Hi all--
Making a pack for the Demoman called
BACK TO BASICS
The idea of the pack is to get Demoman back to doing what he does best, making things go boom. No more swords, no more shields, just explosives. Another focus of the pack will be things that look somewhat
homemade. I want the items to look like Demo thought them up on a late drinking night (which in his case, is every night)
The first up is a sticky replacement-
Proximity Mines (Insert more witty name here)
Late one light, Demo was experimenting with various explosive materials. Naturally, some things go wrong, a few fires here, a few explosions there. And every single time the DAMN smoke alarm goes off.
Well, Demo came up with a much better use for the device. Why not take a smoke detector make it detect PEOPLE and then BLOWS THEM UP? Genius!
Gameplay Specs:
Sticky Launcher Replacement
1 Second Placement Time
4 Mines may be placed at one time
Explodes when enemy player comes near
Being hit by bullets/explosive damage will cause the mine to explode
Beeps softly with team-colored light
Initial Concept:
Some initial Model WIP:
Thanks for looking
Replies
feedback appreciated!
I like the idea of "Back to Basics" as well... wasn't interested much in the sword and shield thing :S
and Guitbox, neither was I, especially after watching his meet-the video again... exploding people is his passion! Who are we to deny him of that?
Calling it a night, texturing tomorrow.
That said, what do you think i could do to make it look more homemade? I still have some space to move things around in UV layout + rebake AO, otherwise I'll try to take suggestions in the texture work. Thanks for the feedback. :thumbup:
Haha, goldeneye days made me kind of feel the same way at first, but I was thinking if they beeped softly so observant players could tell when they were nearby, in addition to being able to be set-off by enemy fire would help to make them not feel like an unfair death. Always open to anybody's ideas on how to make them more gameplay-friendly. Thanks for the compliments
Recording the actual sound of a smoke detector going off and it gets more pitch-shifted as enemies get closer to it would be neat as well (but beyond this contest's scope and requirements).
yea but tf2 is such a loud game with so much going on i doubt youd notice them. maybe they should emit a bit of smoke from the crossed wires so it was more of a visual cue instead of auditory
Unfortunately, I'm not very well versed in Source, so I have no idea how to get particle effects coming off the weapon. Cool suggestions all, thank you!
I think having only 4 out (assuming they do the same damage as a single sticky mine) allows you to only really trap one place very well. And even then, an overhealed heavy class (soldier, demo, hwg) would probably be able to survive that still.
I think being able to trap somewhere and then leave it to go have fun with the Pipe Launcher rather than sit there and watch your trap encourages a more active style of play, which is pretty much always a good thing. Also, having them blow up when they take damage encourages good play practice, like launching rockets around corners before you make the turn.
I love this idea and, if anything, think it's good enough to be a reskin of stickies. Can't wait to see the launcher!
Thanks for the kind words turtle
thanks for all the feedback so far!
Swizzle did a really good analysis of the TF2 texturing style which can be found here:
http://www.polycount.com/forum/showthread.php?t=73559
This is a very noisy model at the moment, it will draw a lot of visual attention, even from people on the demoman's team.
Starting the modeling/conceptualizing of the launcher now.
@Khthon I DO want to make the lights a light source, but I was kind of saving it for the end of the competition, after my other items are finished. I'm not versed in Source or Hammer at all, so it's probably going to be a long process getting the stuff in there. That said, I do a lot of work in UDK, hopefully some of that knowledge would transfer over.
jiving better?
-The Scotsman's Sublimator (sublimation is the physical process of something solid skipping the melting phase and turning directly into a gas)
-The Errent Twitch (demoman quote reference)
These are two ideas, but they probably aren't too good. I love the idea by the way; it fits the quirky theme of tf2 perfectly!
The whole concept of a smoke alarm is that it detects smoke... This feels like one of those puzzles in an old school point and click adventure. You've been stuck on this one section for days, eventually you give up and read a walkthrough: "What the hell do you mean I have to use a smoke detector to detect people?! That makes no sense!"
on the other hand... spys smoke.
Also I really like the juryrigged aesthetic, but it doesn't look like it would survive being shot out of a launcher.
isnt tf2 set in 1950's?
unbeknownst to demoman
@Hotdogbunker I LOVE the scotsman's subliminator. I'm no good with the clever TF2 names, but I think that fits right in.
@Ruskeydoo I've been kind of struggling to think of a barrel that would make sense shooting it. I may scrap the launcher for now, do a different unlock and come back to it later. Booby trapping ammo packs is an evil evil idea. hahahah.
@snex+psyche I was hoping it was invented close enough to the era that It wouldn't cause too much of a disconnect stylistically. I like psyche's excuse
@Khthon I've gotta give you credit for being so much help in pretty much every thread. You are a reference machine, thank you for taking the time to find so many images for so many people. I didn't go with an earlier smoke detector design, because I felt like it became somewhat unrecognizable to today's eyes, and really wanted it to be instantly recognizable as a smoke detector. But this reference gives me some good ideas for my next item I really love the key-winding one in the middle.
I also got rid of some of the color variation on the tape. (mostly the brighter spots.) and I think it looks a bit better. thanks again all-
Grampa MacLeod's Cure For What Ails ya (molotov cocktail!)
Throwable
Upon impact, creates a ring of fire which lasts for 5-10 seconds
Anyone who enters the fire takes damage and has afterburn effects
Damages sentries if they are in the ring of fire
Regenerates slowly (throw wisely, or find yourself without a melee weapon)
Must be lit by a pyro before throwing
Ring of fire may be put out by pyro's airblast
If used as melee while lit, explodes on both players
Stats are obviously negotiable, but I went for an old medicine-bottle style (with an unknown liquid that smells suspiciously like scotch within), and a traditional scottish plaid cloth completing the molotov.
Starting on modeling now, but very preliminary, feedback appreciated.