• Team Fortress 2 Classic V3
    5,020 replies, posted
[QUOTE=blaholtzen;49550819] id suggest going for cleaner and brighter if you want it looking more like a lab[/QUOTE] I think it looks fine apart from maybe changing the floor and table.
[QUOTE=Druidlyclean;49550430][t]http://i.imgur.com/1y2oyb9.jpg[/t][t]http://i.imgur.com/lakdInB.jpg[/t] Since I'm basically done with the Bosses office for now, I am going to start working more on the Science lab. [sp]that airvent is actually closed, I just took a picture while inside a wall so it hid itself[/sp] My main problem is making it look good, and making it look like an actual Science lab, if I had the props from 2fort_invasion then I could have a larger variety of props to use. I am keeping the body wall for the gameplay purpose of delivering dead bodies. If anyone wants to suggest something for this room, please shoot something my way.[/QUOTE] Swap out the giant blue sirens since I'd imagine two of those in such a small room could easily disrupt and distract whatever the science team is working on. I'm not really sure why there's a giant map of the world in there either, but I can't think of anything suitable to swap it out for Although 2Fort Invasion's models aren't available, there's still the base Invasion models and the ones used in/made for Snowycoast and other maps that were made for the project on TF2Maps, so I recommend looking through those and seeing what works best
[t]http://i.imgur.com/EGQ5po9.jpg[/t] [QUOTE=Doctor Hunt;49551311]Swap out the giant blue sirens since I'd imagine two of those in such a small room could easily disrupt and distract whatever the science team is working on. I'm not really sure why there's a giant map of the world in there either, but I can't think of anything suitable to swap it out for[/QUOTE] I can remove the map, sirens, and the far left black board in order to give way to a new room, which is going to basically be a Research area where you push a research cart along a railing system in order to run down the timer in Espionage. I will replace the map with a window, and replace the blackboard with a doorway to the Research area.
[QUOTE='[Brn];49550065']To be very honest, I find his pose a bit unnatural, especially his right hand on the chair (it's not a relaxed hand posture). Personally, I would place his hands on top of each other. Maybe scale down the chair a bit, so the armrest is a bit shorter than his upper-arm. Change his pose a bit, as well. His shoulders look stiff. Maybe an reference: [T]https://upload.wikimedia.org/wikipedia/commons/2/2f/Daniel_D._Pratt,_Brady-Handy_photo_portrait,_sitting.jpg[/T] Also, the lighting is odd. The light should come from the direction the head is facing. Like the TF2 portraits... [T]http://store.valvesoftware.com/product_images/thumbnails/3448_Thumb.png[/T][/QUOTE] I originally used this image as a reference: [T]http://www.danielgreeneartist.com/portraits-public/lyon.jpg[/T] ---------------------------------------------------------------------------------------------------------------- [T]http://i.imgur.com/jUWsTlu.jpg[/T] I moved his shoulders so it looked more like the reference image you gave, but somehow it looks odd to me. I can't honestly picture him as a relaxed guy. ---------------------------------------------------------------------------------------------------------------- [T]http://i.imgur.com/690SYEH.jpg[/T] I placed his hands as you suggested. It looks kind of neat, but i'm not sure if it fits him as well. ---------------------------------------------------------------------------------------------------------------- [T]http://i.imgur.com/37GpAvY.jpg[/T] Finally, i tweaked the lighting so it looked more like the portrait. It's not perfect, but i don't why it should be similar to those in the first place. ---------------------------------------------------------------------------------------------------------------- Thanks for the feedback tho. I really want it to look good.
i think that the "CEO civilian" painting should not be in sfm and be actually painted like the spy portrait brn posted
[QUOTE=mphayes97;49551687]i think that the "CEO civilian" painting should not be in sfm and be actually painted like the spy portrait brn posted[/QUOTE] It could easily be used as a base for a paint over though. Like they do for some posters in the emporium.
[QUOTE=Hogie bear;49551869]It could easily be used as a base for a paint over though. Like they do for some posters in the emporium.[/QUOTE] ooooh, true, didn't think of that. in my opinion, that method would definitely be ideal
I have made the research room which [B][I][U]IS NOT FINAL[/U][/I][/B], and will not have every prop show for the final, because god its looking ugly so far, but I will eventually buff out the scratches. [t]http://i.imgur.com/o5UBmn6.jpg[/t][t]http://i.imgur.com/IAVyJxV.jpg[/t] If there's a layout you would want for the research room, please tell me.
Loving the way the lab is turning out Btw, something which might be fun to play with in the map is that the place is under emergency lock down, due to the agent being there, so you could have doors leading out being locked with metal gates and such, and maybe some warning lights being on? Could also include a locked escape tunnel in the boss' office behind one of the bookshelves or something, and maybe tip over his chair too to make it seem like he got out of there in a real hurry. Especially if we assume the civilian is the boss, and we already know how much he values his own life. I was thinking of making a "in the case of emergency lock down" poster as well
[QUOTE=Druidlyclean;49552110]I have made the research room which [B][I][U]IS NOT FINAL[/U][/I][/B], and will not have every prop show for the final, because god its looking ugly so far, but I will eventually buff out the scratches. [t]http://i.imgur.com/o5UBmn6.jpg[/t][t]http://i.imgur.com/IAVyJxV.jpg[/t] If there's a layout you would want for the research room, please tell me.[/QUOTE] I like the look but what are does metal control panels doing next to the window?
Also regarding the civillian being the suggested boss of the espionage-d crew, maybe its better to stick with it being suggested. like having a chair that looks to fit him perfectly, maybe a photo on his desk depicting someone who looks like they could be related to him and such. A straight up portrait of him is a bit on the nose, not quite as exiting
[QUOTE=Imacreep;49551563] Thanks for the feedback tho. I really want it to look good.[/QUOTE] Looks way better now, good job.
Science lab has been changed even more, to the point where I don't think its [I]god awful[/I], [t]http://i.imgur.com/xjaPsTc.jpg[/t][t]http://i.imgur.com/PRV0FEH.jpg[/t][t]http://i.imgur.com/L8s6e41.jpg[/t] I want to make it so that the "Cart" is pushed into some sort of machine, and thus makes the timer run down. In addition I would sorta like for the scientist to push the cart slower than how the real cart in Payload is, due to his weak nature.
Oh god this popped in up in sub feed [video=youtube;c11q43pYvJk]https://www.youtube.com/watch?v=c11q43pYvJk[/video]
[QUOTE=DrMedicVG;49553393]Oh god this popped in up in sub feed [video=youtube;c11q43pYvJk]https://www.youtube.com/watch?v=c11q43pYvJk[/video][/QUOTE] assuming this is 1. rageguy, part of the tf2c development team and therefore 2. not serious
[QUOTE=Cufflux;49553480]assuming this is 1. rageguy, part of the tf2c development team and therefore 2. not serious[/QUOTE] That's just a reupload of a video posted here last year. Some guy basically came into the thread, posted that video and was subsequently laughed out of said thread.
[QUOTE=danielmm8888;49553823]That's just a reupload of a video posted here last year. Some guy basically came into the thread, posted that video and was subsequently laughed out of said thread.[/QUOTE] Oh jesus it's real? There truly is no god.
The gunboats are in item_game have the "equip_region" command, with this in mind will you ever use it in the future with cosmetics, Bonus question if you add cosmetics can they be in adv options? As you can tell by now I have a massive cosmetic fetish
[QUOTE=G=4//\/\3!2;49553912] As you can tell by now I have a massive cosmetic fetish[/QUOTE] as fetish, pretty much no one is interested in hearing about it :v: one of the things tf2c was trying to avoid were cosmetics, so yeah
[QUOTE=G=4//\/\3!2;49553912]The gunboats are in item_game have the "equip_region" command, with this in mind will you ever use it in the future with cosmetics, Bonus question if you add cosmetics can they be in adv options? As you can tell by now I have a massive cosmetic fetish[/QUOTE] There's no practical reason to add in cosmetics, unless you want to bloat file space.
[QUOTE=Gentleman Cat;49554083]There's no practical reason to add in cosmetics, unless you want to bloat file space.[/QUOTE] Didn't someone say something earlier about packing it into VPKs and how the game is 94% compressed at this point
[QUOTE=G=4//\/\3!2;49555298]Didn't someone say something earlier about packing it into VPKs and how the game is 94% compressed at this point[/QUOTE] It doesn't matter. Cosmetics aren't going to be added into TF2C because there's literally no reason for it. Even though the game can be changed on the whim of the developers doesn't mean they're going to shoehorn every impractical feature as they please.
[QUOTE=Druidlyclean;49553202]Science lab has been changed even more, to the point where I don't think its [I]god awful[/I], [t]http://i.imgur.com/xjaPsTc.jpg[/t][t]http://i.imgur.com/PRV0FEH.jpg[/t][t]http://i.imgur.com/L8s6e41.jpg[/t] I want to make it so that the "Cart" is pushed into some sort of machine, and thus makes the timer run down. In addition I would sorta like for the scientist to push the cart slower than how the real cart in Payload is, due to his weak nature.[/QUOTE] How long is the cart track going to be? From your pictures, it looks like there's only that small portion of rails in the lab. Unless I completely misunderstood the Espionage document, I thought the rail would go throughout the map, forcing Scientists to move around, similar to the memos for Workers and the security checkpoints for the Guard. Right now it looks like there's no reason for Scientists to go anywhere but the science lab, unless of course they have to scan a dead body.
[t]http://i.imgur.com/gCeRIGN.png[/t] Been messing around with the new item_game system. When can we add my version of the phlog? I call it the Critthrower :v: ᴵᵗ'ˢ ᵒᵇᵛᶦᵒᵘˢᶫʸ ᵃ ʲᵒᵏᵉ⋅ ᴾᶫᵉᵃˢᵉ ᵈᵒᶰ'ᵗ ᵏᶦᶫᶫ ᵐᵉ⋅
[QUOTE=Barbarossa;49556022]How long is the cart track going to be? From your pictures, it looks like there's only that small portion of rails in the lab. Unless I completely misunderstood the Espionage document, I thought the rail would go throughout the map, forcing Scientists to move around, similar to the memos for Workers and the security checkpoints for the Guard. Right now it looks like there's no reason for Scientists to go anywhere but the science lab, unless of course they have to scan a dead body.[/QUOTE] I wanted it to be a room that is risky to be inside, with there only being one entrance (so far) and having to push a slow cart into a machine would be dangerous to push if an agent could either hear him pushing, or knows hes in the lab, though if I really needed to, I would make it so the cart has to be pushed out from the storage room and into the science lab.
Hello. So the things for Espionage are about. Nice. I also saw things about Grenades. I could suggest things about that. If you want?
[QUOTE=chowder908;49556402][t]http://i.imgur.com/gCeRIGN.png[/t] Been messing around with the new item_game system. When can we add my version of the phlog? I call it the Critthrower :v: ᴵᵗ'ˢ ᵒᵇᵛᶦᵒᵘˢᶫʸ ᵃ ʲᵒᵏᵉ⋅ ᴾᶫᵉᵃˢᵉ ᵈᵒᶰ'ᵗ ᵏᶦᶫᶫ ᵐᵉ⋅[/QUOTE] Goddamit chowder, how many times we have to tell you Dont leak future content
Incoming shitty hallway from the Storage room to the Science research room. [t]http://i.imgur.com/zhWOQ3I.jpg[/t][t]http://i.imgur.com/DYuO0jY.jpg[/t][t]http://i.imgur.com/hkuV22S.jpg[/t] Since it probably is a bit too easy to push the cart, I decided to go with what was suggested and made the rail system longer, [sp]through a very ugly dev hallway[/sp]so now there's a bigger challenge towards removing time off the clock. If it doesn't sound like a good idea, I am more than happy to remove it.
Is that a 45 degree incline? Looks gross. Seriously, use a different ratio for inclines like that, I suggest 2:3
[QUOTE=iiboharz;49557453]Is that a 45 degree incline? Looks gross. Seriously, use a different ratio for inclines like that, I suggest 2:3[/QUOTE] If I'm understanding this right, then that incline is literally already 2:3, plus I'm not given alot of space with how much is space between both room.
Sorry, you need to Log In to post a reply to this thread.