I like the lightning. It fulfills the same job as the trains on cp_freight.
The only thing that mildly bothers me is when it turns on when you're right in the middle of capturing the point. Maybe have it not activate if a team is taking the point?
I think because the point caps so quickly it is fine. I kind of like the fact that it makes the point less of a guaranteed capture if there is no one on the floor by the point.
I don't like the lightning because as far as I can see, there is no warning. I like the "oh shit!" moment of hearing "TRAIN RAINNN" or a room lighting on fire, or being launched/launching myself into acid, or hearing the train coming on the tracks. The buzz saws stay still, so they are very much a "my fault" thing. The lightning just...happens. And then I'm dead. No frantic, ineffectual juking, no moment of panic, just a brief moment of confusion, then respawn. I could be a minority on this though!
I don't like the lightning because as far as I can see, there is no warning. I like the "oh shit!" moment of hearing "TRAIN RAINNN" or a room lighting on fire, or being launched/launching myself into acid, or hearing the train coming on the tracks. The buzz saws stay still, so they are very much a "my fault" thing. The lightning just...happens. And then I'm dead. No frantic, ineffectual juking, no moment of panic, just a brief moment of confusion, then respawn. I could be a minority on this though!
It does actually have a few seconds of intense sparks on the giant transformer it's connected to before it goes off, but it's too high up I think, so people don't notice it before hand.
I'm not bothered by it but I can totally see how people are and understand the complaints. Nerfing it or removing it would not at all bother me and might improve things for others do go for it.
I don't like the lightning because as far as I can see, there is no warning. I like the "oh shit!" moment of hearing "TRAIN RAINNN" or a room lighting on fire, or being launched/launching myself into acid, or hearing the train coming on the tracks. The buzz saws stay still, so they are very much a "my fault" thing. The lightning just...happens. And then I'm dead. No frantic, ineffectual juking, no moment of panic, just a brief moment of confusion, then respawn. I could be a minority on this though!
It does actually have a few seconds of intense sparks on the giant transformer it's connected to before it goes off, but it's too high up I think, so people don't notice it before hand.
Put a button on the sniper ledges that either triggers the hazard or kills you
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the lightning confused the heck out of me when I first saw it because I didn't know what was even happening
a better tell would be great
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turtleantGunpla Dadis the best.Registered Userregular
Is there any way to have the lightning do little/no damage, but make it send people flying? Like sticky jump levels of force? So when it turns on all the people on the point go rocketing off in different directions. It still serves as an obstacle to capping the point, but in a funny way instead of oops I'm dead way.
I think that and maybe a better indicator that it's about to fire would be really cool.
Part of what I like about it currently is that it's a desperation move you can make when the point really needs to be captured. Do you wait for it to ride out or jump in and hopefully avoid taking damage long enough to capture before you die.
give it a whirlygig and the tau cannon windup sound
Marty: The future, it's where you're going? Doc: That's right, twenty five years into the future. I've always dreamed on seeing the future, looking beyond my years, seeing the progress of mankind. I'll also be able to see who wins the next twenty-five world series.
Part of what I like about it currently is that it's a desperation move you can make when the point really needs to be captured. Do you wait for it to ride out or jump in and hopefully avoid taking damage long enough to capture before you die.
That is indeed a neat aspect of the map, but I think the odds of having to make that choice are much, much lower than simply being blown up.
Ahh ok, I never saw the sparks, but then my graphics are always set to "pathetic" so who knows if they are even there. At any rate, the map is GREAT, lightning or no.
Freeze Tag and Randomizer are definitely my two favorite altmodes, with prop hunt a strong third
Saxton Hale / halloween / mann co are all great ways to change how you think about same old class gameplay, but nothing beats being a scout with a rocket launcher and watching a spy reflect them back at you
Molybdenum on
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turtleantGunpla Dadis the best.Registered Userregular
I think there were two different ones for Q2. Weapons Factory was the one the cool kids played since it was a bit crazy, and there was a QTF that was a little more subdued.
I mean, Q2 or Q3 WF had sentries you could build on walls or ceilings. Go-go grappling hooks!
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Caulk Bite 6One of the multitude of Dans infesting this placeRegistered Userregular
I remember playing VIP escourt, or however it was called.
Never played QTF, but played sooo much TFC, moved on to DoD pretty close to the time the Source engine came out and transitioned over.
When TF2 came out... my entire FPS gaming world was turned upside-down. Didn't like the cartoony look, didn't like the deviations from the "Classic" game, couldn't understand why the game wouldn't include such central tools such as the ability to infect, feign death, or use grenades, and wondered why they moved away from the squad based tactical war game that I had been lead to believe was going to be released as TF2.
Played for around a month, and put it on a shelf for around 2-1/2 years... came back to a completely different game, one that was moved far enough away from TFC that it couldn't be compared to it anymore
I remember playing VIP escourt, or however it was called.
I recall it being fun.
Fun fact: That mode was replaced with Payload. Still have to escort something from point A to point B, but now you don't have to rely on a player who could grief or have no clue what they are doing.
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The only thing that mildly bothers me is when it turns on when you're right in the middle of capturing the point. Maybe have it not activate if a team is taking the point?
I think it's much better to save the zany stuff for the point capture, kind of like a mini round reset.
I could just make it not do any damage and see how long it takes people to notice...
It does actually have a few seconds of intense sparks on the giant transformer it's connected to before it goes off, but it's too high up I think, so people don't notice it before hand.
Put a button on the sniper ledges that either triggers the hazard or kills you
Doc: That's right, twenty five years into the future. I've always dreamed on seeing the future, looking beyond my years, seeing the progress of mankind. I'll also be able to see who wins the next twenty-five world series.
Are you able to make the event result in an effect? Instead of damage, it hits affected players with "drugged" for a couple seconds?
I can stun, though. That's actually one of the effects I haven't done yet.
I kind of heard I could possibly do Jarate as well, that's something I've been meaning to look into...
a better tell would be great
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I think that and maybe a better indicator that it's about to fire would be really cool.
Doc: That's right, twenty five years into the future. I've always dreamed on seeing the future, looking beyond my years, seeing the progress of mankind. I'll also be able to see who wins the next twenty-five world series.
That is indeed a neat aspect of the map, but I think the odds of having to make that choice are much, much lower than simply being blown up.
3DS: 0447-9966-6178
Saxton Hale / halloween / mann co are all great ways to change how you think about same old class gameplay, but nothing beats being a scout with a rocket launcher and watching a spy reflect them back at you
3DS: 0447-9966-6178
We've come so far.
what servers are running that now?
Heck, that should be the next video. Pretty sure there's still servers for it up last I look.
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Maybe I'm thinking of Weapons Factory? Because that sounds familiar.
I mean, Q2 or Q3 WF had sentries you could build on walls or ceilings. Go-go grappling hooks!
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I recall it being fun.
When TF2 came out... my entire FPS gaming world was turned upside-down. Didn't like the cartoony look, didn't like the deviations from the "Classic" game, couldn't understand why the game wouldn't include such central tools such as the ability to infect, feign death, or use grenades, and wondered why they moved away from the squad based tactical war game that I had been lead to believe was going to be released as TF2.
Played for around a month, and put it on a shelf for around 2-1/2 years... came back to a completely different game, one that was moved far enough away from TFC that it couldn't be compared to it anymore
Edit: My memory is shit, so maybe someone else can refresh it: were the new models introduced with the big TF 1.5 patch (updated from TF "Classic")?
Fun fact: That mode was replaced with Payload. Still have to escort something from point A to point B, but now you don't have to rely on a player who could grief or have no clue what they are doing.
The medic in QWTF used to heal people by hitting them with a axe.
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Probably still is.
Would love to host a Throwback night where we go play some of the old mods, although I donno if we'd get enough to show up.
Doing some research, apparently Q3F at some point changed games and became a TF mod for Wolfenstein: Enemy Territory.
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Don't wanna.
run out of spawn EXPLOSIONS killing everyone in the loft. yay.
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Nucleus.