[QUOTE=Pie_Tony;49446738]We're debating right now adding in the concept styled flaregun Dutchman/Sexy Robot made here \/ (I've asked dutchman for permission, just waiting for Sexy Robot.)
[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 namely 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.[/QUOTE]
Any chance some other weapons might get a similar treatment for DM? It might allow for some balance changes for DM weapons while leaving the stock weapons unchanged, and a similar, but different model would help making that clear.
[QUOTE=Barbarossa;49446878]Any chance some other weapons might get a similar treatment for DM? It might allow for some balance changes for DM weapons while leaving the stock weapons unchanged, and a similar, but different model would help making that clear.[/QUOTE]
Yep that's likely happen, especially if there's a major change needed.
It's just the balancing part that is the hardest bit.
That Flare Gun is extremely sexy, and even though Valve's is also amazing, I'd actually prefer total replacement (so both DM and Gravel Wars/teamplay)
[QUOTE=Erfly;49446865]You need a certain number of posts I'm afraid. (50 I think)[/QUOTE]
ok thank you i didn't know that
[editline]3rd January 2016[/editline]
[QUOTE=Pie_Tony;49446738] snip.[/QUOTE]
i would have it for dm but i cant do the vote as erfly as stated above for those reasons
I like that flaregun, but I feel that it's way too similar looking to the shotgun, not only in colors but the way that the Pyro holds it. I'd say maybe give is a bit of team coloring somewhere so players can see that it's not a shotgun.
Somewhat off-topic, but when did you guys add the notifications tab in the menu? It's a bit too close to the "Quit" button, don't you think?
[QUOTE=Pie_Tony;49446738]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 namely 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.[/QUOTE]
I'd say neither. It would be best as an alternative to the original, like the beta RL.
[QUOTE=Cufflux;49448614]I'd say neither. It would be best as an alternative to the original, like the beta RL.[/QUOTE]
It could be used as the model for the Detonator, or something similar to the Detonator. [sp]if you recreate and balance the Beta Detonator I'll love you forever[/sp]
Would be easier to understand if totally new model = new stats, while old model/very similar to old model (Kritzkrieg and Ubersaw/Syringe still count for this - Kritzkrieg is similar to the TF2 model and the Ubersaw was already a syringe built into a saw) = complete port from TF2.
also, mostly unrelated, but is the Kritzkrieg model and texture completed? I feel like the barrel energy thing should be yellow, like in TF2.
Still no models for the GRN and YLW overhealer?
[media]http://imgur.com/a/BJCa7[/media]
[B]esp_office_b1[/B]
-Added some new airvents so rooms cannot be camped.
-Added a slight new art pass to some rooms, the mess hall having the new chairs that were added, spy room has some props to give the room more detail, and the science lab has a new airvent and operating table as detail to the room and to make it look more like a science lab.
I have added some placeholders/objectives to the map since the espionage document overhaul:
-Added an emergency phone for when you capture all the memos as the worker.
-Added objectives for the Guard, including three areas for the Guard to capture in order for the clock to run down.
-Two out of three memos placeholders have been added to the map, still needing to add the third memo in another area, not sure where though yet.
-Added a placeholder for the uniform for the Agent to use and disguise with, will only contain one random uniform, so the Agent doesn't rely on the room for safety.
I have also put a medium medkit between a hall so it is risky to get if the Agent is around.
Also need help with the room in the last picture. I cannot figure out on what to make the room into, right now its just an empty room with a memo for the worker to grab.
I am always happy to hear feedback on what I can change or add.
[QUOTE=Cufflux;49449805]Are there any vault props? It could be a place that has some access that's off-limits.[/QUOTE]
There is an armory in the Guard room that is locked for 2 minutes, and the only way inside is waiting said 2 minutes, or if someone uses the master key on the door.
[QUOTE=Druidlyclean;49449725][media]http://imgur.com/a/BJCa7[/media]
[B]esp_office_b1[/B]
-Added some new airvents so rooms cannot be camped.
-Added a slight new art pass to some rooms, the mess hall having the new chairs that were added, spy room has some props to give the room more detail, and the science lab has a new airvent and operating table as detail to the room and to make it look more like a science lab.
I have added some placeholders/objectives to the map since the espionage document overhaul:
-Added an emergency phone for when you capture all the memos as the worker.
-Added objectives for the Guard, including three areas for the Guard to capture in order for the clock to run down.
-Two out of three memos placeholders have been added to the map, still needing to add the third memo in another area, not sure where though yet.
-Added a placeholder for the uniform for the Agent to use and disguise with, will only contain one random uniform, so the Agent doesn't rely on the room for safety.
I have also put a medium medkit between a hall so it is risky to get if the Agent is around.
Also need help with the room in the last picture. I cannot figure out on what to make the room into, right now its just an empty room with a memo for the worker to grab.
I am always happy to hear feedback on what I can change or add.[/QUOTE]
Are there any vault props? It could be a place that has some access that's off-limits.
Hey guys!
I just made a 4 Team King of the Hill map in Team Fortress Classic called koth_house_beta_v1. You can download the map here.
[url]https://drive.google.com/file/d/0B08hpmBOnd-bR3Mtc1pQSmlkZ2M/view?usp=sharing[/url]
I'm also uploading the .vmf file for anyone who wants to tweak or edit the map in any way.
[url]https://drive.google.com/file/d/0B08hpmBOnd-bZ0tQdVh0eFV1cDg/view?usp=sharing[/url]
If any of you guys have any criticisms or have made any changes to the .vmf file you'd like to inform me about, please inform me at my email at [email]kevinnordman10@gmail.com[/email].
Please keep in mind that this is a beta so improvements will be made.
Thanks and have fun. :)
So while i was on a server, someone mentioned the concept of a map where, and i quote, "You stop a new company from gaining power and becoming a nuisance to the 4 most powerful company" and i remember people wanting a purple team awhile back but the devs saying no, why not implement a game mode that involves you having to kill the purple CEO and destroying the business, it could be a version of espionage, or its own thing.
[QUOTE=Master_Jevin;49449969]Hey guys!
I just made a 4 Team King of the Hill map in Team Fortress Classic called koth_house_beta_v1. You can download the map here.
[url]https://drive.google.com/file/d/0B08hpmBOnd-bR3Mtc1pQSmlkZ2M/view?usp=sharing[/url]
I'm also uploading the .vmf file for anyone who wants to tweak or edit the map in any way.
[url]https://drive.google.com/file/d/0B08hpmBOnd-bZ0tQdVh0eFV1cDg/view?usp=sharing[/url]
If any of you guys have any criticisms or have made any changes to the .vmf file you'd like to inform me about, please inform me at my email at [email]kevinnordman10@gmail.com[/email].
Please keep in mind that this is a beta so improvements will be made.
Thanks and have fun. :)[/QUOTE]
It's nice to see more people being inspired to map for TF2C, but your map has some serious problems.
[t]http://images.akamai.steamusercontent.com/ugc/367407212158149186/C101834D4215BE0CC713292954AD1C12E79E3989/[/t]
This is only minor but you'll want that to be the same width as the rest of the walls. Also, you need a light_environment so it isn't full bright.
[t]http://images.akamai.steamusercontent.com/ugc/367407212158148841/F0CB139893079D3C522910F3F1E5681BE4E65F55/[/t]
While I like the concept of doors on a control point they're much to small gameplay wise. Also, it'd be good of you to put a func_nobuild over the point to prevent engies from slapping sentries in a room that has the main objective in it. Overall the map is... empty. It's four spawn rooms and a cap point. I'll take a look at the vmf and send you a more gameplay centered layout. But overall good job on what I'd assume is your first or second map!
[B]Edit:[/B] Your gameplay logic entites are flawlessly setup by the way. Really it's just the layout that needs work.
Hey when will you guys update the overhealer? where it actually boost players health.
[QUOTE=Agameofscones;49450020]It's nice to see more people being inspired to map for TF2C, but your map has some serious problems.
[t]http://images.akamai.steamusercontent.com/ugc/367407212158149186/C101834D4215BE0CC713292954AD1C12E79E3989/[/t]
This is only minor but you'll want that to be the same width as the rest of the walls. Also, you need a light_environment so it isn't full bright.
[t]http://images.akamai.steamusercontent.com/ugc/367407212158148841/F0CB139893079D3C522910F3F1E5681BE4E65F55/[/t]
While I like the concept of doors on a control point they're much to small gameplay wise. Also, it'd be good of you to put a func_nobuild over the point to prevent engies from slapping sentries in a room that has the main objective in it. Overall the map is... empty. It's four spawn rooms and a cap point. I'll take a look at the vmf and send you a more gameplay centered layout. But overall good job on what I'd assume is your first or second map!
[B]Edit:[/B] Your gameplay logic entites are flawlessly setup by the way. Really it's just the layout that needs work.[/QUOTE]
how did you make the pistol point towards the crosshair more?
[QUOTE=Cpt. Cakes;49450322]how did you make the pistol point towards the crosshair more?[/QUOTE]
I'm pretty sure his viewmodel_fov is just ridiculously high.
Use the viewmodel_offset_x command. You can replace x with y and z to adjust the viewmodel on a different axis.
[QUOTE=Moonrat;49447686]I like that flaregun, but I feel that it's way too similar looking to the shotgun, not only in colors but the way that the Pyro holds it. I'd say maybe give is a bit of team coloring somewhere so players can see that it's not a shotgun.[/QUOTE]
If I had to guess this is probably exactly why Valve didn't use that design in the first place.
To be honest, I don't get why the fuck should the flare gun model should be changed and how the fuck does it not fit the TF2 artstyle.
[QUOTE=Soriddo;49451324]To be honest, I don't get why the fuck should the flare gun model should be changed and how the fuck does it not fit the TF2 artstyle.[/QUOTE]Everything made after 2007 is haraam and should be discarded. (Please ignore all the bits already imported from post-2007 content).
[QUOTE=The Kins;49451341]Everything made after 2007 is haraam and should be discarded. (Please ignore all the bits already imported from post-2007 content).[/QUOTE]
This still seems like an overly hostile attitude to have.
So guys, I'm wanting to get a server that only host community maps. Of course, being familiar with TFMaps helped me quickly find many maps I remembered looking fun. So here is the list!
Will do:
Overlook [url]http://tf2maps.net/resources/overlook.28/[/url] CTF y
Skyward [url]http://tf2maps.net/resources/skyward.38/[/url] KOTH y
Glassworks [url]http://tf2maps.net/resources/glassworks.46/[/url] 5CP Push y
Stoneyridge [url]http://tf2maps.net/resources/stoneyridge.19/[/url] A/D n
Might Do:
Artic [url]http://tf2maps.net/resources/arctic.33/[/url] KOTH y
Namicott [url]http://tf2maps.net/resources/namicott.35/[/url] KOTH n
Sunshine [url]http://tf2maps.net/resources/sunshine.47/[/url] 5 CP Push n
Mojave [url]http://tf2maps.net/resources/mojave.17/[/url] 2 Stage A/D n
Keikoku [url]http://tf2maps.net/resources/keikoku.16/[/url] A/D y
Manngrove [url]http://tf2maps.net/resources/manngrove.45/[/url] PL n
Wildfire [url]http://tf2maps.net/resources/wildfire.31/[/url] CTF n
5Curve [url]http://tf2maps.net/resources/5curve.39/[/url] PL n
Angkor [url]http://tf2maps.net/resources/angkor.40/[/url] PL n
Backlot [url]http://tf2maps.net/resources/backlot.2/[/url] Arena n
Moonshine [url]http://tf2maps.net/resources/moonshine.152/[/url] KOTH n
Needs Consideration:
Cashworks [url]http://tf2maps.net/resources/cashworks.42/[/url] PL (Large file) n
Corrode [url]http://tf2maps.net/resources/corrode.253/[/url] PL (Large file) n
Waste [url]http://tf2maps.net/resources/waste.185/[/url] Tug (Large file, Weird gamemode(Tug)) n
Suijin [url]http://tf2maps.net/resources/suijin.4/[/url] Arena (Large file, Unoptimized, Big) n
Zikentite [url]http://tf2maps.net/resources/zinkenite.22/[/url] 3 Stage A/D (Great map, MASSIVE FILE) y
Vector [url]http://tf2maps.net/resources/vector.30/[/url] A/D CTF (Large file, Weird gamemode(A/D CTF)) y
Can't Do/ Will not do:
Rust [url]http://tf2maps.net/threads/rust.18621/[/url] PL (Missing models) y
[I]Note: y means I have loaded the map in TF2C, n means I have not. I will be checking all these maps to make sure that they work and have no glaring issues.[/I]
[i]A map being larger than about 35 MB classifies it as large. If maps have a BZ2 option, like Zikentite, then I'll use that.[/i]
[i]As you can see, there are some more unorthodox gamemodes on there. I want to make sure those are fun before putting them on there. (Waste, Vector, Also HAARP)[/i]
That's the list as of now, if you guys have any input or suggestions, I would like to hear them.
Couldn't doublecross be a good Deathmatch map, or is it too large for Deathmatch?
Edit:
Got bored and thought of a taunt for the civilian
[t]http://i.imgur.com/d3eeJ2f.jpg?1[/t]
Basically, he does a trick with balancing his umbrella/ spinning it around in his hand, and then dropping it, then getting mad that he can't do the trick, bending over to grab his dropped umbrella.
I feel like civ could have a bunch of taunts to compensate his lack of defense, even if it's just like they're the weapons. Maybe something like the Portal 2 'PING' system, like lets just say he fires, it'll ping that location to say stuff like "Oh, there's a sniper there" and etc.
I have a problem with the server. Mainly when I create one and use it along with SourceMod and [URL="https://facepunch.com/showthread.php?t=1445480&p=47007457&viewfull=1#post47007457"]this fix for it[/URL]. Every time when someone joins or some time passes, the server crashes.
Edit: Nvm. Found a hotfix for it a few posts later.
Edit 2: Also i have a suggestion to increase the respawn time for powerups, 1 minute instead of 30. Since it respawns too quickly if ya ask me and people keep hugging the powerup area.
Makes me wish the spy didn't have a rapier style taunt, it would be match the Civilian with his umbrella so much.
[QUOTE=Druidlyclean;49452016]Couldn't doublecross be a good Deathmatch map, or is it too large for Deathmatch?
Edit:
Got bored and thought of a taunt for the civilian
[t]http://i.imgur.com/d3eeJ2f.jpg?1[/t]
Basically, he does a trick with balancing his umbrella/ spinning it around in his hand, and then dropping it, then getting mad that he can't do the trick, bending over to grab his dropped umbrella.[/QUOTE]
I love this theme of him keeping his hands ready at his sides. It makes him look like an excited chubby child.
[QUOTE=Druidlyclean;49449725][media]http://imgur.com/a/BJCa7[/media]
[B]esp_office_b1[/B]
-Added some new airvents so rooms cannot be camped.
-Added a slight new art pass to some rooms, the mess hall having the new chairs that were added, spy room has some props to give the room more detail, and the science lab has a new airvent and operating table as detail to the room and to make it look more like a science lab.
I have added some placeholders/objectives to the map since the espionage document overhaul:
-Added an emergency phone for when you capture all the memos as the worker.
-Added objectives for the Guard, including three areas for the Guard to capture in order for the clock to run down.
-Two out of three memos placeholders have been added to the map, still needing to add the third memo in another area, not sure where though yet.
-Added a placeholder for the uniform for the Agent to use and disguise with, will only contain one random uniform, so the Agent doesn't rely on the room for safety.
I have also put a medium medkit between a hall so it is risky to get if the Agent is around.
Also need help with the room in the last picture. I cannot figure out on what to make the room into, right now its just an empty room with a memo for the worker to grab.
I am always happy to hear feedback on what I can change or add.
There is an armory in the Guard room that is locked for 2 minutes, and the only way inside is waiting said 2 minutes, or if someone uses the master key on the door.[/QUOTE]
I must say, this looks really great just by looking at the pictures. Its actually how I literally imagined an Espionage map. The only thing thats missing that would absolutely make this perfect is some office cubicles or just office rooms. I think they would support the gameplay by adding places where the Agent/Spy could hide can be stealthy. Or it could be like that scene in the Matrix where Neo is running away from the Agents. I dont know if they can be added in your last room, I think you might need to extend it. It would be really awesome if you took that idea to consideration. If not well you could make the last room a lobby with couches and rugs and a water machine. I applaud your master effort and wish you good luck on your mapping journey, a journey I keep failing.
o7
[QUOTE=Moonrat;49451602]So guys, I'm wanting to get a server that only host community maps. Of course, being familiar with TFMaps helped me quickly find many maps I remembered looking fun. So here is the list!
Will do:
Overlook [url]http://tf2maps.net/resources/overlook.28/[/url] CTF y
Skyward [url]http://tf2maps.net/resources/skyward.38/[/url] KOTH y
Glassworks [url]http://tf2maps.net/resources/glassworks.46/[/url] 5CP Push y
Stoneyridge [url]http://tf2maps.net/resources/stoneyridge.19/[/url] A/D n
Might Do:
Artic [url]http://tf2maps.net/resources/arctic.33/[/url] KOTH y
Namicott [url]http://tf2maps.net/resources/namicott.35/[/url] KOTH n
Sunshine [url]http://tf2maps.net/resources/sunshine.47/[/url] 5 CP Push n
Mojave [url]http://tf2maps.net/resources/mojave.17/[/url] 2 Stage A/D n
Keikoku [url]http://tf2maps.net/resources/keikoku.16/[/url] A/D y
Manngrove [url]http://tf2maps.net/resources/manngrove.45/[/url] PL n
Wildfire [url]http://tf2maps.net/resources/wildfire.31/[/url] CTF n
5Curve [url]http://tf2maps.net/resources/5curve.39/[/url] PL n
Angkor [url]http://tf2maps.net/resources/angkor.40/[/url] PL n
Backlot [url]http://tf2maps.net/resources/backlot.2/[/url] Arena n
Moonshine [url]http://tf2maps.net/resources/moonshine.152/[/url] KOTH n
Needs Consideration:
Cashworks [url]http://tf2maps.net/resources/cashworks.42/[/url] PL (Large file) n
Corrode [url]http://tf2maps.net/resources/corrode.253/[/url] PL (Large file) n
Waste [url]http://tf2maps.net/resources/waste.185/[/url] Tug (Large file, Weird gamemode(Tug)) n
Suijin [url]http://tf2maps.net/resources/suijin.4/[/url] Arena (Large file, Unoptimized, Big) n
Zikentite [url]http://tf2maps.net/resources/zinkenite.22/[/url] 3 Stage A/D (Great map, MASSIVE FILE) y
Vector [url]http://tf2maps.net/resources/vector.30/[/url] A/D CTF (Large file, Weird gamemode(A/D CTF)) y
Can't Do/ Will not do:
Rust [url]http://tf2maps.net/threads/rust.18621/[/url] PL (Missing models) y
[I]Note: y means I have loaded the map in TF2C, n means I have not. I will be checking all these maps to make sure that they work and have no glaring issues.[/I]
[i]A map being larger than about 35 MB classifies it as large. If maps have a BZ2 option, like Zikentite, then I'll use that.[/i]
[i]As you can see, there are some more unorthodox gamemodes on there. I want to make sure those are fun before putting them on there. (Waste, Vector, Also HAARP)[/i]
That's the list as of now, if you guys have any input or suggestions, I would like to hear them.[/QUOTE]
You should add koth_house_beta_v1 to the list.
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