[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 liked the idea, so I had a go at animating it!
[media]https://www.youtube.com/watch?v=a_7x72aRyeg&feature=youtu.be[/media]
It's kinda rough, but if you want to point out improvements then go ahead.
[QUOTE=Hogie bear;49455134]I liked the idea, so I had a go at animating it!
[media]https://www.youtube.com/watch?v=a_7x72aRyeg&feature=youtu.be[/media]
It's kinda rough, but if you want to point out improvements then go ahead.[/QUOTE]
He should do a little pose too, to make it stand it from his idle pose. He could turn to the side a bit and hold his hand up in the air victoriously before dropping it or something.
[QUOTE=Hogie bear;49455134]I liked the idea, so I had a go at animating it!
[media]https://www.youtube.com/watch?v=a_7x72aRyeg&feature=youtu.be[/media]
It's kinda rough, but if you want to point out improvements then go ahead.[/QUOTE]
Feels a little fast. Perhaps don't do the turn.
[QUOTE=savva60;49453671]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]
I'm going to make a small guess and say you haven't seen my older posts of the map. Office does have a long room of cubicles and 3 office rooms. I'm happy that you gave an idea about the room I need help with though, and I will see what I can do with it, even if I don't go off exactly what you said.
So how would you guys feel if we just straight up removed the Cyclops and the Overhealer?
Would people be fine with this?
We may add them back later with better stats, but we may not.
why are you taking off new stuff and trying to change the working stuff like flare gun
no sense tbh
[QUOTE=testinglol;49456073]why are you taking off new stuff and trying to change the working stuff like flare gun
no sense tbh[/QUOTE]
1) Because it doesn't work, We don't want to go flopping around with weapons like valve did with the Sandman or Natasha. People have said they dislike the Overhealer, Cyclops and the RPG for various reasons and instead of just constantly trying to tweek it by throwing random nerfs & buffs at it, we remove it until we have a solid, unique idea for these weapons.
2) We haven't changed the flaregun's stats, The change had DM more in mind and people here voted for a total change over. The only stat change "considered" (I mean I discussed it on slack once to someone) is giving it the beta-detonator jump ability.
[QUOTE=Hogie bear;49455134]I liked the idea, so I had a go at animating it!
[media]https://www.youtube.com/watch?v=a_7x72aRyeg&feature=youtu.be[/media]
It's kinda rough, but if you want to point out improvements then go ahead.[/QUOTE]
why not make it so he holds the umbrella and can move around with it until you end the taunt and he drops it? sorta like the dance taunts.
Could we just keep the flare gun as default and the keep the weapons.
[QUOTE=savva60;49453671]The only thing thats missing that would absolutely make this perfect is some office cubicles or just office rooms.[/QUOTE]
Funny enough, I did some researching in interest of drawing some concept art for the offices- since the hammer-made cubicles lacked the precision of detail to look okay.
Turns out, cubicles in the way we know them today didn't exist back then. The [I]Action Office I[/I] was a series of desks and computer terminal furniture, released in 1964; I couldn't find when the Action Office II was released but it wasn't cubicles either. They were a 70's thing.
As a substitute to cubicles, I sketched a series of desks, lamps, typewriters and other assorted desk items that can be made into props.
Would it interest you guys to see it, or wait until it's concept art with more refined designs?
[QUOTE=cha0s;49456411]why not make it so he holds the umbrella and can move around with it until you end the taunt and he drops it? sorta like the dance taunts.[/QUOTE]
I don't believe the community will be thrilled with that idea. I would say keep it original.
I think it's not too much of a stretch to have 60's style "Modern" designed cubicles in TF2, especially since MVM overlaps into the '70's without actually changing any part of the visuals
i just got permaed from the only populated server for making fun of the admin for spamming racist shit lmao
great game
[editline]4th January 2016[/editline]
[IMG]http://puu.sh/mjWjw/54e1bc4742.png[/IMG]
do not recommend
[QUOTE=KillRay;49456988]i just got permaed from the only populated server for making fun of the admin for spamming racist shit lmao
great game
[editline]4th January 2016[/editline]
[IMG]http://puu.sh/mjWjw/54e1bc4742.png[/IMG]
do not recommend[/QUOTE]
Pretty Ironic since that's all they do there, And call each other faggots
People have already said to keep the server drama out of the thread. I'd say it doesn't need repeating but it's been repeated twice already so... yeah.
im sorry i have not read a single post of this thread i just wanted to share my short time with the game.
Why are most people complaining about the servers when this is about tf2 with no hats and cosmetics?
Has there been any thoughts or discussion on Medieval mode for TF2 Classic? It can be a place to restrict the targe and sword to since we don't seem to want to include that in the base game. This can also include various tweaking to better suit a melee based mode.
Medieval mode has always been a fun concept, but doesn't quite cover the standard 9 TF2 classes. Nor does it feel like it should. Some have roles that simply do not belong.
[QUOTE=Druidlyclean;49449725][media]http://imgur.com/a/BJCa7[/media]
[B]esp_office_b1[/B][/QUOTE]
I think you have a few too may things going on, too many themes at once, i would suggest cleaning things up a little.
Not having a poster on every single wall for example and especially not have multiple ones in one spot, they give sort of a teenage room feel as apposed to a workplace.
Also sticking to one teams palette, and keep a few rooms in neutral colors would probably help too.
As for themes, plenty of rooms seem to have one prop from each theme, while i think it might look better having a few of the same things unless it's there purely to break up the flow of things and narrowly avoid straight repetition. as apposed to scattering everything you can find in any place they might make sense to be.
[QUOTE=Su_Bu;49457881]Has there been any thoughts or discussion on Medieval mode for TF2 Classic? It can be a place to restrict the targe and sword to since we don't seem to want to include that in the base game. This can also include various tweaking to better suit a melee based mode.
Medieval mode has always been a fun concept, but doesn't quite cover the standard 9 TF2 classes. Nor does it feel like it should. Some have roles that simply do not belong.[/QUOTE]
I was always a fan of Medieval Mode, and I think the best way to go about it is to give each class a specific loadout exclusive for MM. This would include elements such as Demoknighting, but I think an extremely nerfed version of the Sentry (automatic crossbow?) might work too, in order to not make classes like Engi obsolete. Basically, make Medieval Mode a whole new thing instead of just throwing the normal classes into a map and saying: "Melee only! Go at it!"
That said, I hope that they don't implement such a thing until some of the original gamemodes like VIP Escort or Espionage are at least in a playable state and there's some more weapons for the default gamemodes. If there's too many elements to work on silmultaneously, the whole product might suffer for it.
[t]https://i.imgur.com/ELEI2jA.jpg[/t]
holy smokes why did you think that using that suit model is a good idea? it literally has "placeholder" written in red font [I]all over the texture[/I]
I didn't even realize it was shipped in the release
[QUOTE=WhyNott;49461313][t]https://i.imgur.com/ELEI2jA.jpg[/t]
holy smokes why did you think that using that suit model is a good idea? it literally has "placeholder" written in red font [I]all over the texture[/I]
I didn't even realize it was shipped in the release[/QUOTE]
Because it's not just a suit...
[img]http://i.imgur.com/U6FyEIL.jpg[/img]
[B]It's pyro 2.0[/B]
Putting this mod on steam would greatly increase playerbase, and I bet valve would allow it
Its not like it will make ppl quit tf2, I still play both.
I bet it will pass greenlight quickly.
I also had the idea of a coop mode similar to mvm but based on the 2007 trailer where you had a bunch of weak blu soldiers. It could have brand new mechanics and be really fun.
Also is the heavy model same as 2007 trailer in this game? With the no sleeves and stuff?
[QUOTE=Barbarossa;49460996]I was always a fan of Medieval Mode, and I think the best way to go about it is to give each class a specific loadout exclusive for MM. This would include elements such as Demoknighting, but I think an extremely nerfed version of the Sentry (automatic crossbow?) might work too, in order to not make classes like Engi obsolete. Basically, make Medieval Mode a whole new thing instead of just throwing the normal classes into a map and saying: "Melee only! Go at it!"[/QUOTE]
Thinking about it more, I feel as though MM probably would work best with a cut down amount of classes built with the mode in mind. The idea of some kind of sentry just doesn't quite sit right to me for MM and the idea of one being in there is because the engineer doesn't seem to belong.
[QUOTE=Barbarossa;49460996]That said, I hope that they don't implement such a thing until some of the original gamemodes like VIP Escort or Espionage are at least in a playable state and there's some more weapons for the default gamemodes. If there's too many elements to work on silmultaneously, the whole product might suffer for it.[/QUOTE]
No doubt I feel the same way. I also want current projects to be done the best they can. It is still however fun to think up how Medieval Mode can be fleshed out.
[QUOTE=WhyNott;49461313][t]https://i.imgur.com/ELEI2jA.jpg[/t]
holy smokes why did you think that using that suit model is a good idea? it literally has "placeholder" written in red font [I]all over the texture[/I]
I didn't even realize it was shipped in the release[/QUOTE]
I literally said in my post "Added a placeholder for the uniform for the Agent to use and disguise with,"
I found a sound mod that changes a lot of the weapon audio to TimeSplitters sounds, only works on this mod too. Some of the sounds do not make sense though.
[url]https://www.youtube.com/watch?v=UCBZbQHy8ZQ[/url]
And a request if someone could fix up the mod a bit if allowed to? Love the feel of two favorite games in one.
(Hopefully my only off topic post.)
Imo a lot of the current custom weapons feel abysmal in both design and function. If the devs feel it's necessary to remove them then please do it. There is a lot more freedom here since people can't pay for weapons like in regular TF2, so abuse this to assure what stays in the game is high quality.
[QUOTE=Barbarossa;49460996]I was always a fan of Medieval Mode, and I think the best way to go about it is to give each class a specific loadout exclusive for MM. This would include elements such as Demoknighting, but I think an extremely nerfed version of the Sentry (automatic crossbow?) might work too, in order to not make classes like Engi obsolete. Basically, make Medieval Mode a whole new thing instead of just throwing the normal classes into a map and saying: "Melee only! Go at it!"
That said, I hope that they don't implement such a thing until some of the original gamemodes like VIP Escort or Espionage are at least in a playable state and there's some more weapons for the default gamemodes. If there's too many elements to work on silmultaneously, the whole product might suffer for it.[/QUOTE]
[video]https://youtu.be/-QtOq6sPc8Y[/video]
Has anyone else mentioned on how the scientist model might be in this image? [url]http://steamcommunity.com/groups/TeamFortress2ClassicTF2C/discussions/0/451850213946427177/[/url]
[QUOTE=blaholtzen;49460008]I think you have a few too may things going on, too many themes at once, i would suggest cleaning things up a little.
Not having a poster on every single wall for example and especially not have multiple ones in one spot, they give sort of a teenage room feel as apposed to a workplace.
Also sticking to one teams palette, and keep a few rooms in neutral colors would probably help too.
As for themes, plenty of rooms seem to have one prop from each theme, while i think it might look better having a few of the same things unless it's there purely to break up the flow of things and narrowly avoid straight repetition. as apposed to scattering everything you can find in any place they might make sense to be.[/QUOTE]
[t]http://i.imgur.com/aNPuTsl.jpg[/t][t]http://i.imgur.com/bGTGMpT.jpg[/t][t]http://i.imgur.com/XIlEglm.jpg[/t]
Ok so I went off of what you have suggested, and note these textures are [B]NOT FINAL[/B][sp]and neither are the prop skins, i just did a quick mock up[/sp]but it could just be me and the colours I'm picking, but it feels really bland, I'm fine with removing posters and changing around props, but it just feels bland keeping with one team palette and neutral colours.
But something I actually am liking is how the Guard room is looking.
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