• Team Fortress 2 Classic V3
    5,020 replies, posted
[QUOTE=Druidlyclean;49533370][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.[/QUOTE] I feel that you should add some spy-only air ducts connecting a few of the rooms together since that was mentioned in the Gdoc.
right now, grenades are DM only. They take up your secondary slot. You throw them like jarate. [QUOTE=Ms. Mudpie;49535816]If TF2C is getting TFC-style grenades then I'm fucking out, sorry[/QUOTE] not tfc style
Can't we have the grenades in the fourth slot, since replacing the pistol for a grenade (or any other secondary) seems kinda strange.
[QUOTE=Soriddo;49536598]I feel that you should add some spy-only air ducts connecting a few of the rooms together since that was mentioned in the Gdoc.[/QUOTE] The science lab is connected to the guard room and office hall through airvents, and the locker room is connected to the meeting room through an airvent. I want to keep the hallway long and narrow, so that if an agent is suspected to be around, it would be risky having to capture memos by walking down said hallway. If that's a bad design flaw then I will be happy to change it. And the bosses office is only ment for the worker to capture memos.
I still feel like grenades will fuck with the flow of the game, it means more sitting and waiting or being forced out of a situation. The whole thing about TF2 is that you're not forced out of any situation, you can still make it out alive even against your hard counters. Although I can see this problem being sort of helped by making the grenades not do that much damage and more for finishing off an enemy than killing them outright. Pretty much the same fuck up that is the Phlog in normal TF2.
[QUOTE=blaholtzen;49535339]Inactive grenades [t]https://dl.dropboxusercontent.com/u/39556064/NeutralGrenade.jpg[/t][t]https://dl.dropboxusercontent.com/u/39556064/NeutralFragjpg.jpg[/t][/QUOTE] [t]http://i.imgur.com/sRpfJZ3.jpg[/t]
[QUOTE=Zadrave;49536768]I still feel like grenades will fuck with the flow of the game, it means more sitting and waiting or being forced out of a situation. The whole thing about TF2 is that you're not forced out of any situation, you can still make it out alive even against your hard counters. Although I can see this problem being sort of helped by making the grenades not do that much damage and more for finishing off an enemy than killing them outright. Pretty much the same fuck up that is the Phlog in normal TF2.[/QUOTE] If you are given one grenade, and if they're made like in csgo, where they don't do much damage and are mainly used for pushing down the enemy's health, then I think they could be balanced.
[QUOTE=Druidlyclean;49536804]If you are given one grenade, and if they're made like in csgo, where they don't do much damage and are mainly used for pushing down the enemy's health, then I think they could be balanced.[/QUOTE] I'm Agree with him, Low damage AND the ability to the host to disable it
[t]http://i.imgur.com/5vXbAEZ.jpg[/t] Here's the new artpass to the Bosses Office. It is now larger in length is now larger in height. Props are not final, and will add more props, this is just the first pass of right now, so things are expected to change.
[QUOTE=Druidlyclean;49539060][t]http://i.imgur.com/5vXbAEZ.jpg[/t] Here's the new artpass to the Bosses Office. It is now larger in length is now larger in height. Props are not final, and will add more props, this is just the first pass of right now, so things are expected to change.[/QUOTE] A few of the props seen in Saxton Hale's office in this video would not be amiss. [video=youtube;_7m6m5KVCx0]https://www.youtube.com/watch?v=_7m6m5KVCx0[/video] I don't know why, but I think a giant gorilla portrait fits in an office such as this.
[QUOTE=Druidlyclean;49539060][t]http://i.imgur.com/5vXbAEZ.jpg[/t] Here's the new artpass to the Bosses Office. It is now larger in length is now larger in height. Props are not final, and will add more props, this is just the first pass of right now, so things are expected to change.[/QUOTE] I'd recommend swapping the places of the Dustbowl and Granary paintings and moving them lower so the larger one is on top and the two vertical portraits are in the middle of them. I'd also swap one of the vertical ones to a different map instead of having two Badwater Basins Other than that it's looking very solid. I like the way you used the bookshelves
[QUOTE=Doctor Hunt;49539110]I'd recommend swapping the places of the Dustbowl and Granary paintings and moving them lower so the larger one is on top and the two vertical portraits are in the middle of them. I'd also swap one of the vertical ones to a different map instead of having two Badwater Basins Other than that it's looking very solid. I like the way you used the bookshelves[/QUOTE] Well I would like to have one of the Badwater portraits to be different, but all the portraits are different sizes, but I guess I could make the room larger in width.
[QUOTE=Druidlyclean;49539138]Well I would like to have one of the Badwater portraits to be different, but all the portraits are different sizes, but I guess I could make the room larger in width.[/QUOTE] In that case I'd say just keep them both Badwater, I could've sworn some of them were the same frame but different pictures
[QUOTE=Druidlyclean;49539060][t]http://i.imgur.com/5vXbAEZ.jpg[/t] Here's the new artpass to the Bosses Office. It is now larger in length is now larger in height. Props are not final, and will add more props, this is just the first pass of right now, so things are expected to change.[/QUOTE] I don't get why is there so many landscape paintings behind the desk, it seemed redundant.
[QUOTE=Soriddo;49539551]I don't get why is there so many landscape paintings behind the desk, it seemed redundant.[/QUOTE] Well that's why I need criticism, I want the map to look as good as possible with the best of my ability
[QUOTE=Soriddo;49539551]I don't get why is there so many landscape paintings behind the desk, it seemed redundant.[/QUOTE] I thought it was a joke about having a nice view from the office. Like, how high ranking members of the company might have offices with a nice view, but this boss is so low-ranking that he just uses a ton of landscape paintings to emulate that feeling.
When I played FF ( Fortress Forever), grenades made the game a hell hole to me. I would point the obvious of balancing them. Maybe they cannot be cooked to blow in someones face, but instead will always explode when resting on ground unless directly impacting an enemy. And another possible balance could be that pyros could counter grenades with their airblast, pushing it away or if it is a napalm grenade, extinguish the flames on the ground with demos and soldiers being able to knock the nades around with their explosives. Using grenades, demos get one MIRV/varient and soldiers one or two standard frags. I don't think nades should be utilized to zip through the map like a pro bunny hopping scout on TFC/FF, discouraging players to even try to take them out, they should only be used for combat situations.
[QUOTE=Druidlyclean;49539060][t]http://i.imgur.com/5vXbAEZ.jpg[/t] Here's the new artpass to the Bosses Office. It is now larger in length is now larger in height. Props are not final, and will add more props, this is just the first pass of right now, so things are expected to change.[/QUOTE] Those steps/stairs are so small I think I'd trip going up and down them. Flatten and extend them, it'll really help the flow of the room instead of having them hyper compact.
My idea for grenades is that they are in their own separate slot, and act as their own weapon. This means that you would have to switch to them for you to be able to use them, and it would be obvious to enemy players that you are cooking a grenade. Additionally, there would be an audible timer, to let it be known to you and your enemies how much time is left until the grenade goes off. However, the classes would need new grenades balanced towards their roles and abilities, as the TFC grenades are balanced for the roles and abilities of the TFC classes, and copying them over to TF2C without any modification would not work. If these things were attempted, grenades could maybe have a small chance of working in normal play.
I think grenades' roles are pretty much held by Demoman and Medic, and by keeping them in deathmatch, you keep their roles untouched. Demoman and Medic both have the tools necessary to punish camping/break stalemates by either bouncing grenades into a position, or allowing a teammate to move unharmed into a difficult to enter area.
[QUOTE=Agameofscones;49540049]Those steps/stairs are so small I think I'd trip going up and down them. Flatten and extend them, it'll really help the flow of the room instead of having them hyper compact.[/QUOTE] First off, extreme apologies for posting so many pictures. [t]http://i.imgur.com/VK4bCKK.jpg[/t] Should I make them longer or is this good enough?
What about a single grenade with a cool down like the Jarate? It obviously need to be restricted to only a few classes such as soldier or demoman to prevent massive spamming.
[QUOTE=Soriddo;49540837]What about a single grenade with a cool down like the Jarate? It obviously need to be restricted to only a few classes such as soldier or demoman to prevent massive spamming.[/QUOTE] I think even with a cool down it would still be spamable, in my opinion it would be best if you just spawn with one grenade in a single life, that you can't get back from a resupply locker (if it ever does get implemented into real gameplay rather than stuck to DM)
If you're going to implement grenades into deathmatch you should have a cooldown that doesn't reset if you die. It's so easy to die in DM that if it reset everytime you died there'd be grenades everywhere. Ok, I should elaborate a little more. In most games, you start with 1 or 2 grenades, and when you die you respawn with your ammo replenished. If something like this was in DM, it would encourage people to chuck 2 grenades, die and repeat. It would be a clusterfuck.
the way we are implementing them is as separate weapons for dm that fill the secondary slot. you dont spawn with grenades. you have to make the choice of shotgun v revolver v grenades or similar [t]http://i.imgur.com/cUKpKY6.jpg[/t]
[QUOTE=OneFourth;49541147]the way we are implementing them is as separate weapons for dm that fill the secondary slot. you dont spawn with grenades. you have to make the choice of shotgun v revolver v grenades or similar [t]http://i.imgur.com/cUKpKY6.jpg[/t][/QUOTE] I wonder if we can have voice lines for grenades for the Merc when throwing it like in Counter Strike: "Frag out!" "Fire in the hole!" "GRENADE!" "PINEAPPLE!" "Bombs out!" "Bombs away!" "Eat this!" "Suck on this!" "You want it?!" "It's yours my friend!" It might make grenades more noticeable and players might be less likely to be surprised by a grenade.
[QUOTE=Soriddo;49541947] "You want it?!" "It's yours my friend!"[/QUOTE] As long as you have enough rupees.
[QUOTE=chowder908;49542315]As long as you have enough rubees.[/QUOTE] ftfy edit: it's how he says it in-game though
[QUOTE=danielmm8888;49529656]Here's an explanation [url]https://github.com/danielmm8888/TF2Classic/issues/197#issuecomment-169698690[/url][/QUOTE] Thanks, that explained everything I wanted to know. Perfect!
[t]http://i.imgur.com/wnzP2d1.jpg[/t] Removed the paintings and added in two large windows, and positioned two paintings over the book cases. I made the outside of the bosses room pointed toward an alley way because I'd like to think there wouldn't be a perfect place in a city for a window to point towards the open.
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