[QUOTE=Gsilverleaf;49385672]So, I was browsing on 404's site and I came across this.
[url]http://www.unf[/url] gaming.net/downloads/danielchatlog.png
Had to put a space in unfgaming because apparently it's censored, so just remove the space.[/QUOTE]
That is probably being taken way out of context and probably also has to do with that attack supposedly from 404's servers (but it was actually someone else).
[QUOTE=Tacosmell;49385798][t]http://i.imgur.com/ZWTfwR3.jpg[/t]
Hey all, here's a poster I did for the release of Maxxy's Civilian model.
It should be coming out on the 26th on the Source Filmmaker and Garry's Mod workshop, so stay tuned!
Here's the 4k full size version of the poster:
[url]https://www.dropbox.com/s/z21rmnpz82ipfqa/civiliancoolio.png[/url][/QUOTE]
I just noticed, the Civilian looks like my Social Studies Teacher, Mr. Tomlinson. Cool.
[QUOTE=blaholtzen;49370855]Bowtie Edition
[t]https://dl.dropboxusercontent.com/u/39556064/concepts/Characters/AgentBowtie.jpg[/t][/QUOTE]
Just wanna say I really like this design. Looks very stylish and fits almost perfectly with the late 60s aesthetic.
However, I think you should get rid of the balaclava and gloves to differentiate it from the spy.
[QUOTE=Tacosmell;49385798][t]http://i.imgur.com/ZWTfwR3.jpg[/t]
Hey all, here's a poster I did for the release of Maxxy's Civilian model.
It should be coming out on the 26th on the Source Filmmaker and Garry's Mod workshop, so stay tuned!
Here's the 4k full size version of the poster:
[url]https://www.dropbox.com/s/z21rmnpz82ipfqa/civiliancoolio.png[/url][/QUOTE]
If there's one probablility of VIP maps comes, maybe you guys should add some defensive weapon for the civilian apart of the umbrella something of low clip and low damage like a derringer or some pocket weapon
[QUOTE=danielmm8888;49378539]Well, I've got some bad news. We're delaying the beta until the 26th. Initially we've had problems compiling the Linux version ( which we need since half of our official servers run on Linux ), however while playtesting we've found some rather huge bugs, which is why it'd be better for us to delay it so that we can iron those bugs out.
Thank you for your patience.
Here is the changelog for 2.0.0b2[/QUOTE]
Can you put a 24hours countdown so that evryone knows the exact time for the update
[QUOTE=MaartenS11;49386573]Can you put a 24hours countdown so that evryone knows the exact time for the update[/QUOTE]
Although we've fixed all issues we've had, we haven't decided on an exact time for the release on the 26th yet. We'd release it earlier if we could, however some people (which we need for the next release) are currently busy with the holidays.
We'll most likely make a post on FP a few hours before the update hits. There's also going to be a new blog post.
[QUOTE=Tobin;49386167]Just wanna say I really like this design. Looks very stylish and fits almost perfectly with the late 60s aesthetic.
However, I think you should get rid of the balaclava and gloves to differentiate it from the spy.[/QUOTE]
I don't think they need to [I]completely[/I] differentiate between the Agent and Spy. After all, the basic concept - sneaking around, disguising as enemies, stabbin' backs - is still the same, even if there are some major differences. I think a similar, but slightly different look in combination with a distinct personality will be enough to differentiate them. Besides, the two will never be in the same gamemode, so some similarities don't really matter from a gameplay perspective.
[QUOTE=Barbarossa;49387130]I don't think they need to [I]completely[/I] differentiate between the Agent and Spy. After all, the basic concept - sneaking around, disguising as enemies, stabbin' backs - is still the same, even if there are some major differences. I think a similar, but slightly different look in combination with a distinct personality will be enough to differentiate them. Besides, the two will never be in the same gamemode, so some similarities don't really matter from a gameplay perspective.[/QUOTE]
I feel like the James Bond trope is already used well with the Spy and I see the Agent as an opportunity to do something new. Similar field of work but different aesthetic.
What should also be considered is that the Spy fights against armed opponents while most classes in Espionage are just office workers. I feel like sending a Bond-esque agent to do a cleaning job like that doesn't fit as well in terms of narrative, it's not nearly as stylish or action-packed to kill (mostly) unarmed targets. That's why I tried to style my concept more after noir-movie agents or hitmen rather than a James Bond one; more ruthless, less glamorous. (Not saying my design should be used, I would just like to see you guys try something different.)
I'd like to see something called an [B]"Agent vs Spy"[/B] update in tf2c's future.
Having this picture
[QUOTE=Soriddo;49384929]
[IMG]https://d1u1p2xjjiahg3.cloudfront.net/76919b5b-8f5f-46bc-8adc-b5284174d9fc.png[/IMG][/QUOTE]
recreated with the Agent looking at the tf2 spy and building an update on it would cool IMO.
(Feels good to be back for a little bit. Works is a pain eating up all my time :cry:)
Will the merc's voice lines be added?
I'm wondering how they're going to do the Merc's animations.
[media]http://imgur.com/a/epXM8[/media]
[B]esp_office_a5[/B]
-Added some filing cabinets and some details to the Offices, there is a water cooler in the break room that I didn't take a picture of for the sake of less pictures.
-Fixed up the mess hall so its less bland, lifted up half of the ceiling for what I will explain later.
-Added new rooms, the first of which containing one of the Agent's spawns, and a catwalk for another spawn for the Agent to have an overlook of the area.
-Added a new room for the sake for the Guard to "capture" in order for him to walk around rather than staying in one place the whole round.
-Added a new hallway that leads to the Boss room for the Worker class to capture memos in order to run down the clock, its a long hallway for the sake that it takes a while to capture points and run down the clock, and makes the Worker a bit vulnerable to the agent.
The three new rooms in this narrow hall include the: Science lab, which includes a freezer for the corpses so the spy cant disguise off of them[sp]Will have a rail system eventually so the scientist can run down time[/sp]; a locker room for the spy to get workers uniforms, and in this room has an airvent going to the Meeting room; and finally the Bosses office, where as said before, is made for the Worker to deliver memos.
As always, I will be happy to hear your thoughts on the map and what I could make better.
[QUOTE=danielmm8888;49386713]Although we've fixed all issues we've had, we haven't decided on an exact time for the release on the 26th yet. We'd release it earlier if we could, however some people (which we need for the next release) are currently busy with the holidays.
We'll most likely make a post on FP a few hours before the update hits. There's also going to be a new blog post.[/QUOTE]
what if some people don't celebrate Chirstmas? Can you add the update on the 26th.
[QUOTE=bluetoad555;49390416]what if some people don't celebrate Chirstmas? Can you add the update on the 26th.[/QUOTE]
...what
the DEV team has people who celebrate christmas
[QUOTE=LittleBabyman;49390530]...what
the DEV team has people who celebrate christmas[/QUOTE]
I know i know :)
[QUOTE=Druidlyclean;49390052][t]http://i.imgur.com/Yolkt1Z.jpg[/t][/QUOTE]
I feel like those cubicles could use an actual prop model. It's kind of obvious the desks and walls were built with thin brushes; you can't go into very fine detail.
And most cubicles have file cabinets near the legs, under the table:
[t]http://www.ajaxbusinessinteriors.com/images/cubicle.JPG[/t][t]http://cdn3.volusion.com/ps2ty.k63d4/v/vspfiles/photos/HM51-2.jpg?1435749050[/t][t]http://www.panelinstall.com/images/Haworth.jpg[/t]
Because putting cabinets on the side drastically reduces the size of an already small space.
And there's usually a diagonal bridge, rounded or not, in the corner between the two adjacent desk sides.
And it just looks really small, it should probably be a couple of 2x2 cubicle groups, not three 3x2 cubicle groups.
Other than that, it looks really good. You should use [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=578604126"]this[/URL] if it ever gets developed as a hammer prop, not for SFM use. Or you could ask him for permission and do it yourself. Or get another TF2C team member to do it.
[QUOTE=_Pai;49385940]That is probably being taken way out of context and probably also has to do with that attack supposedly from 404's servers (but it was actually someone else).[/QUOTE]
Not sure if you understand, the project "manager" used a RAT on someone who RAT'd other people. I'm 100% sure what they both did is illegal.
[QUOTE=Gsilverleaf;49390675]Not sure if you understand, the project "manager" used a RAT on someone who RAT'd other people. I'm 100% sure what they both did is illegal.[/QUOTE]
Chat log may have been forged, who could know?
[QUOTE=Cufflux;49390553]I feel like those cubicles could use an actual prop model. It's kind of obvious the desks and walls were built with thin brushes; you can't go into very fine detail.
And most cubicles have file cabinets near the legs, under the table:
[t]http://www.ajaxbusinessinteriors.com/images/cubicle.JPG[/t][t]http://cdn3.volusion.com/ps2ty.k63d4/v/vspfiles/photos/HM51-2.jpg?1435749050[/t][t]http://www.panelinstall.com/images/Haworth.jpg[/t]
Because putting cabinets on the side drastically reduces the size of an already small space.
And there's usually a diagonal bridge, rounded or not, in the corner between the two adjacent desk sides.
And it just looks really small, it should probably be a couple of 2x2 cubicle groups, not three 3x2 cubicle groups.
Other than that, it looks really good. You should use [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=578604126"]this[/URL] if it ever gets developed as a hammer prop, not for SFM use. Or you could ask him for permission and do it yourself. Or get another TF2C team member to do it.[/QUOTE]
The cubicle groups are 4x2, and I'm not given a lot of freedom since there aren't a lot of office props in the TF2 community.
And know that I cant just add cubicles all over the place, this is a game based on spacial areas where you have space to move around
[QUOTE=NitronikALT;49390707]Chat log may have been forged, who could know?[/QUOTE]
[IMG]http://i.imgur.com/jTISElR.png[/IMG]
Proves chat isn't forged.
[highlight](User was banned for this post ("Extending, bypassing url censors and feeding trolls" - postal))[/highlight]
WTH. TF2C site is down for me. Is it for everyone else too?
[QUOTE=SwiggyAlt;49390994]WTH. TF2C site is down for me. Is it for everyone else too?[/QUOTE]
yes me to becuase of the new update
[QUOTE=bluetoad555;49391068]yes me to becuase of the new update[/QUOTE]
It's nothing to do with the new update, it's probably something wrong with our server.
So, TF2C is TF2 but without the Microtransactions, Hats and with removed content from TF2?
If so, then I might pick this up, might get me back into TF2, after Hats and Microtransactions came out, I just fell out of the game.
Also do you guys plan to do character updates or something like it?
[QUOTE=Druidlyclean;49390052][media]http://imgur.com/a/epXM8[/media]
[B]esp_office_a5[/B]
[/QUOTE]
The thing I love about this map is that it can also be used for a variety of scenes in sfm. All of the rooms are so purposeful. Very well done
[QUOTE=Hogie bear;49391472]The thing I love about this map is that it can also be used for a variety of scenes in sfm. All of the rooms are so purposeful. Very well done[/QUOTE]
Unless The author would like to create a sfm version... You have to recompile this map for HDR and add cubemaps unless he did in this version.
So, I know it wasn't listed in the changelog, but some things were missing, so I'll ask: Will the Six Shooter receive its new model in the new update?
[QUOTE=OmniConsUme;49391573]Unless The author would like to create a sfm version... You have to recompile this map for HDR and add cubemaps unless he did in this version.[/QUOTE]
I haven't made an SFM version, but I would like to see someone do it, and make a short in it or something.
vaultf4.com and tf2classic.com are ofline so its not because the update its vault f4 doing some stuff
[QUOTE=Druidlyclean;49391839]I haven't made an SFM version, but I would like to see someone do it, and make a short in it or something.[/QUOTE]
I actually tried to make it in an eariler version of the map after porting over tf2classic content. Apparently I cannot recompile tf2c into sfm... actually.
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