Hotdogbunker- I have a name in mind but not sure if I'm going to use it yet. If you guys come up with something badass I'll throw it in. The The Fisherman's Flail is funny.
GUIstudioMDL is spitting out this crap when everything is named right. I may have to submit this without testing if I cant get it resolved by tomorrow.
qdir: "c:\users\shawns\desktop\viewholymackerel\output\"
gamedir: "C:\Program Files (x86)\Steam\steamapps\shawnspetch\team fortress 2\tf\"
g_path: "mdldecompiler"
Working on "mdldecompiler.qc"
SMD MODEL holymackerel.smd
ERROR: c:\users\shawns\desktop\viewholymackerel\output\mdldecompiler.qc(18): - bad command $jigglebone
ERROR: Aborted Processing on 'weapons\v_models\v_bat_scout.mdl'
you forgot to close the code block with the final "}".
Spark, it's closed. There's actually 4 jiggle bones in the mesh. I'll probably take out 4 since it's uneccessary. I just copy and pasted the first jiggle in the qc. here's the rest-
There's a bazillion 12-year-olds that play TF2, but I like the way you think. LOL
Well, I just thought of another. What about the Sea Bash? Kind of like sea bass only... you know.
Eh, I'm 11 and lol'd at them both. Master Baiter would be great for a comical approach, but Sea Bash would be great for a more violent/serious approach. Depends on Spetch's preference.
Don't know about that, there are some badass submissions.
I need to thank the community for helping me find images, giving me ideas, and criticing my work. I know everyone wanted different logos. In the end I went a simpler route. I'm happy to have some cool art pieces even if this isn't picked. Thanks again you guys, it was a fun process!
For me the Scout slot is between you and Bang. I would be happy with either winner, but it would be a travesty for that fish not to make it into the game through the contribute page if you don't happen to win.
This is my concept for the Short Stop. I want to see how you think my idea is. This is one of my favorite packs in Polycount, but the Short Stop is by far my favorite unlockable created by Polycount. Please tell me what you think.
The Short Stop Level 5 Pistol 100% chance of critical hits on targets who are wounded
Mini-crits on burning and bleeding targets No random critical hits
-50% damage on healthy targets
-65% smaller clip size
Pistol Damage:
Base Damage: 15
Point Blank: 20-22
Medium Range: 10-15
Long Range: 8-9
Damage against healthy targets:
Base Damage: 7
Point Blank: 10-11
Medium Range: 5-7
Long Range: 4
Damage against burning and bleeding opponents:
Base damage: 20
Point Blank: 27-30
Medium Range: 14-20
Long Range: 8-9
Damage against wounded opponents (health is red):
Point Blank: 45
Medium Range: 45
Long Range: 8-9
My concept of the Short Stop makes it more of a flanking/finisher weapon. Since the Scout was made to flank and finish off enemies fighting your allies, my concept of the Short Stop would improve his flanking abilities. However, the increased damage against wounded opponents is traded for its halved damage against healthy opponents (enemies who aren't burning, aren't bleeding, or who are above half their health). This makes the Short Stop a near useless combat weapon.
Spamming a 4 bullet weapon to finish off an enemy would also be very ineffective. This prioritizes the importance of aiming the pistol. The crits on wounded enemies end at long range to prevent spamming. However, the damage done to wounded, burning, or bleeding enemies at long range will do the same amount of damage as the pistol to make up for the damage reduction without increasing it too much.
If 4 bullets from the pistol were to hit a target, the amount of damage done would be around 32-88. If all 12 bullets were to successfully hit an enemy, the damage done would be around 96-264, however it is unlikely that all 12 bullets would hit an enemy due to damage spread. If all 12 bullets from the pistol were to crit, the damage done if 1-12 bullets hit should be around 45-540.
If all 4 bullets from the Short Stop hit a healthy enemy, the amount of damage done to the target should be around 16-44.
If all 4 bullets hit a burning/bleeding enemy, the amount of damage done by the Short Stop should be around 40-120. The DPS caused by afterburn should cause 60 damage with the Short Stop (totaling 100-180)seeing that the afterburn is not disturbed (target is "re-lit on fire" or the fire is put out). The DPS caused by bleeding should cause 42-51 damage with the Short Stop (totaling 82-171). If an enemy is bleeding and burning at the same time, the damage done by DPS should total around 102-111 damage with the Short Stop (totaling 142-291).
If the enemy is pelted enough by the Short Stop while they're burning/bleeding, they will eventually weaken to the point where the Short Stop will begin to fully crit. If all 4 bullets hit a wounded enemy, the amount of damage done to the target should be exactly 180, the amount of damage a critical shotgun would do.
Replies
Hotdogbunker- I have a name in mind but not sure if I'm going to use it yet. If you guys come up with something badass I'll throw it in. The The Fisherman's Flail is funny.
Make this just for lulz
Hope that's not just an Aussie term.
So far we have the-
Whipper-Snapper
Fisherman's Flail
I think that 2nd sounds better.
EDIT: Converted into .vtf, it looks a bit oisy, anyway, here it is:
http://www.filefactory.com/file/b23bbg7/n/lolfish.vtf
EDIT: What format it should be?
Oh come on, you know Valve would love that pun.
There's a bazillion 12-year-olds that play TF2, but I like the way you think. LOL
Well, I just thought of another. What about the Sea Bash? Kind of like sea bass only... you know.
Although I still think it should be called the Halibat.
should work fine-
GUIstudioMDL is spitting out this crap when everything is named right. I may have to submit this without testing if I cant get it resolved by tomorrow.
Spark, it's closed. There's actually 4 jiggle bones in the mesh. I'll probably take out 4 since it's uneccessary. I just copy and pasted the first jiggle in the qc. here's the rest-
I would love to hear the wet fish-slap sound that would go along with the fish melee weapon.
It's whatever valve wants to do with it if they choose my entry
Eh, I'm 11 and lol'd at them both. Master Baiter would be great for a comical approach, but Sea Bash would be great for a more violent/serious approach. Depends on Spetch's preference.
Crit-a-fish sounds sooo appealing though; in-game joke for all the polycount guys if it gets in
I need to thank the community for helping me find images, giving me ideas, and criticing my work. I know everyone wanted different logos. In the end I went a simpler route. I'm happy to have some cool art pieces even if this isn't picked. Thanks again you guys, it was a fun process!
ScudzAlmighty knew it all the time.
You won!
I'm not good at English
They will be put into the game by valve when the polycount pack is released, since this guy is one of the winners of the contest.
im so curious what the stats will be for these when they get in game
The Short Stop
Level 5 Pistol
100% chance of critical hits on targets who are wounded
Mini-crits on burning and bleeding targets
No random critical hits
-50% damage on healthy targets
-65% smaller clip size
Pistol Damage:
Base Damage: 15
Point Blank: 20-22
Medium Range: 10-15
Long Range: 8-9
Damage against healthy targets:
Base Damage: 7
Point Blank: 10-11
Medium Range: 5-7
Long Range: 4
Damage against burning and bleeding opponents:
Base damage: 20
Point Blank: 27-30
Medium Range: 14-20
Long Range: 8-9
Damage against wounded opponents (health is red):
Point Blank: 45
Medium Range: 45
Long Range: 8-9
My concept of the Short Stop makes it more of a flanking/finisher weapon. Since the Scout was made to flank and finish off enemies fighting your allies, my concept of the Short Stop would improve his flanking abilities. However, the increased damage against wounded opponents is traded for its halved damage against healthy opponents (enemies who aren't burning, aren't bleeding, or who are above half their health). This makes the Short Stop a near useless combat weapon.
Spamming a 4 bullet weapon to finish off an enemy would also be very ineffective. This prioritizes the importance of aiming the pistol. The crits on wounded enemies end at long range to prevent spamming. However, the damage done to wounded, burning, or bleeding enemies at long range will do the same amount of damage as the pistol to make up for the damage reduction without increasing it too much.
If 4 bullets from the pistol were to hit a target, the amount of damage done would be around 32-88. If all 12 bullets were to successfully hit an enemy, the damage done would be around 96-264, however it is unlikely that all 12 bullets would hit an enemy due to damage spread. If all 12 bullets from the pistol were to crit, the damage done if 1-12 bullets hit should be around 45-540.
If all 4 bullets from the Short Stop hit a healthy enemy, the amount of damage done to the target should be around 16-44.
If all 4 bullets hit a burning/bleeding enemy, the amount of damage done by the Short Stop should be around 40-120. The DPS caused by afterburn should cause 60 damage with the Short Stop (totaling 100-180)seeing that the afterburn is not disturbed (target is "re-lit on fire" or the fire is put out). The DPS caused by bleeding should cause 42-51 damage with the Short Stop (totaling 82-171). If an enemy is bleeding and burning at the same time, the damage done by DPS should total around 102-111 damage with the Short Stop (totaling 142-291).
If the enemy is pelted enough by the Short Stop while they're burning/bleeding, they will eventually weaken to the point where the Short Stop will begin to fully crit. If all 4 bullets hit a wounded enemy, the amount of damage done to the target should be exactly 180, the amount of damage a critical shotgun would do.