map I remember is the ice station one in TS2 [editline]30th September 2015[/editline] It was cool as balls[/QUOTE] [I]literally[/I] But seriously, maybe certain maps like ts2 nightclub and chinese could work and training grounds as a cp/ctf map this is also the 1,000th post on this thread keep it up
[QUOTE=The Civ;48796897]The Half Life VOX in this would honestly be incredible. I love the way that thing sounds, and I'm honestly pretty angry about it not being in Black Mesa at all. As for that update from Valve that you guys still need, is there any confirmation that Valve is actually working to fix it?[/QUOTE] we've been in email correspondence with them about it. they cant reproduce the linux client glitch, I don't know the status on the other one.
Who knows how to read and convert Valve Time to guesstimate when this willbe fixed?
Sorry guys, but TF2C is gonna be on the back burner for me as I'm now the lead mapper of two Saxxy projects. So best of luck to ye. I'll still be on the thread, so no worries there, just not actively developing Fourt or Venice. P.S. I also fixed up the cubemaps on venice. Besides that not much will happen,[I] but you never know do you?[/I]
*door explodes* Did somebody mention Timesplitters? That was a BA game of my child hood. You guys know of the remake Rewind? Also, my guess for valves time is as bad as Blizzards.
[QUOTE=Sugnod;48798917]Who knows how to read and convert Valve Time to guesstimate when this willbe fixed?[/QUOTE] If I take a guess at the speed they initially responded I'd say 1-2 weeks (I hope). I expect that I'll get many optimistic ratings for this optimism :cat:
Hey guys, I have one suggestion that may sound absurd but bear with me. [B]What if we combined Arena and Capture the Flag together?[/B] The rules are that there are the four teams and everyone has one life, and there is one intelligence. When that team capture the intelligence, they win the round. Considering there's going to be 24 people in a server, that means a maximum of 6 people for each team, or 8 if 32 people, or 32 for 128 people (I don't think there would be that many people in a server). Each round will go from 5-10 mins, depending the amount of people. The maps will probably be the size of Well, with chokepoints to prevent easy plays. This gamemode can combine the fast-paced gameplay of CTF and the tactical thinking of Arena, maybe, we're going to have to playtest it to see what problems there could be. Maybe the gamemode would be too big for four teams, so we could go back to two teams. [I]What do you think guys?[/I]
So, counter-strike. [editline]edit[/editline] Okay, that was a remarkably dumb post.
[QUOTE=savva60;48807520]Hey guys, I have one suggestion that may sound absurd but bear with me. [B]What if we combined Arena and Capture the Flag together?[/B] The rules are that there are the four teams and everyone has one life, and there is one intelligence. When that team capture the intelligence, they win the round. Considering there's going to be 24 people in a server, that means a maximum of 6 people for each team, or 8 if 32 people, or 32 for 128 people (I don't think there would be that many people in a server). Each round will go from 5-10 mins, depending the amount of people. The maps will probably be the size of Well, with chokepoints to prevent easy plays. This gamemode can combine the fast-paced gameplay of CTF and the tactical thinking of Arena, maybe, we're going to have to playtest it to see what problems there could be. Maybe the gamemode would be too big for four teams, so we could go back to two teams. [I]What do you think guys?[/I][/QUOTE] There was a map someone made on TFMaps that was a [B]Multi Stage Arena CTF map[/B], and no, I don't think I could make that up if I tried. [URL="http://tf2maps.net/resources/utilia.57/"]http://tf2maps.net/resources/utilia.57/[/URL] That's the map
The problem with Arena is that nobody likes to sit around and wait for the next round in the pace that TF2 goes at. It's fast enough for people to die relatively easily But slow enough that a 1v1 is the most boring and slowest thing to watch due to people waiting it out and camping in areas until the enemy spots them. At least that's how I view it, I don't think you can make it any fun for at least someone like me.
[QUOTE=Zadrave;48807821]The problem with Arena is that nobody likes to sit around and wait for the next round in the pace that TF2 goes at. It's fast enough for people to die relatively easily But slow enough that a 1v1 is the most boring and slowest thing to watch due to people waiting it out and camping in areas until the enemy spots them. At least that's how I view it, I don't think you can make it any fun for at least someone like me.[/QUOTE] If the 1v1 end is your biggest problem, I can edit the tf_logic to make it so when there is only 1v1, the timer reduces to 1 min or even 30 secs.
[QUOTE=Zadrave;48807821]The problem with Arena is that nobody likes to sit around and wait for the next round in the pace that TF2 goes at. It's fast enough for people to die relatively easily But slow enough that a 1v1 is the most boring and slowest thing to watch due to people waiting it out and camping in areas until the enemy spots them. At least that's how I view it, I don't think you can make it any fun for at least someone like me.[/QUOTE] CS:GO capitalizes on that because of how meticulous the gameplay is. TF2 isn't meticulous. TF2 is meat-headed, and Arena puts the meat-head in time out.
I think that if we ever add arena mode to tf2c it should work like that arena: respawn custom gamemode that got featured on TF2s blog once
[QUOTE=WhyNott;48810125]I think that if we ever add arena mode to tf2c it should work like that arena: respawn custom gamemode that got featured on TF2s blog once[/QUOTE] This.
[QUOTE=Zadrave;48807821]The problem with Arena is that nobody likes to sit around and wait for the next round in the pace that TF2 goes at. It's fast enough for people to die relatively easily But slow enough that a 1v1 is the most boring and slowest thing to watch due to people waiting it out and camping in areas until the enemy spots them. At least that's how I view it, I don't think you can make it any fun for at least someone like me.[/QUOTE] [QUOTE=wauterboi;48808062]CS:GO capitalizes on that because of how meticulous the gameplay is. TF2 isn't meticulous. TF2 is meat-headed, and Arena puts the meat-head in time out.[/QUOTE] [QUOTE=WhyNott;48810125]I think that if we ever add arena mode to tf2c it should work like that arena: respawn custom gamemode that got featured on TF2s blog once[/QUOTE] Yeah, I think I get your point, I just played a game of arena respawn, and it was sooo much better than normal arena. I did, however, create a map that was going to be CTF arena, but seeing it as a bad idea, Im either going to make it normal CTF and/or Deathmatch.
Arena with respawn sounds like a TDM/KOTH game mode to me. Have there been ideas to put in a Team Death Match mode with the mercenary?
I'd like to see a 1 flag CTF game mode, 1 flag in the centre of the map which you have to take to the enemies base. Could use a bomb instead of a briefcase.
[QUOTE=Pokepunch;48816245]I'd like to see a 1 flag CTF game mode, 1 flag in the centre of the map which you have to take to the enemies base. Could use a bomb instead of a briefcase.[/QUOTE] The official ctf_push uses that same idea, as well as my map (shameless advertising).
it would be cool if we had mp_tournament_4teams and we could make 4 team competitive matches one of the gamemodes would be 4 cp which is 1 cp for each team maybe 4 team payload race or even 4 team a/d where RED and BLU are working together on offense and YLW and GRN are working together on defense, or RED and YLW and BLU and GRN each team would have the standard competitive lineup of 6s it would be 24 players, 6 for each team
[QUOTE=Cpt. Cakes;48816567]it would be cool if we had mp_tournament_4teams and we could make 4 team competitive matches one of the gamemodes would be 4 cp which is 1 cp for each team maybe 4 team payload race or even 4 team a/d where RED and BLU are working together on offense and YLW and GRN are working together on defense, or RED and YLW and BLU and GRN each team would have the standard competitive lineup of 6s it would be 24 players, 6 for each team[/QUOTE] It's a good idea, although of the gamemodes mentioned, only 4 team payload race seems like it'd work. Even then, I remember very long discussions on how exactly it'd work that make it seem as if there wouldn't be much room for map variation. 4CP could potentially work, but from what we've seen of it so far, it's very hard to balance to the point that it made Hydro even more stalemate-y. Perhaps if the points were located between team bases rather than in front of them, so each point can be easily accessed by two teams, and each team can easily access two points. Imagine a 3x3 grid, where the corners are the team's bases and the sides are the points (or vice-verse) and the middle would of course be a free-for-all area used to get to the points not next to your base. The A/D as you suggested it is basically no different from 2 team A/D. One way A/D could perhaps work (though it wouldn't be good for comp) that I thought of is a sort of A/D race. Basically, RED defends against GRN while BLU defends against YLW. As well as the obvious competitions of RED vs GRN and BLU vs YLW, GRN and YLW are also competing to cap first, and so RED and BLU are competing to defend better. If YLW cap all of the BLU's point, obviously YLW, but RED also win, for defending longer than BLU could. This also creates crucial decisions: do I defend the RED base, or help YLW attack BLU's base? It's not perfect, there are some definite flaws, eg RED could be terrible but still win because YLW are doing amazingly. At any rate, it's clear that any 4-team gamemode is much harder to balance than a 2-team gamemode, especially when trying to convert a 2-team gamemode into 4-team. I also still think 3-team gamemodes are something that should definitely be included in the mod, once higher-priority goals have been reached. [B]EDIT[/B]: An idea I had to possibly improve the 4-team A/D idea (although it probably wouldn't be feasible map-wise) would be to possibly randomize the arrangement of the teams. So one round it's RED vs GRN and BLU vs YLW as in the example above, next round it's RED vs BLU and GRN vs YLW, GRN vs BLU and YLW vs RED, etc. That way it's not the same two teams winning every time. Of course, as said, this most likely wouldn't be feasible from the map side of things, unless you just made every base neutrally coloured, which has its own problems of "Where the hell am I", especially since the maps would have to be symmetrical to be fair. Maybe the whole idea would work better as a 3-team mode with the same sort of "Race to cap all the points" thing between two of the teams, but both attacking the same team. It might lose a bit of the dynamism of working together with one of the other teams, but probably work out better overall.
[QUOTE=Banjo7J;48817319]It's a good idea, although of the gamemodes mentioned, only 4 team payload race seems like it'd work. Even then, I remember very long discussions on how exactly it'd work that make it seem as if there wouldn't be much room for map variation. [/QUOTE] Just open up hightower, copy paste, and we got the best TF2C map ever made. :D
[QUOTE=savva60;48818138]Just open up [b]de_dust2[/b], copy paste, and we got the best TF2C map ever made. :D[/QUOTE] FTFY
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