Official Team Fortress 2 Game Nights (PC)

I could really use some more scotch and burning of mannes as a distraction, but I don't know if I'll make it tonight.

I will be there, shooting, healing, and drinking (Bonk, not scotch) as appropriate.

Hang on a bit while I have dinner and I'll have some used car action coming soon.

Baby sitting a house till Thursday. Playing over wifi with a lousy ping. Maybe next Friday again

Sparhawk wrote:

Baby sitting a house till Thursday. Playing over wifi with a lousy ping. Maybe next Friday again :)

Remember, sentry guns don't care about your ping.

Itsatrap wrote:
Sparhawk wrote:

Baby sitting a house till Thursday. Playing over wifi with a lousy ping. Maybe next Friday again :)

Remember, sentry guns don't care about your ping.

Fair, but I sometimes can't move at all for 2 or 3 seconds and get put back from where I started, suddenly finding myself forward anyway.
So disorientating. On a server on East US I seem to get a pretty ok ping still though. When I turn wifi on my phone on off. lol

IMAGE(http://cloud.steampowered.com/ugc/558696551000829613/6971EE4CDC4244290E31597C1C54DAA39B960135/)

If anyone has a reddit account ask in the tf2 forum if a server admin knows how to set up this kind of vote.

Enjoyed playing tonight but right after I dived right back into the night version of Badwater, something that seems to have intrigued quite a few people. As of right now I think I've reached the darkest the sky will go without making so we need new lights in already lighted areas.

So that means I'm going to throw it to you all with a few screenshots, are they too dark or should I push it a bit more and try and make it even darker?

IMAGE(http://cloud-2.steampowered.com/ugc/596983562854554811/982DA4F4212DC0C4CA0F0EBAEC0574B728D47599/)
IMAGE(http://cloud.steampowered.com/ugc/596983562854554468/544E836CE73D611E3D2CD0EA74CC2A88D4333D03/)
IMAGE(http://cloud.steampowered.com/ugc/596983562854553365/75D00FCAE3C383D30DE85CA256A289AC2C6DA031/)
IMAGE(http://cloud.steampowered.com/ugc/596983562854552854/A29479DE74A6CBAC4D8AA3AC591E180AE58D2048/)
IMAGE(http://cloud.steampowered.com/ugc/596983562854554120/43A482167D32C5FB3B5F15E25110BB5AA4C31FDA/)
IMAGE(http://cloud.steampowered.com/ugc/596983562854553708/63230C2BE193A8C5D965F6AA72D89542AD353AEE/)

Now there are still a few lighting glitches that need solving, but most of them are objects that have shadows and are creating black holes on the ground. Easy fix is just turning off their shadows. The hard one is the ghost light near the Blu base that I just can't see to find a source of it. If I can't find one soon I might just give up and give it a "source" thus making it one of the first noticeable changes from the normal map.

I'm sure you've already done this, but I would suggest constantly comparing the "Nightwater" lighting with that of Harvest Event, Mann Manor, and Eyeaduct. I think we can agree that those are good implementations of night lighting with a balance of "mood" and visibility. (Ignore this if you already have.)

Great job on this, by the way; it looks fantastic. I know night maps are less popular, but I think they're nice change of pace, going all the way back to UT2004's Torlan Nights and the RTCW's mp_beach.

Looks pretty fantastic. What about changing the sky box to a more ominous overcast? Lightning flashes possible?

Archangel wrote:

I'm sure you've already done this, but I would suggest constantly comparing the "Nightwater" lighting with that of Harvest Event, Mann Manor, and Eyeaduct. I think we can agree that those are good implementations of night lighting with a balance of "mood" and visibility. (Ignore this if you already have.)

My personal template would be Sawmill, but those maps are certainly good, and more representative of "night" rather than "overcast." (I had hoped pl_badwater_rainy would be Badwater with a Sawmill atmosphere, instead of a silly gimmick. Ah, well.)

It is hard to say on how dark it should be. I think it looks good now, but without playing on it and determining actual visibility with other players I can't say for sure. And like FlamingPeasant said, lightening flashes would be awesome.

As for additional light sources, is it possible to make every spy and sniper a light source so that it is easier to spot them?

Man I was having a blast on badwater last night until it became the evilseed and brainz stab Gumbie show. I felt like I needed to call the cops after that assault.

Gumbie wrote:

Man I was having a blast on badwater last night until it became the evilseed and brainz stab Gumbie show. I felt like I needed to call the cops after that assault. :(

Well, after taking a few headshots from you, I am not crying about you getting stabbed.

Gumbie wrote:

the evilseed and brainz stab Gumbie show.

I'd watch that

IMAGE(http://cloud-2.steampowered.com/ugc/937005334710234104/11FCB255C74A200BCE27785CA1ECEE606FAEEC0D/)

Best viewed with some Ennio Morricone playing in the background.

I really want nightwater in my TF2 life. That looks fantastic!

Hmm... new mann v machine maps / tours of duty with new looots.

ukickmydog wrote:

Hmm... new mann v machine maps / tours of duty with new looots.

Them jerks! Still resisting though lol

If a player connects to a MvM game through matchmaking and loses their connection, their spot will be held for a brief duration and they will be given a chance to reconnect

about time they fixed this

ukickmydog wrote:

Hmm... new mann v machine maps / tours of duty with new looots.

rusty, blood-covered 'bot heads for the intermediate-level Operation Oil Spill, and some 24-carat diamond 'bot heads for the expert-level Operation Gear Grinder

Crate #49:
The Homewrecker
Shovel
Scattergun
Strange Part: Engineers Killed
Strange Part: Robots Destroyed
Strange Part: Kills While Low-Health
The Surgeon's Stahlhelm
Furious Fukaamigasa

ukickmydog wrote:

Hmm... new mann v machine maps / tours of duty with new looots.

Man(n), and I still need to pick up Disk Deletion.

I never knew the texture on the newspaper hat was the Sniper-Jarate-MannCo ad. That's fantastic.

Valve wrote:

[TF2 MvM/slasher road movie mashup blog post]

Okay, ew.

Yay for easier MvM, though; I kinda bounced off the whole co-op TF2 thing due to the difficulty. There, I said it.

I caved.
I have completed 1 mission of Oil Spill now.
Hmm... not impressed with the new Rusty Badge for tracking missions though.

New enemy types too.

I still have a lot of them to do, have yet to complete one tour in fact. Then again it seems like I missed out on some of the larger rushes of people playing together.

Archangel wrote:

I'm sure you've already done this, but I would suggest constantly comparing the "Nightwater" lighting with that of Harvest Event, Mann Manor, and Eyeaduct. I think we can agree that those are good implementations of night lighting with a balance of "mood" and visibility. (Ignore this if you already have.)

Great job on this, by the way; it looks fantastic. I know night maps are less popular, but I think they're nice change of pace, going all the way back to UT2004's Torlan Nights and the RTCW's mp_beach.

I was looking at Mann Manor but for reasons other than the map. I just love digging into the back stories of maps and how the creators go about reaching their end goals.

Now for this next lone image I was using the Mann Manor lighting set up and sky. It was mostly a test to see what that lighting looked like here without any changes. I've already sent the lighting back to the way it was in previous screenshots but I do plan on seeing how Harvest, Eveaduct, and Double Cross look as well before settling on my own.

IMAGE(http://cloud-2.steampowered.com/ugc/595858222229299588/FEB82BEDC7B21FA7DE916B2AAA984381EB67FCA5/)

Also I started adding in a few lanterns using Valve's as the example to help light a few areas. Once again, I'm just testing to see what they look like and if they add to the ability to see and aren't too distracting, I'll leave them. Or at least leave them till after the initial testing.

From what I can tell now is just a lot of testing to find what works and what doesn't, as well as where there might be graphical errors that could be distracting and how to possibly deal with them before putting up a beta.

Is looking great

Keep it up dude!

T-Prime wrote:

Keep it up dude! :)

Yeah, this.

Is Doublecross really the only non-Halloween stock map with a night theme? Huh.

pgroce wrote:
T-Prime wrote:

Keep it up dude! :)

Yeah, this.

Is Doublecross really the only non-Halloween stock map with a night theme? Huh.

Ohhh right, Doublecross has some great lighting for being a night map