Rocket launcher for the soldier. It has just one change from the stock rocket launcher: its projectile's speed is repeatedly randomized in-flight, both faster and slower than usual.
My favorite musical instrument is the air-raid siren.
I am going to make some grilled cheese sandwiches and then I am going to eat them and then I am going to get on server and try to maybe get people on it? I anticipate this will be in 20-25 minutes.
Trying to fill up HonC now but since it's passworded there won't be any pubs showing up so it may never get very full. Going to stick around for a bit anyway.
Haven't been actually playing much, but I happened to glance at the WH. Holy merciful shit, the strange festives have been exploding over the past few weeks. I've got a medigun and minigun, and am seriously pondering trading one in to get an earbuds. If I build up some metal I could do it with my current credits and the latter, but it'd be a stretch, however the medigun is like my favourite item, so I doubt that's going anywhere.
Like, the medigun is practically worth a bottom end (non-gifted) unusual at this point. wtf?
I traded like 4 months worth of drops for the strange festive minigun back when it first came out.....and then never played TF2 since
Oh man I can't wait for us to be able to release b8 of stoneyridge. There are so many changes in this version. It's a pretty huge step for us.
Granted a lot of those changes are "under the hood" but there will definitely be some noticeable differences. Xzzy has tweaked the lighting a ton and we are revamping a good chunk of the side room with the death pit balcony ledge. The whole map should run smoother on everyone's machines, as well. I'm really excited to release it into the wild.
B7 has actually been doing really well (especially on that japanese server for some reason,) and we're getting pretty amped for the future of the map.
I could see that fitting your style, flips. I've always been more of a scope in and wander around kind of person though. It pretty much stops you dead in your tracks.
I used to be all quickscopes, all the time. I've gotten a little lazy since, though, and I know my play has suffered a bit because of it. Not as fast as I used to be.
I could see that fitting your style, flips. I've always been more of a scope in and wander around kind of person though. It pretty much stops you dead in your tracks.
Spun up brass beast heavies are blowing by you.
According to the wiki entry, it's bugged for the rifles:
While intended to reduce move speed by 60% when scoping with a rifle, move speed is actually multiplied by 6% (reduced by 94%) when scoped. The Huntsman speed decrease works as intended.
Rollers are red, chargers are blue....omae wa mou shindeiru
Also, was that part going to be part of the explosion? We haven't touched the tower itself, just that little ledge... that is kind of part of the tower.
I secretly believe he saw those FPS improvements I was talking about, did a little dance around his house, and promptly added even MORE triangles with even MORE details.. putting us right back where we were. :rotate:
(though I think as long as we avoid adding props, we'll still come out ahead)
You guys probably already heard this, but there was an interview from GDC posted at gametrailers yesterday where some Valve guys mention that "Meet the Pyro" is done and will be released 'soon' http://www.gametrailers.com/episode/bonusround/603?ch=3
I secretly believe he saw those FPS improvements I was talking about, did a little dance around his house, and promptly added even MORE triangles with even MORE details.. putting us right back where we were. :rotate:
(though I think as long as we avoid adding props, we'll still come out ahead)
I totally added a handful of props in that detail area I made next to the balcony. But the fades are really short because of where it is, so that should help.
Also, awesome about Meet the Pyro, can't wait to see what they tie along with it. Maps. I require maps.
I still want to know how the hell that's even going to work.
I mean, I kind of get how they could piece it together, but, knowing all the quirks of hammer, I have a hard time imagining that being an easy task to put together for someone not-in-the-know to use.
I still want to know how the hell that's even going to work.
I mean, I kind of get how they could piece it together, but, knowing all the quirks of hammer, I have a hard time imagining that being an easy task to put together for someone not-in-the-know to use.
I can only hope that all this radio silence on what the hell Valve's doing (besides not working on Episode 3) indicates a lot of work put into making something that's actually usable. Like, an application that acts as a game-specific layer over top of Hammer, then renders out to the normal map file format. Yeah it'd be a hell of a thing, but they're professional game developers. That's the kind of thing they do.
EDIT: I'd imagine they'd accomplish this by heavily straightjacketing you on what you can accomplish with the tool. The thing is, the internal logic of the game already does this to an extent. Yes, if you had a tool that just rendered out pre-fabs, you wouldn't be able to make your bomb cart ride straight up a wall, or make your train shoot lasers, trigger a catpocalypse, or put metal textures on everything. The thing is, the average map maker doesn't need to do that. People think in terms of wood walls, not a series of brushes with wood textures.
Kupi on
My favorite musical instrument is the air-raid siren.
I don't think changed anything to the final structure. I did add an extra beam though looking at that screen and changed the structure behind the point. The extra beam can be removed if it is an issue.
It's basically a thing they're making for Portal 2 so people can make new test chambers for it without having to deal with the shittiness that is Hammer.
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The Pyrofucker
Rocket launcher for the soldier. It has just one change from the stock rocket launcher: its projectile's speed is repeatedly randomized in-flight, both faster and slower than usual.
Granted a lot of those changes are "under the hood" but there will definitely be some noticeable differences. Xzzy has tweaked the lighting a ton and we are revamping a good chunk of the side room with the death pit balcony ledge. The whole map should run smoother on everyone's machines, as well. I'm really excited to release it into the wild.
B7 has actually been doing really well (especially on that japanese server for some reason,) and we're getting pretty amped for the future of the map.
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
it's one of the most popular maps on the EU servers
People don't know about text mode idling, so they hop into an idle server to get their weekly drops.
Testing to see if they actually work...
EDIT: looks like they are. Sorta. Hint.
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
Hey You posted some screenshots of the upcoming changes in the b8 version of stoneyridge on TF2Maps. Tons of progress made so far.
Let us know what you think.
Randomizer mod.
Trainsawlaser.
Yeeeah.
Well you can't have it. Think of everyone else.
Spun up brass beast heavies are blowing by you.
Perhaps this item would keep me on my toes
Vindication! Maybe it won't be completely useless to me when they finally fix it.
Did you....did you add new geometry to the final point...................................................
Tofu wrote: Here be Littleboots, destroyer of threads and master of drunkposting.
Also, was that part going to be part of the explosion? We haven't touched the tower itself, just that little ledge... that is kind of part of the tower.
I...
I'm sorry, Boots.
In a good way.
Unless you're littleboots.
In a good way.
(though I think as long as we avoid adding props, we'll still come out ahead)
http://www.gametrailers.com/episode/bonusround/603?ch=3
I hope they add the new game mode with it, as well as some new weapons.
I totally added a handful of props in that detail area I made next to the balcony. But the fades are really short because of where it is, so that should help.
Also, awesome about Meet the Pyro, can't wait to see what they tie along with it. Maps. I require maps.
And HUDDA!
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
I mean, I kind of get how they could piece it together, but, knowing all the quirks of hammer, I have a hard time imagining that being an easy task to put together for someone not-in-the-know to use.
I can only hope that all this radio silence on what the hell Valve's doing (besides not working on Episode 3) indicates a lot of work put into making something that's actually usable. Like, an application that acts as a game-specific layer over top of Hammer, then renders out to the normal map file format. Yeah it'd be a hell of a thing, but they're professional game developers. That's the kind of thing they do.
EDIT: I'd imagine they'd accomplish this by heavily straightjacketing you on what you can accomplish with the tool. The thing is, the internal logic of the game already does this to an extent. Yes, if you had a tool that just rendered out pre-fabs, you wouldn't be able to make your bomb cart ride straight up a wall, or make your train shoot lasers, trigger a catpocalypse, or put metal textures on everything. The thing is, the average map maker doesn't need to do that. People think in terms of wood walls, not a series of brushes with wood textures.
I don't think changed anything to the final structure. I did add an extra beam though looking at that screen and changed the structure behind the point. The extra beam can be removed if it is an issue.
not familiar with that either
It's basically a thing they're making for Portal 2 so people can make new test chambers for it without having to deal with the shittiness that is Hammer.
See: This blog post.
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch