Hey Everyone, I just finished up a project started a while ago that was started
here
I am proud to be showing off my work from this project finally!
I hope everyone likes the new additions and achievements!
They have been submitted to valve and I would highly appreciate support for getting these items ingame.
Hosting is temporarily on my website and will be changed in a few weeks.
Medieval Update Page 1
Medieval Update Page 2
Medieval Update Page 3
(or just use the arrows at the top to navigate)
I felt this needed it's own thread apart from the TF2 Hats and Items thread since this is a finished project and not a WIP. I am not responsible for the text on this page, only the pieces themselves and the website layout/design.
Comments and questions are welcome!
Replies
pretty nervous about it, it's been my baby for the last two months!
The drawn crossbow string needs to be straight to look like its taut, rather than the curving arc that you've got at the moment.
Some of the textures, most notably Nidhogg's Breath (great name) could use a little more development to keep them consistant with the games art style.
My only other query is the Chimera in a jar. The word means, more or less, a combination of animals. It's used in genetics when they splice the genes of two different creatures together as well as in Greek mythology with the monster that was a combination of lion, goat and snake. It might be better to go with a name that relates more specifically to a firey creature maybe a salamander or ifrit or something.
Now for the model crits, that is all me haha, you are right about the string, I did not think about that at all when modeling, great suggestion.
EDIT: Read the critique incorrectly, thought it was suggesting the model itself needed changing instead of the texture, still - thanks for the crit
Hey its 'Adam'. Project Manager and I'm glad you guys liked the effort we did. Nobody mentioned it but I felt I should put in game effects whether Valve use them or not, I felt it helped the design process and of course if I could test said effects for better gameplay, I would, I'm very big on that.
I admittedly had problems with this name, I really couldn't think of anything, burning oil was just too bland. At first I used dragon in a jar but since I already used the Nidhogg I wanted something else mythical that breathed fire since the theme is Pyro being a mythical monster.
Oh and as for your reply in the base thread I considered posting it there. I was really never sure where to post this because it was technically a request.
http://medieval.kritzkast.thepodkast.com/
It's a community pack for medieval themed items and I think this would go down really well!
I guess the entire reason I started the project was that I wanted all the classes to be seriously viable rather than just two and I fear this rule counteracts that. Sure Pyro flamethrower varients would allow him/her to step up but little more.
Simply put, Demoman dominates at melee, Sniper dominates at long range. Unless you start giving classes primaries that are legal for use (e.g Javelin for Scout since he cannot honestly have anything like the Scattergun in medieval, the Engie barely gets away with gunpowder) you will find that having more viable classes is difficult.
I agree on the spec, thank you for the crits and comments everyone!
the pyro cannon needs more work on the head. right now its hard to tell if its metal/stone. add some dings to give it a hammer metal look or something just so its not so flat.
Here are the tex sheets for the red and blue Earthshaker, put the wire on the BLU so you could see the layout.
In case anyone was wondering all items that are blue also have red versions.