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Orindell
Joined: Wed Mar 21, 2007 10:15 pm Posts: 440 Location: Dublin, Ireland
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Team Fortress 2 Pack
So I was walking along and it just hit me: A Team Fortress 2 Pack for CC. A lot of people in the past have discussed Class Based CC, But it never really got off the ground. I think that everthing is do-able in CC (Except maybe Disguises for the Spy but I have a few Ideas for that). I would like as much as possible because its a big task and I will never do it alone, So just post if have any interest in helping.
To-Do List: Scout: Not Done Very High speed, Very High jump, Low Health. Armed with a underlever shotgun, a pistol and an aluminium baseball bat.
Soldier: Not Done Slow Speed, Good health, Can jump higher with help of his Rocket Launcher. Carries a rocket launcher, a shotgun and can use an entrenching tool for melee attacks.
Pyro: Not Done Decent Speed, Decent Health, Decent Jump Equipped with a short-range flamethrower, a shotgun and a fire axe.
Demoman: Not Done Decent Speed, Decent Health, Decent Jump Demomen are armed with a timed detonation grenade launcher, a remote detonation sticky bomb launcher and use a Scotch bottle for melee attacks.
Heavy: Not Done The Slowest, Very High Health, Crappy Jump. Carries a large, heavy and very powerful minigun. His secondary weapons are a shotgun and his bare fists, which, when critical, perform an uppercut.
Engineer: Not Done Decent Speed, Decent Health, Decent Jump Engineers are armed with a shotgun and a pistol in addition to a monkey wrench (There should be two Monkey wrenches, Both looking the smae but one being a melee wepon, The other creating Gun Turrets)
Medic: Not Done Decent Speed, Decent Health, Decent Jump Armed with a healing gun (Maybe shoots out Health Kits?), syringe-gun and a bonesaw.
Sniper: Not Done Decent Speed, Decent Health, Decent Jump Carrying a bolt-action sniper rifle, sub-machine gun and a machete.
Spy: Not Done Decent Speed, Decent Health, Decent Jump Armed with a powerful revolver[8] and a butterfly knife that can kill instantly+Sappers (Explode maybe?) Now do we figure out to give him the ability to take the form of someone on the enemys team+ Go invisible.
Thoughts: (This is were I post my/your thoughts. I will only post thoughts and musings that might be of interest.)
The Modding Team: Orindell: Boss Man/Spriter/Coder 3 Solid: Gun Maker
Last edited by Orindell on Fri Oct 05, 2007 7:06 pm, edited 1 time in total.
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Fri Oct 05, 2007 6:55 pm |
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3 solid
Joined: Wed Mar 28, 2007 9:02 pm Posts: 1639 Location: Somewhere. Nowhere.
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Re: Team Fortress 2 Pack
The only way I can think of getting something even close to invincibility is having some kind of rock disguise or something.
Also, the rocket-jumping would be hard to make, and even then, it could be hard to do properly.
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Fri Oct 05, 2007 6:59 pm |
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Orindell
Joined: Wed Mar 21, 2007 10:15 pm Posts: 440 Location: Dublin, Ireland
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Re: Team Fortress 2 Pack
Duly noted. Wanna help?
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Fri Oct 05, 2007 7:03 pm |
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3 solid
Joined: Wed Mar 28, 2007 9:02 pm Posts: 1639 Location: Somewhere. Nowhere.
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Re: Team Fortress 2 Pack
I could help with the weapons.
Actors are a bit harder to make and I'm a lazy man.
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Fri Oct 05, 2007 7:05 pm |
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Orindell
Joined: Wed Mar 21, 2007 10:15 pm Posts: 440 Location: Dublin, Ireland
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Re: Team Fortress 2 Pack
Ah well..Glad to have you on board. As a side thought, Do you have TF2 by any chance?
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Fri Oct 05, 2007 7:06 pm |
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Orindell
Joined: Wed Mar 21, 2007 10:15 pm Posts: 440 Location: Dublin, Ireland
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Re: Team Fortress 2 Pack
In-Fact, Does anyone have TF2? Some real sounds would be a great help.
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Fri Oct 05, 2007 7:17 pm |
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3 solid
Joined: Wed Mar 28, 2007 9:02 pm Posts: 1639 Location: Somewhere. Nowhere.
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Re: Team Fortress 2 Pack
I'm afraid I don't... Which also means I don't really know how most of the weapons work..
But, I'll make them anyways.
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Fri Oct 05, 2007 8:55 pm |
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Orindell
Joined: Wed Mar 21, 2007 10:15 pm Posts: 440 Location: Dublin, Ireland
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Re: Team Fortress 2 Pack
Well I dont think they should be too hard....I would like get some help from someone who owns the game anyways.
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Fri Oct 05, 2007 9:46 pm |
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blipflip
Joined: Fri Dec 22, 2006 12:47 pm Posts: 181 Location: I am the monkey. I can go ANYWHERE.
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Re: Team Fortress 2 Pack
Make the spy GetHitsByMOS = 0 and AI won't see him.
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Sat Oct 06, 2007 10:04 am |
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Orindell
Joined: Wed Mar 21, 2007 10:15 pm Posts: 440 Location: Dublin, Ireland
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Re: Team Fortress 2 Pack
But I dont want the effect to be constant.
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Sat Oct 06, 2007 8:45 pm |
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Caelas
Joined: Mon Dec 25, 2006 12:04 am Posts: 336
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Re: Team Fortress 2 Pack
TF2 out today!
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Thu Oct 11, 2007 3:11 am |
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Metal Chao
Joined: Sat May 05, 2007 6:04 pm Posts: 2901
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Re: Team Fortress 2 Pack
You could get the spy to hold a really light rocket in his hands. It'd work as a shield and a disquise.
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Sun Oct 14, 2007 9:11 am |
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Orindell
Joined: Wed Mar 21, 2007 10:15 pm Posts: 440 Location: Dublin, Ireland
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Re: Team Fortress 2 Pack
How would it work as disguese?
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Sun Oct 14, 2007 3:00 pm |
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Omni
Joined: Sat Jan 27, 2007 9:38 am Posts: 170 Location: St. Louis, MO
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Re: Team Fortress 2 Pack
Orindell wrote: How would it work as disguese? Well I assumed from his post that what the guy was holding would block the LOS for the AI. Now that I read over it again I donno though.
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Sun Oct 14, 2007 4:54 pm |
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Metal Chao
Joined: Sat May 05, 2007 6:04 pm Posts: 2901
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Re: Team Fortress 2 Pack
Because the rocket is alive, and they'd try and shoot that instead. It isn't a very good disguise >_> Once again, it'd really work best against other people.
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Sun Oct 14, 2007 5:08 pm |
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