There's no logic to be found in brightly glowing bombs.
It's for the sake of gameplay, as for what part glows on the frags, I'm just following the example set by the pipebomb
[t]https://dl.dropboxusercontent.com/u/39556064/grenademodes.jpg[/t]
Personally I find the squares on the frag grenade to work well as lights, they remind me of buttons, so shape wise i think its fine too
Bonus napalm grenade redesign, not sure about the top bit glowing though
[t]https://dl.dropboxusercontent.com/u/39556064/concepts/NapalmNades.jpg[/t]
[QUOTE=blaholtzen;49529810]There's no logic to be found in brightly glowing bombs.
It's for the sake of gameplay, as for what part glows on the frags, I'm just following the example set by the pipebomb[/QUOTE]
Yeah, but there's a kind of visual logic to it. Round or flat bits look right as lights, rough bumps don't.
Also, it feels shoehorned in to resemble the other grenades.
[QUOTE=blaholtzen;49529748]Trying out some pipe bomb based textures for active grenades
[t]https://dl.dropboxusercontent.com/u/39556064/activenades.jpg[/t][t]https://dl.dropboxusercontent.com/u/39556064/ActivePnade.jpg[/t][t]https://dl.dropboxusercontent.com/u/39556064/NapalmActive.jpg[/t][/QUOTE]
I kinda have to agree with _charon here, the contrast between dark green/black and very bright team colors works for the other two grenades, (btw, which are those? The concussion and napalm grenades?) but it looks kind of weird on the frag grenade. But I understand the need for bright, eye-catching grenades, gameplay-wise.
Also: has anything been decided about how grenades would work? Would they take up an item slot? Would you have to select them or could you quick-throw? Would they be a feature that can be enabled/disabled by server owners?
[QUOTE=Barbarossa;49530534]I kinda have to agree with _charon here, the contrast between dark green/black and very bright team colors works for the other two grenades, (btw, which are those? The concussion and napalm grenades?) but it looks kind of weird on the frag grenade. But I understand the need for bright, eye-catching grenades, gameplay-wise.
Also: has anything been decided about how grenades would work? Would they take up an item slot? Would you have to select them or could you quick-throw? Would they be a feature that can be enabled/disabled by server owners?[/QUOTE]
the second is based on one of Blaholtzen's grenade he had been working on in the past:
[t]http://i.imgur.com/DMxl7WJ.jpg[/t]
[QUOTE=blaholtzen;49529810]
Bonus napalm grenade redesign, not sure about the top bit glowing though
[t]https://dl.dropboxusercontent.com/u/39556064/concepts/NapalmNades.jpg[/t][/QUOTE]
How about keeping the top bit just a solid bright self illum. team colour, and then the middle being the only part that glows on it?
[QUOTE=KillerKo4565;49529672]No offense to you, but this is actually a stupid decision. Why throw away a newly modeled model (and effort too) just for an ironic post?
I think the players would love seeing new model instead of the one that we all know since '08 tbh. Even if the stats are pretty much the same, its still something new and [I]fresh[/I].[/QUOTE]
i would personally find that unless they change up the flare gun stat wise majorly (unlikely)the new model should probably be used for DM since they may need to change it up and to avoid confusion due to visual similarities
[QUOTE=danielmm8888;49529514]The reason why the Flaregun uses the stock model is mostly because of this post
[url]https://facepunch.com/showthread.php?t=1483571&p=49451341&viewfull=1#post49451341[/url]
The artists had a new flaregun model ready (it was even in the files already), however after reading that post I decided that we should not do that after all.
I also felt that players would get confused when they see a live tf2 weapon with the same stats and the same name, but a different model.[/QUOTE]
Maybe make it so that we have button to change the model
For the flare gun, why could we not just put the new model in for DM and the normal colored model in for regular Team modes? I think that would make sense, as the mercs do not have a team.
[QUOTE=danielmm8888;49529514]The reason why the Flaregun uses the stock model is mostly because of this post
[url]https://facepunch.com/showthread.php?t=1483571&p=49451341&viewfull=1#post49451341[/url]
The artists had a new flaregun model ready (it was even in the files already), however after reading that post I decided that we should not do that after all.
I also felt that players would get confused when they see a live tf2 weapon with the same stats and the same name, but a different model.[/QUOTE]
- Removed new flare gun model because it was too confusing for new players.
Or you know, we could just let it stay the same model and shut up about it? [sp]wow that was blunt[/sp]
why grenades
[QUOTE=Rageguy;49532554]why grenades[/QUOTE]
If it's this big of a deal, the best way to implement them would probably be a toggleable serverside command. Like the custom weapons command.
Best of both worlds, grenadeful and grenadeless.
i feel like grenades didn't work in tf2 because players didn't have fancy on-screen indicators that tells them a nade is close by.
if there was something like that implemented into tf2c, or the grenades had a really bright trail, then you probably wont run into the same problem.
also i dont get how grenades were satan but stickies were somehow fine
[QUOTE=TheJoey;49532754]i feel like grenades didn't work in tf2 because players didn't have fancy on-screen indicators that tells them a nade is close by.
if there was something like that implemented into tf2c, or the grenades had a really bright trail, then you probably wont run into the same problem.
also i dont get how grenades were satan but stickies were somehow fine[/QUOTE]
Grenades were spammable in TFC, and it was pretty annoying to be killed by them because no one knew who or where the grenades were being thrown from. Having the grenades with visible visuals like the glowing texture and bright trails would help with first glance identification that what bounced infront of you is indeed a bomb.
[media]http://imgur.com/a/Lu09J[/media]
[sp]first off sorry for some horrible angles, just did quick screenshots[/sp]
I fixed up the office long hallway so its less bland and, well a hallway, but now the hall's ceiling is raised and added two new detail rooms, and now in front of the bosses office there is a slight waiting area. I feel the hall is a lot closer to being final.
Looking pretty good.
For the last shot, maybe move both posters on one side of the doorway- maybe one over another- and put something like a fire extinguisher on the other side. Maybe an intercom too.
Will grenades have a fancy throwing animation?, or just press and fling like the server plugin
I have a feeling the only classes that should have grenades are the ones on their character model. (Soldier, Demoman, Pyro) and nobody else.
If every class had grenades it'd be a spam fest, even if it was 1 grenade per life.
[QUOTE=Zadrave;49533817]I have a feeling the only classes that should have grenades are the ones on their character model. (Soldier, Demoman, Pyro) and nobody else.
If every class had grenades it'd be a spam fest, even if it was 1 grenade per life.[/QUOTE]
That's... kind of arbitrary.
And I'm guessing every class is going to get their special grenade, and that only. Nothing like the frag down in tfc.
[QUOTE=Cufflux;49533955]That's... kind of arbitrary.
And I'm guessing every class is going to get their special grenade, and that only. Nothing like the frag down in tfc.[/QUOTE]
Right now we're only testing frag grenades for deathmatch in mind.
[QUOTE=TheJoey;49532754]
also i dont get how grenades were satan but stickies were somehow fine[/QUOTE]
keep in mind launch you couldn't spam stickies at all, and had to rely on the grenade launcher for any active aggression unless you were a rainman motherfucker and could reliably predict the next 30 seconds moment for moment.
Although that said the problem with grenades is that they're inherently disposable utilites seperate from your main weapons. If you're out of toss and forget grenades, you're at no severe disadvantage, but if you're entirely out of ammo for your guns, you're left with melee only, and are basically crippled as far as options go. The entire idea of TF2 was streamline everything to a fine sheen, and grenades are basically a superfluous mechanic
Honestly giving more grenades to explosive classes seems pretty redundant.
However, I feel like giving Pyro a napalm grenade would fit into him being a hybrid support-offense. It could be used to delay pushes and doing area control.
However I also think spies should be unaffected by them - spychecking is already very easy.
And since about we're talking about spies, I'd like to see a smoke grenade for them.
Engie should get an EMP, it's only fitting
[thumb]https://secretoptionf.files.wordpress.com/2009/10/003.jpg[/thumb]
If TF2C is getting TFC-style grenades then I'm fucking out, sorry
[QUOTE=Ms. Mudpie;49535816]If TF2C is getting TFC-style grenades then I'm fucking out, sorry[/QUOTE]
Don't let the door hit you on the way out.
As for Engineer's grenades, I don't feel like anything that's offensive quite matches the class. It probably should act as a tool of some sort or support for the offensive classes.
Perhaps creating a field that gives ammo/scrap to friendly players standing in it for a short duration. But personally I like the idea of a one-time use personal teleporter. Toss the grenade and after a short delay, teleport there. It might open more building spots and strategy for the engineer.
So will grenades be equipped in a secondary weapon slot like Jarate does in live TF2, or will they be given a new slot entirely?
[QUOTE=MrDrToaster;49536182]So will grenades be equipped in a secondary weapon slot like Jarate does in live TF2, or will they be given a new slot entirely?[/QUOTE]
And will they have a throwing animation like the Jarate?
[QUOTE=Su_Bu;49536152]As for Engineer's grenades, I don't feel like anything that's offensive quite matches the class. It probably should act as a tool of some sort or support for the offensive classes.
Perhaps creating a field that gives ammo/scrap to friendly players standing in it for a short duration. But personally I like the idea of a one-time use personal teleporter. Toss the grenade and after a short delay, teleport there. It might open more building spots and strategy for the engineer.[/QUOTE]
Bit of a stretch, but what if it created an AoE effect (could be visible as a forcefield or something) that increased damage resistance of teammates inside it? It should be a support thing, but Medic already covers healing, and ammo isn't worth enough to waste time resupplying people with a grenade.
Could be a damage boost in the same fashion as the Buff Banner too, but that doesn't feel as fitting for Engie, especially since it'd be most useful when pushing on the front.
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