• Team Fortress 2 Classic V3
    5,020 replies, posted
[QUOTE=Sugnod;48819721]FTFY[/QUOTE] we found from extensive dev testing that this is not true [editline]4th October 2015[/editline] its up there tho
[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] I was thinking of doing this with Fourt, except you bring the flag back to your base. P.S. Things happened as well, I'm no longer lead mapper, more of a detail mapper for the Saxxy projects I'm on. That gives me a lot of more time to work on venice.
[QUOTE=OneFourth;48820671]we found from extensive dev testing that this is not true [editline]4th October 2015[/editline] its up there tho[/QUOTE] I mean, like, I know I'm still kinda new here, but, is sarcasm just not a thing? Just trying to lighten the mood since we can't actually play right now.
i was mostly joking
I can imagine 4 team CP could work better if it worked like cp_steel, where your team get different pathways and spawn depending on what points you capture On a related note, we should port cp_steel to tf2c
We should see if we can get permission to use this here as a model for Pyro's Incendiary Cannon [url]http://steamcommunity.com/sharedfiles/filedetails/?id=529255841&searchtext=[/url]
[QUOTE=Lazerlatte;48825495]We should see if we can get permission to use this here as a model for Pyro's Incendiary Cannon [url]http://steamcommunity.com/sharedfiles/filedetails/?id=529255841&searchtext=[/url][/QUOTE] That's actually pretty neat! I was digging through some old sketchbooks and found some modelling ideas I had a while back for TF2 weapons, and one of them was actually an incendiary cannon for the Pyro. It looked a bit like the Soldier's stock rocket launcher, albiet it was a bit chunkier, and it actually had a little flame nozzle on the tip of it, kind of like the Pyro's flamethrower, and it would essentially just light rockets on fire as they exited the barrel. That whole concept ignored all realism whatsoever, but I love the idea of a little flame near the exit of the barrel that lights the rockets on fire. I'll see if I can re-draw it in digital sometime, as it was a pretty shitty pencil sketch.
If we want a balanced 4-team gamemode, we need clear attacking and defending roles. Race gamemodes have never been balanced even in the original game, and as 4CP_Hydro proved, a non A/D CP mode just becomes a huge stalemate. We need regular payload, A/D or KOTH gameplay of we're going to accomodate so many teams. Players need a single objective to focus on, otherwise the teams end up spread out too thinly so instead of an actual battle for the objectives, there are small skirmishes everywhere else. [URL="https://facepunch.com/showthread.php?t=1445480&p=47101511&viewfull=1#post47101511"]Here's a more in-depth example I came up with quite a while ago for a payload map in this sense.[/URL]
[t]http://i.imgur.com/C2fse4P.jpg[/t] While waiting for V.I.P. and for Valve to update Source SDK Multiplayer 2013, I wanted to make some V.I.P. art. Once the new Civilian is released, I'll replace the old one.
can we see about cp_upland in addition to cp_steel?
I had always pictured, speaking of pyro weapons, what if he had a flamethrower, or well, not a [i]flame[/i]-thrower, but it expels liquid nitrogen, so you're giving people freezer burn. Or a snowblower-type thing that shoots out snow, maybe that could be for another class, like it shoots a snowball or iceball like a grenade. I think I might've seen others pitch that idea before, too, but I always thought that'd be [i]cool[/i] thing to see. The only thing that I can see that wouldn't mix, though, other than people's subjective opinion on the design or maybe balance, is how to make the "flame" work. Like, how you've made the flamethrowers team-colored, kinda hard to do that with ice without it looking silly or like a mini aurora borealis.
here is a weapon name idea sugnod The Freezer Burn
[QUOTE=Sugnod;48828365]I had always pictured, speaking of pyro weapons, what if he had a flamethrower, or well, not a [i]flame[/i]-thrower, but it expels liquid nitrogen, so you're giving people freezer burn. Or a snowblower-type thing that shoots out snow, maybe that could be for another class, like it shoots a snowball or iceball like a grenade. I think I might've seen others pitch that idea before, too, but I always thought that'd be [i]cool[/i] thing to see. The only thing that I can see that wouldn't mix, though, other than people's subjective opinion on the design or maybe balance, is how to make the "flame" work. Like, how you've made the flamethrowers team-colored, kinda hard to do that with ice without it looking silly or like a mini aurora borealis.[/QUOTE] [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=15169&searchtext=cold"]http://steamcommunity.com/sharedfiles/filedetails/?id=15169&searchtext=cold[/URL]
[QUOTE=Sugnod;48828365]I had always pictured, speaking of pyro weapons, what if he had a flamethrower, or well, not a [i]flame[/i]-thrower, but it expels liquid nitrogen, so you're giving people freezer burn. Or a snowblower-type thing that shoots out snow, maybe that could be for another class, like it shoots a snowball or iceball like a grenade. I think I might've seen others pitch that idea before, too, but I always thought that'd be [i]cool[/i] thing to see. The only thing that I can see that wouldn't mix, though, other than people's subjective opinion on the design or maybe balance, is how to make the "flame" work. Like, how you've made the flamethrowers team-colored, kinda hard to do that with ice without it looking silly or like a mini aurora borealis.[/QUOTE] [url]http://bioshock.wikia.com/wiki/Chemical_Thrower[/url] ?
For a game mode, how about a 4 way multi point KoTH where the entire map is a set time and teams have to control the points and earn score up to time end or set limit, whoever has the most score wins the round.
I like the new deathmatch pics added, they look really cool, like I'm playing the game in them... I think Im in withdrawal.
[QUOTE=Trittyburd;48836677]For a game mode, how about a 4 way multi point KoTH where the entire map is a set time and teams have to control the points and earn score up to time end or set limit, whoever has the most score wins the round.[/QUOTE] Thats called „Domination“ (dom).
Had anything happened recently? It's been a while since I've heard anything productive-wise. Or is it because valve still hasn't updated source sdk 2013 multiplayer?
Uh, I know Invasion dropped today but I thought I might as well post some venice stuff. [t]http://images.akamai.steamusercontent.com/ugc/395546970932314693/196A67A164C652F1BD6BD744686D60283A33B989/[/t][t]http://images.akamai.steamusercontent.com/ugc/395546970932314406/F2BCDF4F035D29E7648F7D20DC2B449FB42933DC/[/t] P.S. It looks better in game, not to mention the lighting is terrible. I'll fix it up and finish the interior. The exterior is even worse. [I]P.S.S. Also 'bout invasion, duck journal 2.0 now with drops.[/I]
I've got two suggestions: The stretching effect on the muzzle flashes is a good effect, but I think having them vary between sizes erratically would be a more comical and less lingering effect. For example, this gif here. [IMG]http://38.media.tumblr.com/662c3cd11dff7c9f8e9bc43ceaa3bff4/tumblr_inline_nvp9220nEy1s1i5co_500.gif[/IMG] Weapon pickups in Death Match should visibly appear larger than they should be to better identify them. A hovering effect would be a nice touch, too.
Still working on the lighting, but it looks waaaaaay better now. [t]http://images.akamai.steamusercontent.com/ugc/395546970932943239/DA79228182D321A64292E790BFC16381F5780D94/[/t][t]http://images.akamai.steamusercontent.com/ugc/395546970932943020/A76BF9B00928271388D33625D7101D75353866E2/[/t][t]http://images.akamai.steamusercontent.com/ugc/395546970932942707/06F74533DB9D347B06528760DF4AB1B36671BD1B/[/t][t]http://images.akamai.steamusercontent.com/ugc/395546970932940097/CF87D4F184E3D8B690BC008451320316B8BA7146/[/t]
[QUOTE=Agameofscones;48847555]Still working on the lighting, but it looks waaaaaay better now. [t]http://images.akamai.steamusercontent.com/ugc/395546970932943239/DA79228182D321A64292E790BFC16381F5780D94/[/t][t]http://images.akamai.steamusercontent.com/ugc/395546970932943020/A76BF9B00928271388D33625D7101D75353866E2/[/t][t]http://images.akamai.steamusercontent.com/ugc/395546970932942707/06F74533DB9D347B06528760DF4AB1B36671BD1B/[/t][t]http://images.akamai.steamusercontent.com/ugc/395546970932940097/CF87D4F184E3D8B690BC008451320316B8BA7146/[/t][/QUOTE] Cant wait to play it :), is it just a random place in venice or does it have like a weapons factory or something?
[QUOTE=savva60;48848102]Cant wait to play it :), is it just a random place in venice or does it have like a weapons factory or something?[/QUOTE] It's not actually set in Venice, that's just a working title for it until I come up with a better name, (or not). Currently it's just an inspired fishing town place from the depths of my madness.
i'm excited for when valve releases the patch for the beta_test so we can play again
We've recently received a response to or correspondence with Valve. They cited the day as them being "a bit under water at the moment" which I assume has to do with Halloween and Invasion. They asked us some questions and I assume they'll be getting a patch out the door soon. tl;dr: received email from valve, expect something from us possibly within the month.
cool, I like playing tf2c
[QUOTE=iiboharz;48854798] tl;dr: received email from valve, expect something from us possibly within the month.[/QUOTE] So like in a year?
[t]http://images.akamai.steamusercontent.com/ugc/395546970936613233/C3D66D5BDB8E16A65848E944D9F6E1391F027A8B/[/t] [t]http://images.akamai.steamusercontent.com/ugc/395546970936612741/51A5238833CBB060347806EDB367B797E9C099F5/[/t] Besides the unbuilt cubemaps I think I got it right the second time.
[QUOTE=Agameofscones;48855788][t]http://images.akamai.steamusercontent.com/ugc/395546970936613233/C3D66D5BDB8E16A65848E944D9F6E1391F027A8B/[/t] [t]http://images.akamai.steamusercontent.com/ugc/395546970936612741/51A5238833CBB060347806EDB367B797E9C099F5/[/t] Besides the unbuilt cubemaps I think I got it right the second time.[/QUOTE] move the pills a bit higher up
Could we see some progress on the game, like models for example? Just trying to make it more lively around here.
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