• Team Fortress 2 Classic V3
    5,020 replies, posted
Cool, thanks.
Oh! I thought of more bad weapon suggestions! The first one is the Rk 62, an assault rifle created in 1962. Now, why am I suggesting an assault rifle in the first place. [T]http://i.imgur.com/8JS1ET8.jpg[/T] We have the Sten Gun, and it can be summed up as an upgraded SMG. Slighty more damage, slightly higher accuracy, and a few more bullets in it's clip. So, why not have a Pistol equivalent. That is why I think an assault rifle would be good. Keep it around the same damage, make it a bit more accurate, and give it around 20 bullets in it's clip. I think it'd be a fun weapon, though might be a bit powerful. Oh, and on the subject of weapons, there was a weapon that was using a new type of bullet a long time ago. I read up on it once, but never remembered it until now. Gyrojets! [T]http://i.imgur.com/GHvTL93.jpg[/T] Yep, the most overblown thing ever, it is guns that shoots tiny rockets. So, what is this supposed to be? Probably one of those extreme weapons. Have it do around 80-90 damage per shot, good accuracy, an okay fire rate, and a decent reload. Also have it shoot a projectile mini-rocket. I think it'd be an incredible weapon to play with, and wouldn't be the worst thing ever to fight against. Also, could you guys make the Revolver a secondary? It's a good weapon, but compared to the damage output and other factors that pretty much all the Primaries have, I don't think the Revolver is picked up often just because it can't compete. If it was made a secondary, I think the Revolver would have a bigger amount of users. As of now it's just forgotten and left in the dust for other, more versatile and powerful weapons.
The Gyrojets sounds like a weapon for skill shots, TBH. Think borderlands, but not as accurate a weapon. Also that gun design is interesting enough to work in TF2 style
Guys, my friend Demetri the Meme found another TF2C "Hacker". This is his profile [url]http://steamcommunity.com/id/inb4bald[/url] . Just check his names. Also he told Demetri that he will hack him and quickly after removed the comment and simply typed "F*ck you." Here's Demetri's profile for some proof. EDIT: Whoops, forgot Demetri's profile. Here : [url]http://steamcommunity.com/id/demetri64/[/url] EDIT2 : He also haves RubberFruitFace in his friend list.
[QUOTE=~Kiwi~v2;49191415]Someone give me a TL;DR version for the last few good months. I haven't paid attention until recently when an old issue I had on github got closed for being fixed. I do know the spray exploit story though. Such a shame.[/QUOTE] Mod was dead for quite a while, some insisted that we switched over to the beta_test branch of Source SDK 2013 since there weren't any immediate problems. Then the server browser couldn't connect to Steam's master servers for a while, further putting the mod on hold. Thankfully a hotfix was made just in time.
The mod is still safe to play, right?
[QUOTE=SuperEmoBros;49193416]The mod is still safe to play, right?[/QUOTE] Yes. Just make sure you have beta_test selected in the beta options tab for source 2013 on steam.
I've been out of touch in terms of this mod, but is there going to be a mac release? Or is there one already?
Need Help With textures and Animations?. [url]http://tf2classic.com/forums/discussion/182/i-want-to-help-in-game-animations#latest[/url]
Small idea: I think we should have the mod not load up if you haven't opted into beta_test (I'm assuming that's possible?) and instead giving instructions on how to do so, just in case hackers start to pop up. Also, how exactly is VIP mode going to work? Will it be the same as the last non 2.0 release, where you have to escort X civilians to a helicopter / whatever or has it been changed? (I kinda want it be customisable per-map, so we can, say, have have VIP maps similar to TFC's hunted, or have it play like [URL="https://developer.valvesoftware.com/wiki/TF2/Hunted_Gametype"]the hunted server mod[/URL].
[QUOTE=Yoshiatom;49199424]Also, how exactly is VIP mode going to work? Will it be the same as the last non 2.0 release, where you have to escort X civilians to a helicopter / whatever or has it been changed?[/QUOTE] Considering the tf2 art style, a train, or some sort of spytech vehicle would fit more then a helicopter...
[QUOTE=cha0s;49199504]Considering the tf2 art style, a train, or some sort of spytech vehicle would fit more then a helicopter...[/QUOTE] Are you implying helicopters didn't exist in the 60's? They were around, and considering Mann Co' is a very rich company, I imagine they'd have a few for their executives.
[QUOTE=Giveaway412;49200341]Are you implying helicopters didn't exist in the 60's? They were around, and considering Mann Co' is a very rich company, I imagine they'd have a few for their executives.[/QUOTE] Helicopters just don't fit imo, they seem more like a tactical thing, and tactics isn't the mercs strong suit(expect for the spy), the mercs are portrayed as idiots mostly, and idiots don't use tactics, idiots enter guns blazing, and exit loudly (like using a train as escape). This is all really just my opinion, but still it's an idea, also Mann co. isn't a part of the tf2c universe.
[QUOTE=cha0s;49200408]Helicopters just don't fit imo, they seem more like a tactical thing, and tactics isn't the mercs strong suit(expect for the spy), the mercs are portrayed as idiots mostly, and idiots don't use tactics, idiots enter guns blazing, and exit loudly (like using a train as escape). This is all really just my opinion, but still it's an idea, also Mann co. isn't a part of the tf2c universe.[/QUOTE] Yeah, using something custom made may be a better option. Like he said, helicopters are more tactical and would be used for attacking. And how do 13 civilians fit in a helicopter anyway? Also, regarding the Merc's animations. Instead of reusing class animations, I really think you should just create new animations entirely. The twisting and what not just doesn't look good and the Merc can't possibly fit all the classes skeletons unless you used helper bones and IK rigs. Making new animations would also possibly add character to the Merc. Reusing just looks lazy.
You guys do realize rescue helicopters exist for the exact reason of taking people out of dangerous situations? I see no reason why a big loud helicopter is more tactical than a spy tech vehicle.
Maybe different maps could feature their own escape vehicles? Like trains, helicopters, cars, teleporters... The possibilites are endless!
TF2:Gold
Well I haven't been working on esp_office in a while, so two days ago I started working on it again and added a few new things: [t]http://i.imgur.com/tdcNJ53.jpg[/t] I've made the lighting brighter in the mess hall, so its not so ugly and dark, [t]http://i.imgur.com/eyJbV95.jpg[/t] Put in an inaccessible hallway so the mess hall is less bland, [t]http://i.imgur.com/fQV2GII.jpg[/t][t]http://i.imgur.com/4qvxHmu.jpg[/t] Added a shipment container room, which was basically just ripped out of Turbine, [sp]yes i know its lazy[/sp] [t]http://i.imgur.com/HlZJYXw.jpg[/t][t]http://i.imgur.com/WC3OCs9.jpg[/t] I hope to expand along through the hallway to go to the actual offices, And with the elevator, I want to make it so its a one way only, where you have to fall from the office floor's elevator doorway to get to the parking lot, Overview [t]http://i.imgur.com/JZQAUJ8.jpg[/t] Hope to get some feedback on how I can fix some parts of the map.
Don't put 6 chairs at every table.
[QUOTE=DavidCameron;49200525]You guys do realize rescue helicopters exist for the exact reason of taking people out of dangerous situations? I see no reason why a big loud helicopter is more tactical than a spy tech vehicle.[/QUOTE] The main thing is helicopters are militaristic, tf2's art style is the opposite of militaristic.
[QUOTE=Ott;49202222]Don't put 6 chairs at every table.[/QUOTE] Good to know, plus all of them have their collision turned off.
Change the chair skins to the water damaged red team variant, looks much more better for an office environment vs the stark blue to brown table. [B]EDIT:[/B] Also, for the first time ever my areaportals didn't through a leak at me. One small victory for all of mapping kind.
[QUOTE][Various users arguing if helicopters fit in the TF2 artstyle][/QUOTE] Let me rephrase my question: How will the VIP mode work [I]gameplay[/I] wise? Since there are at least 3 versions of it; 1. The current one, where you must escort around 15 civilians before the time runs out, 2. TFC's original hunted map, where you have only one civilian and it's death results in the loss of the round, 3. The hunted server mod, where you have single civilian who must capture a point (only he can cap) and must do it before time runs out. (I'm hoping that it will be possible to have all 3 variations possible or something)
I have just finished an A1 of a Gravel Pit styled 3-cp map called Daybreak. A [T]http://i.imgur.com/d8F9Ore.png[/T] B [T]http://i.imgur.com/jUdtogV.png[/T] C [T]http://i.imgur.com/Ctk1ntw.png[/T] Map Overview [T]http://i.imgur.com/ZtFEzny.png[/T] The problem with making these maps is that I don't know if I'll be able to get any valuable feedback from playtesters, assuming I can get a game with enough people playing this map in the first place. But, I will try, and hopefully I do get someone to host an event on it. The map currently sits at 3.5 MB, even with it's custom skybox. Download: [URL="https://drive.google.com/file/d/0B2X53Z1gMyl7dkJ1SHJaNHM5bWM/view?usp=sharing"]https://drive.google.com/file/d/0B2X53Z1gMyl7dkJ1SHJaNHM5bWM/view?usp=sharing[/URL] Hope you kids enjoy it...
I have an idea for a Deathmatch weapon, a Thompson SMG. I dunno if this has been suggested before, but it may fit into the game as the gun was made in 1918, way before TF2/TF2C's date in the 1960's and Thompsons were widely used by the Americans in WWII, which took place in 1940's, only 20 years apart from TF2C.
[QUOTE=Degrungeon;49202709]I have an idea for a Deathmatch weapon, a Thompson SMG. I dunno if this has been suggested before, but it may fit into the game as the gun was made in 1918, way before TF2/TF2C's date in the 1960's and Thompsons were widely used by the Americans in WWII, which took place in 1940's, only 20 years apart from TF2C.[/QUOTE] And what would it accomplish that the SMG/Sten gun wouldn't?
[QUOTE=Moonrat;49202698]I have just finished an A1 of a Gravel Pit styled 3-cp map called Daybreak. A [T]http://i.imgur.com/d8F9Ore.png[/T] B [T]http://i.imgur.com/jUdtogV.png[/T] C [T]http://i.imgur.com/Ctk1ntw.png[/T] Map Overview [T]http://i.imgur.com/ZtFEzny.png[/T] The problem with making these maps is that I don't know if I'll be able to get any valuable feedback from playtesters, assuming I can get a game with enough people playing this map in the first place. But, I will try, and hopefully I do get someone to host an event on it. The map currently sits at 3.5 MB, even with it's custom skybox. Download: [URL="https://drive.google.com/file/d/0B2X53Z1gMyl7dkJ1SHJaNHM5bWM/view?usp=sharing"]https://drive.google.com/file/d/0B2X53Z1gMyl7dkJ1SHJaNHM5bWM/view?usp=sharing[/URL] Hope you kids enjoy it...[/QUOTE] I loaded the map and the sky of the map has a leak you cant see the sky its just open
[QUOTE=Druidlyclean;49202060]Well I haven't been working on esp_office in a while, so two days ago I started working on it again and added a few new things: snip I've made the lighting brighter in the mess hall, so its not so ugly and dark, snip Put in an inaccessible hallway so the mess hall is less bland, snipsnip Added a shipment container room, which was basically just ripped out of Turbine, [sp]yes i know its lazy[/sp] snipsnip I hope to expand along through the hallway to go to the actual offices, And with the elevator, I want to make it so its a one way only, where you have to fall from the office floor's elevator doorway to get to the parking lot, Overview snip Hope to get some feedback on how I can fix some parts of the map.[/QUOTE] I don't understand why you're working on an Espionage map right now - the gamemode isn't even out.
I am now hosting cp_daybreak with my new server!
[IMG]http://i.imgur.com/Mu32uZr.png[/IMG] so this happened
Sorry, you need to Log In to post a reply to this thread.