[QUOTE=Barbarossa;49329725]If you're going through with this gamemode, I think there should be a few objectives in the way, for example control points that only the bomb carrier can cap, otherwise I don't see what would keep BLU from just having a Scout pick up the bomb and rush to the end of the map with it. Alternatively, the bomb could have a slowing effect on whoever is carrying it.
Also, will the RED team be restricted to six players, like in MvM, or will it be just like any other gamemode? And if they are, will they have upgrades?[/QUOTE]
Teams will be equal in players and I have been thinking about the scout problem
[QUOTE=Barbarossa;49329725]If you're going through with this gamemode, I think there should be a few objectives in the way, for example control points that only the bomb carrier can cap, otherwise I don't see what would keep BLU from just having a Scout pick up the bomb and rush to the end of the map with it. Alternatively, the bomb could have a slowing effect on whoever is carrying it.
Also, will the RED team be restricted to six players, like in MvM, or will it be just like any other gamemode? And if they are, will they have upgrades?[/QUOTE]
Carrying the bomb should also slow your speed down like how it did with the flag in A/D in TFC.
How will you prevent flanking maneuvers? In PL it's easy to focus the objective because you know it's on a track in a set place but someone with the bomb could be anywhere and you wouldn't know. It'd be real esay for someone to slip by at the beginning and win in seconds.
[QUOTE=_Pai;49331168]How will you prevent flanking maneuvers? In PL it's easy to focus the objective because you know it's on a track in a set place but someone with the bomb could be anywhere and you wouldn't know. It'd be real esay for someone to slip by at the beginning and win in seconds.[/QUOTE]
I think that Gunmettle gave the Flag Carrier an outline, don't remember if it was for both teams. It'd be really fuckin cool if the TF2C team gave us the option to highlight the flag carrier for the enemy team, so maps like Maarten's could work a lot better.
[QUOTE=MaartenS11;49329770]Teams will be equal in players and I have been thinking about the scout problem[/QUOTE]
hmm here is an idea what if you had a capture point area for the bomb delivery point that had to be stood on for 5 second or so or maybe make the map have multiple caps around the map that open a new way for people to go through via allowing access to a area or something else again ideas for you to think about but it would require a play test when it is able to be funtional to learn what works and what doesn't
[QUOTE=Moonrat;49331843]I think that Gunmettle gave the Flag Carrier an outline, don't remember if it was for both teams. It'd be really fuckin cool if the TF2C team gave us the option to highlight the flag carrier for the enemy team, so maps like Maarten's could work a lot better.[/QUOTE]
Pretty sure in vanilla TF2 it highlights teammates with the objective only.
Would be nice if we could get that, and the highlighted teammates while waiting for respawn. [sp]unless we already have that and I forgot[/sp]
[QUOTE=_charon;49332247]Pretty sure in vanilla TF2 it highlights teammates with the objective only.
Would be nice if we could get that, and the highlighted teammates while waiting for respawn. [sp]unless we already have that and I forgot[/sp][/QUOTE]
Sounds like a neat power up for deathmatch.
[t]http://i.imgur.com/G4g6ilG.jpg[/t][t]http://i.imgur.com/CKaE5hU.jpg[/t]
someone made stuff
[QUOTE=LittleBabyman;49338950][t]http://i.imgur.com/G4g6ilG.jpg[/t][t]http://i.imgur.com/G4g6ilG.jpg[/t]
someone made stuff[/QUOTE]
You forgot the other one.
[thumb]http://i.imgur.com/iNxpy0o.png[/thumb]
[B]esp_office_a3[/B]
[media]http://imgur.com/a/0IUPV[/media]
Edited up the guard room so it looks alot better; Made the garage less bland; Added more detail to the warehouse, and probably will be the final version of the warehouse.
Now for the new stuff:
Finally did the offices and cubicles so its actually an office now; air vent in the janitor room leads to the guard room.
Hope to hear some feedback, I always need it.
[QUOTE=Druidlyclean;49348105][B]esp_office_a3[/B]
[media]http://imgur.com/a/0IUPV[/media]
Edited up the guard room so it looks alot better; Made the garage less bland; Added more detail to the warehouse, and probably will be the final version of the warehouse.
Now for the new stuff:
Finally did the offices and cubicles so its actually an office now; air vent in the janitor room leads to the guard room.
Hope to hear some feedback, I always need it.[/QUOTE]
I love everything, other than the poster in the first picture. I don't know why, it just seems out of place.
[QUOTE=valvenews;49348321]I love everything, other than the poster in the first picture. I don't know why, it just seems out of place.[/QUOTE]
Well the map IS based on a shipping company, so I thought it would fit in.
I'll resize it so its a bit smaller and isn't taking up 40% of that part of the wall.
I agree with VNN on the poster, the Warehouse and Cubicles are looking great. Maybe you should add a oil stain to break up the textures in the parking lot. Also the main office looks a little empty and now as cramped as it [I]might[/I] be, more filing cabinets is what I'll say.
[T]http://images.akamai.steamusercontent.com/ugc/579074999597215404/23D35B72DB9328578222914A5840D7C8EED514B4/[/T]
The map now has 3 capturepoints. I am now working on the logic for the capturepoints.
[QUOTE=Druidlyclean;49348105][B]esp_office_a3[/B]
[media]http://imgur.com/a/0IUPV[/media]
Edited up the guard room so it looks alot better; Made the garage less bland; Added more detail to the warehouse, and probably will be the final version of the warehouse.
Now for the new stuff:
Finally did the offices and cubicles so its actually an office now; air vent in the janitor room leads to the guard room.
Hope to hear some feedback, I always need it.[/QUOTE]
Someone should make some kind of minitel computer to replace the television on the desk.
(That's all I got to say, since the rest is just magnificent! ^^)
[QUOTE=Druidlyclean;49348105][B]esp_office_a3[/B]
[B]-Cool looking map stuff-[/B]
Edited up the guard room so it looks alot better; Made the garage less bland; Added more detail to the warehouse, and probably will be the final version of the warehouse.
Now for the new stuff:
Finally did the offices and cubicles so its actually an office now; air vent in the janitor room leads to the guard room.
Hope to hear some feedback, I always need it.[/QUOTE]
Looking good! Might I make a simple prop suggestion and say that it needs a water cooler somewhere? Gotta make it a welcoming office environment!
are we nearing tf2classics first anniversary? iirc the first release came out in january.
I want to thank everyone for the feedback, I have fixed up the garage a bit so it actually looks like a garage, and I'm honestly loving how it looks now.
And speaking of Espionage, I thought of why the janitor has the mop;
Yes it cleans up blood, but why would the Janitor need to clean up blood?
Well since Espionage is going to have a weapon pick up system, the Spy could kill the Janitor and steal his mop to clean up blood, then hide the body so no one knows about the murder.
[QUOTE=Druidlyclean;49351100]I want to thank everyone for the feedback, I have fixed up the garage a bit so it actually looks like a garage, and I'm honestly loving how it looks now.
And speaking of Espionage, I thought of why the janitor has the mop;
Yes it cleans up blood, but why would the Janitor need to clean up blood?
Well since Espionage is going to have a weapon pick up system, the Spy could kill the Janitor and steal his mop to clean up blood, then hide the body so no one knows about the murder.[/QUOTE]
That's actually a great idea. I never thought of it like that. It would be fun trying to figure out the murderer, but someone keeps cleaning blood up.
[QUOTE=Gsilverleaf;49351167]That's actually a great idea. I never thought of it like that. It would be fun trying to figure out the murderer, but someone keeps cleaning blood up.[/QUOTE]
so that would mean the janitor is on the spys side, and i thought the goal was for a group to find the spy, maybe we could add a "traitor" mechanic, if you get caught helping a spy you are foced to join his side, idk i could be completely wrong about how espionage works, or this may already be a mechanic.
If cleaning up blood and hiding bodies is a thing in Espionage, does that mean there will be a mechanic for carrying dead bodies? If there is, it would be awesome if everyone could do it, not just the Spy. I'm imagining gameplay situations where someone finds a body, wants to carry it to a scientist to get him to do an autopsy, only to get mistaken for a Spy and get shot for his trouble. :v:
also what are the chances the the smg model for scout could be changed back to it old form? i liked the old version more.
[QUOTE=cha0s;49351203]so that would mean the janitor is on the spys side, and i thought the goal was for a group to find the spy, maybe we could add a "traitor" mechanic, if you get caught helping a spy you are foced to join his side, idk i could be completely wrong about how espionage works, or this may already be a mechanic.[/QUOTE]
Your not getting the concept; the Spy kills the Janitor to steal his mop off his corpse, and then goes to clean up the blood, rather than having the Janitor on the Spy's side.
[QUOTE=Barbarossa;49351206]If cleaning up blood and hiding bodies is a thing in Espionage, does that mean there will be a mechanic for carrying dead bodies? If there is, it would be awesome if everyone could do it, not just the Spy. I'm imagining gameplay situations where someone finds a body, wants to carry it to a scientist to get him to do an autopsy, only to get mistaken for a Spy and get shot for his trouble. :v:[/QUOTE]
So far of what I've read of the Espionage gamemode, there will be the ability to pick up corpses.
could someone link that google doc talking about espionage?
Quick apology for posting so much,
[media]http://imgur.com/a/6XoCX[/media]
I honestly love how the garage came out and would like to hear your opinions on it.
Honestly, it's too cluttered.
[QUOTE=Druidlyclean;49351454]Quick apology for posting so much,
[media]http://imgur.com/a/6XoCX[/media]
I honestly love how the garage came out and would like to hear your opinions on it.[/QUOTE]
I'd say remove that large piece of concrete that's next to that support with the oil can on the other side of it.
[QUOTE=cha0s;49351296]could someone link that google doc talking about espionage?[/QUOTE]
It's in the middle of being re-written, [URL="https://docs.google.com/document/d/1l3tttFTVFpiI89msw0rao0BFRfv_a-g_gOFLVFYaFfk/edit?usp=sharing"]feel free to watch that process in real time[/URL].
Just remember, Espionage is so far away that it is just words on paper, some models, and apparently a really cool map
[QUOTE=OneFourth;49351991]It's in the middle of being re-written, [URL="https://docs.google.com/document/d/1l3tttFTVFpiI89msw0rao0BFRfv_a-g_gOFLVFYaFfk/edit?usp=sharing"]feel free to watch that process in real time[/URL].
Just remember, Espionage is so far away that it is just words on paper, some models, and apparently a really cool map[/QUOTE]
Will the guard room and armory still be in Espionage? I loved the idea of having to wait 2 minutes until any class can get the weapons from the armory.
And I wouldn't mind having the option while being a guard to stay in the guard room to watch screens, and press an alarm button.
[QUOTE=Druidlyclean;49352920]And I wouldn't mind having the option while being a guard to stay in the guard room to watch screens, and press an alarm button.[/QUOTE]
Really, REALLY dumb idea, why not make a camera system UI similar to the one in fnaf.
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