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[TF2] The Crate Depression

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Posts

  • xzzyxzzy Registered User regular
    Only if they're announcing HL3 there.

    And Source 2 TF2.

  • turtleantturtleant Gunpla Dad is the best.Registered User regular
    Isn't it more like Drunk Fortress 200 or something at this point?

    X22wmuF.jpg
  • xzzyxzzy Registered User regular
    Possibly, as that's what's necessary to be able to tolerate the mod tools for more than 30 seconds.

  • KupiKupi Registered User regular
    Ahhh, looks like they're out of ways to get all three days in. Probably not, then.

    Maybe next year, after everyone's gone this year and doesn't feel like bothering.

    My favorite musical instrument is the air-raid siren.
  • UEAKCrashUEAKCrash heh Registered User regular
    I started a new map. Guess the theme!

    2015-11-19_15-53-54.jpg

    PMAverssarukunübergeek
  • The Escape GoatThe Escape Goat incorrigible ruminant they/themRegistered User regular
    oh god no

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    turtleantBahamutZEROJayKaosSir Headless VIILabelCaulk Bite 6gtrmpDuke 2.0sarukunCorehealerSLyM
  • PMAversPMAvers Registered User regular
    So... melee only, involving paddlin'?

    persona4celestia.jpg
    COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
  • xzzyxzzy Registered User regular
    DID SOMEBODY SAY WEEABOO??

    sarukun
  • The Escape GoatThe Escape Goat incorrigible ruminant they/themRegistered User regular
    this map better either be based on King of the Hill or Corey in the House

    they are the only true animes

    9uiytxaqj2j0.jpg
  • xzzyxzzy Registered User regular
    Also I hope it makes heavy use of dialogue from Carnage's anime movie thing.

  • BahamutZEROBahamutZERO Registered User regular
    is this another vehicle to push carnage's voice acting career? you know, like trainsawlaser

    BahamutZERO.gif
  • UEAKCrashUEAKCrash heh Registered User regular
    Sorry to disappoint but this is a good ol' fashioned boring srs bsns map.

  • turtleantturtleant Gunpla Dad is the best.Registered User regular
    suigin 2: electric boogaloo?

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  • BahamutZEROBahamutZERO Registered User regular
    edited November 2015
    is it using the koth_king textures? or suijin, yeah

    BahamutZERO on
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    turtleant
  • xzzyxzzy Registered User regular
    UEAKCrash wrote: »
    Sorry to disappoint but this is a good ol' fashioned boring srs bsns map.

    Why don't you try putting effort into the ten billion other half-finished maps you got sitting around. :rotate:

    The submarine payload one in particular.

  • UEAKCrashUEAKCrash heh Registered User regular
    Because making new dumb mistakes is more fun than fixing old dumb mistakes.

    BahamutZERO
  • xzzyxzzy Registered User regular
    I can sympathize with that, I mean my editing folder is full of stupid dumb mistakes.

    I just figured you were sufficiently obsessive enough to actually fix things.

  • UEAKCrashUEAKCrash heh Registered User regular
    Just fucking around, but so far:

    2015-11-19_17-27-43.jpg

    2015-11-19_17-28-55.jpg

    sarukun
  • xzzyxzzy Registered User regular
    I think it could work. I'd have concerns that it's too hard for rocket jumpers to get onto the bridge, but there's other angles they could take to hit the enemy from the sides, like jumping over those fences. My biggest concern would be heavies and snipers just spamming shit at each other from either end of the bridge.. maybe lower the approach so you can't see the far end until you commit to the CP.

    Or think about putting the CP under the bridge, and put a hole in the bridge so people can drop down onto it.


    Whole thing kind of feels to me like 2fort mid merged with viaduct's approaches.

  • The Escape GoatThe Escape Goat incorrigible ruminant they/themRegistered User regular
    That reminds me an awful lot of Standin B.

    9uiytxaqj2j0.jpg
  • BahamutZEROBahamutZERO Registered User regular
    makes me think of yukon mid a little bit

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  • UEAKCrashUEAKCrash heh Registered User regular
    That reminds me an awful lot of Standin B.

    You take it back!

  • The Escape GoatThe Escape Goat incorrigible ruminant they/themRegistered User regular
    UEAKCrash wrote: »
    That reminds me an awful lot of Standin B.

    You take it back!

    I'm the one guy here who likes Standin, don't take it so bad :p

    besides, the B point is actually pretty cool. A and C are the meh parts

    9uiytxaqj2j0.jpg
  • BahamutZEROBahamutZERO Registered User regular
    which one is standin? I forget

    BahamutZERO.gif
  • Caulk Bite 6Caulk Bite 6 One of the multitude of Dans infesting this place Registered User regular
    edited November 2015
    I think it was one of the first community maps to be adopted as official in years, either this or last year. It's also mainly a competitive map.

    There were some discussions about it.

    Caulk Bite 6 on
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  • Duke 2.0Duke 2.0 Time Trash Cat Registered User regular
    Would love a discordant mash of eastern architecture and badlands falling apart RED structures

    Samurai Vs Cowboys

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    Caulk Bite 6WeX Majors
  • The Escape GoatThe Escape Goat incorrigible ruminant they/themRegistered User regular
    Standin is the three-point domination map

    which I highly doubt is played in competitive but iunno, haven't really kept up with that scene

    9uiytxaqj2j0.jpg
  • Caulk Bite 6Caulk Bite 6 One of the multitude of Dans infesting this place Registered User regular
    I thought I recalled it was brought in specifically for the competitive scene.

    jnij103vqi2i.png
  • UEAKCrashUEAKCrash heh Registered User regular
    It was made by the same guy who made Process (ScorpioUprising) which was specifically picked up because of it's involvement in competitive. They brought Standin along with while they were doing all the paperwork anyway. At least that's my understanding.

    They've streamlined the system a ton since then so it's easier to bring on maps.

    Caulk Bite 6
  • UEAKCrashUEAKCrash heh Registered User regular
    Also, after a night of half-assed work:

    2015-11-20_02-25-31.jpg

    2015-11-20_02-31-43.jpg

    2015-11-20_02-32-36.jpg

    2015-11-20_02-33-54.jpg

    Still have to seal it all up, clean up a few odds and ends, and clip it. Then it should be ready for testing.

    The Escape GoatsarukunCaulk Bite 6
  • sarukunsarukun RIESLING OCEANRegistered User regular
    This will be the thing that makes me play TF 2 again.

    No wait, it's repairing my computer. That's what I'm waiting for.

  • BahamutZEROBahamutZERO Registered User regular
    edited November 2015
    I feel like you gravitate towards small layouts. Not that there's anything wrong with small layouts. e: And it's appropriate for KotH.

    BahamutZERO on
    BahamutZERO.gif
  • UEAKCrashUEAKCrash heh Registered User regular
    Honestly, I'm concerned about this being over scaled.

  • xzzyxzzy Registered User regular
    edited November 2015
    I don't get why the approach to mid is so complex, do you expect/want a lot of fighting in there?

    Based on your displacement alpha you have a route that shortcuts the building and goes straight to mid.. is that right?

    CP still looks like a grinder to me, once you get to the point there's nowhere to go and you're 100% stuck with whatever gets thrown at you and have zero escape routes.

    xzzy on
  • UEAKCrashUEAKCrash heh Registered User regular
    Mid definately needs some cover still.

    The route to the side bypasses the big building but it's the furthest to travel. It's pretty barren over there. It also has the most penetration into mid, but you get dumped out basically under the control point. So it's not as useful as a capture route.

    The building is sort of combining the usual first transition building, courtyard, and second building that happens a lot on koth maps. At least, that's the idea.

    One of my concerns I realized over night is that there is really only one way onto the point itself from either side right now, if you're not a jumping class. I've got some ideas, though.

    The bridge itself is most likely too confined and chokey as it is, so I'll probably have to remake it with brushwork to fix some of the problems.

  • xzzyxzzy Registered User regular
    Pffffft just get your crack squad of modelers to tweak the prop for you.

  • UEAKCrashUEAKCrash heh Registered User regular
    Not gonna lie, I'm friends with the person who made it and I had already been talking with her about potentially adjusting it. She's the same person who did my Glassworks props.

  • xzzyxzzy Registered User regular
    edited November 2015
    And I don't know how dead set you are on that design but I still think an option of putting a hole in the bridge and putting the CP under the bridge is worth playing with. I can't think of any koth maps that do something like that. I guess there was that one 72 hour map where the CP slowly rose out of the ground but for the most part, koth maps either have the CP wide open to the sky or it's in a cramped space (like kong king).

    edit - but on the other hand I have a terrible habit of trying too hard to come up with unique layouts so maybe it's a terrible idea

    xzzy on
  • UEAKCrashUEAKCrash heh Registered User regular
    Koth capture points in a pit tend to suck. Everyone has higher ground than you. King of the hill, not king of the hole! ;)

    BahamutZEROCrippl3
  • turtleantturtleant Gunpla Dad is the best.Registered User regular
    Playing the Overwatch beta. It barely runs on my computer so I guess that decides it for the not gonna by it camp. Everything on low and still getting 20~ FPS.

    Is fun though, but I think the game is currently too dependent on using ults to push. Every last point capture tends to come down to whether or not offence can coordinate using 2+ ults at the same time+ doing that when defense doesn't have their own ults to counter.

    Defense spawns in just as fast as offence, and the last point is always directly outside their spawn. So offence needs to wipe most or all of their team to get a capture.

    Also if anyone is worried about Symetra's mini turrets, don't be. They can only shoot about 15 feet and have next to no HP. Even automatic weapons will kill them in 1-2 bullets. Played a round as Symettra where I had 9 odd mini's scattered around the map and I still did more damage with my dumb laser ball gun.

    The other engineer-ey guy, Tolbjorn, is also kinda eh. His sentry is quite strong at lvl3, but actually getting it there is rough. You need 200 scrap to fully upgrade it (100 for level 2, 100 more for 3) but the only way to get scrap is off dead enemies, who only drop 30 each. Lvl1 sentries are terrible and only really dangerous is the enemy ignores it. His pistol/shotgun thing is actually decent, so at least he has that going for him. He also can't move his sentry, so you have to restart from scratch if it needs to be somewhere else.

    Biggest complaint right now is that all three sniper characters are very, very powerful. They are all really strong even in close quarters. Widomaker in particular is some horseshit. Her sniper rifle charges very fast, she doesn't need to unscope between shots, and in close range she can not scope in and it becomes a very powerful machine gun. Her ult also charges very fast and lets her whole team see through walls.

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