• Team Fortress 2 Classic V3
    5,020 replies, posted
I still think one of his Lines should be " sweet, sweet medical attention" or "gotta love that medical attention" and it should occasionally play when he picks up a medium or large health kit. Also will sfm models be added? I want fingertips!
[QUOTE=cha0s;49210867]Also will sfm models be added? I want fingertips![/QUOTE] Use these commands: mp_usehwmmodels 1 mp_usehwmvcds 1 These enable the HWM models used in SFM, which have better facial animation and high-quality hands. Stick the commands in an autoexec.cfg if you want.
[QUOTE=SuperEmoBros;49211330]Use these commands: mp_usehwmmodels 1 mp_usehwmvcds 1 These enable the HWM models used in SFM, which have better facial animation and high-quality hands. Stick the commands in an autoexec.cfg if you want.[/QUOTE] But commands can't do this [url]http://tf2.gamebanana.com/skins/141053[/url] Is there any chance that this could be implemented into tf2c?
[QUOTE=cha0s;49211718]But commands can't do this [url]http://tf2.gamebanana.com/skins/141053[/url] Is there any chance that this could be implemented into tf2c?[/QUOTE] The majority of weapons use the C arms so you can just install that mod and it'll work.
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Speaking of C arms, when will the Medic's shotgun get a c_model upgrade?
[QUOTE=BarJarHinks;49213085]Speaking of C arms, when will the Medic's shotgun get a c_model upgrade?[/QUOTE] No guarantee the Medic shotgun is even staying, the thing is ridiculous.
Medic's shotgun has been removed.
[QUOTE=_charon;49213095]No guarantee the Medic shotgun is even staying, the thing is ridiculous.[/QUOTE] Aww, playing as Shotgun Surgeon is my favorite part of the game
[QUOTE=AgentScully;49213462]Aww, playing as Shotgun Surgeon is my favorite part of the game[/QUOTE] It was crazy unbalanced and encouraged medics to go alone for far too long without any added benefit for their team. Shotguns for medics should really stay in TFC, FF, and just generally games that aren't balanced like TF2. Although personally a well thought out and well built battle medic load out that doesn't screw over the medics teammates [I]might[/I] be nice.
[QUOTE=MacD11;49213477]It was crazy unbalanced and encouraged medics to go alone for far too long without any added benefit for their team. Shotguns for medics should really stay in TFC, FF, and just generally games that aren't balanced like TF2. Although personally a well thought out and well built battle medic load out that doesn't screw over the medics teammates [I]might[/I] be nice.[/QUOTE] The melee hit registration is so awful, the shotgun was the only way of defending yourself if you got caught by an enemy team member if your heal target died or something. It was pretty unbalanced but it was so fun.
I tried installing the two handed sticky launcher mod and the 70 fov fix mod but it didnt seem to work
Welp, Daybreak was a bootleg Gravelpit. I decided to take off for a map that was more unique. In gamemode, it's a 2-cp Attack/Defense map in a sunset Maritime environment. I present: [B]Gulf Alpha 1[/B] [T]http://i.imgur.com/gSbam6E.png[/T] [T]http://i.imgur.com/D2BMc5d.png[/T] [T]http://i.imgur.com/ZJxWi5o.png[/T] [T]http://i.imgur.com/2VWQLfE.png[/T] [T]http://i.imgur.com/NrhJ8fp.png[/T] I know a few people who can host a server, I'll be seeing if I can get one of them to put this map on it at some point. If you want to see if and when that happens, you can join this group, I'll announce it if it does. [URL="http://steamcommunity.com/groups/TF2CPlayas"]http://steamcommunity.com/groups/TF2CPlayas[/URL] Download: [URL="https://drive.google.com/file/d/0B2X53Z1gMyl7dXJaNVUzZnRuLUU/view?usp=sharing"]https://drive.google.com/file/d/0B2X53Z1gMyl7dXJaNVUzZnRuLUU/view?usp=sharing[/URL]
I just found this out so apparently TF2Classic and 2007 TF2 have the exact same lighting 2007 TF2: [t]http://i.imgur.com/37gsKyL.jpg?1[/t] TF2Classic with the player materials from 2007 tf2: [t]http://i.imgur.com/ClbKk9D.jpg?1[/t]
you forgot to post how it looks like in the live TF2 [t]http://i.imgur.com/UlxLl0R.jpg?1[/t]
The thing that makes the lighting look like the 2007 lighting is actually the normal map, but the normal maps are exactly the same across TF2C and TF2 2007 except for one thing the normal map from 2007 is actually higher quality than the tf2c one the tf2c normal map is 1024x512 but the 2007 normal map is 2048x1024 this makes it so you can use the tip textures with the old 2007 lighting like this [t]http://i.imgur.com/DmGJvJd.jpg?1[/t] Also, is it possible to make commentary mode work? also heres a pack i made with all the original lighting and stuff [url]https://drive.google.com/file/d/0BxbZm1jcnVYOaFRzUnd5cExrNWs/view?usp=sharing[/url] note: it also just makes the pants for the scout brown for each team
[QUOTE=Uber-Painis;49206446]An average day spend browsing thru /b/ is about as cancerous and dysfunctional as this server.[/QUOTE] But /b/ is my life Your not my mom you ain't the b0ss of me
So no more medic shotgun, no more medic that can survive a scout encounter without relying on the luck of a melee weapon? :suicide:
[QUOTE=MrDrToaster;49217895]So no more medic shotgun, no more medic that can survive a scout encounter without relying on the luck of a melee weapon? :suicide:[/QUOTE] Except medics aren't supposed to be able to survive on their own? Their trade-off is being able to keep the entire team alive, while needing their teammates to also keep them alive.
[QUOTE=WhyNott;49215063]you forgot to post how it looks like in the live TF2 [t]http://i.imgur.com/UlxLl0R.jpg?1[/t][/QUOTE] Live TF2 looks better tbh
this thread got cancerous quick so im going to contribute a helpful idea Instead of adding upgradable teleporters and dispensers, we can add new teleporteds and dispensers earned via achievements Like the jump pads, or the cut dispensers the tf2 dev team designed.
Ah yes, TF2 Classic. I played a couple of rounds with 8 chan's /v/ board about a week ago and had more enjoyment from this than the current state of what TF2 is now. Reminds me of the Xbox 360 days. Heavy game strong.
[QUOTE=EdvardSchnitz;49220430]this thread got cancerous quick so im going to contribute a helpful idea Instead of adding upgradable teleporters and dispensers, we can add new teleporteds and dispensers [B]earned via achievements[/B] Like the jump pads, or the cut dispensers the tf2 dev team designed.[/QUOTE] Besides the fact that that would suck, the issue with earning things via achievements is that, since this mod can't be on Steam and therefore will never have Steamworks integration, there's no way to save what achievements a user has. Having to re-unlock achievements every time you install to get anything that effects gameplay would be annoying. I wouldn't mind that weapon skin idea someone had ages ago being attached to achievements, though.
[QUOTE=_charon;49220936]Besides the fact that that would suck, the issue with earning things via achievements is that, since this mod can't be on Steam and therefore will never have Steamworks integration, there's no way to save what achievements a user has. Having to re-unlock achievements every time you install to get anything that effects gameplay would be annoying. I wouldn't mind that weapon skin idea someone had ages ago being attached to achievements, though.[/QUOTE] Wont an achievement file of some sort can be made and keep the players achievements?
[QUOTE=superbro11;49221066]Wont an achievement file of some sort can be made and keep the players achievements?[/QUOTE] It would be lost if they reinstalled. iirc Black Mesa's original release is a good example of what achievements would be like without Steamworks.
I still think a remake of Hazard Course, but with the Merc instead of Gordon, would make for a great tutorial to TFC.
[QUOTE=Gamaz;49218575]Except medics aren't supposed to be able to survive on their own? Their trade-off is being able to keep the entire team alive, while needing their teammates to also keep them alive.[/QUOTE] So a Medic can't be allowed to defend himself? So that makes the Bultsauger completely contrary to the medic's play style.
[QUOTE=MrDrToaster;49224368]So a Medic can't be allowed to defend himself? So that makes the Bultsauger completely contrary to the medic's play style.[/QUOTE] Its not really that medic isn't allowed to defend himself, so much as it is that he isn't allowed to [i][b]excel[/b][/i] at it. There's a reason that medic's syringe gun has high projectile and damage fall-off and that his melee's have the highest crit chance in the game, Medic isn't supposed to be able to reliably kill things without the help of his teammates, especially outside of a rather small range. Yet alone be able to completely and totally negate two of his hard class counters of the spy and scout in 1-2 shots. Think about this in retrospective. The shotgun is a hit-scan based weapon with high burst damage, highly effective at close range, but also decently capable at taking out people at medium range and dealing decent chip damage at long range. Its basically like handing Sniper or Spy a shotgun secondary, which would completely remove their class downsides of being very incompetent in close quarters combat. With it the Medic is literally a [b]SLIGHTLY FASTER, HEALTH-REGENERATING, SHOTGUN ENGINEER, WITH A HIGHER CRIT RATE.[/b]
[QUOTE=kibbleknight;49224538]Its not really that medic isn't allowed to defend himself, so much as it is that he isn't allowed to [i][b]excel[/b][/i] at it. There's a reason that medic's syringe gun has high projectile and damage fall-off and that his melee's have the highest crit chance in the game, Medic isn't supposed to be able to reliably kill things without the help of his teammates, especially outside of a rather small range. Yet alone be able to completely and totally negate two of his hard class counters of the spy and scout in 1-2 shots. Think about this in retrospective. The shotgun is a hit-scan based weapon with high burst damage, highly effective at close range, but also decently capable at taking out people at medium range and dealing decent chip damage at long range. Its basically like handing Sniper or Spy a shotgun secondary, which would completely remove their class downsides of being very incompetent in close quarters combat. With it the Medic is literally a [b]SLIGHTLY FASTER, HEALTH-REGENERATING, SHOTGUN ENGINEER, WITH A HIGHER CRIT RATE.[/b][/QUOTE] Now that is a much better explanation, sad that it won't be balanced after the fact, (perhaps a SMG type weapon would of been better) but that aside I can't wait for the Pyro update.
If the Medic is to get another non-syringe gun weapon, it should be similar to the Crusader's Crossbow, if not the Crossbow itself. It's pretty much perfect. imo a Medic primary would probably have to be a projectile weapon to control his effectiveness at different ranges, but I wouldn't call that a hard rule.
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