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The Guiding Principles and New Rules document is now in effect.
I'm just curious as to whether or not they have any grand design for TF2 besides a dumping ground for undeveloped ideas. And hats. So many hats.
Shit, what is Valve even doing these days besides sucking up Steam money? There's been Source 2 rumors for years now, and yet another E3 went by without a mention. The last big game they did was Dota 2, which wasn't even their own thing.
I mentioned a halfassed map in the last thread. Now I make good on my threat with cp_sashay.
Here's the deal: there are Important Things in some misbegotten canyon mysteriously shaped like blocks rendered by a dyspeptic Nintendo 64. RED and BLU would like to secure these Important Things, but sadly they are very complicated and require a great deal of computing power to establish control over. So RED and BLU have filled a few rooms in their bases with computers (allegedly... they are apparently very small computers). But, spytech being what it is, everything that can be made, can be unmade... and therefore they have installed remote jamming devices to disrupt the enemy's computers. Perfectly identical remote jammers. It has produced a bit of an impasse.
Run across the ductwork over the Token Death Pit!
Deactivate the enemy Jamming Device <capture the first control point>!
Pass through the Badly-Lit Caves on the way back to your own base! (or don't)
Ascend the staircase to the Computer room and wait for them to boot up <capture the second control point>!
Crawl through the Cavern Of Looking At The Place Where You Crossed The Ductwork Over The Token Death Pit, But On The Other Side Of The Map!
And finally, shimmy your way over the Scaffolding Of Extremely Perilous Elevation and grasp the Important Thing in your hands <capture the third control point>!
How will you proceed through this bizarrely-arranged environment? The choice is yours, and yours alone! Good luck...
Kupi on
My favorite musical instrument is the air-raid siren.
Some sort of monster/alien/lizard head in that bag. The green bags definitely feel like tfc, or even the military concept that tf2 took in its development. I like the mouse trap and hooked along the wall, which seems to be a running joke in some of the official maps (goldrush? I can't remember offhand).
The film reels look most interesting to me, the noticeable blue reels in weird places might be standard for the piece, not sure.
Best part of the update map is that your can build a sentry on the scoreboard
I'm just curious as to whether or not they have any grand design for TF2 besides a dumping ground for undeveloped ideas. And hats. So many hats.
Shit, what is Valve even doing these days besides sucking up Steam money? There's been Source 2 rumors for years now, and yet another E3 went by without a mention. The last big game they did was Dota 2, which wasn't even their own thing.
someone's got to count all that money
no, for real, Valve is an anarchist commune, what they make and when it comes out is determined entirely by how interested people are to work on it
Of course, the warehouse map they made for the new game mode is pretty shitty.
I'm sure tf2maps is on the case.
It looks like they got jump pads to work reliably too, I'll have to decompile to figure out what they did.
Trigger_catapult, dragged over from Portal. Woo!
is this a function you simply couldn't do in tf2 before the valve guys imported some code from a different game, or is the portal function just made out of parts already available in the TF2 stuff?
Of course, the warehouse map they made for the new game mode is pretty shitty.
I'm sure tf2maps is on the case.
It looks like they got jump pads to work reliably too, I'll have to decompile to figure out what they did.
Trigger_catapult, dragged over from Portal. Woo!
is this a function you simply couldn't do in tf2 before the valve guys imported some code from a different game, or is the portal function just made out of parts already available in the TF2 stuff?
It was a function that was not in the TF2 branch at all. Same as the linked portals entity that allows for some crazy level design. Seriously, you guys don't even want to know the sheer mind fuckery I could do to you if I had that as an option.
I, for one, welcome new game modes since they usually add new things to the game engine for Crash to screw around with. Which leads to everyone being entertained longer.
Something I wonder how well would work is running pass_warehouse in medieval mode. Getting rid of sentries might be nice, but it would probably lead to a problem of a gaggle of scouts flying around the map unchecked.
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
I think pass_warehouse would be fun with soldiers and demos only.. rocket jump and sticky jumper only, base jumper only. Melee slot is unrestricted.
Also give the map more open space, there's too much prop spam at the moment.
Slightly lower gravity (I dunno, 400 or so?) more jump pads, a few (many) death pits.. and the ability to shoot some sort of disc at opponents.. that's what I would do to it
it makes me seem like a fun hater, but i hate 'messing around' maps and modes.
the game is mostly fun to me when i'm playing at least semi-seriously against friends and other skilled players. if i jump around pointlessly and kill people on a map where no one is really trying then there's no satisfaction.
i can do it once in a while, but very infrequently.
So, as is typical, I realized that I'd completely forgotten to rig Sashay with time extensions for point captures. So I did that. I also decided that, by god, if I was going to say that there were Jamming Devices, Computer Rooms, and Important Things, then there should be Jamming Devices, Computer Rooms, and Important Things in the map. The surroundings near the Control Points have been adjusted accordingly. Also, I reduced the capture time on the points (from a heightened value, mind you), because I figure the default is better than an overlong capture.
I think pass_warehouse would be fun with soldiers and demos only.. rocket jump and sticky jumper only, base jumper only. Melee slot is unrestricted.
Also give the map more open space, there's too much prop spam at the moment.
Slightly lower gravity (I dunno, 400 or so?) more jump pads, a few (many) death pits.. and the ability to shoot some sort of disc at opponents.. that's what I would do to it
These are the sort of videos that drive me nuts, because they make it seem so fucking easy to do this type of shit that even *I* can pull it off.
This is how I thought it would be a good idea to try being a Spy with Y.E.R. equipped. It went about as well as you would think.
+1
turtleantGunpla Dadis the best.Registered Userregular
I like the new game mode, though I'm still figuring out how some classes fit into it.
Snipers don't seem very useful, and scouts, soldiers, and demomen are of course MVPs.
Does seem to have the same problem as CTF where a bored engi sitting in front of the goal greatly increases your teams chances of winning.
I missed it, but there's been a couple of additional updates over the last day or two to fix bugs.
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:
Updated LODs for the revolver
PASS Time update
Fixed a client crash related to the HUD
Fixed the Short Circuit being used to remove the Jack from the game
Fixed players being able to pick-up the Jack while they have weapons deployed that cannot be holstered
Updated pass_warehouse
Fixed players getting into enemy spawn rooms
Fixed the Jack being thrown into spawn rooms
Fixed being able to build in the goals
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:
Fixed a PASS Time sound bug related to carrying the Jack
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:
Fixed an issue with the Festive Revolver not drawing correctly
Updated the materials for the Australium Minigun
PASS Time update
Fixed disguised Spies not having a shield drawn for them in the HUD
Fixed players being able to carry the jack while taunting (fixes an exploit with The Eureka Effect)
Fixed being able to 'inspect' the jack while players are carrying it
Fixed capturing the jack not incrementing Scout contract points
Updated pass_warehouse
Fixed a hole near the RED goal
Fixed some props where the jack could get stuck
Changed some small health kits to medium
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
Some Overgrown stuff:
Part 1 of the stream highlights, basically just snagged the start of the stream where I explain the plans for the 72hr contest weekend. Thought this would be good for those who missed it.
Posts
I'm sure tf2maps is on the case.
It looks like they got jump pads to work reliably too, I'll have to decompile to figure out what they did.
Trigger_catapult, dragged over from Portal. Woo!
And also a map where you get more points if you actually dunk the ball in the goal instead of just shooting it in.
I assume rift is going to get ported to it?
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
...How do I get to beta servers again?
They got rid of TF2 Beta and started up beta maps and modes in the game
Shit, what is Valve even doing these days besides sucking up Steam money? There's been Source 2 rumors for years now, and yet another E3 went by without a mention. The last big game they did was Dota 2, which wasn't even their own thing.
Here's the deal: there are Important Things in some misbegotten canyon mysteriously shaped like blocks rendered by a dyspeptic Nintendo 64. RED and BLU would like to secure these Important Things, but sadly they are very complicated and require a great deal of computing power to establish control over. So RED and BLU have filled a few rooms in their bases with computers (allegedly... they are apparently very small computers). But, spytech being what it is, everything that can be made, can be unmade... and therefore they have installed remote jamming devices to disrupt the enemy's computers. Perfectly identical remote jammers. It has produced a bit of an impasse.
So, to review:
https://www.youtube.com/watch?v=kLnnbKESJTc
Run across the ductwork over the Token Death Pit!
Deactivate the enemy Jamming Device <capture the first control point>!
Pass through the Badly-Lit Caves on the way back to your own base! (or don't)
Ascend the staircase to the Computer room and wait for them to boot up <capture the second control point>!
Crawl through the Cavern Of Looking At The Place Where You Crossed The Ductwork Over The Token Death Pit, But On The Other Side Of The Map!
And finally, shimmy your way over the Scaffolding Of Extremely Perilous Elevation and grasp the Important Thing in your hands <capture the third control point>!
How will you proceed through this bizarrely-arranged environment? The choice is yours, and yours alone! Good luck...
I'm "kupiyupaekio" on Discord.
Past tense. The motherfucker already did it. I'll see about getting it for Friday.
Also..
So there's a hidden easteregg room on the new map.
Here it is in full bright:
Those backpacks look awfully familiar to me:
(this is from TFC)
I could just be connecting it because it's green, though.
The film reels look most interesting to me, the noticeable blue reels in weird places might be standard for the piece, not sure.
Best part of the update map is that your can build a sentry on the scoreboard
It looks a lot like one of the fish heads worn by a certain wizard...
someone's got to count all that money
no, for real, Valve is an anarchist commune, what they make and when it comes out is determined entirely by how interested people are to work on it
is this a function you simply couldn't do in tf2 before the valve guys imported some code from a different game, or is the portal function just made out of parts already available in the TF2 stuff?
It was a function that was not in the TF2 branch at all. Same as the linked portals entity that allows for some crazy level design. Seriously, you guys don't even want to know the sheer mind fuckery I could do to you if I had that as an option.
Something I wonder how well would work is running pass_warehouse in medieval mode. Getting rid of sentries might be nice, but it would probably lead to a problem of a gaggle of scouts flying around the map unchecked.
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
I think pass_warehouse would be fun with soldiers and demos only.. rocket jump and sticky jumper only, base jumper only. Melee slot is unrestricted.
Also give the map more open space, there's too much prop spam at the moment.
Slightly lower gravity (I dunno, 400 or so?) more jump pads, a few (many) death pits.. and the ability to shoot some sort of disc at opponents.. that's what I would do to it
the game is mostly fun to me when i'm playing at least semi-seriously against friends and other skilled players. if i jump around pointlessly and kill people on a map where no one is really trying then there's no satisfaction.
i can do it once in a while, but very infrequently.
It's available here.
That should be the final revision before Friday.
I'm "kupiyupaekio" on Discord.
Soooo you're looking for
https://www.youtube.com/watch?v=sr4dlEBWez8
(this is a good idea and should be done)
This is how I thought it would be a good idea to try being a Spy with Y.E.R. equipped. It went about as well as you would think.
Snipers don't seem very useful, and scouts, soldiers, and demomen are of course MVPs.
Does seem to have the same problem as CTF where a bored engi sitting in front of the goal greatly increases your teams chances of winning.
http://www.moddb.com/mods/chicken-fortress-3
Apparently they chose to use orange as their main map.
Someone is impersonating me on Steam!
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:
Updated LODs for the revolver
PASS Time update
Fixed a client crash related to the HUD
Fixed the Short Circuit being used to remove the Jack from the game
Fixed players being able to pick-up the Jack while they have weapons deployed that cannot be holstered
Updated pass_warehouse
Fixed players getting into enemy spawn rooms
Fixed the Jack being thrown into spawn rooms
Fixed being able to build in the goals
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:
Fixed a PASS Time sound bug related to carrying the Jack
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:
Fixed an issue with the Festive Revolver not drawing correctly
Updated the materials for the Australium Minigun
PASS Time update
Fixed disguised Spies not having a shield drawn for them in the HUD
Fixed players being able to carry the jack while taunting (fixes an exploit with The Eureka Effect)
Fixed being able to 'inspect' the jack while players are carrying it
Fixed capturing the jack not incrementing Scout contract points
Updated pass_warehouse
Fixed a hole near the RED goal
Fixed some props where the jack could get stuck
Changed some small health kits to medium
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
Steam | Twitter
That's my title on TF2Maps.
Some Overgrown stuff:
Part 1 of the stream highlights, basically just snagged the start of the stream where I explain the plans for the 72hr contest weekend. Thought this would be good for those who missed it.
https://www.youtube.com/watch?v=sCvljwQz4Ew
Also, Overgrown on the workshop! Like and subscribe or whatever the hell it's all called. Helps get the map out there.
is that still happening
But it's still the same shitty map.