• TF2 General Chat and Update Speculation Station - One of Several Edition
    5,001 replies, posted
If the TF2 Team touched some of the old maps that would be absolutely fantastic. A problem that could arise is the backlash from the most Casual part of the playerbase. Some people love Goldrush or Dustbowl despite the design flaws present in said maps. But I think it's an improvement needed. Plus, this could motivate the Competitive scene to test new maps or to shorten the gap between Competitive-friendly maps and Chokepoints-friendly maps
[QUOTE=ikes;52585310]the fact that TF2 is still getting figurines and merchandise speaks volumes about how it's not yet dead[/QUOTE] everything has a funko nowdays o i'd scratch that one as a feature. a tf2 nendoroid or a revoltech figurine, on the other side, that would had been a day one purchase. tf2's merch isnt that good to warrant a purchase sans a few selected items.
I'm genuinely concerned we'll end up seeing the next edition of TF2 general chat and update speculation before the next update hits. Curious, how many [I]have[/I] we gone through between now and Meet your Match?
Several times I have mentioned the TF2 community I help run, and our struggles to keep a server running. Tomorrow is August 18th, which was the original date for our server shutting down. We've now got a 30 day lease on life, so the new deadline is Sept 18th. Previously I said I viewed the proceedings as a race between plug being pulled on our server and the release of the Pyro update. Valve is moments from failing to clear the first hurdle.
[QUOTE=hahagoni_r;52585298][media]https://twitter.com/4G_b4nny/status/898254372601081858[/media] cp_goodlands confirmed? :thinking:[/QUOTE] "for very long" aye, good to see the update is confirmed for this year
I'm not exactly sure we should be using b4nny as a source of credible info. I mean he acted like he knew everything about MyM and talked about how amazing it was going to be.
[QUOTE=Aaron0000;52585760]I'm genuinely concerned we'll end up seeing the next edition of TF2 general chat and update speculation before the next update hits. Curious, how many [I]have[/I] we gone through between now and Meet your Match?[/QUOTE] 3-4 if you count the last one as a full one.
[QUOTE=Punchy;52585790]"for very long" aye, good to see the update is confirmed for this year[/QUOTE] decade*
What if TF team is going to support i61 with the upcoming update?
[QUOTE=Oizen;52585819]I'm not exactly sure we should be using b4nny as a source of credible info. I mean he acted like he knew everything about MyM and talked about how amazing it was going to be.[/QUOTE] The problem isn't that b4nny is non credible, the problem is when he recieves information from valve it is given as theoretical "this is what we are planning/working on" and always a glorified version of what they eventually compromise on. The same reason everybody who visits valve leaves happy and impressed, they see the "best case scenario" of the update, and not what it actually ends up being. For something like "we are making a competitive adjusted badlands", that's a difficult thing to be false on. If they're saying it's going to exist, then it pretty much will. The question is if it will actually be good..
[QUOTE=Punchy;52585867]The problem isn't that b4nny is non credible, the problem is when he recieves information from valve it is given as theoretical "this is what we are planning/working on" and always a glorified version of what they eventually compromise on. The same reason everybody who visits valve leaves happy and impressed, they see the "best case scenario" of the update, and not what it actually ends up being.[/QUOTE] That's not really true. I wasn't given any sort of advance knowledge about the update. Personally, I left impressed because of the people there, not the content they showed me.
[QUOTE=geel9;52585871]That's not really true. I wasn't given any sort of advance knowledge about the update. Personally, I left impressed because of the people there, not the content they showed me.[/QUOTE] I should clarify that I base that off all of the people who have come back saying "The new update is going to be great" A la B4nny, Slin and others during the pre-mym days.
[QUOTE=Metaru;52585745] a tf2 nendoroid or a revoltech figurine, on the other side, that would had been a day one purchase.[/QUOTE] Now you've got me wondering what TF2 characters would look like as designed and sculpted by Yamaguchi, and the fact that I'll never see an answer to this question fills my soul with bottomless disappointment.
[QUOTE=C. Blades;52585036]I graduated with my second degree before the TF comic series concluded. And I'm willing to bet someone in the TF community did have a kid in that time span.[/QUOTE] [T]https://yt3.ggpht.com/-0ROcIRbp0_8/AAAAAAAAAAI/AAAAAAAAAAA/1bv9_aQ4NSw/s288-c-k-no-mo-rj-c0xffffff/photo.jpg[/T]
Really? Crash? That's awesome, congrats to him!
Kind of surprised they didn't just grab all the pro variants and just added them besides the normal variants by now honestly. Then have them updated when a significant update has kicked in. More so ever since the release of MyM which is sliding more to a competitive scene.
[QUOTE=Kitt Stargaze;52586142]Kind of surprised they didn't just grab all the pro variants and just added them besides the normal variants by now honestly. Then have them updated when a significant update has kicked in. More so ever since the release of MyM which is sliding more to a competitive scene.[/QUOTE] I doubt Valve wanted to buy variations of maps that are already in the game, especially since they can edit the versions already in the game.
[QUOTE=Kitt Stargaze;52586142]Kind of surprised they didn't just grab all the pro variants and just added them besides the normal variants by now honestly. Then have them updated when a significant update has kicked in. More so ever since the release of MyM which is sliding more to a competitive scene.[/QUOTE] Well...The pro version of dustbowl literally removes the third or second part of the map iirc. That's probably why they don't want to add every pro variant because some are really silly or pointless edits.
[QUOTE=X marks it;52586202]Well...The pro version of dustbowl literally removes the third or second part of the map iirc. That's probably why they don't want to add every pro variant because some are really silly or pointless edits.[/QUOTE] Actually removing the third stage of dustbowl would improve the map significantly.
[QUOTE=Drury;52586222]Actually removing the third stage of dustbowl would improve the map significantly.[/QUOTE] Honestly, the third stage on Dustbowl can tend to be really fun, especially for Dustbowl, a map that tends to disadvantage the Defending team. The Red team has a great chance of winning on the 3rd stage than, say, the 2nd stage, due to the fact that there are less flank routes. For Competitive, they only really need the first stage.
[QUOTE=socks_;52586280][...] third stage on Dustbowl can tend to be really fun [...] [...] Dustbowl, a map that tends to disadvantage the Defending team [...] [...] there are [...] flank routes [...][/QUOTE] are we talking about the same dustbowl
[QUOTE=Drury;52586222]Actually removing the third stage of dustbowl would improve the map significantly.[/QUOTE] There's probably a way you could keep the third stage while keeping the map fun. I hastily wrote up this Steel-like version of Dustbowl, which sort of flows the same way as how it does now, but the Red spawn is always where the third stage is, and, just like in Steel, you can always cap the last point. Upon capturing the two points labelled "1", the Blu Spawn moves to where it's labelled Blu Spawn 2, etc. The black rectangles are places where I want paths to be opened up between the sections of the map. I also gave some of them numbers based on which spawn Blu is at for them to open up, but I'm tired so I didn't really think the numbers through, so don't take them as "I really want this to happen then". I would like a mapmaker to go and hollow out some of those areas sensibly, and see how the map plays without separate stages. [IMG]http://i.imgur.com/saKkpDo.png[/IMG]
[QUOTE=Drury;52586283]are we talking about the same dustbowl[/QUOTE] Yeah. Then again, i tend to play Pyro and Engineer a lot on Dustbowl, and Dustbowl is tailored toward Engineers. I don't know, i find the third stage to be really fun.
[QUOTE=socks_;52586298]Yeah. Then again, i tend to play Pyro and Engineer a lot on Dustbowl, and Dustbowl is tailored toward Engineers. I don't know, i find the third stage to be really fun.[/QUOTE] It's really fun when your team has no medic/braindead soldiers and RED set sentries up in fortification just across exit doors Or on the opposite side when you have no engineers and you have to hold point, accessible from three sides, for [B]twenty minutes[/B] Yea, that's fun. In a freaky way though.
[QUOTE=socks_;52586298]Yeah. Then again, i tend to play Pyro and Engineer a lot on Dustbowl, and Dustbowl is tailored toward Engineers. I don't know, i find the third stage to be really fun.[/QUOTE] Oh okay. There's still Junction for you I guess. [editline]18th August 2017[/editline] [QUOTE=Blackavar;52586288]I would like a mapmaker to go and hollow out some of those areas sensibly, and see how the map plays without separate stages.[/QUOTE] Why not try do it yourself? Seems easy enough.
What we need is the mother of all badmaps. Something with the following: -The bland aesthetic of ctf_turbine -The confusing complexity of cp_steel -The engineer favoritism of cp_dustbowl: stage 3 -A sniper balcony with obnoxious sight-lines, akin to that of an eldritch amalgamation of ctf_2fort's balcony and cp_orange -The claustrophobia effect of cp_junction -The awkwardness of tc_hydro -And last but not least the stalemate potential of cp_powerhouse
[QUOTE=Hell-met;52584742]OR you can just do it like left4dead and cs:go and make it so pressing jump automatically does a duckjump anytime with all its benefits instead of relying on an archaic key combo?[/QUOTE] csgo still has crouch jumping
[QUOTE=SirGentlemann;52586312]What we need is the mother of all badmaps. Something with the following: -The bland aesthetic of ctf_turbine -The confusing complexity of cp_steel -The engineer favoritism of cp_dustbowl: stage 3 -A sniper balcony with obnoxious sight-lines, akin to that of an eldritch amalgamation of ctf_2fort's balcony and cp_orange -The claustrophobia effect of cp_junction -The awkwardness of tc_hydro -And last but not least the stalemate potential of cp_powerhouse[/QUOTE] The whole map is enclosed like Junction. It's made up of series of Turbine-like rooms connected by long, narrow corridors and winding vents akin to those on Turbine. There's enough big ammo boxes to spam sentries and minisentries anywhere, but next to no healthpacks. It's CTF and you spawn right next to your intel room, but the enemy intel is not delivered there - instead, it has to be delivered to a designated capture spot elsewhere, and these spots change after every cap. The game also stops after every cap like it's TC, and after each "round" a bunch of doors on the map randomly open and close and you never know where you are and where you're supposed to go.
[QUOTE=Drury;52586330]The whole map is enclosed like Junction. It's made up of series of Turbine-like rooms connected by long, narrow corridors and winding vents akin to those on Turbine. There's enough big ammo boxes to spam sentries and minisentries anywhere, but next to no healthpacks. It's CTF and you spawn right next to your intel room, but the enemy intel is not delivered there - instead, it has to be delivered to a designated capture spot elsewhere, and these spots change after every cap. The game also stops after every cap like it's TC, and after each "round" a bunch of doors on the map randomly open and close and you never know where you are and where you're supposed to go.[/QUOTE] I had a brain tumor reading that. That is quite possibly the worst map idea for TF2 yet.
[QUOTE=C. Blades;52585603]He had to talk valve out of buffing the reserve shooter. Regardless of what you think of his occasional ego, he's a very big asset to the game as a whole.[/QUOTE] Actually, Valve wanted to nerf the Reserve Shooter, but it turned out to be a buff.
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