05-27-2014, 03:38 AM | #21 |
Fortress Forever Staff
|
Welcome back, buddy.
We're going to have a great time, do some amazing stuff. |
1 members found this post helpful. |
05-28-2014, 01:16 AM | #22 |
I like to spam binds
Beta Tester
Join Date: May 2009
Class/Position: Scoooooot Gametype: Capture the Flag Posts Rated Helpful 73 Times
|
I work in radio. I can do sound stuff.
But I would like to know what the goals are. You say "remake TFC and in the process we remake FF". This confuses me. TFC is a remake of QWTF, FF is a remake of TFC, I"m unclear on what the "non-negotiables" are. You said in another thread that you're not necessarily attached to 9 classes, are you necessarily attached to CTF/AvD/CP gameplay? |
|
05-28-2014, 08:25 AM | #23 |
Fortress Forever Staff
Join Date: Nov 2013
Location: Dallas
Gametype: Capture the Flag Posts Rated Helpful 1 Times
|
Pffffffffffff, finally..let's do this.
Really need a timeline on Source2, let's get that going. I'm all about UE4, but keeping it Source is the Right Thing To Do. |
1 members found this post helpful. |
05-28-2014, 08:59 AM | #24 | |
Fortress Forever Staff
|
Quote:
Open Steam, run TFC. Now imagine that on a modern engine. That's what we start with, that's the base. No need to argue about features and classes and whatever else. We just remake that. Once that's remade, we can make any other mode we want, like a version of FF with 2 classes or something, or a sidescrolling mode, or a singleplayer level/campaign/game. That's the plan, we just remake TFC and everything else will fall into place. Last edited by trepid_jon; 05-28-2014 at 09:00 AM. |
|
1 members found this post helpful. |
05-28-2014, 09:55 AM | #25 |
Fortress Forever Staff
|
Thread cleaned up, let's keep it positive and focus on the good.
More announcements are coming, sit tight. Stop disrespecting each other (that goes for me too). Do not attempt to derail this thread anymore. |
1 members found this post helpful. |
05-28-2014, 09:55 AM | #26 |
Join Date: Jun 2011
Location: USA
Class/Position: Soldier & Medic Affiliations: ( ir :: ) iv| K^ † Posts Rated Helpful 80 Times
|
So, why was my post deleted?
__________________
|
1 members found this post helpful. |
05-28-2014, 10:00 AM | #27 |
Fortress Forever Staff
|
Check your PM, and stop derailing the thread.
|
1 members found this post helpful. |
05-29-2014, 08:47 PM | #28 |
Fortress Forever Staff
Join Date: Oct 2013
Gametype: Capture the Flag Posts Rated Helpful 13 Times
|
Hi, I'm Nugzilla.
I'm an artist. I'm going to get started on TFC character concepts. I take inspiration from the original versions of the TFC character class. My goals are to remake characters that are high quality/definition to match the expectations of today's gamer and to pay respect to the original game. TFC, more than any other game, inspired me to become a developer. I've been excited about being a part of this team for a long time. It is good to see it gaining momentum. I intend to fuel the excitement with some concepts and adding art where I can. |
3 members found this post helpful. |
05-29-2014, 09:28 PM | #29 |
Beta Tester
Join Date: Jul 2008
Posts Rated Helpful 144 Times
|
|
1 members found this post helpful. |
05-30-2014, 12:00 AM | #30 | |
Nade Whore
Server Owner
Beta Tester Join Date: Sep 2007
Location: Oklahoma
Class/Position: Scout/Soldier Gametype: CTF/TDM Affiliations: blunt. Moto Posts Rated Helpful 128 Times
|
Quote:
If you need any help with ideas/concepts, please let me know. I may not be the best artist in the world, but I went through high school taking 2 art classes each year and then some in college. Anyway, good luck to you. I can't wait to see some new character designs. |
|
|
05-30-2014, 01:45 AM | #31 |
#FF.Pickup Dictator
Beta Tester
Join Date: Aug 2011
Location: Detroit
Gametype: ADL Affiliations: KiNGz . Posts Rated Helpful 100 Times
|
I feel like both old and new models would be cool, aswell as toon models of both http://mrclan.com/avi/file.php?id=165 since I know a shitload of TFC players used the toon models.
|
|
05-30-2014, 04:50 AM | #32 | |
Fortress Forever Staff
Join Date: Oct 2013
Gametype: Capture the Flag Posts Rated Helpful 13 Times
|
Quote:
It'll all make more sense with the concepts. My first pass will be simple silhouettes to make sure each character can be read without having any detailing yet. At any phase feel free to comment or bounce around ideas. |
|
6 members found this post helpful. |
05-30-2014, 12:11 PM | #33 | |
Gets tickled by FF
Fortress Forever Staff
Join Date: Jun 2007
Location: UK
Class/Position: Med Solly HW Gametype: Any/CTF Posts Rated Helpful 41 Times
|
Quote:
Also just to be clear, are you a concept artist or will you draw the skins for the models too? One thing I felt when FF first started is that the concept art was great but the models never even got close to them. Be great this time for us to get concept art and then see it come alive. |
|
|
05-30-2014, 02:12 PM | #34 |
Join Date: Mar 2013
Location: England
Posts Rated Helpful 81 Times
|
Looking forward to the concepts, while you at it can we please have the models also in wheelchairs.
I really want to make ff_cripplecap wheelchair ramp sliding is a must, kinda what Jon said, slightly diff game mode, well game play remains the same but just every player in a wheel chair that is available to the mapper. (model replacement) On player death they fall out of the wheelchair, TeamFortressDisabled ? Also the animation would be cool if one arm was moving a wheel. Maybe the hw would have the gun resting on his lap, soldier would have the rocket launcher on a framework attached to the back of the chair etc etc.
__________________
Compile error: Leaf portal saw into Cluster Phuck |
|
05-30-2014, 02:41 PM | #35 | |
Beta Tester
Join Date: Jul 2008
Posts Rated Helpful 144 Times
|
Quote:
It's mostly the body and animations that need work. Atm they're just kind of vaguely human shaped polygons with a weird camo texture smeared all over them. Needs a higher res and better designed wireframe, more realistic animations, and enough variation in texture or accessories to avoid the "amorphous blob" effect you get when you shade a mass of polygons with the same texture. Self shadowing helps too. Unreal seems to handle all that stuff pretty well at a fast pace. |
|
|
05-30-2014, 07:53 PM | #36 | |
Fortress Forever Staff
Join Date: Oct 2013
Gametype: Capture the Flag Posts Rated Helpful 13 Times
|
Quote:
There were a few issues with the current FF models. The models weren't consistent with their concept art. The rigging and skinning weren't polished causing random polygons and verts to look weird when it was animating. The team didn't have access to the source models, so those problems couldn't be fixed. And, they're a few years old now. |
|
|
05-30-2014, 08:22 PM | #37 |
I like to spam binds
Beta Tester
Join Date: May 2009
Class/Position: Scoooooot Gametype: Capture the Flag Posts Rated Helpful 73 Times
|
I do voicework.
Every class needs a unique voice. "More armor for the win, yeah?" coming from the hw AND scout is just stupid. Also each class needs its own melee. Just for aesthetics. |
|
05-30-2014, 08:23 PM | #38 |
I like to spam binds
Beta Tester
Join Date: May 2009
Class/Position: Scoooooot Gametype: Capture the Flag Posts Rated Helpful 73 Times
|
Bully gets dibs on Civilian voice, with out a doubt.
|
|
05-30-2014, 08:39 PM | #39 |
NeoNL
Wiki Team
Beta Tester Join Date: Oct 2008
Location: Boston, Mass
Class/Position: Soldier, Medic Gametype: AvD Affiliations: +M|M+ -RS Posts Rated Helpful 170 Times
|
nope
__________________
Last edited by NeonLight; 08-29-2014 at 06:24 PM. |
1 members found this post helpful. |
05-30-2014, 09:08 PM | #40 |
David-
Join Date: Sep 2007
Posts Rated Helpful 18 Times
|
I too can do some voice work!
|
|
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
|
|