[QUOTE=EdvardSchnitz;48945604]darkspire17 is on facepunch and he constantly shitposts in this thread[/QUOTE]
If thats him then it's probably [URL="https://facepunch.com/showthread.php?t=1458694&p=48573230&viewfull=1#post48573230"]this[/URL] whats his talking about, which is misleading since it's not actually the same program
Could always give DM a backstory and an announcer to go with it. Since it doesn't tie in with vanilla tf2, there's no lore to possibly mess up.
I.E. CTF is actually either team stealing Intel from each-other.
DM could be a tournament hosted by a High functioning psychotic with an insultingly large amount of money to give to the craziest man willing to kill the most people. [URL="https://www.youtube.com/watch?v=j9njEpD_x5w"]Similar to the director in ABGT[/URL]
With all the talks of announcers, why not have multiple announcers to choose from in the options menu?
Why have just one?
[QUOTE=Katatonic717;48952564]With all the talks of announcers, why not have multiple announcers to choose from in the options menu?
Why have just one?[/QUOTE]Need me to do some more Patrick Warburton impressions for it?
[QUOTE=Doctor_Lazlo;48952632]Need me to do some more Patrick Warburton impressions for it?[/QUOTE]
oh please, you dont even sound like him
[QUOTE=Digivee;48952687]oh please, you dont even sound like him[/QUOTE]i think you'll find i have more joe in my left ball than you have in asriel over there.
And I mean worst case scenario if you REALLY want a vox announcer someone made a vox announcer for regular tf2. Just repurpose that and replace it.
[QUOTE=Digivee;48952504]Could always give DM a backstory and an announcer to go with it. Since it doesn't tie in with vanilla tf2, there's no lore to possibly mess up.
I.E. CTF is actually either team stealing Intel from each-other.
DM could be a tournament hosted by a High functioning psychotic with an insultingly large amount of money to give to the craziest man willing to kill the most people. [URL="https://www.youtube.com/watch?v=j9njEpD_x5w"]Similar to the director in ABGT[/URL][/QUOTE]
What about something such as a Mann Co weapon testing program? Pretty much like in Portal: you test our guns, you get paid! We don't pay corpses.
[QUOTE=La Boite;48953904]Pretty much like in Portal: you test our guns, you get paid! We don't pay corpses.[/QUOTE]
Now I want a Cave Johnson Announcer.
willfromafar voice option
What about the Civilian being an announcer?
[QUOTE=Doctor Hunt;48955026]What about the Civilian being an announcer?[/QUOTE]
I like the idea of the civilian as the announcer as they do not have the lady (dont know her name) to voice the Admin and both civi and the death match mercs are mod related.
Also I have an idea:
a jump pad for scout or an engie tele replacement like on Team Fortress Classic/Fortress Forever. Have it as a spring loaded launcher to keep with TF2's style. It has a reset time, shorter with each level to 3. Launched allies get the mantread affect, fall damage transferred onto enemy that is stomped on, x*number*, with certain classes having a different multiplier. Could be scattered in DM for mobility.
And seeing the direction of the mod, how about a name suggestion since so many demand a new name: TF2C Community Classic
[B]Edit:[/B]
Also, LaBoite, how is Fortress Revolution coming along?
[QUOTE=Trittyburd;48955148]I like the idea of the civilian as the announcer as they do not have the lady (dont know her name) to voice the Admin and both civi and the death match mercs are mod related.
Also I have an idea:
a jump pad for scout or an engie tele replacement like on Team Fortress Classic/Fortress Forever. Have it as a spring loaded launcher to keep with TF2's style. It has a reset time, shorter with each level to 3. Launched allies get the mantread affect, fall damage transferred onto enemy that is stomped on, x*number*, with certain classes having a different multiplier. Could be scattered in DM for mobility.
And seeing the direction of the mod, how about a name suggestion since so many demand a new name: TF2C Community Classic[/QUOTE]
that's kinda redundant
TF2 Community Edition makes more sense but i still wouldn't bother changing it
it actualy turns out its not vox's voice, but the program was used for systemshock, i heard someone say a cirtan voice in willowtalk was used for vox a while ago, but it turns out it never was, its another program i cant remember
[editline]22nd October 2015[/editline]
allso dont try to contact me on DA or skype, i left them both and lost acess to skype. why are youguys acting all crazy after a post i made ages ago
a cool way to enable replays would be this
you would have a menu of your "replays"
the servers would need source tv and to get a replay, you would need to download the sourcetv demo (there would have to be a way to download it by just hitting f6 or something)
and it would go into the replay menu
this is probably super hard to do though
So, I adopted an Arena map from a user on TFMaps around June. I never finished it, but started on a B2. This is B3 of that map. I've added a ton of detail, and done a lot of work to improve the look of the map. Why don't you check these screens out!
[img]http://i.imgur.com/OCk2IFr.png[/img]
This is a shot showing Mid and a good portion of the side path.
[img]http://i.imgur.com/k1Vartu.png[/img]
BLU's base.
[img]http://i.imgur.com/6nFszTi.png[/img]
Another shot of BLU's base
[img]http://i.imgur.com/EIYEk5Q.png[/img]
RED's base.
[img]http://i.imgur.com/ZWF5PTh.png[/img]
Another shot of RED's base
[img]http://i.imgur.com/AdudvaS.png[/img]
Overview of the map.
[img]http://i.imgur.com/Bz3ReQf.png[/img]
A direct overview of the map.
You can try it out here: [URL="http://tf2maps.net/resources/mudheights.915/download?version=1208"]http://tf2maps.net/resources/mudheights.915/download?version=1208[/URL]
[url]http://tf2maps.net/threads/72_crash.19585/[/url] guys, what do you think of this map, ya think with a few tweeks it could work for DM?
[QUOTE=Moonrat;48963198]-arena map-[/QUOTE]
...Why are you showing us it here though? We don't even support arena maps yet
I suggest making a thread in the [URL="https://facepunch.com/forumdisplay.php?f=38"]mapping section[/URL]
[QUOTE=WhyNott;48966455]...Why are you showing us it here though? We don't even support arena maps yet
I suggest making a thread in the [URL="https://facepunch.com/forumdisplay.php?f=38"]mapping section[/URL][/QUOTE]
He turned it into a DM map if the pills and weaponspawners were any indication.
[QUOTE=Dr. Kyuros;48966554]He turned it into a DM map if the pills and weaponspawners were any indication.[/QUOTE]
oh sorry, I only read the text and moved thorugh the pictures pretty quickly so I didn't notice
good job then I guess
[QUOTE=Trittyburd;48955148]I like the idea of the civilian as the announcer as they do not have the lady (dont know her name) to voice the Admin and both civi and the death match mercs are mod related.
Also I have an idea:
a jump pad for scout or an engie tele replacement like on Team Fortress Classic/Fortress Forever. Have it as a spring loaded launcher to keep with TF2's style. It has a reset time, shorter with each level to 3. Launched allies get the mantread affect, fall damage transferred onto enemy that is stomped on, x*number*, with certain classes having a different multiplier. Could be scattered in DM for mobility.
And seeing the direction of the mod, how about a name suggestion since so many demand a new name: TF2C Community Classic
[B]Edit:[/B]
Also, LaBoite, how is Fortress Revolution coming along?[/QUOTE]
[sp] I was asked to not bring FR here, so I'll just say it's going good, but a bit on the side, with smaller projects happening before it.[/sp]
Jump-pads and/or sprint-pads scattered around larger maps seems to be a lot of fun, it could bring multiple floors map to a more fluent game experience. As a building, it seems out of place for the scout. the mantread mechanic is great, and shouldn't be limited to the jump-pads; crushing an opponent from a rooftop is something I wanna try to do!
And for the name, does it really matter? TF2C, TF2-not-C, we don't play a game for its name, so everyone should stop worrying about it.
A gameplay-changing mechanic has been brought up with the developers once again, and due to the direction of some modern shooters, we're considering actually giving it a go. This mechanic is changing our current DM weapon system from the current Halo-esque pickup system into an extended weapon bucket system more in-line with DM mode's initial idea of being an homage to classic shooters. The system would be comparable to how Half-Life 2 and Half-Life 2 DeathMatch did it, where the weapons would be categorized in each weapon slot by what type of weapon they are (as an example, crowbar in slot 1, handguns in slot 2, rapid-fire weapons in slot 3, and more) and will most likely go up to 6 or 7 slots. One of the main benefits of this is that it would finally quell the endless debate as to which weapons should be on the primary slot and which weapons should be on the secondary slot. What we want to know is whether or not you guys would prefer this or if we should just stick to our current weapon pickup system.
[img]https://facepunch.com/fp/ratings/tick.png[/img] = Extended Weapon Bucket
[img]https://facepunch.com/fp/ratings/cross.png[/img] = Three-Weapon Limit
Honestly seems like a very fun idea. I'd rate it agree, but I can't rate it for some reason.
[QUOTE=Wackoweasel;48967295]A gameplay-changing mechanic has been brought up with the developers once again, and due to the direction of some modern shooters, we're considering actually giving it a go. This mechanic is changing our current DM weapon system from the current Halo-esque pickup system into an extended weapon bucket system more in-line with DM mode's initial idea of being an homage to classic shooters. The system would be comparable to how Half-Life 2 and Half-Life 2 DeathMatch did it, where the weapons would be categorized in each weapon slot by what type of weapon they are (as an example, crowbar in slot 1, handguns in slot 2, rapid-fire weapons in slot 3, and more) and will most likely go up to 6 or 7 slots. One of the main benefits of this is that it would finally quell the endless debate as to which weapons should be on the primary slot and which weapons should be on the secondary slot. What we want to know is whether or not you guys would prefer this or if we should just stick to our current weapon pickup system.
[img]https://facepunch.com/fp/ratings/tick.png[/img] = Extended Weapon Bucket
[img]https://facepunch.com/fp/ratings/cross.png[/img] = Three-Weapon Limit[/QUOTE]
will there be a way for servers to re enable the three weapon limit?
[QUOTE=Moonrat;48963198]So, I adopted an Arena map from a user on TFMaps around June. I never finished it, but started on a B2. This is B3 of that map. I've added a ton of detail, and done a lot of work to improve the look of the map. Why don't you check these screens out![/QUOTE]don't use so many bricks, the building atm is really noisy
incorporate some concrete and wood into red's place, other than well there's not many straight up just brick places in tf2 + it doesn't look very nice
[QUOTE=Wackoweasel;48967295]A gameplay-changing mechanic has been brought up with the developers once again, and due to the direction of some modern shooters, we're considering actually giving it a go. This mechanic is changing our current DM weapon system from the current Halo-esque pickup system into an extended weapon bucket system more in-line with DM mode's initial idea of being an homage to classic shooters. The system would be comparable to how Half-Life 2 and Half-Life 2 DeathMatch did it, where the weapons would be categorized in each weapon slot by what type of weapon they are (as an example, crowbar in slot 1, handguns in slot 2, rapid-fire weapons in slot 3, and more) and will most likely go up to 6 or 7 slots. One of the main benefits of this is that it would finally quell the endless debate as to which weapons should be on the primary slot and which weapons should be on the secondary slot. What we want to know is whether or not you guys would prefer this or if we should just stick to our current weapon pickup system.
[img]https://facepunch.com/fp/ratings/tick.png[/img] = Extended Weapon Bucket
[img]https://facepunch.com/fp/ratings/cross.png[/img] = Three-Weapon Limit[/QUOTE]
The only reason I'm going against this is the reason is that I'd hate to fight a dude who tries to kill you with a super shotgun, then pulls out a flamethrower and catches you on fire, then explodes you with a rocket launcher.
[QUOTE=Druidlyclean;48968005]The only reason I'm going against this is the reason is that I'd hate to fight a dude who tries to kill you with a super shotgun, then pulls out a flamethrower and catches you on fire, then explodes you with a rocket launcher.[/QUOTE]
You should take into account the time it takes to switch to another weapon, within these time frames you can easily take them out. Plus, it's not as easy as one would think to obtain all the super powerful weapons in one round.
[QUOTE=Wackoweasel;48968077]You should take into account the time it takes to switch to another weapon, within these time frames you can easily take them out. Plus, it's not as easy as one would think to obtain all the super powerful weapons in one round.[/QUOTE]
The Sten gun has a bug to where you can hold M1 while switching weapons and it will automatically shoot. Though this will probably get fixed in the next update.
Speaking of bugs, can anyone build teleporters as an engineer? I can't seem to build any at all.
[QUOTE=Druidlyclean;48968135]The Sten gun has a bug to where you can hold M1 while switching weapons and it will automatically shoot. Though this is just a bug and will probably get fixed in the next update.
Speaking of bugs, can anyone build teleporters as an engineer? I can't seem to build any at all.[/QUOTE]
You're probably holding the blueprints upside-down... :what:
[QUOTE=Druidlyclean;48968135]The Sten gun has a bug to where you can hold M1 while switching weapons and it will automatically shoot. Though this will probably get fixed in the next update.
Speaking of bugs, can anyone build teleporters as an engineer? I can't seem to build any at all.[/QUOTE]
iirc there disabled atm due to some bug.
Sorry, you need to Log In to post a reply to this thread.