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[Team Fortress 2]: Towering pillar of bad opinions about hats

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Posts

  • BloodySlothBloodySloth Registered User regular
    edited August 2010
    Portal 2 needs to come out so we can get our TF2 engine update with dynamic lighting and liquids

    Pyro super soaker that sprays globs of lightable napalm

    BloodySloth on
  • devericdeveric MinneapolisRegistered User regular
    edited August 2010
    Portal 2 needs to come out so we can get our this is a triumph

    fixed

    deveric on
  • tofutofu Registered User regular
    edited August 2010
    I feel like the roof is too constrictive, maybe if the area was opened up a bit more it wouldn't feel like that. Here's a quick idea I put together in paint
    v8kaxi.png

    The yellow indicates the lower bridge/tunnel idea I was talking about
    The black arrows indicate spaces that need to be widened in my opinion
    In my last post I said Blu needed a better entrance to the cp but I meant Red, I put an X over the bad entrance, it's too easy to lock down because of the stairs in my opinion

    tofu on
  • crucialityfactorcrucialityfactor Registered User regular
    edited August 2010
    What if you made point a more like a 2 story building? with an upper floor that leads down to the point that is accessible from outside?

    Maybe like a rotating waterwheel on the outside?

    crucialityfactor on
  • Hey YouHey You Registered User regular
    edited August 2010
    tofu wrote: »
    I feel like the roof is too constrictive, maybe if the area was opened up a bit more it wouldn't feel like that. Here's a quick idea I put together in paint
    v8kaxi.png

    The yellow indicates the lower bridge/tunnel idea I was talking about
    The black arrows indicate spaces that need to be widened in my opinion
    In my last post I said Blu needed a better entrance to the cp but I meant Red, I put an X over the bad entrance, it's too easy to lock down because of the stairs in my opinion

    I see, very good suggestions. Now that I think about it, the entrance you X'ed does suffer from the same problem the exit on Gorge suffers from however, any exit is probably going to have that problem. Crash suggested last night that red have an entrance to cp-A drawn below in orange. This could help the problem.
    overviewa2.jpg


    Here is another overhead diagram, just in case anyone wants to drawn on it. We do have another approach too, in the area I've circled there could be another control point, however this would make the project longer, due to spawning and balance but, its a possibility we can look into.
    overviewfirstarea.jpg

    Hey You on
  • Tommy2HandsTommy2Hands what is this where am i Registered User regular
    edited August 2010
    yeah, I was about to ask, is there a height limit on the buildings or something?

    because it would be awesome if point be was just a massive tower with small girders or something leading up to the top, ala gravel pit, and maybe inclined scouts/demomen/soldiers could jump off the top and onto the much smaller buildings around the point

    then, when the round ends in a blue win, the bomb hanging on the underside of the last point falls, blowing up everything on ground level


    this is just an idea I have, because I love the last point on gravelpit, it's only problem being that the blue team usally rolls it the second they cap the other points, because the red team is scrambling back to C, and the engis can't get their shit up quickly enough

    hopefully, being able to jump onto the lower buildings should give red a defense against scouts charging up the walkways on on the point before defenses can be set up

    then again, since there are only two points, engis will probably already have turtle style defenses set up before Blue even caps the first point, so this might have the side effect of being completely impenetrable

    which makes me sad because I really like maps that give you the option of taking the fight to the second floor (sawmill, gravelpit, that one payload map, and Turbine to an extent)

    tr;dr: WORDSSSSSSSSS


    also, could you post another overhead of the entire map?

    I wasn't there when you guys were testing it, but I think I have an idea of what it looks like

    Tommy2Hands on
    8j12qx8ma5j5.jpg
  • tofutofu Registered User regular
    edited August 2010
    Hey You wrote: »
    tofu wrote: »
    I feel like the roof is too constrictive, maybe if the area was opened up a bit more it wouldn't feel like that. Here's a quick idea I put together in paint
    v8kaxi.png

    The yellow indicates the lower bridge/tunnel idea I was talking about
    The black arrows indicate spaces that need to be widened in my opinion
    In my last post I said Blu needed a better entrance to the cp but I meant Red, I put an X over the bad entrance, it's too easy to lock down because of the stairs in my opinion

    I see, very good suggestions. Now that I think about it, the entrance you X'ed does suffer from the same problem the exit on Gorge suffers from however, any exit is probably going to have that problem. Crash suggested last night that red have an entrance to cp-A drawn below in orange. This could help the problem.
    overviewa2.jpg
    I think that's good, allowing red to enter the cp area from above is good I think, makes it easier to defend. Definitely something to explore in the next playtest
    Here is another overhead diagram, just in case anyone wants to drawn on it. We do have another approach too, in the area I've circled there could be another control point, however this would make the project longer, due to spawning and balance but, its a possibility we can look into.
    overviewfirstarea.jpg

    I think this area needs to be reworked a bit, but I want to check it out since you said you changed it since last night

    tofu on
  • Hey YouHey You Registered User regular
    edited August 2010
    yeah, I was about to ask, is there a height limit on the buildings or something?

    because it would be awesome if point be was just a massive tower with small girders or something leading up to the top, ala gravel pit, and maybe inclined scouts/demomen/soldiers could jump off the top and onto the much smaller buildings around the point

    then, when the round ends in a blue win, the bomb hanging on the underside of the last point falls, blowing up everything on ground level


    this is just an idea I have, because I love the last point on gravelpit, it's only problem being that the blue team usally rolls it the second they cap the other points, because the red team is scrambling back to C, and the engis can't get their shit up quickly enough

    hopefully, being able to jump onto the lower buildings should give red a defense against scouts charging up the walkways on on the point before defenses can be set up

    then again, since there are only two points, engis will probably already have turtle style defenses set up before Blue even caps the first point, so this might have the side effect of being completely impenetrable

    which makes me sad because I really like maps that give you the option of taking the fight to the second floor (sawmill, gravelpit, that one payload map, and Turbine to an extent)

    tr;dr: WORDSSSSSSSSS

    also, could you post another overhead of the entire map?

    I wasn't there when you guys were testing it, but I think I have an idea of what it looks like

    Overhead up to A
    overviewfirstarea.jpg

    Overhead of just B, its kind of similar to what you are talking about.
    cppaprojecta30004.jpg

    Sorry don't have an overhead of the entire map. I'll try to get one the next time i launch the map.


    crucialityfactor, I like the idea. I'll have to think about how that could be worked in.

    Hey You on
  • AzadIsCoolAzadIsCool Registered User regular
    edited August 2010
    Portal 2 needs to come out so we can get our TF2 engine update with dynamic lighting and liquids

    This will never happen for the same reason that Garry won't update Garry's Mod from the CSS engine to the superior Orange Box and Left 4 Dead engines. Actually it might be on the OB engine now, I'm not sure.

    AzadIsCool on
    leftaq.jpgcenterv.jpgrightz.jpg
  • IngramIngram there was only Rage Kage Registered User regular
    edited August 2010
    Hey You wrote: »
    tofu wrote: »
    I feel like the roof is too constrictive, maybe if the area was opened up a bit more it wouldn't feel like that. Here's a quick idea I put together in paint
    v8kaxi.png

    The yellow indicates the lower bridge/tunnel idea I was talking about
    The black arrows indicate spaces that need to be widened in my opinion
    In my last post I said Blu needed a better entrance to the cp but I meant Red, I put an X over the bad entrance, it's too easy to lock down because of the stairs in my opinion

    I see, very good suggestions. Now that I think about it, the entrance you X'ed does suffer from the same problem the exit on Gorge suffers from however, any exit is probably going to have that problem. Crash suggested last night that red have an entrance to cp-A drawn below in orange. This could help the problem.
    overviewa2.jpg
    This was what I thought as soon as you guys were discussing it and sounds good. Just need to watch the sniper sightline from the new red overlook to blues entrance directly across the point horizontally. A good sniper at either position will lock down the other team. The height difference may work with some detail above the point so that either position can only see the point itself.
    What if you made point a more like a 2 story building? with an upper floor that leads down to the point that is accessible from outside?

    Maybe like a rotating waterwheel on the outside?
    I read this an thought that if the point building extended back to the wall with the B on it the elevated red walkway (the one that ends in stairs down now) could be this upper floor.
    If the entire point building was made tall like the one directly across the water chasm then there could be a gantry crane that loads things from the point onto a boat in the water. Could be visible and block the play area to the right where the water just ends at the wall.

    Ingram on
    jswidget.php?username=ingram_&numitems=9&text=none&images=small&show=recentplays&imagesonly=1&imagepos=right&inline=1&addstyles=1&domains%5B%5D=boardgame&imagewidget=1
  • Undead ScottsmanUndead Scottsman Registered User regular
    edited August 2010
    AzadIsCool wrote: »
    Portal 2 needs to come out so we can get our TF2 engine update with dynamic lighting and liquids

    This will never happen for the same reason that Garry won't update Garry's Mod from the CSS engine to the superior Orange Box and Left 4 Dead engines. Actually it might be on the OB engine now, I'm not sure.

    It's already running on the latest engine as far as I know. It needs to be to be ported to Mac, which he's in the process of doing.

    Undead Scottsman on
  • hailthefishhailthefish Registered User regular
    edited August 2010
    The free GMOD is super old, but the 10 dollar one is on the up to date engine, I think.

    hailthefish on
  • Hey YouHey You Registered User regular
    edited August 2010
    I'm trying to figure out where to work in a forward spawn. Any suggestions?

    Edit: I plan on throwing this up on the server in an hour or two but, I won't have time to make adjustments from the suggestions you guys gave today for around the A point. I'm hoping it will spark some more ideas for everyone if we play it with the changes made.

    Hey You on
  • AzadIsCoolAzadIsCool Registered User regular
    edited August 2010
    I'm pretty sure it's on the OB engine now that I looked at the required specs, but the "up to date engine" would be the L4D2 engine, and judging by the recommended specs, I don't think it's been ported to that yet. Also that would be why you can't use L4D models in GMOD.

    My point with that post was that, just like how Garry said he wasn't going to upgrade past the OB engine because he didn't want to alienate players on older systems, Valve wouldn't dare upgrade TF2 from 6 year old engine (as far as I can tell, TF2 is on the same engine as HL2) to an all new one.

    AzadIsCool on
    leftaq.jpgcenterv.jpgrightz.jpg
  • hailthefishhailthefish Registered User regular
    edited August 2010
    Orange Box engine would mesh with the available models and such, now that I think about it.

    hailthefish on
  • BlindPsychicBlindPsychic Registered User regular
    edited August 2010
    Nerds to get on the server please

    BlindPsychic on
  • tofutofu Registered User regular
    edited August 2010
    Hey You wrote: »
    I'm trying to figure out where to work in a forward spawn. Any suggestions?

    Edit: I plan on throwing this up on the server in an hour or two but, I won't have time to make adjustments from the suggestions you guys gave today for around the A point. I'm hoping it will spark some more ideas for everyone if we play it with the changes made.

    What about the left side of the water, above the enclosed area Blu can use to get to A?

    tofu on
  • LittleBootsLittleBoots Registered User regular
    edited August 2010
    AzadIsCool wrote: »
    I'm pretty sure it's on the OB engine now that I looked at the required specs, but the "up to date engine" would be the L4D2 engine, and judging by the recommended specs, I don't think it's been ported to that yet. Also that would be why you can't use L4D models in GMOD.

    My point with that post was that, just like how Garry said he wasn't going to upgrade past the OB engine because he didn't want to alienate players on older systems, Valve wouldn't dare upgrade TF2 from 6 year old engine (as far as I can tell, TF2 is on the same engine as HL2) to an all new one.

    According to the SDK launcher TF2, Portal and HL2:EP2 all run on Source 2009.

    LittleBoots on

    Tofu wrote: Here be Littleboots, destroyer of threads and master of drunkposting.
  • devericdeveric MinneapolisRegistered User regular
    edited August 2010
    I'm going to attempt to commandeer jobs/hdc later tonight for a practice. probably. for the tournament thing (if it's still happening), around 7pm central

    deveric on
  • LittleBootsLittleBoots Registered User regular
    edited August 2010
    deveric wrote: »
    I'm going to attempt to commandeer jobs/hdc later tonight for a practice. probably. for the tournament thing (if it's still happening), around 7pm central

    Which tournament?

    LittleBoots on

    Tofu wrote: Here be Littleboots, destroyer of threads and master of drunkposting.
  • BlindPsychicBlindPsychic Registered User regular
    edited August 2010
    We could always have a bearstronauts practice

    BlindPsychic on
  • xzzyxzzy Registered User regular
    edited August 2010
    The free GMOD is super old, but the 10 dollar one is on the up to date engine, I think.

    Every time there's an update to any Source game, garry's mod gets an update a day or two later.

    So yes, it's still actively supported. Don't know if it gets new features, but it does get maintained.

    xzzy on
  • BlindPsychicBlindPsychic Registered User regular
    edited August 2010
    I think most of the new 'features' are handled by people fucking around with Gmod

    BlindPsychic on
  • Hey YouHey You Registered User regular
    edited August 2010
    tofu wrote: »
    Hey You wrote: »
    I'm trying to figure out where to work in a forward spawn. Any suggestions?

    Edit: I plan on throwing this up on the server in an hour or two but, I won't have time to make adjustments from the suggestions you guys gave today for around the A point. I'm hoping it will spark some more ideas for everyone if we play it with the changes made.

    What about the left side of the water, above the enclosed area Blu can use to get to A?

    I just put a quick one in for the test, I'll probably end up doing what you suggested. Going to test hopefully soon.

    Hey You on
  • LittleBootsLittleBoots Registered User regular
    edited August 2010
    Hey You wrote: »
    tofu wrote: »
    Hey You wrote: »
    I'm trying to figure out where to work in a forward spawn. Any suggestions?

    Edit: I plan on throwing this up on the server in an hour or two but, I won't have time to make adjustments from the suggestions you guys gave today for around the A point. I'm hoping it will spark some more ideas for everyone if we play it with the changes made.

    What about the left side of the water, above the enclosed area Blu can use to get to A?

    I just put a quick one in for the test, I'll probably end up doing what you suggested. Going to test hopefully soon.

    Wait till I'm done eating.

    LittleBoots on

    Tofu wrote: Here be Littleboots, destroyer of threads and master of drunkposting.
  • xzzyxzzy Registered User regular
    edited August 2010
    No, do it nowwwwwwww. I have some free time and want to test maaaaaaps.

    xzzy on
  • Undead ScottsmanUndead Scottsman Registered User regular
    edited August 2010
    AzadIsCool wrote: »
    I'm pretty sure it's on the OB engine now that I looked at the required specs, but the "up to date engine" would be the L4D2 engine, and judging by the recommended specs, I don't think it's been ported to that yet. Also that would be why you can't use L4D models in GMOD.

    My point with that post was that, just like how Garry said he wasn't going to upgrade past the OB engine because he didn't want to alienate players on older systems, Valve wouldn't dare upgrade TF2 from 6 year old engine (as far as I can tell, TF2 is on the same engine as HL2) to an all new one.

    According to the SDK launcher TF2, Portal and HL2:EP2 all run on Source 2009.

    Yeah, it's not so much the engine that takes up processing power these days: it's what's run through the engine (character models, physics) that would cause older machines to choke.

    Undead Scottsman on
  • Roland_tHTGRoland_tHTG Registered User regular
    edited August 2010
    Every time I play a source game I'm amazed that it looks so damn good on my current machine but at the same time could run so well on my old machine with stuff turned down.

    Roland_tHTG on
  • Joe KJoe K Registered User regular
    edited August 2010
    alright, someone give me a reason to play TF2 instead of SC2....

    Joe K on
  • TracerBulletTracerBullet Spaceman Registered User regular
    edited August 2010
    Joe K wrote: »
    alright, someone give me a reason to play TF2 instead of SC2....

    hats

    TracerBullet on
  • facetiousfacetious a wit so dry it shits sandRegistered User regular
    edited August 2010
    Joe K wrote: »
    alright, someone give me a reason to play TF2 instead of SC2....

    hats

    facetious on
    "I am not young enough to know everything." - Oscar Wilde
    Real strong, facetious.

    Steam: Chagrin LoL: Bonhomie
  • hailthefishhailthefish Registered User regular
    edited August 2010
    I want hats.

    I guess I'll just have to stick with Natascha instead.

    hailthefish on
  • LittleBootsLittleBoots Registered User regular
    edited August 2010
    Can someone please extract the bomb model, texture, and material for me please? GCFScape doesn't want to open my tf2 content gcf :(

    P.M for e-mail if you can send it.

    LittleBoots on

    Tofu wrote: Here be Littleboots, destroyer of threads and master of drunkposting.
  • HenryVapeHenryVape Registered User regular
    edited August 2010
    Joe K wrote: »
    alright, someone give me a reason to play TF2 instead of SC2....

    As has already been mentioned, hats. Remember that every minute spent not playing TF2 is a minute where you do not have the chance to get a wonderful hat. Or maybe you should watch a film with some very nice hats? The third man is a very good film+ there is a lot of hats in it, hell there is even 2 berets in it!

    HenryVape on
    tf2_sig.png
    Ceterum autem censeo, Carthaginem esse delendam
  • Undead ScottsmanUndead Scottsman Registered User regular
    edited August 2010
    HenryVape wrote: »
    Joe K wrote: »
    alright, someone give me a reason to play TF2 instead of SC2....

    As has already been mentioned, hats. Remember that every minute spent not playing TF2 is a minute where you do not have the chance to get a wonderful hat.

    Actually, potential hat-gaining time has been lowered to around 8-10 hours a week.

    Undead Scottsman on
  • TyrantCowTyrantCow Registered User regular
    edited August 2010
    could be fun for a couple quick engies, dunno if that's intended...

    cp_paproject_a30003.jpg

    cp_paproject_a30001.jpg

    why so dark

    TyrantCow on
  • ZerokkuZerokku Registered User regular
    edited August 2010
    Joe K wrote: »
    alright, someone give me a reason to play TF2 instead of SC2....

    Because you're terrible at SC2?

    Not sure if you are, but thats my excuse for playing TF2 instead :P

    Zerokku on
  • HenryVapeHenryVape Registered User regular
    edited August 2010
    HenryVape wrote: »
    Joe K wrote: »
    alright, someone give me a reason to play TF2 instead of SC2....

    As has already been mentioned, hats. Remember that every minute spent not playing TF2 is a minute where you do not have the chance to get a wonderful hat.

    Actually, potential hat-gaining time has been lowered to around 8-10 hours a week.

    Well,then you have plenty of time to watch more hat based films!

    HenryVape on
    tf2_sig.png
    Ceterum autem censeo, Carthaginem esse delendam
  • martymarty Registered User regular
    edited August 2010
    i like enclosed maps and kritkrieg medics

    marty on
    tf2_sig.png
  • Roland_tHTGRoland_tHTG Registered User regular
    edited August 2010
    Defense, hallway on the left in gorge is one of the best.

    Roland_tHTG on
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