Yeah as much as I enjoy Prop Hunt and god powers (UNLIMITED.... POWER!) you guys shouldn't burn out on the game mode in a week and then leave my server sit empty for 2 and 1/2 months.
Yeah as much as I enjoy Prop Hunt and god powers (UNLIMITED.... POWER!) you guys shouldn't burn out on the game mode in a week and then leave my server sit empty for 2 and 1/2 months.
We should like, limit how often we play prop hunt so it stays gooder longer.
yes, gooder.
Also shooting mans is kinda fun. I can only handle so many pub games a day. There are times where I destroy the other team and we win, and there are times where no amount of goodness can save a bad pub team.
sidenote: the other day I broke my headshot record on a pub and it TOTALLY didn't get saved. Doubled it from 5 to 10. Today it is back to 5. Awesome.
Yeah as much as I enjoy Prop Hunt and god powers (UNLIMITED.... POWER!) you guys shouldn't burn out on the game mode in a week and then leave my server sit empty for 2 and 1/2 months.
Hey guys, is there any interest in helping me with my first map test ever tomorrow night, say at 8 PM EST?
You can download my map off JonXP's content server(thanks, Jon!), and put it in your "Steam\steamapps\<your steam name>\team fortress 2\tf\maps" directory. We'll be playing on Hey You's Team Zissou server where he's given me admin access. Hey You's also been a great help with other aspects of my map and the mapping process, so thank you too, Hey You.
It's a single-stage payload race map tentatively named "Bombditarod". I decided to make my first attempt at mapping a PLR because I think it has the most potential, and I think Valve did a not-so-good job with Pipeline as its first PLR map. My aim was to try to work around Pipeline's major problems(spawn camping, useless rounds) and work in my own vision of what PLR should be.
Here are some pictures for incentive:
Here's the view above the very start of the map. The stairs at the bottom are the shortest routes from the initial spawn rooms to the outside. The tracks leading down past the bottom of the picture are where the carts start. You'll notice the start area especially is dark. I'm still working on the lighting.
This shot's on a walkway in-between Blu's first and second spawn rooms. The second set of spawn rooms are unlocked when either team takes their A point - the ones you see on the bridge. As you might imagine, the entire bridges are rollback zones. Caution may be advised when starting at the bottom of them. Also, you should be able to makeout the exit pipe in the water at the bottom of the picture.
Points B. Either of these points will open up the final spawn room. You can go through, above and around this area. The way around will lead you up to the the ledges inside the tunnels through an exit-only door. Normal jumps won't get you on the ledges, but you can jump off the cart if you're so inclined(and near the middle of the tunnels). The silo in the middle connects the two tunnels. The walkways up top are only accessible by FaN scouts, demomen and soldiers - engineers who jump off the top of dispensers and throw teleporter exits on the walkways.
This is behind the camera in the previous shot. These are nearly unclimbable steps. I'm pointing them out here because they're hard to see.
A view roughly from the exit-only door inside the tunnel. You can see an entrance into the silo and a cable hanging from the pulley which is much fatter than I thought it would be.
Inside the silo. Anyone inside needs to be prepared for uninvited, paratrooping guests.
A view from the walkway. The tracks you see in the middle of the big red 'C' contains a set of three small rollback zones.
Looking back.
Final shot.
Notes for the test:
The map is pretty dark.
The doors for the second and third spawn rooms start disabled until the first and second points are captured by either side. They will remain open for the rest of the round.
There are black textures on and in the final cap point bases. I'm not sure why they're there, but I imagine it has something to do with the way the bases are angled.
The map is mostly dev textures(sorry, Endaro!)
I do have concerns about performance once the map becomes more fleshed out.
Stuff floating near the ground outside is okay for now.
Other than that, standard testing protocols apply.
That's Team Zissou server Monday, Nov. 16th at 8PM EST.
that last screenshot screams "HOPE YOU LIKE BEING SNIPED"
The spot the picture's taken from is actually ridiculously exposed. There's about 12 corners an enemy sniper could be hiding behind to shoot at that position.
That map is on a gigantic scale and I fear will not be well-received by the sniped masses.
Just sayin'.
edit: And not for the reason you're defending. Just look at how big your distances are, dude. The breadth/width on some of those far exceeds anything you see in Valve mapping.
That map is on a gigantic scale and I fear will not be well-received by the sniped masses.
Just sayin'.
edit: And not for the reason you're defending. Just look at how big your distances are, dude. The breadth/width on some of those far exceeds anything you see in Valve mapping.
Guys I do not think it is coincidental that he stopped posting after a mod came in and took some names.
I also think it is outright dumb that we are talking about him in absentia.
Let us enjoy the peace and relative quiet.
Wait wait wait no, I ain't 'fraid of no mods. DA:O came out and if I am not playing TF2 how rude of it would be for me to continue to hardlock the thread into talking about me, hats, or pyros?
Very rude, I'd say.
That said I still have more hats than most of you, aside from the dirty idlers. How does that makes any of you feel?
There are plenty of people online but no one is playing anything, not even a couple of shmucks mucking around in prop hunt. Let's play something, its still the weekend by my book.
That said I still have more hats than most of you, aside from the dirty idlers. How does that makes any of you feel?
You know, I found two more non-idled hats last night in one playing session. One was found in the first game/round of Fastlane I jumped into for the night (Ye Olde Baker Boy), the other was a dupe that I found in the last game/round of Demobowl before I called it for the night (Prussian Picklehaube).
Barrakketh on
Rollers are red, chargers are blue....omae wa mou shindeiru
I still think the best ones so far were, in order, Mitchell adding a second layer to a cow on warehouse, the second rocket launcher, and the oxygen tank on top of the propane tank valve.
Pyros no longer take damage from attacking and are stripped of their Flame Thrower, forcing them to rely on their Flare Guns (come on, everyone has one by now) and melee weapons instead.
Reason being: all too often the Pyro side of Prop Hunt play involves fumigating the entire playing field rather than trying to find props that appear to be out of place. As a result, even the best-placed of props tends to get discovered eventually, simply because every inch of the map is going to get flamed at some point. I've survived every so often as an "appropriate" prop, but only through the sheer good fortune of never having been tested. More often, the props that I see surviving are the ones who completely remove themselves from play: the ones that climb up onto some high area of the map where nobody looks and just wait out the clock there. It seems... I don't know the exact word, but it seems to be against the spirit of prop-hunt. Limiting the Pyros to flares still imposes a significant limitation on them (16 shots only, barring ammo pickups) and forces them to actually judge whether or not they want to test each individual prop (and slows them down if they decide to test everything). Scout health or game time might need to be adjusted to compensate for the new dynamics.
Kupi on
My favorite musical instrument is the air-raid siren.
Problem with that is that Prop hunt shouldn't be about FPS skills, it's about matching wits.
I would hate to lose as a Pyro because I couldn't hit shit with that damn flaregun.
It isn't too hard with the low gravity. Wait until you see the props use their double jump, then you know they can't change direction. Then just aim ahead of them and depending on distance arc it up a little and BLAMMO MINICRITS!
It's less about emphasizing FPS skills and more about emphasizing actual inspection over carpet-bombing. The Pyros should be thinking, "Can I really afford to use a valuable guess on this prop?" Maybe increase the damage per unit flamethrower ammo instead. Anything to keep Team Pyro from torching the entire map.
Kupi on
My favorite musical instrument is the air-raid siren.
If pyros can only use flareguns, then I think props should be soldiers instead of scouts. Plus they should have fewer hit points. It's pretty lame that I was able to double jump to hard to reach yet obviously visible places and just run out of flamethrower range. I survived like this as a chair for quite a while.
Edit: But I think a bigger problem with this idea is that hit detection is based on the invisible player, not the prop, correct? This would make inspection difficult as you have to not only guess the right prop, but flare the right spot.
Limiting the pyro team to flare guns and axes would probably work really well if the scouts' health is lowered to the point where a single flare will kill them.
savooipeerd on
[SIGPIC][/SIGPIC]
0
INeedNoSaltwith blood on my teethRegistered Userregular
Why the hell is Heavy an option in prop hunt? Seems silly, even with the sandvich.
Ranged damage. When all the pyros are chasing a very evasive prop in something like Maze where Pyros can't jump over walls without taking damage, the Heavy can minigun snipe him.
Also able to spread boolitz over large areas. You'd be surprised how often props who take some points of damage will start to run away. And plus, the Heavy can see the blood spatter if they hit a scout prop.
Posts
Also, are we ever going to do things other than props? Like shoot mans.
I remember when we used to do that. Was fun.
*cough* arena server *cough*
yes, gooder.
Also shooting mans is kinda fun. I can only handle so many pub games a day. There are times where I destroy the other team and we win, and there are times where no amount of goodness can save a bad pub team.
sidenote: the other day I broke my headshot record on a pub and it TOTALLY didn't get saved. Doubled it from 5 to 10. Today it is back to 5. Awesome.
is the normal game stll played?
I wanna play it now
rak are you online
You can download my map off JonXP's content server(thanks, Jon!), and put it in your "Steam\steamapps\<your steam name>\team fortress 2\tf\maps" directory. We'll be playing on Hey You's Team Zissou server where he's given me admin access. Hey You's also been a great help with other aspects of my map and the mapping process, so thank you too, Hey You.
It's a single-stage payload race map tentatively named "Bombditarod". I decided to make my first attempt at mapping a PLR because I think it has the most potential, and I think Valve did a not-so-good job with Pipeline as its first PLR map. My aim was to try to work around Pipeline's major problems(spawn camping, useless rounds) and work in my own vision of what PLR should be.
Here are some pictures for incentive:
This shot's on a walkway in-between Blu's first and second spawn rooms. The second set of spawn rooms are unlocked when either team takes their A point - the ones you see on the bridge. As you might imagine, the entire bridges are rollback zones. Caution may be advised when starting at the bottom of them. Also, you should be able to makeout the exit pipe in the water at the bottom of the picture.
Points B. Either of these points will open up the final spawn room. You can go through, above and around this area. The way around will lead you up to the the ledges inside the tunnels through an exit-only door. Normal jumps won't get you on the ledges, but you can jump off the cart if you're so inclined(and near the middle of the tunnels). The silo in the middle connects the two tunnels. The walkways up top are only accessible by FaN scouts, demomen and soldiers - engineers who jump off the top of dispensers and throw teleporter exits on the walkways.
This is behind the camera in the previous shot. These are nearly unclimbable steps. I'm pointing them out here because they're hard to see.
A view roughly from the exit-only door inside the tunnel. You can see an entrance into the silo and a cable hanging from the pulley which is much fatter than I thought it would be.
Inside the silo. Anyone inside needs to be prepared for uninvited, paratrooping guests.
A view from the walkway. The tracks you see in the middle of the big red 'C' contains a set of three small rollback zones.
Looking back.
Final shot.
Notes for the test:
The doors for the second and third spawn rooms start disabled until the first and second points are captured by either side. They will remain open for the rest of the round.
There are black textures on and in the final cap point bases. I'm not sure why they're there, but I imagine it has something to do with the way the bases are angled.
The map is mostly dev textures(sorry, Endaro!)
I do have concerns about performance once the map becomes more fleshed out.
Stuff floating near the ground outside is okay for now.
Other than that, standard testing protocols apply.
That's Team Zissou server Monday, Nov. 16th at 8PM EST.
P.S. Join the heavily underutilized Penny Arcade TF2 Map Testers Union. No invitation needed!
Also, prop hunt is great, but I also enjoy normal fortress 2.
There was a second round of infractions? Man, no wonder everyone is jailed. I'm gonna have to read through the thread for juicy drama.
The spot the picture's taken from is actually ridiculously exposed. There's about 12 corners an enemy sniper could be hiding behind to shoot at that position.
Just sayin'.
edit: And not for the reason you're defending. Just look at how big your distances are, dude. The breadth/width on some of those far exceeds anything you see in Valve mapping.
Actually the most fun I've had in prophunt since the server went up. It's normally fun but that was a blast.
I would like to shoot mans if anyone else would like to shoot mans with me.
Just wait to see how it's played. :P
Very rude, I'd say.
That said I still have more hats than most of you, aside from the dirty idlers. How does that makes any of you feel?
give me that goddamn glove
This man tells the truth.
You know, I found two more non-idled hats last night in one playing session. One was found in the first game/round of Fastlane I jumped into for the night (Ye Olde Baker Boy), the other was a dupe that I found in the last game/round of Demobowl before I called it for the night (Prussian Picklehaube).
God I love Warehouse.
You are by far the worst demo 32 stickies and you couldn't kill me so the medic came up and needles me HEH
Shameful PPH
not one
not across six maps and three servers, a multitude of classes and teams
well you're uninstalled you piece of garbage
catch you on the flip side in a month (probably three weeks) when I get a hankering for your shit once again
I blame myself, really.
I'm an enabler.
Ka-Chung!
Ka-Chung!
Why would he be digging through your shit Roland?
but yeh... and l4d2 drops tonight.
Joe's Stream.
Prop Hunt Rebalance
Pyros no longer take damage from attacking and are stripped of their Flame Thrower, forcing them to rely on their Flare Guns (come on, everyone has one by now) and melee weapons instead.
Reason being: all too often the Pyro side of Prop Hunt play involves fumigating the entire playing field rather than trying to find props that appear to be out of place. As a result, even the best-placed of props tends to get discovered eventually, simply because every inch of the map is going to get flamed at some point. I've survived every so often as an "appropriate" prop, but only through the sheer good fortune of never having been tested. More often, the props that I see surviving are the ones who completely remove themselves from play: the ones that climb up onto some high area of the map where nobody looks and just wait out the clock there. It seems... I don't know the exact word, but it seems to be against the spirit of prop-hunt. Limiting the Pyros to flares still imposes a significant limitation on them (16 shots only, barring ammo pickups) and forces them to actually judge whether or not they want to test each individual prop (and slows them down if they decide to test everything). Scout health or game time might need to be adjusted to compensate for the new dynamics.
I would hate to lose as a Pyro because I couldn't hit shit with that damn flaregun.
It isn't too hard with the low gravity. Wait until you see the props use their double jump, then you know they can't change direction. Then just aim ahead of them and depending on distance arc it up a little and BLAMMO MINICRITS!
Edit: But I think a bigger problem with this idea is that hit detection is based on the invisible player, not the prop, correct? This would make inspection difficult as you have to not only guess the right prop, but flare the right spot.
Points aren't any indication of reddit-stomping skill. It's all about how many people on the other team you get to go after you, specifically.
this is pretty accurate
Ranged damage. When all the pyros are chasing a very evasive prop in something like Maze where Pyros can't jump over walls without taking damage, the Heavy can minigun snipe him.
Also able to spread boolitz over large areas. You'd be surprised how often props who take some points of damage will start to run away. And plus, the Heavy can see the blood spatter if they hit a scout prop.