[IMG]http://i.imgur.com/LLRHR7d.png[/IMG]
EDIT: [URL="http://tf2c.gamebanana.com/skins/143737"]Now downloadable as a skin.[/URL]
[QUOTE=MrDrToaster;49441502]I thought you guys cared about the time setting and art style enough to make a flare gun that actually fits in.[/QUOTE]
In what way does the live tf2 flare gun model not fit the artstyle?
[QUOTE=cha0s;49441883]In what way does the live tf2 flare gun model not fit the artstyle?[/QUOTE]
I think they're referring to the fact that it looks nothing like our modern real world flare guns, or flare guns at the time.
[I]
It looks different because it's heavily stylized, thus matching the TF2 theme.[/I]
[QUOTE=Agameofscones;49442281]I think they're referring to the fact that it looks nothing like our modern real world flare guns, or flare guns at the time.
[I]
It looks different because it's heavily stylized, thus matching the TF2 theme.[/I][/QUOTE]
I don't understand. Because it's just not the real life flare gun it means that it doesnt fit the artstyle?
people forget the fact that tf2 is designed like a cartoon and therefore can have cartoon unfitting thing : We can beat people with a goddamn pan dude,we got golden pan too.
[QUOTE=someone101001;49442710]We have bright, plastic flareguns in real life
not sure about in the 50s though[/QUOTE]
Doesn't TF2 take place in the late 60's, though?
[QUOTE=Starlight 456;49442810]Doesn't TF2 take place in the late 60's, though?[/QUOTE]
June 1968 to be exact.
[QUOTE=cha0s;49443321]June 1968 to be exact.[/QUOTE]
I thought it was 1972.
[QUOTE=Wormy;49443371]Nope, at least not according to the calendar.
[t]http://images.akamai.steamusercontent.com/ugc/608349904193163023/5EAD6107CBD7871E40CB88BBABE595C048C8505B/[/t][/QUOTE]
That calendar has been there for years. In the comics tf2 takes place in 1972-1973 now, which is after the Gravel wars (MVM).
But the art style for tf2 died a long time ago. [I]cough cough australiums[/I]
I'm hoping tf2c brings back the classic feel of the game.
[QUOTE=Gsilverleaf;49443341]I thought it was 1972.[/QUOTE]
The events of MVM take place in 1972. The original gravel wars take place in 1968
The TF2 flaregun as far as I can tell was based off of the Orion 12 gauge Flaregun, that many people feel does not fit the 1950-late 60s art style, looks out of place colorwise next to all of the other weapons, and the the earliest reference of it I can find of the Orion is from the 1989 Savage Beach movie.[IMG]http://www.imfdb.org/images/thumb/4/4a/Orion_flare_gun.jpg/400px-Orion_flare_gun.jpg[/IMG]
But besides that, werent you guys going to stick with the concept art?
[IMG]http://i.imgur.com/PgIkdFa.png[/IMG]
(The concept art is based off of a post WWII era flaregun.)
[QUOTE=MrDrToaster;49443805]The TF2 flaregun as far as I can tell was based off of the Orion 12 gauge Flaregun, that many people feel does not fit the 1950-late 60s art style, looks out of place colorwise next to all of the other weapons, and the the earliest reference of it I can find of the Orion is from the 1989 Savage Beach movie.[IMG]http://www.imfdb.org/images/thumb/4/4a/Orion_flare_gun.jpg/400px-Orion_flare_gun.jpg[/IMG]
But besides that, werent you guys going to stick with the concept art?
[IMG]http://i.imgur.com/PgIkdFa.png[/IMG]
(The concept art is based off of a post WWII era flaregun.)[/QUOTE]
Just because they're adding some beta elements of the game doesn't mean they're going to do a carbon copy design of everything.
[QUOTE=Gentleman Cat;49444023]Just because they're adding some beta elements of the game doesn't mean they're going to do a carbon copy design of everything.[/QUOTE]
I think the point he's trying to make is that the flare gun should get a concept art version implemented, like the way the cyclops was taken into account and added. I don't think it's a bad idea; the design looks interesting and unique enough.
[QUOTE=Gentleman Cat;49444023]Just because they're adding some beta elements of the game doesn't mean they're going to do a carbon copy design of everything.[/QUOTE]
That wasn't the point I was making, the point I was making was that the Flareguns from live TF2 don't fit in with all of the other weapons in TF2C.
[QUOTE=GoldenBalls;49438908]I've probably mentioned this elsewhere so forgive me if I'm repeating myself; I agree with you but it should be said that those lines are just our base pack. VIP isn't in full-swing active development beyond the occasional asset creation and map tests.
Deathmatch is the current Dev focus regarding new content. So don't worry, when it comes down to it, we'll probably end up cutting or adding lines as and when needed to fit the gamemode properly.
Thanks for the compliments on the voice![/QUOTE]
thanks for clearing that up
on the topic of voices, have you guys decided on a voice for the espionage characters yet? in my head the scientist definitely sounds like the hl scientists/kleiner. if i'm not mistaken, the guys at jb ep3 got his voice actor on board for their game?
[QUOTE=DareLOL;49441740][IMG]http://i.imgur.com/LLRHR7d.png[/IMG]
EDIT: [URL="http://tf2c.gamebanana.com/skins/143737"]Now downloadable as a skin.[/URL][/QUOTE]
I didn't know you were the one who made this on GB :v:
[QUOTE=MrDrToaster;49444242]That wasn't the point I was making, the point I was making was that the Flareguns from live TF2 don't fit in with all of the other weapons in TF2C.[/QUOTE]
I really don't understand the problem, gameplay wise an extremely colorful flaregun fits more then one with stock colors, with a stock colors someone could confuse it for the shotgun, and if you want a more tf2 lore purist explanation, maybe tf2/tf2cs universe may be different from our own, meaning weapons that didn't exist in the 60 in the real world existed in that world.
[QUOTE=MrDrToaster;49444242]That wasn't the point I was making, the point I was making was that the Flareguns from live TF2 don't fit in with all of the other weapons in TF2C.[/QUOTE]
As cha0s said, gameplay-wise it helps with differentiating an enemy Pyro's weapons at a glance. And besides, is it really that out of the question that Pyro might have painted their weapons a bright color?
Unrelated question, but will we implement this? [url]https://wiki.teamfortress.com/wiki/Commander[/url]
EDIT: probably not but the idea seems kinda cool honestly
Are there always hackers in this game?
[QUOTE=DrMedicVG;49445540]Unrelated question, but will we implement this? [url]https://wiki.teamfortress.com/wiki/Commander[/url]
EDIT: probably not but the idea seems kinda cool honestly[/QUOTE]
I pitched an idea a while back about the commander would be the voice announcer in the helicopter in VIP. Don't know if they are gonna do it or not since still focused on deathmatch.
dm_lockout is finished
[t]http://i.imgur.com/jFrGdNW.png[/t][t]http://i.imgur.com/3ZHzd8l.png[/t]
[t]http://i.imgur.com/nEJDHdY.png[/t][t]http://i.imgur.com/xQA7PjU.png[/t]
[URL="https://mega.nz/#!n9hSAASD!FvNY5P1oRcSgqBaGn6N5krwcgRd3Yc1-OU57QMwmogU"]Here's a download for it[/URL]
If someone could upload this to their server and fastdl server for a huge playtest that would be cool
[QUOTE=DrMedicVG;49445540]Unrelated question, but will we implement this? [url]https://wiki.teamfortress.com/wiki/Commander[/url]
EDIT: probably not but the idea seems kinda cool honestly[/QUOTE]
The commander is made for tf2 brotherhood of arms
[QUOTE=DrMedicVG;49445540]Unrelated question, but will we implement this? [url]https://wiki.teamfortress.com/wiki/Commander[/url]
EDIT: probably not but the idea seems kinda cool honestly[/QUOTE]
[QUOTE]...But there was significant design challenges involved. For instance, how do we design the game such that the commander can have fun and at the same time ensure that the players down on the ground can have fun? How do we ensure that the players and the commander value the output of each other? How do we ensure that the game is still fun if you have a terrible commander, or conversely, if you're a great commander with a terrible team? We spent many months working on these and other issues and never really reached a point where we were satisfied. In addition, our game has become overly complex, due to our attempts to add a strategy layer deep enough to warrant the addition of the commander in the first place. In the end, we made the hard decision to remove him from the game and moved on.[/QUOTE]
I'm usually not one to respond with someone else's words, but Robin did a pretty good job of explaining the problems with the Commander.
[video]https://youtu.be/FgZbyfq5MYk[/video]
Part of a video series
But in all seriousness where is demoman's dynamite?
[QUOTE=Freakout642;49446127]But in all seriousness where is demoman's dynamite?[/QUOTE]
I actually just brought that up with everyone. Maybe beta 3. :cry:
[QUOTE=Freakout642;49446127]But in all seriousness where is demoman's dynamite?[/QUOTE]
it exists in the game but isnt usable without the randomizer cvar set to 1 and it deploys instantly and kills your teammates
[QUOTE=Cufflux;49444144]I think the point he's trying to make is that the flare gun should get a concept art version implemented, like the way the cyclops was taken into account and added. I don't think it's a bad idea; the design looks interesting and unique enough.[/QUOTE]
We're debating right now adding in the concept styled flaregun Dutchman/Sexy Robot made here \/ (We've got permission)
[url=http://steamcommunity.com/sharedfiles/filedetails/?id=17514][img]http://images.akamai.steamusercontent.com/ugc/523781927463320256/1EC58C074D57DCD55E824AC9E9C793FE7B47D01B/[/img][/url]
Reason we want to add it is mainly for DM (it's not team coloured and if we need to edit anything stats wise it wouldn't as be confusing)
So we want to know if you'd like it in regular mode or just for DM.
So agree for total flaregun replacement, disagree for just DM or dumb for keep the default flaregun.
how do i use the aggree/disagree/dumb? i dont use facepunch often
[QUOTE=ghostboy1225;49446803]how do i use the aggree/disagree/dumb? i dont use facepunch often[/QUOTE]
You need a certain number of posts I'm afraid. (50 I think)
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