bit off topic but i have some concept art for the guard, don't h8 as I'm not good at drawing but I'm even worse at modelling so yeah :cry:. If someone could make a model that would be awesome! Also i think the guard is for the "upcoming" game mode espionage or something.[IMG]file:///Users/andyderrett/Desktop/Concept%20Art%20for%20guard.jpeg[/IMG]
You linked a file from your desktop. No.
[QUOTE=Drewdy1;49486794][IMG]file:///Users/andyderrett/Desktop/Concept%20Art%20for%20guard.jpeg[/IMG]bit off topic but i have some concept art for the guard, don't h8 as I'm not good at drawing but I'm even worse at modelling so yeah :cry:. If someone could make a model that would be awesome! Also i think the guard is for the "upcoming" game mode espionage or something.[/QUOTE]
if you want to show a picture check out this site. [url]http://imgur.com/[/url]
[QUOTE=Erfly;49486866]if you want to show a picture check out this site. [url]http://imgur.com/[/url][/QUOTE]
thanks m8
[QUOTE=Erfly;49486866]if you want to show a picture check out this site. [url]http://imgur.com/[/url][/QUOTE]
Maybe he should use [url]http://jesusfuck.me/[/url]
whats coming next update if anyone knows?
oh my god
he edited it away fuck did someone save it
here it is for future prosperity
[t]http://i.imgur.com/faw3D62.jpg[/t]
[QUOTE=Agameofscones;49482605][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]
When we played it on the Haven server I didn't have much of a problem getting distracted, I just killed people. I was more distracted by that version's disgustingly bad clipping.
I like the left better because it shows life. The right one looks dead and gray. Showing life makes the environment feel alive, and drags the player into the world you have created. Venice has some very unique visuals for a TF2 map, and immersing the players would only enhance the visuals. I also feel taht the blue of the sky and some of the lighting contrasts greatly with the lighting, and creates a very cool looking scene.
Basically, the left is alive and warm with plenty of color, while the right is what I'd expect upon entering a morgue. I'd rather have the spices of life then the monotony of the dead....
[QUOTE=Drewdy1;49486925]whats coming next update if anyone knows?[/QUOTE]
The Scout's SMG will be eradicated from the Earth.
why does it keep posting everything here, help
[QUOTE=Drewdy1;49486925]whats coming next update if anyone knows?[/QUOTE]
Gunboats removed scout smg higher poachers pride head shot damage lower body shot damage thirtperson for server owners to enable
[QUOTE=DrPyspy;49486974]The Scout's SMG will be eradicated from the Earth.[/QUOTE]
I'm gonna miss the scout smg. :cry:
[QUOTE=Hrago;49487577][URL="http://steamcommunity.com/sharedfiles/filedetails/?id=596297733"]really good[/URL][/QUOTE]
Oh, that's really simple. Basically he compiled his own server.dll where he added his steamID to the dev list. It'll only work on servers that he's hosting though.
[QUOTE=Wormy;49488144]In theory it should be possible to fake this by using a Sourcemod plugin as well right?[/QUOTE]
It should be.
[QUOTE=DrPyspy;49486974]The Scout's SMG will be eradicated from the Earth.[/QUOTE]
Really?. Anyway I think that the SMG+Nailgun on the scout is really OP in my opinion
[QUOTE=Hrago;49487577][URL="http://steamcommunity.com/sharedfiles/filedetails/?id=596297733"]really good[/URL][/QUOTE]
[IMG]https://teamfortressnerd.files.wordpress.com/2014/06/10405398_812417068768736_1984327568672622196_n.jpg[/IMG]
[highlight](User was banned for this post ("Image Macro" - rilez))[/highlight]
[IMG]http://i.imgur.com/Ak6Vre1.png[/IMG]
Oh.
[QUOTE=Hrago;49487577][URL="http://steamcommunity.com/sharedfiles/filedetails/?id=596297733"]really good[/URL][/QUOTE]
good to see people with smug-tier avatars trying to show their worth again
The community has spoken, the orange lights are here to stay. [I]But[/I], they'll be toned down a little. Oh, and Moonrat thanks for the input, I can assure you that the long overdue clipping pass is now in progress.
[t]http://puu.sh/moPW2/ac5d996ba3.jpg[/t]
[QUOTE=EdvardSchnitz;49486932]oh my god
he edited it away fuck did someone save it
here it is for future prosperity
[t]http://i.imgur.com/faw3D62.jpg[/t][/QUOTE]
Looks like my doodles from first year highschool.
Maybe in the next update you guys should add the quickiebomb launcher or maybe more class weapons?
[QUOTE=Hrago;49487577][URL="http://steamcommunity.com/sharedfiles/filedetails/?id=596297733"]really good[/URL][/QUOTE]
i've been on that guy's server before, it was fucking cancerous
all they did was mic spam ear rape and call each other faggots, half of them were abusing admin to topscore or lag the server
[QUOTE=The_Rad;49490246]Maybe in the next update you guys should add the quickiebomb launcher or maybe more class weapons?[/QUOTE]
I think other weapons aren't the best idea, but I do think that the quickie is a neat alternative for the demoman and fits well with tfc
[QUOTE=Agameofscones;49489325]The community has spoken, the orange lights are here to stay. [I]But[/I], they'll be toned down a little. Oh, and Moonrat thanks for the input, I can assure you that the long overdue clipping pass is now in progress.
[t]http://puu.sh/moPW2/ac5d996ba3.jpg[/t][/QUOTE]
I like the orange lights in the windows, but I don't think they should be giving off light to the outside.
Something like this would be nice.
[t]http://i.imgur.com/4clpDxF.png[/t]
[t]http://i.imgur.com/3PjxyiB.jpg[/t]
How is [I][B]THIS[/B][/I] for an office hall?
[QUOTE=Druidlyclean;49491375][t]http://i.imgur.com/3PjxyiB.jpg[/t]
How is [I][B]THIS[/B][/I] for an office hall?[/QUOTE]
Too big, IMO - and having office equipment right on top of the path doesn't seem to make a lot of sense - either spread it near the walls, or make the corridor thinner
[QUOTE=butilka4;49491564]Too big, IMO - and having office equipment right on top of the path doesn't seem to make a lot of sense - either spread it near the walls, or make the corridor thinner[/QUOTE]
Those are literally the only position I can put them in without it being too empty, too crowded, or too ugly. With their current placement, you can walk past them, through them, and jump over them without the worry of bumping into them, and yes, I understand it looks a little strange having them on the path, and thus have made the segment of the path wider, where all the cubicles are, so that all they fit within the path.
[sp]as for the too big part, there are alot of TF2 maps that have a large space as big as this[/sp]
Hi guys , downloaded events, did everything according to instructions , but when you start TF2 Classic gives an error Engine Error: Could not Load Library Client, help that I do not, really want to play:smile:
[QUOTE=Jenqawow;49491826]Hi guys , downloaded events, did everything according to instructions , but when you start TF2 Classic gives an error Engine Error: Could not Load Library Client, help that I do not, really want to play:smile:[/QUOTE]
SDK base to beta_test from properties>betas
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