The amount of weapons for medic is insane compared to other classes
I would definitely love redesigned and rebalanced unlockables from the live game to be reintroduced into TF2C. It gave the game the needed variety to let the player choose how they wanted to play. It won't be just a port over because you have to admit that there were a lot of poorly balanced weapons, and have to rebalance it, or scrap it all together. Some may disagree with this, but because this is a community created mod, the developers can actively change the stats when needed.
[QUOTE=jimbobjoe1234;49223813]I still think a remake of Hazard Course, but with the Merc instead of Gordon, would make for a great tutorial to TFC.[/QUOTE]
I made tutorial map(with my voice as tutorial) but i never finished, because what type of tutorials should the merc requied(I just thought a bunny hop and a weapon range stage but nothing more)
[QUOTE=Tobin;49218763]Live TF2 looks better tbh[/QUOTE]
TF2Classic looks better. Live TF2 appears to have a different lighting position on their modelpanel for the class selection screen.
The issue with 2007 TF2/TF2Classic is that the light is positioned in a way that makes it look near-fullbright, like using HLMV's default lighting position where there are barely any shadows at all. Maybe that can be changed, I don't really know much on the subject.
Here's a few reasons why TF2Classic looks better:
- Our HWM models actually work. SFM Wrinkle-maps, SFM hands, high poly hats for Scout/Engineer/Sniper, etc.
- TIP textures fix the blatant error with Scout's pants, as Valve forgot to recolor them for BLU team.
- Furthermore, TIP textures for BLU team have better recolors in general. For example, BLU Engineer in live TF2 still has some red on his clothes near his ammo pouch. TIP fixes these errors and also cleans up the ugly baked ambient occlusion too (look at Soldier).
- Spy viewmodel hands have normal maps and actually match the model, instead of being a beta leftover.
[QUOTE=Snowshoe;49226325]TF2Classic looks better. Live TF2 appears to have a different lighting position on their modelpanel for the class selection screen.
The issue with 2007 TF2/TF2Classic is that the light is positioned in a way that makes it look near-fullbright, like using HLMV's default lighting position where there are barely any shadows at all. Maybe that can be changed, I don't really know much on the subject.
Here's a few reasons why TF2Classic looks better:
- Our HWM models actually work. SFM Wrinkle-maps, SFM hands, high poly hats for Scout/Engineer/Sniper, etc.
- TIP textures fix the blatant error with Scout's pants, as Valve forgot to recolor them for BLU team.
- Furthermore, TIP textures for BLU team have better recolors in general. For example, BLU Engineer in live TF2 still has some red on his clothes near his ammo pouch. TIP fixes these errors and also cleans up the ugly baked ambient occlusion too (look at Soldier).
- Spy viewmodel hands have normal maps and actually match the model, instead of being a beta leftover.[/QUOTE]
Gibs. Don't forget about the gibs man.
I'll also try to work on the player's textures this w-e (mostly color correction) so they can be shipped with the next update.
[QUOTE=NassimO PotatO;49226752]Gibs. Don't forget about the gibs man.
I'll also try to work on the player's textures this w-e (mostly color correction) so they can be shipped with the next update.[/QUOTE]
IIRC the stock gib textures are still being used
[QUOTE=Snowshoe;49226325]TF2Classic looks better. Live TF2 appears to have a different lighting position on their modelpanel for the class selection screen.
The issue with 2007 TF2/TF2Classic is that the light is positioned in a way that makes it look near-fullbright, like using HLMV's default lighting position where there are barely any shadows at all. Maybe that can be changed, I don't really know much on the subject.
Here's a few reasons why TF2Classic looks better:
- Our HWM models actually work. SFM Wrinkle-maps, SFM hands, high poly hats for Scout/Engineer/Sniper, etc.
- TIP textures fix the blatant error with Scout's pants, as Valve forgot to recolor them for BLU team.
- Furthermore, TIP textures for BLU team have better recolors in general. For example, BLU Engineer in live TF2 still has some red on his clothes near his ammo pouch. TIP fixes these errors and also cleans up the ugly baked ambient occlusion too (look at Soldier).
- Spy viewmodel hands have normal maps and actually match the model, instead of being a beta leftover.[/QUOTE]
I was talking about the lighting. Of course the models and textures are far better on TF2 Classic.
[QUOTE=The_Rad;49225307]I made tutorial map(with my voice as tutorial) but i never finished, because what type of tutorials should the merc requied(I just thought a bunny hop and a weapon range stage but nothing more)[/QUOTE]
It would work as more of a general introduction to what's new in the game. It introduces the Merc character, who is possibly the most important feature of this mod. Plus a nice homage is always good. Maybe have a holographic Civilian boss us around.
my pack which uses the old 2007 lighting changes the scout pants so they're just brown btw
just delete the scout textures (except for the normal map), the scout normal map wont match up for the hands but you're probably never gonna notice it
[QUOTE=jimbobjoe1234;49227503]Maybe have a holographic Civilian boss us around.[/QUOTE]
[url]http://vocaroo.com/i/s0RtL5Iq5EPk[/url]
I would love a class tutorial where it would go into more detail about how the class should be played and give tips about class mechanics that the player can take advantage of like explosive jumping or ambushing. It would also be nice if the tutorial was narrated by the Mercenary, seeing that he can make use of most if not all of the abilities of each class.
If this were to be in consideration, it's best to do it when the base game itself is balanced with all changes the developers have integrated.
If people are still thinking of a medic weapon, here is one that I heard from someone else: a syringe shotgun, dealing less damage than standard shotgun with even less range.
And another suggestion would be a syringe ball that shoots syringes everywhere, though seems too much like a demo weap.
[QUOTE=Gentleman Cat;49225134]I would definitely love redesigned and rebalanced unlockables from the live game to be reintroduced into TF2C.[/QUOTE]
I'd be fine with the Quickiebomb Launcher, Scottish Resistance, and [URL="https://facepunch.com/showthread.php?t=1306785&p=47815791&viewfull=1#post47815791"]this PDQ/Gunslinger hybrid idea[/URL] [URL="https://facepunch.com/showthread.php?t=1306785&p=47773711&viewfull=1#post47773711"]that Psychopath12 thought of.[/URL]
Everything besides those items, the Flare Gun, Sandvich, Jarate, Buff Banner and [URL="https://wiki.teamfortress.com/wiki/Catcher%27s_Mitt"]the cut[/URL] [URL="https://wiki.teamfortress.com/wiki/Backpack_(Weapon)"]Scout items[/URL] just feel like tacked-on gimmicks that aren't even worth adding in.
[QUOTE=Dr. Kyuros;49231107]I'd be fine with the Quickie Launcher, Scottish Resistance, and [URL="https://facepunch.com/showthread.php?t=1306785&p=47815791&viewfull=1#post47815791"]this PDQ/Gunslinger hybrid idea[/URL] [URL="https://facepunch.com/showthread.php?t=1306785&p=47773711&viewfull=1#post47773711"]that Psychopath12 thought of.[/URL]
Everything besides those items, the Flare Gun, Buff Banner, Sandvich, Jarate, and [URL="https://wiki.teamfortress.com/wiki/Catcher%27s_Mitt"]the cut[/URL] [URL="https://wiki.teamfortress.com/wiki/Backpack_(Weapon)"]Scout items[/URL] just feel like tacked-on gimmicks that aren't even worth adding in.[/QUOTE]
I would also add gunboats and sandvich.
Some of the Medic unlocks like Crossbow are very worthy.
[QUOTE=cha0s;49228214][url]http://vocaroo.com/i/s0RtL5Iq5EPk[/url][/QUOTE]
You aint the boss of me.
[QUOTE=Nicknine;49231443]Some of the Medic unlocks like Crossbow are very worthy.[/QUOTE]
Then there's the matter of making some items fit with the 2007-2008 TF2 style.
Items like the Quickiebomb Launcher and Crusader's Crossbow which both sport a medieval theme would need to have their designs completely changed. Preferably they can have a makeshift/cobbled-together theme similarly to the Beggar's Bazooka only more plausible in function, less junk-y looking to boot. For the former, it can serve as a pretty good foil to the SR's modified/streamlined design.
I decided to post some items from the workshop that I thought fit TF2C's more grounded art style. I'm sure the devs are already aware of these items, I just thought I'd put them in a compiled place where they could more easily be organized.
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=524459309[/url] - The Fumigator, could function as a poison flamethrower.
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=270536023[/url] - The Lil' Mate, a tommy gun.
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=500507665[/url] - The Maniac's Machinenpistole, a sub-machine gun styled syringe gun for the Medic. A more cobbled together weapon, but fits the personality of the Medic. Maybe this version's Blutsauger?
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=487422055[/url] - The Booster Shot, a medigun. Might be a bit flashy, I'm not sure, but it could make a good finished model for the Overhealer.
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=389289085[/url] - The Texan Heatmaker. This blowtorch fits in nicely.
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=442881637[/url] - Commando's Cutthroat. Possible alternate melee wep for the Merc?
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=345318403[/url] - Morgan. Nice shotgun for the engineer.
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=268384600[/url] - The Attitude Adjuster. Two nailguns are better than one, could possibly fill the niche of the Rescue Ranger.
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=439001431[/url] - The Blitzstorm. Like the Booster Shot, I was concerned with this one being a little "out-there", but the clear Mad Science inspiration compliments Medic well. Possibly a Kritzkrieg model?
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=488921733[/url] - The Sticky Sweeper. Excellent Stickybomb Launcher model. Could easily act as a revamped Scottish Resistance.
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=366919683[/url] - The Tactigatling. My most desired weapon for this mod. Could easily act as a weapon for either the Heavy or the Mercenary.
[t]http://i.imgur.com/QKaZFtH.png?1[/t]
Please make this a meme
Things that I used to think about TF2 characters that could be brought to TF2C occasionally.... or not.
Heavy could have more machinegun like weapons, like as secondary as well. Fits the character.
Sniper could have some cammo hability, he's a Sniper after all. (kinda, that's actually dumb)
Medic need more weapon that cures instead of attacking only. (does the serynge cures?)
Pyro need to be Pyro, doesnt change that! Also team colored axe!
Spy need more cues that makes the desguise less noticeable if played wright, like all players taunt can be performed or something. (or not, really, that's just makin' spy over op)
Scout need fast weapons! JUST THAT!
Demo need more variation on explosives weapons. Throwables! NO fucking Cabber!
Soly needs more fighting weapons from early 60's Army, Navy and everything else.
Engineer could have more building variation. Like other buildings. Make them through weapon choice, like Mini Sentry.
Looking back, there are more than just one dumb idea in this list....
[QUOTE=Hecates;49232952]Things that I used to think about TF2 characters that could be brought to TF2C occasionally.... or not.
Heavy could have more machinegun like weapons, like as secondary as well. Fits the character.
Sniper could have some cammo hability, he's a Sniper after all. (kinda, that's actually dumb)
Medic need more weapon that cures instead of attacking only. (does the serynge cures?)
Pyro need to be Pyro, doesnt change that! Also team colored axe!
Spy need more cues that makes the desguise less noticeable if played wright, like all players taunt can be performed or something. (or not, really, that's just makin' spy over op)
Scout need fast weapons! JUST THAT!
Demo need more variation on explosives weapons. Throwables! NO fucking Cabber!
Soly needs more fighting weapons from early 60's Army, Navy and everything else.
Engineer could have more building variation. Like other buildings. Make them through weapon choice, like Mini Sentry.
Looking back, there are more than just one dumb idea in this list....[/QUOTE]
Then if they're dumb, why did you post them exactly? You should've at least thought of better ideas, as well as improving grammar.
[url="http://tf2c.gamebanana.com/sounds/28795"][img]http://tf2c.gamebanana.com/sounds/embeddables/28795?type=large[/img][/url]
Im preparing for all the dumb ratings :smug:
enjoy
So, black mesa added godrays. And fallout 4 has Godrays.
Maybe play with the idea of having light godrays/better volumetrics in tf2c?
[QUOTE=cha0s;49228214][url]http://vocaroo.com/i/s0RtL5Iq5EPk[/url][/QUOTE]
[url]http://vocaroo.com/i/s1XTPQp4t8Pt[/url]
the return
[QUOTE=Gsilverleaf;49232970]Then if they're dumb, why did you post them exactly? You should've at least thought of better ideas, as well as improving grammar.[/QUOTE]
Nope sry, cant do that.
[QUOTE=DrMedicVG;49233006][url="http://tf2c.gamebanana.com/sounds/28795"][img]http://tf2c.gamebanana.com/sounds/embeddables/28795?type=large[/img][/url]
Im preparing for all the dumb ratings :smug:
enjoy[/QUOTE]
Why am I not in the credits? If it wasn't for me not knowing anything about mapping people won't of made this a meme.
[QUOTE=cha0s;49233740]Why am I not in the credits? If it wasn't for me not knowing anything about mapping people won't of made this a meme.[/QUOTE]
[I]who cares[/I]
and it's not a meme
don't try to make it a meme, because it won't happen
it'll just stop being funny
[sp]also technically i'm the one who said it, i'm pretty sure i deserve full credit here[/sp]
Why make such a big deal over a damn picture of a merc? I thought it was never funny, just something that the community makes and then it fades away out of existence.
[QUOTE=_charon;49233781][I]who cares[/I]
and it's not a meme
don't try to make it a meme, because it won't happen
it'll just stop being funny
[sp]also technically i'm the one who said it, i'm pretty sure i deserve full credit here[/sp][/QUOTE]
Yea, don't just give me full-on credit. Charon's the grandfather of the joke.
[QUOTE=_charon;49233781][I]who cares[/I]
and it's not a meme
don't try to make it a meme, because it won't happen
it'll just stop being funny
[sp]also technically i'm the one who said it, i'm pretty sure i deserve full credit here[/sp][/QUOTE]
_charon, i already gave you credit
Sorry, you need to Log In to post a reply to this thread.