perhaps add some skylights and inaccessible locations?
Also vary your roof height.
I honestly still don't think you're gaining much from mapping for a gamemode which is still in planning stages, especially one with this amount of detail.
I could understand maybe blocking out a map to try and see how Espionage maps would feel, but going out of your way to make a full fledged map for a gamemode we've yet to even start programming seems a bit silly.
That said, the map does look kinda nice.
[QUOTE=iiboharz;49474346]I honestly still don't think you're gaining much from mapping for a gamemode which is still in planning stages, especially one with this amount of detail.
I could understand maybe blocking out a map to try and see how Espionage maps would feel, but going out of your way to make a full fledged map for a gamemode we've yet to even start programming seems a bit silly.
That said, the map does look kinda nice.[/QUOTE]I agree, but with his setting and level of detail, in the worst case scenario he can just tweak it slightly and recompile for SFM.
[QUOTE=The Kins;49474546]I agree, but with his setting and level of detail, in the worst case scenario he can just tweak it slightly and recompile for SFM.[/QUOTE]
SFM maps should ideally have most props and lighting removed so the artist can place and tweak them in the SFM session itself. Static props/lighting baked in the map essentially means you have to recompile it to change anything. Whether or not removing those things is a "slight tweak" is up to you to decide.
[QUOTE=Snowshoe;49475670]SFM maps should ideally have most props and lighting removed so the artist can place and tweak them in the SFM session itself. Static props/lighting baked in the map essentially means you have to recompile it to change anything. Whether or not removing those things is a "slight tweak" is up to you to decide.[/QUOTE]Dynamic props where possible are the ideal - that way, the animator can either not have them, or import them into the shot by recording a gameplay clip and deleting the stuff they don't need.
It's not always possible, though.
Well, the engine has a much lower limit on dynamic props than static ones. Additionally, a lot of dynamic props would also mean a lot to import and remove (if unwanted). Personally, I find it better to just leave the rooms empty and let SFM users decorate it how they please.
TF2 is officially a third person shooter now.
[video=youtube;io2akhvwEas]http://www.youtube.com/watch?v=io2akhvwEas[/video]
Just kidding, but this third person mode is something servers will be able to allow players to use (disabled by default, of course).
Before anyone says it will screw over spies, the camera is only 64 units away; at this distance you can't see anyone behind you unless they're standing literally right next to you:
[T]http://i.imgur.com/Mxqmlv9.jpg[/T]
...which is when it's too late.
[QUOTE=Nicknine;49477353]TF2 is officially a third person shooter now.
[video=youtube;io2akhvwEas]http://www.youtube.com/watch?v=io2akhvwEas[/video]
Just kidding, but this third person mode is something servers will be able to allow players to use (disabled by default, of course).
Before anyone says it will screw over spies, the camera is only 64 units away; at this distance you can't see anyone behind you unless they're standing literally right next to you:
[T]http://i.imgur.com/Mxqmlv9.jpg[/T]
...which is when it's too late.[/QUOTE]
Can we have this devs?
[QUOTE=Nicknine;49477353]TF2 is officially a third person shooter now.
[video=youtube;io2akhvwEas]http://www.youtube.com/watch?v=io2akhvwEas[/video]
Just kidding, but this third person mode is something servers will be able to allow players to use (disabled by default, of course).
Before anyone says it will screw over spies, the camera is only 64 units away; at this distance you can't see anyone behind you unless they're standing literally right next to you:
[T]http://i.imgur.com/Mxqmlv9.jpg[/T]
...which is when it's too late.[/QUOTE]
Medieval third person mode? Sign me in!
[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]
Since the Civilian only has the one weapon, I propose that he have multiple variations of this taunt, each with varying amounts of occurance.
Basically, the most common taunt would be him failing the trick and picking the umbrella back up. However, there could be a small chance, maybe 1/10 or so, that he actually successfully pulls it off and flips it around again.
I whipped together a quick video for this;
[video]https://youtu.be/1tVXbelvE5s[/video]
Alternatively, there could be some other rare animations for it wherein he drops it on his toe, or it gets plunged into the ground and he has to pull it out like an Excalibur, etc.
Thoughts?
[QUOTE=J-Tom-Daniels;49478422]Since the Civilian only has the one weapon, I propose that he have multiple variations of this taunt, each with varying amounts of occurance.
Basically, the most common taunt would be him failing the trick and picking the umbrella back up. However, there could be a small chance, maybe 1/10 or so, that he actually successfully pulls it off and flips it around again.
I whipped together a quick video for this;
[video]https://youtu.be/1tVXbelvE5s[/video]
Alternatively, there could be some other rare animations for it wherein he drops it on his toe, or it gets plunged into the ground and he has to pull it out like an Excalibur, etc.
Thoughts?[/QUOTE]
I like the idea!
I love all of the Civilian taunt ideas and I love how well the third person mode is. I'm just wondering, could it be advantageous over first person?
[QUOTE=FUTURE10S;49478986]I love all of the Civilian taunt ideas and I love how well the third person mode is. I'm just wondering, could it be advantageous over first person?[/QUOTE]
as already been noted, the max view distance makes it impossible to see someone who is sneaking behind you - at least until they get close enough for you to be fucked regardless
[QUOTE=J-Tom-Daniels;49478422]Since the Civilian only has the one weapon, I propose that he have multiple variations of this taunt, each with varying amounts of occurance.
Basically, the most common taunt would be him failing the trick and picking the umbrella back up. However, there could be a small chance, maybe 1/10 or so, that he actually successfully pulls it off and flips it around again.
I whipped together a quick video for this;
[video]https://youtu.be/1tVXbelvE5s[/video]
Alternatively, there could be some other rare animations for it wherein he drops it on his toe, or it gets plunged into the ground and he has to pull it out like an Excalibur, etc.
Thoughts?[/QUOTE]
The applause at the end makes it so much better, I like how this could actually work, like how the spy can do the spycrab in a 1/10 chance.
Hopefully these become real taunts rather than a concept
[QUOTE=NitronikALT;49479002]as already been noted, the max view distance makes it impossible to see someone who is sneaking behind you - at least until they get close enough for you to be fucked regardless[/QUOTE]
I was actually referring to stuff like rocket jumping and seeing around corners as Demoman with stickies. Or just the fact that third person probably has a wider FOV.
Good news fellow linux players there is a way you can play on the linux build now.
[t]http://i.imgur.com/8zDskCS.png[/t]
If you add -steam to your launch properties. It will allow you to join Vac secure games.
Have fun. :smile:
[t]http://i.imgur.com/pImGwig.png[/t]
[QUOTE=FUTURE10S;49479021]I was actually referring to stuff like rocket jumping and seeing around corners as Demoman with stickies.[/QUOTE]
Sadly right hand advantage has always been a thing
even then it's optional
So I'm trying out a few spy scripts and I was wondering what class number the mercenary has. I'm talking about the disguise command where you type disguise <class number> <team> I know the civilian is 10. Also is there a way to allow green/yellow teams on a red/blue map trough console commands?
Sorry if this is the wrong place to ask for this, but I've looked everywhere and I cant seem to find it.
[QUOTE=Wormy;49479036]Seeing the crosshair going left and right during some movements looks a bit annoying to me, looks neat otherwise.
I'm guessing this happens because the playermodel is focused to stay still on screen?[/QUOTE]
I believe the crosshair does that to compensate for the objects in the way so you see where you are actually shooting, but it does seem annoying.
[QUOTE=NemomeN;49479640]So I'm trying out a few spy scripts and I was wondering what class number the mercenary has. I'm talking about the disguise command where you type disguise <class number> <team> I know the civilian is 10. Also is there a way to allow green/yellow teams on a red/blue map trough console commands?
Sorry if this is the wrong place to ask for this, but I've looked everywhere and I cant seem to find it.[/QUOTE]
Merc is class 11 iirc, and there is no way to pick a map's teams at this time
[QUOTE=OneFourth;49480190]Merc is class 11 iirc, and there is no way to pick a map's teams at this time[/QUOTE]
Well I tried using 11-30 the merc and nothing worked. It would make sense for him to be 11 though so is it possible you can't disguise as him? I've done this with special classes on obviously. Thanks anyway
[QUOTE=J-Tom-Daniels;49478422]Since the Civilian only has the one weapon, I propose that he have multiple variations of this taunt, each with varying amounts of occurance.
Basically, the most common taunt would be him failing the trick and picking the umbrella back up. However, there could be a small chance, maybe 1/10 or so, that he actually successfully pulls it off and flips it around again.
I whipped together a quick video for this;
[video]https://youtu.be/1tVXbelvE5s[/video]
Alternatively, there could be some other rare animations for it wherein he drops it on his toe, or it gets plunged into the ground and he has to pull it out like an Excalibur, etc.
Thoughts?[/QUOTE]
While fun, I don't really think its too fitting for a character who tries his best to come off as an important, respectable and serious business man, despite his short plump form, to be happily playing around with his umbrella, being a goofball.
I'd try to think of something more in-character
Perhaps striking a few posh poses, using the umbrella as a cane, and finishing whit a slight bow.
Using the umbrella as a golf club might be a bit silly but reserved enough that it matches a serious or smug wealthy personality.
Should the Civilian have a taunt kill as well?
What about him standing smugly and proudly, but then cowering in fear, looking around in panic and gripping his umbrella for safety so he isn't caught offguard? Could be good for a taunt to use in the event that the Civ actually manages to kill someone
I kind of wanna see him look smug, then notice that everything around him is crazy, and pop open his umbrella in front of him like he's trying to protect himself. The popping is what kills enemies that walk in front of him.
Downloading this now to try out the deathmatch mode.
[t]http://images.akamai.steamusercontent.com/ugc/367407720938087814/109CB7959C4CD0A27218EF91621A1851A0C92EDA/[/t][t]http://images.akamai.steamusercontent.com/ugc/367407720938087533/46F78E915F4A60D422813B17D5F61C2A5ECCC335/[/t]
Hey guys, believe it or not Venice has taken on a few changes in the past few weeks and we'd like to know what you think.
Artistic for the left with more lights, and informative for the right with less lights and a brighter environment.
Left Side: This is from the b2 version of the map and has multiple orange lights in the upper portions of the map that could potentially distract a player getting them killed (We don't want that do we?) There are also an excessive amount of func_occluders hidden in walls, buildings and other places you don't want to think about. But your computer has to think (calculate) about those occluders, [I]and it will slow it down[/I]. There are also some low poly curves and other nick nacks that could be improved/nodrawed/blocked off. IE: You can go into the tunnels that lead into a black wall. That's super immersive right? Ha. But seriously, while I consider this version of the map to be more visually appealing I think it needs work, and so does Iiboharz and a few other mappers I've talked to.
Right Side: That 'work' has accumulated into the b3x version of the map which has undergone significant changes, even if you can't see them. The more observable differences would be the said nick nacks have been improved (Just [I]look[/I] at those canal curves). Along with visual stuff you'll notice a distinct lack of orange lights in the windows of the buildings. I believe that while this does lower the visual noise and draw of the details, it also makes the town feel a little... empty? I'm not sure, but it's got a completely different tone now. That tone is actually a whopping extra 40 units of brightness into the light_environment. This really makes the blueness of the sky visible, and generally improves readability in the dark areas of the map, which still need work. However this new tone brings new hues to the now orange-less world. To combat that we'll be changing the interior tinting of the buildings to, you guessed it, orange.
Oh and one last thing, 3D skybox anyone? :v:
[QUOTE=Wormy;49479036]Seeing the crosshair going left and right during some movements looks a bit annoying to me, looks neat otherwise.
I'm guessing this happens because the playermodel is focused to stay still on screen?[/QUOTE]
Since player's character is off-center, the point where he's aiming at is not going to be at the center of the screen so crosshair needs to show that. Unfortunately, there's no other solution, since server has no way of knowing where your camera is.
Edit: Never mind I just worked out what the issue was. Sorry about that.
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