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[TF2] The Crate Depression

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Posts

  • WeX MajorsWeX Majors 8th Floor, MegashipRegistered User regular
    Can I be real a second? For just a millisecond?

    I told you guys. You guys had a nice time without me, and it didn't fucking kill anyone to play something different. I even got some killshots because Crash can 't let a week pass without being Super Photogenic

    nHHWkPC.jpg

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  • BahamutZEROBahamutZERO Registered User regular
    were you having an especially good sniping night? you seemed better at clicking on heads than usual

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  • turtleantturtleant Gunpla Dad is the best.Registered User regular
    WeX Majors wrote: »
    Can I be real a second? For just a millisecond?

    I told you guys. You guys had a nice time without me, and it didn't fucking kill anyone to play something different. I even got some killshots because Crash can 't let a week pass without being Super Photogenic

    Ok, dude?

    We did not do anything terribly different than we usually do. We did a some stock maps, we did some customs (new ones admittedly, since Maver updated the map list).

    No one is pissing and moaning about playing custom maps. We do it every week. Sorry you don't like some of the stock maps we play.

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  • EidolonOrpheusEidolonOrpheus NoatunRegistered User regular
    For some reason over the last month I've gotten better at sniping consistently. Could just be that I've been playing sniper a lot or could be that I got less anxiety making my sniping fidgety and impulsive? Who knows, man.

  • BahamutZEROBahamutZERO Registered User regular
    I might have just noticed it more than usual because of how sniper-friendly hatfactory was

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  • UEAKCrashUEAKCrash heh Registered User regular
    edited February 2016
    63A5A025D38F8660F20E726685BDF6E758FFF270

    DAED0AF167EAA70A863A47DC3DE24D334A8D9098

    2F7AF7E56E9DE2F2F3B2F9CC348E5BF207A56BA0

    5A8B73180FC0272FA6F6706B6A796DBDDE88060C


    And yeah Wex, I think you're trying to prove something to us that we haven't been arguing about. We went on a bit of a stock map spree, but we've been doing random customs for a long time. Passtime was only fun because we had to define some rules, and those rules were only followed because we had a small group of people.

    UEAKCrash on
  • The Escape GoatThe Escape Goat incorrigible ruminant they/themRegistered User regular
    For some reason over the last month I've gotten better at sniping consistently. Could just be that I've been playing sniper a lot or could be that I got less anxiety making my sniping fidgety and impulsive? Who knows, man.

    The consistency at which you can snipe is directly proportional to the consistency at which you play sniper.

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  • WeX MajorsWeX Majors 8th Floor, MegashipRegistered User regular
    UEAKCrash wrote: »
    2F7AF7E56E9DE2F2F3B2F9CC348E5BF207A56BA0

    lookatdatcuuuutefaaace. Perfect.

    Look, I'm sorry dudes. If it was just me this whole time, I'm sorry. If y'all enjoy upward or whatever the fuck, you go ahead and enjoy it. I might have been letting real life interfere with my shootinmens, and that's never fun for anyone involved.

  • UEAKCrashUEAKCrash heh Registered User regular
    The results of the Dynamic CP contest just came out. This was the first major contest we've had on TF2Maps since the Invasion contest that Probed took first place in.
    Sulfur took first, Alloy took third. We liked both of these last night!

  • turtleantturtleant Gunpla Dad is the best.Registered User regular
    Nice! Sulfur definitely deserves it.

    Now we gotta play the second place map.

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  • WeX MajorsWeX Majors 8th Floor, MegashipRegistered User regular
    Since I missed this map, could you explain what the gimmick is for these? Or is it as simple as "the capture point moves"?

  • BahamutZEROBahamutZERO Registered User regular
    the gimmick is a steel-style CP map where the last point is always open but capturing the preceding points makes progressively harder to defend and easier to attack

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  • The Escape GoatThe Escape Goat incorrigible ruminant they/themRegistered User regular
    Didn't we play that one a few weeks ago? It's like 3-point steel type, right? And the last point is a bunch of latticed catwalks over some water? That was cool.

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  • Caulk Bite 6Caulk Bite 6 One of the multitude of Dans infesting this place Registered User regular
    Didn't we play that one a few weeks ago? It's like 3-point steel type, right? And the last point is a bunch of latticed catwalks over some water? That was cool.

    I think that was Sulphur, yes. And specifically the "water" damaged you if you didn't raise the point first.

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  • Hey YouHey You Registered User regular
    I finally got this geyser working in my map. Littleboots did the geyser particle and I set everything up.

    Below is a demo of what the geysers will kind of look like once live in the next version. I'm still playing with how far it shoots people up.
    https://www.youtube.com/watch?v=UmDutvyWXow

  • Caulk Bite 6Caulk Bite 6 One of the multitude of Dans infesting this place Registered User regular
    Do the geysers launch you in a particular direction, according to where you enter it, or is it possible to steer yourself like with a rocket jump?

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  • xzzyxzzy Registered User regular
    Once you're in the air you can air strafe as normal, it's an engine quirk and always works as long as you have some horizontal momentum.

  • Hey YouHey You Registered User regular
    edited February 2016
    What Xzzy said.

    On that note, it does kind if shoot you up a little too vertical, no matter what kind of angle you come in at it.

    Edit: Also, I have to say, it is really fun to bounce on the geysers. I think this is going to add a cool gameplay dynamic to the game.

    Hey You on
  • Caulk Bite 6Caulk Bite 6 One of the multitude of Dans infesting this place Registered User regular
    Be sure to a high ledge or two for the Extreme Rancho Relaxers

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  • The Escape GoatThe Escape Goat incorrigible ruminant they/themRegistered User regular
    Be sure to a high ledge or two for the Extreme Rancho Relaxers

    isn't the point of ERR is to find ledges that shouldn't be there?

    9uiytxaqj2j0.jpg
  • Caulk Bite 6Caulk Bite 6 One of the multitude of Dans infesting this place Registered User regular
    They don't have to know that

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  • BahamutZEROBahamutZERO Registered User regular
    the geysers look great, can't wait to try them out

    BahamutZERO.gif
  • Mr. ButtonsMr. Buttons Registered User regular
    Looks neat. I'm looking forward to trying it out (hell, just playing again), and to see if you can sync a geyser with some well timed rockets or stickies

  • BahamutZEROBahamutZERO Registered User regular
    I'm curious how they're scripted. Do they apply a small upward force to you every tick you're inside the geyser volume while the geyser is on or something?

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  • UEAKCrashUEAKCrash heh Registered User regular
    Are they just trigger push brushes, @Hey You? I'd imagine that means you have to jump into them? If so, I've got a trick for you.

  • Hey YouHey You Registered User regular
    UEAKCrash wrote: »
    Are they just trigger push brushes, @Hey You? I'd imagine that means you have to jump into them? If so, I've got a trick for you.

    Correct, they are trigger brushed so to say however, they use the Portal 2 "catipult" entity. The entity itself works wayyyyyyyyyyyy better than I thought it would as I intitally thought I was going to have to use push brushes (and use your work around crash) - there is no need to jump into them. If you walk into the brush it will push you up.

    (Crash - would recommmend playing with it if you haven't as it will be a cool shananagin for you toolkit)

    I am tweaking the cone and height but, are using these in a few key places that will give non-highjumping classes a few additional places they can get up to, when the geyser randomlly comes on.

    This was a good breakthrough getting this working finally - now if I can just get the 2nd stage into alpha, life would be good. One issues I'm worried about is people turning off particle effects. I'm wondering if some people are going to get shot up, when they can't see what shot them up.

  • The Escape GoatThe Escape Goat incorrigible ruminant they/themRegistered User regular
    Hey You wrote: »
    UEAKCrash wrote: »
    Are they just trigger push brushes, @Hey You? I'd imagine that means you have to jump into them? If so, I've got a trick for you.

    Correct, they are trigger brushed so to say however, they use the Portal 2 "catipult" entity. The entity itself works wayyyyyyyyyyyy better than I thought it would as I intitally thought I was going to have to use push brushes (and use your work around crash) - there is no need to jump into them. If you walk into the brush it will push you up.

    (Crash - would recommmend playing with it if you haven't as it will be a cool shananagin for you toolkit)

    I am tweaking the cone and height but, are using these in a few key places that will give non-highjumping classes a few additional places they can get up to, when the geyser randomlly comes on.

    This was a good breakthrough getting this working finally - now if I can just get the 2nd stage into alpha, life would be good. One issues I'm worried about is people turning off particle effects. I'm wondering if some people are going to get shot up, when they can't see what shot them up.

    put a non-colliding brush in the middle of the geyser that blocks sight and says "turn on particle effects dammit"?

    9uiytxaqj2j0.jpg
  • DysDys Registered User regular
    Put a cartoony water stream coming out of the ground inside the stream that the particles would normally hide?

  • BahamutZEROBahamutZERO Registered User regular
    those seem like inelegant solutions unless you can somehow make a texture only switch on for clients who have particle effects turned off

    BahamutZERO.gif
  • xzzyxzzy Registered User regular
    How about a server command to send a drone attack to bomb anyone who turns off particles.

  • Hey YouHey You Registered User regular
    Do you guys think this is a big enough issue to worry about. How many people turn off particles?

  • Caulk Bite 6Caulk Bite 6 One of the multitude of Dans infesting this place Registered User regular
    from what I hear, just about every competitive player

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  • BahamutZEROBahamutZERO Registered User regular
    are flamethrowers invisible to sixes players?

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  • Crippl3Crippl3 oh noRegistered User regular
    edited March 2016
    are flamethrowers invisible to sixes players?

    Since none of them ever play pyro, yes

    Crippl3 on
  • turtleantturtleant Gunpla Dad is the best.Registered User regular
    from what I hear, just about every competitive player

    Let's be honest though, once you've added a semi-random stage hazard that can mess with players to your map the comp scene wasn't going to look at it anyway.

    X22wmuF.jpg
  • Hey YouHey You Registered User regular
    turtleant wrote: »
    from what I hear, just about every competitive player

    Let's be honest though, once you've added a semi-random stage hazard that can mess with players to your map the comp scene wasn't going to look at it anyway.

    Soooooo true. Plus it is PL (they don't do PL from what I remember 5 years ago)

  • The Escape GoatThe Escape Goat incorrigible ruminant they/themRegistered User regular
    Hey You wrote: »
    turtleant wrote: »
    from what I hear, just about every competitive player

    Let's be honest though, once you've added a semi-random stage hazard that can mess with players to your map the comp scene wasn't going to look at it anyway.

    Soooooo true. Plus it is PL (they don't do PL from what I remember 5 years ago)

    I don't know about 6s, but Highlander does lots of PL (mostly upward/badwater/swiftwater)

    9uiytxaqj2j0.jpg
  • BahamutZEROBahamutZERO Registered User regular
    highlander, the good competitive scene

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  • PMAversPMAvers Registered User regular
    UPDATE:

    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:

    Added content and features necessary to begin limited public testing of the TF2 Competitive Mode beta
    For more information on how you can participate in testing, please visit https://steamcommunity.com/groups/tfcompetitive
    Updated several maps to support competitive mode

    Community request: Added SetPlayerPointsOnDeath input to tf_player_destruction_logic and a PointsValue key field to the item_teamflag entity when used in Player Destruction mode
    Fixed Mann vs. Machine Mann-Up victories sometimes failing to take player tickets and reward loot
    Fixed security issues when loading certain custom content (thanks to Nathaniel Theis and Simon Pinfold for these reports)

    Added the Civilian Grade Stat Clock
    Applies a Strange Stat Clock to a Civilian grade weapon
    Can be obtained by trading in a combination of 5 Freelance grade or better items through Mann. Co Trades

    Mannpower update
    Grappling hook movement speed penalty for powered up flag carriers increased by 10%. Flag carriers with no powerup still have no penalty.

    Reflect powerup
    Removed 25% resistance attribute
    All classes can now have up to 400 health
    Fixed a bug where reflection damage was being calculated prior to distance falloff reduction
    Reflection damage increased from 50% to 80% of damage received
    Fixed a bug where sentry rockets would reflect damage to the owning Engineer rather than the sentry itself

    Supernova powerup
    Minimum stun duration increased from 1 to 2 seconds
    Stun duration increased by 0.5 seconds for each additional victim stunned (max 4 seconds)

    Vampire powerup
    Melee attack now returns 1.25x damage as health (up from 1.0x)

    Regen and King powerup
    Increased the frequency of health regeneration. Rate of heal is increased for Scout and Spy
    Increased metal regeneration amount

    Gift Wrap has returned!
    Gift wrapped items will be delivered through Steam trading, and are subject to trade holds if the sender doesn't have a Steam Guard Mobile Authenticator
    Items can now be unwrapped by their original wrapper
    Moving forward, only tradable items can be gift wrapped. Items that are currently gift wrapped can be delivered regardless of the tradability of the contents of the gift.
    Giftapults can again deliver items to random players online, but will remain un-craftable

    Updated The Bounty Hat, Treasure Hat, and Hat of Undeniable Wealth and Respect to be tradable
    Vote kick events now display that target player's Steam avatar
    Updated models/materials for Hot Heels, The Trencher's Topper, The Exorcizor, The Mutton Mann, Doc's Holiday, The Cotton Head

    Updated the Crusader's Crossbow
    Added a new shoot sound
    Added a new impact/heal sound when a teammate is healed

    Fixed the Taunt: Kazotsky Kick not hiding the Heavy's weapon
    Fixed That '70s Chapeau not being removed when the Sniper taunts
    Fixed the Catastrophic Companions hiding the player's hat and headphones
    Fixed an LOD issue for The AWPer Hand
    Added combat text and hit sounds for damage done to buildings

    Added a "Last Hit" sound option to Hit Sounds
    Triggered when one of your attacks causes the death of a player or building
    Can be toggled in the Adv. Options menu

    Updated the materials for the Panic Attack to support mat_picmip
    Updated the Taunt: Zoomin' Broom sound effects

    PASS Time update
    Fixed workshop maps not loading correctly
    Fixed being able to get inside jump pads
    Removed Sandman long-distance steal
    Added experimental cvars for playtesting

    Updated cp_vanguard
    Removed teleporter exploit on second point
    Various minor fixes (lighting, collision, optimization)

    Updated pl_borneo
    Fixed an exploit related to the final control point and dropped weapons

    Updated pl_snowycoast
    Adjusted various spawn point facings to make side exits more obvious
    Adjusted position of resupply cabinet in RED's 1st spawn
    Added ledge to 2nd point flank route window
    Adjusted common sentry nests on 2nd
    Added stronger light to entrance of lower flank route
    Door near RED's first spawn now opens on A capture and closes on final bulkhead opening
    RED no longer get forced respawn when 2nd is captured
    Added minor spawn for RED once 2nd is captured, active until BLU pushes through kennels
    Adjusted timing of flank doors at 2nd and in mines
    Updated door texture for flank exit by 2nd point gate
    Improved defendability and enlarged 3rd point
    Adjusted position of 3rd cap
    Adjusted health & ammo at 3rd
    Updated door texture for flank exit by mines
    Changed a medium ammo pack at last to full ammo pack
    Added door to ledge at last to improve RED defendability (closes when bulkhead opens)
    Added 3rd exit to BLU's last forward spawn
    Improved defendability of ledges at last inside building
    Added new dropdown area to RED's last
    Adjusted lighting in various areas
    Fixed dx settings on light pole props

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    COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
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