There is no need to reskin the nail gun, it looks alright in the TF2 world.
Also, maybe for DM/randomizer, there could be a super nail gun as a special weapon like the chainsaw.
[IMG]http://imgur.com/OrGLFI0.jpg[/IMG]
I got a cool concept for engineer. You know how in meet the spy, the announcer says there's a red spy in the base? We always thought that was the function of the spectator or it happens in the game. But nobody really wants to be a spectator, (unless they're admin), so I thought of giving the engi another playstyle.
The building "The Discloser" (Ill probably change that name), basically tells how many enemies there are in its range and makes an alarm sound. This can be useful for a more defensive option and if the team is focusing mostly on offense. The building requires 100 metal to place and 200 to upgrade, the same as dispenser. Each upgrade increases the radius of the detector as shown by this picture. Level 1: 1024 units, Level 2: 1536 units, Level 3: 2048 units.
[IMG]http://i.imgur.com/r2l21L0.jpg?1[/IMG]
The detector can detect through walls, and spies, (I don't know if the detector should see through disguises and/or invisibility, only playtesting would answer that). The downsides of this building is it has 75 health at level 1, and 125 at level 3, so can be taken down by 2 rockets, or 3-5 seconds of sapping time.
While I myself am not good at modelling, I'll try to create the Discloser in TF2C and maybe even find a custom model for it.
What do you think guys? Yea or Nay?
[QUOTE=CheezMan;48932562]changing a weapon's appearance so that it fits realistic standards isn't really logical in a game like tf2, a game where tons of crazy stuff happen[/QUOTE]
Not to fit realistic standards, but to look and feel like a unusual weapon that can pack a punch.
The Mythbusters things is true but also because well its the internet and all that. But like I said I want this weapon to look and fell like it can pack a punch. Just consider that please?
[QUOTE=John N. Workovi;48934920]Not to fit realistic standards, but to look and feel like a unusual weapon that can pack a pinch.[/QUOTE]
Might as well give scout a minigun, that packs a pinch too.
Scout should get SMGs and some other high capacity types of weapons, he does not have the upper body strength to lug Miniguns around like the Heavy weapons Guy. Instead of explaining why you do not like my suggestion, you instead make fun of my idea. Why? Do I have "Punching Bag" as my charachter type or something? Because let me tell you, I am no ones punching bag.
Or maybe its a "Your idea is stupid and you are stupid" mentality. A pity.
[QUOTE=John N. Workovi;48935056]Scout should get SMGs and some other high capacity types of weapons, he does not have the upper body strength to lug Miniguns around like the Heavy weapons Guy. Instead of explaining why you do not like my suggestion, you instead make fun of my idea. Why? Do I have "Punching Bag" as my charachter type or something? Because let me tell you, I am no ones punching bag.
Or maybe its a "Your idea is stupid and you are stupid" mentality. A pity.[/QUOTE]
You are not stupid, nor a punching bag. Just ignorant. I can see why you want scout to have a beefier nail gun because you think it looks cooler and more "unusual".
Well what if I think that scout should get a minigun? It super awesome to see a really fast guy with a really strong gun, No? Or is it not "realistic"?
Im giving my opinion about it, and I believe most of the thread gave one too, but you tend to ignore it and think EVERYONE is on your side and likes your idea. I don't like the idea, and made a tiny joke about it, so don't get butthurt about.
Nobody is punching you, only you are.
This mod is called Team Fortress 2 Classic, which means a combination of TFC and TF2. One idea was making the Nailgun a mix to reflect the spirit of the mod. There could be grenades. But I have a feeling that some will tag this post dumb and disagree. I have some ideas, but you do not want them, fine. Say it.
NOT A STAT CHANGE WITH THE VISUAL ONE, JUST A COSMETIC CHANGE. DO YOU GET IT NOW!?
All i heard was "I dont want change" anyway.
I still don't think "Team Fortress 2 Classic" is a good name for the mod anymore. It's not very TFC-y anymore.
[QUOTE=John N. Workovi;48935318]This mod is called Team Fortress 2 Classic, which means a combination of TFC and TF2. One idea was making the Nailgun a mix to reflect the spirit of the mod. There could be grenades. But I have a feeling that some will tag this post dumb and disagree. I have some ideas, but you do not want them, fine. Say it.
NOT A STAT CHANGE WITH THE VISUAL ONE, JUST A COSMETIC CHANGE. DO YOU GET IT NOW!?
All i heard was "I dont want change" anyway.[/QUOTE]
I'm fairly certain that the people countering your argument are people saying about the cosmetics side not necessarily the gameplay.
The mods based around bringing back beta elements from TF2 mostly, though it's understandable to think we might get some TFC stuff as well. We got Green and Yellow team back after all. So the reason it looks the way it does is because it's based of the beta nail gun seen in the beta, which is what the mod started of as.
Grenades are happening, though I'm fairly certain they might be scrapped or altered greatly when the devs get around to testing them in game.
Personally I prefer the one we have now, it's a nail gun used mostly in construction, but has been modified into a weapon.
Plus the old nail gun model was basically the same as the sten gun already given to the scout. If you mean the medics super smg, then sure that could be an interesting weapon to recreate. Perhaps as a syringe gun replacement.
Look I understand and appreciate your point and I'm sorry that you think your ideas are being ignored. Suggesting ideas is not a bad thing, just know that the devs and others might not agree or have other ideas.
[QUOTE=John N. Workovi;48935318]This mod is called Team Fortress 2 Classic, which means a combination of TFC and TF2. One idea was making the Nailgun a mix to reflect the spirit of the mod. There could be grenades. But I have a feeling that some will tag this post dumb and disagree. I have some ideas, but you do not want them, fine. Say it.
NOT A STAT CHANGE WITH THE VISUAL ONE, JUST A COSMETIC CHANGE. DO YOU GET IT NOW!?
All i heard was "I dont want change" anyway.[/QUOTE]
I'm pretty sure that the name does not come from a combination of TF2 and TFC but comes from the fact it is based off the earliest released versions of TF2, aka the [I]classic[/I] versions of the game, before the unlocks, before the hats and unusuals and all the other things that are in the game today.
Which again is probably the reason people are disagreeing with you as you are trying to push for a TFC weapon in a mod that was never meant to be a TF2 version of TFC, but a version of TF2 in it's own right.
[img]http://i.imgur.com/xX45jdh.png[/img]
I've decided to keep it simple, since i wanted it to be more "stock tf2" styled
The gold/brass is countering that "stock tf2"styled then, better off making it grey like the rest of the metal.
Maybe even change up the shape of the harpoon head, it doesn't really look harpoon-like.
So what's with all the new weapons and/or ideas for new weapons? (besides the DM ones)
I thought this mod was supposed to stick closer to the early days of tf2
Rarely the devs actually post here and its mostly users with low postcounts and their squabbles about how their ideas should matter. That should be a clear indication that the mod will most likely share information and content once its done, and to disregard most of the thread as fan "stuff".
[QUOTE=Katatonic717;48939074]So what's with all the new weapons and/or ideas for new weapons? (besides the DM ones)
I thought this mod was supposed to stick closer to the early days of tf2[/QUOTE]
We've been kind of expanding things a bit, but we are sticking to a focus on new gameplay additions and the artstyle and themeing staying closer to the 2007 - 2009 style.
[QUOTE=savva60;48934767]
[IMG]http://i.imgur.com/r2l21L0.jpg?1[/IMG]
[/QUOTE]
Could you show that overlay on an actual map?
[QUOTE=Frying Dutchman;48939105]Rarely the devs actually post here and its mostly users with low postcounts and their squabbles about how their ideas should matter. That should be a clear indication that the mod will most likely share information and content once its done, and to disregard most of the thread as fan "stuff".[/QUOTE]
Thanks for the heads-up, I'll throw my huge binder of TF2 ideas in a bonfire this weekend.
Regarding the Deathmatch. I've been thinking, why not put an option to let the player choose it's own color for enemies? Something that Quake Live and other Arena FPS games have.
EDIT: Also that might be useful for colorblind people outside the DM. Choosing their own color and pattern for each team, to easily recognize.
[QUOTE=KenjiKusanagi;48942705]Regarding the Deathmatch. I've been thinking, why not put an option to let the player choose it's own color for enemies? Something that Quake Live and other Arena FPS games have.
EDIT: Also that might be useful for colorblind people outside the DM. Choosing their own color and pattern for each team, to easily recognize.[/QUOTE]
Map colors can't be changed so easily, though.
[QUOTE=Frying Dutchman;48937626]The gold/brass is countering that "stock tf2"styled then, better off making it grey like the rest of the metal.[/QUOTE]
[t]http://i.imgur.com/SQQ1Olb.png[/t]
aight
[QUOTE=Sugnod;48938614]Maybe even change up the shape of the harpoon head, it doesn't really look harpoon-like.[/QUOTE]
i've based it off this thing:
[t]http://vignette1.wikia.nocookie.net/mafiawars/images/b/b9/Harpoon_gun_real.jpg/revision/latest?cb=20110603081208[/t]
Apparently there are all sorts of different harpoons, so in this case i think it's time for a poll:
[img]http://i.imgur.com/iPu5pVY.png[/img]
I might have a lead for willow speech (The program used for making the vox in hl1)
This guy ---> [url]http://www.moddb.com/members/darkspire17[/url] Has said that he has the software they used.
[IMG]http://ibin.co/2JhEBynsruP0[/IMG] [url]http://www.moddb.com/mods/black-mesa-insecurity[/url]
I might have found his deviantart profile.
[url]http://darkspire17.deviantart.com[/url]
And a link to his Skype profile.
[url]http://origami64.net/misc.php?action=imcenter&imtype=skype&uid=288&modal=1[/url]
I have neither a deviant art or Skype profile. So someone else would have to contact him.
How do you tag things anyway?
[QUOTE=Nicknine;48942833]Map colors can't be changed so easily, though.[/QUOTE]
The idea is for DM, no map colours would need to be changed.
[t]http://i.imgur.com/ef2nKps.png[/t]
It's been such a long time since i've imported something in a Valve game
[QUOTE=TheKraken;48944342]I might have found his deviantart profile.
[url]http://darkspire17.deviantart.com[/url]
And a link to his Skype profile.
[url]http://origami64.net/misc.php?action=imcenter&imtype=skype&uid=288&modal=1[/url]
I have neither a deviant art or Skype profile. So someone else would have to contact him.[/QUOTE]
I'll do so if needed.
edit: Well, his contact profile is...erm, something...
[img]http://puu.sh/kRhzV/e7f5cb95b4.jpg[/img]
darkspire17 is on facepunch and he constantly shitposts in this thread
I don't find Vox to be fitting in TF2's setting the slightest. It's also continuously been a hassle to get the original program it originated from to work again.
I'd just drop the idea of Vox being an announcer for any gamemode period, and find a substitute for either it or the Announcer (voice actor or otherwise).
Why does Deathmatch even need a new announcer? If we need a countdown, we already have one in the Announcer's voice. If we want lines played when someone takes the lead or something like in Black Mesa's deathmatch, it would be simple to have the leading player's Merc say a line similar to domination lines.
Speaking of Black Mesa, I think we should look towards it for designing TF2C DM. Both DM modes are intended to be similar to Half Life DM, so while some BM DM stuff like armor, sprinting or mounted guns might not translate well, other things like base move speed, weapons, and map design would.
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