You heard the voices of the lost souls crushed by the trains, cut up by the saws, and destroyed by the lasers. Closing steam won't stop them, only delay them. They are coming.
You heard the voices of the lost souls crushed by the trains, cut up by the saws, and destroyed by the lasers. Closing steam won't stop them, only delay them. They are coming.
Oh, I'm probably one of them then. Couldn't remember how many times I got crushed by train rain two steps outside the spawn point, backed into a saw trying to avoid shots at the CP, and got blasted into a laser from an unseen explosive last Friday.
I still vote for it every time it comes up for a vote because it's a blast, so to speak.
I think part of the genius of Trainsawlaser is that it's such a simple map. It's very small. Every hazard is very clearly visible. The Train drops are not random, and they always fall in the same place.
It has tons of wacky shit, but it's a very easy map to learn. I never, ever, ever feel like I've been killed by something I had no control over. It is always my fault for running into the saw, or falling in the acid, or getting hit by a train.
Keep on forgetting to. Had some problems with my FTP server the last few days after they moved it to a new box, will look into it tonight when I get home from work.
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
God I hate crits. Playing pretty much only medic means I only notice them when I randomly just die out of nowhere.
Pisses you off so much when that random potshot across the map which would normally do like 10-15 damage instead just fucking gibs you.
+3
turtleantGunpla Dadis the best.Registered Userregular
I, on the other hand, can't stand not having crits on. Crits help balance out teams. Every time I've wandered onto a no crits server, eventually some heavy/medic just rips through the whole team because no one can put out damage fast enough to kill the heavy/ get enough shots on the medic. Now that the quickfix is better it's even worse.
The only time I get a bit grumpy about crits is when a heavy get them with his mini-gun, because they go from tickling you at long range to inst-murder. Not really any way to fix that though so I'll deal with it.
I think crits help balance the game out between long time players and newer players. For the comp scene, I can understand wanting to get rid of them, but for general play, they add a variable that can make someone have a lot more fun with the game when they are getting rolled endlessly.
Also, on the topic of Trainsawlaser:
In laymans terms, this means shit is getting complex.
I think crits help balance the game out between long time players and newer players. For the comp scene, I can understand wanting to get rid of them, but for general play, they add a variable that can make someone have a lot more fun with the game when they are getting rolled endlessly.
Also, on the topic of Trainsawlaser:
In laymans terms, this means shit is getting complex.
Means you just need to take things to the next level and build a game and game engine solely for TSL.
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
I'm not going to lie, I have legitimately put in some brain-power towards how I could do something like that.
It was going to be a side-scroller though.
And I'd have to learn to code first.
Give Unity a download.. it's pretty daunting at first but if you have the patience to learn Hammer, you also have the patience to learn Unity. Though I guess if you want a sidescroller, you might want to wait for the next Unity release as they're going to be adding a 2D game mode to the base product (currently you have to get modules to do it).
Programming isn't dramatically different than setting up inputs/outputs on entities in Hammer.. in fact programming is easier because all you have to do is type what you want, instead of arm wrestling with the horrible Hammer UI.
Best part about Unity is it has a huge community.. imagine the help that tf2maps provides and multiply it by a thousand. Guarantee you can type any unity question you can think of into google and find an answer with code samples (even better, the answers will be absent the tf2maps attitude).
I'd link the thing I'm working on in Unity, but it's comically NSFW so I'll avoid doing that.
I'm not going to lie, I have legitimately put in some brain-power towards how I could do something like that.
It was going to be a side-scroller though.
And I'd have to learn to code first.
Give Unity a download.. it's pretty daunting at first but if you have the patience to learn Hammer, you also have the patience to learn Unity. Though I guess if you want a sidescroller, you might want to wait for the next Unity release as they're going to be adding a 2D game mode to the base product (currently you have to get modules to do it).
Programming isn't dramatically different than setting up inputs/outputs on entities in Hammer.. in fact programming is easier because all you have to do is type what you want, instead of arm wrestling with the horrible Hammer UI.
Best part about Unity is it has a huge community.. imagine the help that tf2maps provides and multiply it by a thousand. Guarantee you can type any unity question you can think of into google and find an answer with code samples (even better, the answers will be absent the tf2maps attitude).
I'll have to look into it a bit. Thanks for the advice. I was mostly going for a side-scroller because I was kind of liking the idea behind doing a low-res pixel-y type game.
I am absolutely butt-awful with formatting and memorization of code (I tried to learn C++ back in high school) and even with basic stuff like HTML (and BBCode for that matter) I constantly need to double-check everything I do. I really don't mind Hammer's entity system, I'm a visual person and it helps me keep it in that context.
I've actually put a lot of thought into learning to code, it's something I would like to do and maybe get out of my shitty job for, but I keep procrastinating sitting down and starting to learn.
I've got more important stuff to do, like put a stupid-amount of time into Trainsawlaser.
I am absolutely butt-awful with formatting and memorization of code (I tried to learn C++ back in high school) and even with basic stuff like HTML (and BBCode for that matter) I constantly need to double-check everything I do. I really don't mind Hammer's entity system, I'm a visual person and it helps me keep it in that context.
Unity actually comes pretty close to Hammer in the way it deals with code. The interface is basically a 3D world builder just like Hammer, and to use Hammer terms, everything is an entity. You can attach features to these entities, such as a material for textures, or a collision box for physics interactions, whatever. Code is just a script attached to a game object that does something like handle key presses or incrementing your score or whatever.
You do need code to do anything truly interesting, but it's not like full on programming where you have to laboriously develop every single component of the game just to get something to compile.
On the subject of crits, I too hate them. I would agree with your arguments about balance if crits didn't increase in likelihood if you've done more damage in the past 20 seconds, which is what they do. So the guy that is rolling everyone is more likely to get crits than others. It doesn't really balance things at all.
+1
turtleantGunpla Dadis the best.Registered Userregular
On the subject of crits, I too hate them. I would agree with your arguments about balance if crits didn't increase in likelihood if you've done more damage in the past 20 seconds, which is what they do. So the guy that is rolling everyone is more likely to get crits than others. It doesn't really balance things at all.
On the subject of crits, I too hate them. I would agree with your arguments about balance if crits didn't increase in likelihood if you've done more damage in the past 20 seconds, which is what they do. So the guy that is rolling everyone is more likely to get crits than others. It doesn't really balance things at all.
That's only for melee weapons.
it's both.. melee just starts with a higher chance to crit percentage
On the subject of crits, I too hate them. I would agree with your arguments about balance if crits didn't increase in likelihood if you've done more damage in the past 20 seconds, which is what they do. So the guy that is rolling everyone is more likely to get crits than others. It doesn't really balance things at all.
That's only for melee weapons.
not according to the wiki
the base chance of melee weapons starts at 15%, though, and the damage dealt bonus goes up to 50, with a max chance of 65%
(ranged weapons scale from 2% to 12.5%)
0
Shortytouching the meatIntergalactic Cool CourtRegistered Userregular
this is why nocrit actually really sucks for medieval mode
fights turn into big tarpits and eyelanders rule the roost (though backscratchers and zatoichis are also dominant)
Crits made more sense when the game was new and everyone was using the same weapons. The crits helped breakup standoffs by randomly handing out one player the ability to destroy whoever they shoot at.
But with the addition of mini crit mechanics and the enormous array of play styles available, standoffs don't happen like they used to. Almost every single situation in the game can have the scales tipped if someone switches class or weapons. You just don't need crits to trigger a push anymore.
+4
Caulk Bite 6One of the multitude of Dans infesting this placeRegistered Userregular
so, due to a change in scheduling, I might be ending up less a day with 3 more hours. or less 2 day and 9 hours. in the best case scenario, I might actually have fridays off. probably also in the worst case.
+1
turtleantGunpla Dadis the best.Registered Userregular
On the subject of crits, I too hate them. I would agree with your arguments about balance if crits didn't increase in likelihood if you've done more damage in the past 20 seconds, which is what they do. So the guy that is rolling everyone is more likely to get crits than others. It doesn't really balance things at all.
That's only for melee weapons.
not according to the wiki
the base chance of melee weapons starts at 15%, though, and the damage dealt bonus goes up to 50, with a max chance of 65%
(ranged weapons scale from 2% to 12.5%)
1 in 50 to 1 in 10 (ish) still isn't that big of a deal.
And it's not like the guy that is ruining the other team is likely to not be able to without crits.
Yo, is anyone here real into the trading scene? I'm basically looking to turn a bills and a soldier medal into some cash. Sara also has a soldiers and two bills I think. I'd be willing to discount mine for someone who's into doing the legwork and I imagine she would be too.
And by cash, I mean steam credit. No crazy PayPal haggling.
0
Caulk Bite 6One of the multitude of Dans infesting this placeRegistered Userregular
I actually wouldn't mind buying a bills of you. What's their value, right now?
Man I find a heavy with the steak sammy and some KGB wrecks Degroot sideways
they're basically guaranteed a few kills but once an eyelander demo gets going it's extremely difficult to take them out reliably since their speed bonus lets them disengage basically whenever
I actually wouldn't mind buying a bills of you. What's their value, right now?
Google says 6 to 7 keys depending on the list. I'm guessing that's market value keys and not full retail. Right now, it looks like keys are averaging a hair over $2 on the market. $10/5 keys seems reasonable to me?
If anyone knows of the "one true price list" for the stuff that's not marketable, feel free to correct me here.
0
Caulk Bite 6One of the multitude of Dans infesting this placeRegistered Userregular
Posts
Oh, I'm probably one of them then. Couldn't remember how many times I got crushed by train rain two steps outside the spawn point, backed into a saw trying to avoid shots at the CP, and got blasted into a laser from an unseen explosive last Friday.
I still vote for it every time it comes up for a vote because it's a blast, so to speak.
It has tons of wacky shit, but it's a very easy map to learn. I never, ever, ever feel like I've been killed by something I had no control over. It is always my fault for running into the saw, or falling in the acid, or getting hit by a train.
It is super difficult to design a map like that.
I can't wait to unleash B4 on you all.
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
I love it.
Pisses you off so much when that random potshot across the map which would normally do like 10-15 damage instead just fucking gibs you.
The only time I get a bit grumpy about crits is when a heavy get them with his mini-gun, because they go from tickling you at long range to inst-murder. Not really any way to fix that though so I'll deal with it.
Also, on the topic of Trainsawlaser:
In laymans terms, this means shit is getting complex.
I almost never taunt, but when I get revenge on a Nemesis, I fuckin' taunt.
... but yeah, I hate instant death from halfway across the map from that heavy weapons guy
Means you just need to take things to the next level and build a game and game engine solely for TSL.
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
It was going to be a side-scroller though.
And I'd have to learn to code first.
I recognize that they're a crucial rubberbanding element
though I've reached a skill level where I do generally prefer to have them off
This needs to be remade in the movie maker.
Give Unity a download.. it's pretty daunting at first but if you have the patience to learn Hammer, you also have the patience to learn Unity. Though I guess if you want a sidescroller, you might want to wait for the next Unity release as they're going to be adding a 2D game mode to the base product (currently you have to get modules to do it).
Programming isn't dramatically different than setting up inputs/outputs on entities in Hammer.. in fact programming is easier because all you have to do is type what you want, instead of arm wrestling with the horrible Hammer UI.
Best part about Unity is it has a huge community.. imagine the help that tf2maps provides and multiply it by a thousand. Guarantee you can type any unity question you can think of into google and find an answer with code samples (even better, the answers will be absent the tf2maps attitude).
I'd link the thing I'm working on in Unity, but it's comically NSFW so I'll avoid doing that.
I'll have to look into it a bit. Thanks for the advice. I was mostly going for a side-scroller because I was kind of liking the idea behind doing a low-res pixel-y type game.
I am absolutely butt-awful with formatting and memorization of code (I tried to learn C++ back in high school) and even with basic stuff like HTML (and BBCode for that matter) I constantly need to double-check everything I do. I really don't mind Hammer's entity system, I'm a visual person and it helps me keep it in that context.
Oh, xzzy. 8->
I've got more important stuff to do, like put a stupid-amount of time into Trainsawlaser.
Important stuff.
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
Unity actually comes pretty close to Hammer in the way it deals with code. The interface is basically a 3D world builder just like Hammer, and to use Hammer terms, everything is an entity. You can attach features to these entities, such as a material for textures, or a collision box for physics interactions, whatever. Code is just a script attached to a game object that does something like handle key presses or incrementing your score or whatever.
You do need code to do anything truly interesting, but it's not like full on programming where you have to laboriously develop every single component of the game just to get something to compile.
Y'all are in big trouble on Friday! I hope you can all handle a world where all classes can rocket jump, all the time.
Or we could try it sometime during the week, I'm sure there's some hilarious bug I forgot about that makes the map completely unplayable.
R*SC: BladeCruiser
Check out my GTAV-PC custom race tracks inspired by real life racing circuits!
That's only for melee weapons.
it's both.. melee just starts with a higher chance to crit percentage
not according to the wiki
the base chance of melee weapons starts at 15%, though, and the damage dealt bonus goes up to 50, with a max chance of 65%
(ranged weapons scale from 2% to 12.5%)
fights turn into big tarpits and eyelanders rule the roost (though backscratchers and zatoichis are also dominant)
But with the addition of mini crit mechanics and the enormous array of play styles available, standoffs don't happen like they used to. Almost every single situation in the game can have the scales tipped if someone switches class or weapons. You just don't need crits to trigger a push anymore.
1 in 50 to 1 in 10 (ish) still isn't that big of a deal.
And it's not like the guy that is ruining the other team is likely to not be able to without crits.
And by cash, I mean steam credit. No crazy PayPal haggling.
they're basically guaranteed a few kills but once an eyelander demo gets going it's extremely difficult to take them out reliably since their speed bonus lets them disengage basically whenever
Google says 6 to 7 keys depending on the list. I'm guessing that's market value keys and not full retail. Right now, it looks like keys are averaging a hair over $2 on the market. $10/5 keys seems reasonable to me?
If anyone knows of the "one true price list" for the stuff that's not marketable, feel free to correct me here.
I'll be home soonish and see if you're still on.