Koth_trainsawlaser_rc2 and koth_wubwubwub_remix



  • Teaser:

    https://www.youtube.com/watch?v=YZG56mePLU4

    koth_wubwubwub_remix

    https://www.youtube.com/watch?v=UtnfZi2psSQ

    Welcome to Team Fortress 2.

    ­

    A barrage of light and sound that confuses and assaults the senses, but you'll want more each time the music ends.

    ­

    If you're not having a seizure, you're probably having an orgasm.

    koth_trainsawlaser_rc2 and koth_trainsawlaser_pro_rc1

    https://www.youtube.com/watch?v=YRbsf5wGRCA

    SOCIAL MEDIA WEB 2.0 CLICK THE LINKS



  • I didn't think you guys would be interested in TF2 stuff, which is why I don't talk about it here.

    I kinda wish when koth_wubwubwub was redone that Crash and/or FusionMetroid would have redone the old particles as well as added new ones. I noticed when I was playing koth_wubwubwub_remix a few days prior to its release that there were still effects that were basically 3D lines of solid colors.

    Oh, and you can probably see me bugging Crash about ph_trainsawlaser (Prop Hunt TrainSawLaser) in the second video's comments. He was working on that in the past (I've played the test version on his server), but it still had some bugs that needed to be ironed out first.


  • FoxDev

    @powerlord said:

    I didn't think you guys would be interested in TF2 stuff, which is why I don't talk about it here.

    That's never stopped @ben_lubar and his endless Dwarf Fortress screenshots ;)



  • RIP 2f2f

    Long Live 2f2f2


  • Java Dev

    Not all of us are antisocial assholes.

    I play wow. I'm reasonably sure I'm not the only one and I know we've got at least one eve player. But you don't hear us about that.


  • BINNED

    @PleegWat said:

    we've got at least one eve player

    Two active uncloseted ones by my count. I used t be, but I'm sober now.



  • Except I'm a bittervet and thus don't play Eve

    At least not for the past 2 ish years now.


  • BINNED

    @JazzyJosh said:

    Except I'm a bittervet and thus don't play Eve

    Ah. I mostly don't have the time. Bittervet syndrome didn't take quite yet when I stopped, though I did start noticing the symptoms.



  • Yeah, I guess I'm not really bitter, but my stuff is scattered all over VFK and 6VD-T if you catch my drift :)

    I think I was in my carrier at least.


  • BINNED

    @JazzyJosh said:

    VFK and 6VD-T

    YKYHBPEFTL when those seemingly random strings bring up memories...



  • What's better is I mistyped 6VDT-H

    inb4 CCP-US


  • BINNED

    @JazzyJosh said:

    What's better is I mistyped 6VDT-H

    Son, we don't care about that 'round here. Dashes, pish. I remember the days when we weren't sure if it's a 0 or an O because everything was in Arial.



  • s/dashes/tacs/



  • @PleegWat said:

    But you don't hear us about that.

    Mainly because:

    1. WoW is just a pile o' rides, not worth talking about because everyone else who's played it has played the same ol' pile o' rides already
    2. EVE is a Blakeyrant provoker b/c he tried to play the 2003 edition as if it were an instant-gratification seafood platter, which is something EVE never has been and never will be.

    Although, while the topic of MMOs is on the tongue -- anyone have any recommendations for fantasy sandbox MMOs?



  • Goat MMO Simulator is a fantasy MMO sandbox.



  • @tarunik said:

    EVE is a Blakeyrant provoker b/c he tried to play the 2003 edition as if it were an instant-gratification seafood platter, which is something EVE never has been and never will be.

    Well, could be worse, he could bash it without having played it.

    You know, like I do.

    Then again, I have my reasons:

    1. I don't like spaceship simulations in general.
    2. If a bunch of stuff I've worked on for months/years can be lost in a moment because someone else decided to be an asshole, I damned well better be getting a monthly paycheck out of it.


  • cp_bestinclass_v2 best map



  • @JazzyJosh said:

    cp_bestinclass_v2

    eeehhh, that's a challenge map. not the best for normal play.



  • @tarunik said:

    EVE is a Blakeyrant provoker b/c he tried to play the 2003 edition as if it were an instant-gratification seafood platter, which is something EVE never has been and never will be.

    Hey, they only get one chance to make a first impression. They blew it.



  • To be fair, the tutorial is still shit AFAIK even though it has been simplified. They should probably roll out more of them that play when you want to learn about new things to you in the game e.g. research and industry, wormholes, each class of ship, cynos.

    Also RIP Vile Rat.



  • @JazzyJosh said:

    To be fair, the tutorial is still shit AFAIK even though it has been simplified. They should probably roll out more of them that play when you want to learn about new things to you in the game e.g. research and industry, wormholes, each class of ship, cynos.

    They're working on overhauling the underlying systems so that they can do just that.

    @blakeyrat said:

    Hey, they only get one chance to make a first impression. They blew it.

    Have you ever considered the thought that not everyone wants instant gratification out of their games?

    @ben_lubar said:

    Goat MMO Simulator is a fantasy MMO sandbox.

    Needs a "dislike" button

    @powerlord said:

    I don't like spaceship simulations in general.

    Agreed that spaceships aren't everyone's cup o' tea -- even though I like EVE, I still find myself needing a game a bit more human-scaled from time to time; besides, wormhole life doesn't lend itself to only sitting down for an hour or so to play the game...

    which adds up to me seeking a fantasy sandbox MMO.

    @powerlord said:

    If a bunch of stuff I've worked on for months/years can be lost in a moment because someone else decided to be an asshole, I damned well better be getting a monthly paycheck out of it.

    Ever tried not putting all your eggs in one basket? Works wonders...

    For @ben_lubar and anyone else who may not have taken my original inquiry seriously:

    What I'm after out of a "fantasy sandbox MMO" has the vast majority of the following traits:

    ###Fantasy

    • Some sort of magic system (whether high or low magic)
    • Non-human races (Tolkienesque or otherwise)
    • Human-scale, single world (i.e. most play takes place with your character's boots on the ground, so to speak)
    • Non-technologically-focused setting (I already have the SF side covered)
    • A reasonable starting point (being thrown on the ground with just a loincloth isn't for me, but I don't mind not being able to blow away everything in sight at the beginning of the game, either)
    • Death should be consequential, but not permanent -- I'd be willing to explore a permadeath game, though, if it was reasonably complete/stable (i.e. doesn't have a significant risk of character-killing bugs)

    ###Sandbox

    • Open world, to the extent possible -- no instanced dungeons/isolated zones/places you can't walk to, and preferably no "holes"/unreachable zones in the world. Seamless world loading is nice, but not a requirement either.
    • No locking of zones to progression -- i.e. you can go anywhere you want to without having to ask "Will the game let me in?" Of course, this doesn't mean you're guaranteed to survive in an endgame area...but I'm OK with that
    • Player defined roles -- preferably no developer-defined character classes to begin with; if classes are necessary, then respecialization must be a low-cost, routine operation
    • No linear progression track -- progression can't require combat or repeated questing as a prerequisite (i.e. you can progress as a trader or crafter), and you are not restricted in what skills you can train by race or class, just time, desire, and prerequisites
    • Crafting-based, open-trade economy -- crafted goods make up a significant proportion (>25%) of the equipment used by both novice and experienced players, and bind on pickup items do not exist
    • Player-defined conflicts and organizations -- not only can players form guilds, but these guilds can act as political entities, own/control access to resources, and engage in conflict of some form
    • Persistent player effects on the world and story -- items placed in the world by players should stay put as long as they are being used, at a minimum; ownable territory and housing are niceties, but not strictly needed. Further dynamic worldbuilding such as terraforming and constructables is also nice, and the storyline should take into account, or at least provide a backdrop for, player agency and influence.

    ###MMO

    • Support for multiplayer interaction at multiple scales (person-to-person/character-to-character, in-world speech and actions, organization, and wide-area) through ingame chat -- the ability to have user-managed chat channels is quite helpful, as well as some sort of grouping functionality in both PvE and PvP
    • At least some support for in-the-world PvP combat; some type of player loot system is preferred, but not necessary
    • Single or multiple shard, but with support for a minimum of 500 players per shard
    • Openly playable (no invite-only/closed testing please) -- subscriptions or a limited (cosmetic effects only) cash shop are OK, but Pay2Win cash shops are bad for the health of the games that labor under them...
    • 3D game, at least at a reasonable level (I don't need Crysis level graphics, but if I want to do pure theater of the mind, I can do that in a chatroom just fine)

    Feel free to crosspost reviews into the Video game spotlight thread if you would rather not post them here; just identify in your review how the game you suggest meets the points given here.



  • @tarunik said:

    Have you ever considered the thought that not everyone wants instant gratification out of their games?

    I put like 30 hours into it, to try (and fail) to get any actual value from my money. Any gratification I would have gotten sure as fuck wouldn't have been "instant".

    But it turns out, 30 hours in, there was still nothing to do but shoot lasers at asteroids while you have a episode of MST3K or something going in another window, and fuck EVE.



  • @blakeyrat said:

    But it turns out, 30 hours in, there was still nothing to do but shoot lasers at asteroids while you have a episode of MST3K or something going in another window, and fuck EVE.

    That's what the tutorial leads you to belive, but it's definitely not the case.



  • Some games could definitely use a better tutorial.

    Team Fortress 2 is even one of those games. Heck, its tutorials only cover 4 classes out of the 9 and don't even cover general game mechanics.



  • New tutorial:

    • WASD to move.
    • MOUSE1 to shoot.
    • Some weapons have MOUSE2 actions.
    • One weapon has a MOUSE3 action.
    • 1 2 3 4 / MOUSEWHEEL to switch weapons.
    • G to taunt.
    • Y to chat, U to teamchat.

    Okay this is getting a little bit long...

    And I forgot R to reload because I usually have autoreload on.



  • @riking said:

    New tutorial:

    • W to move.
    • MOUSE1 to shoot .

    FTFY





  • lol mvm matchmaking



  • Oh right, skip to like 12:00 for actual gameplay. Which is extremely confusing.

    I totally forgot the matchmaking was utterly broken.



  • @tarunik said:

    Have you ever considered the thought that not everyone wants instant gratification out of their games?

    This is probably true, but the game also has to be sufficiently interesting to keep one wanting to play. My rule of thumb is that I drop a game once it becomes a chore.

    @tarunik said:

    Crafting-based, open-trade economy -- crafted goods make up a significant proportion (>25%) of the equipment used by both novice and experienced players, and bind on pickup items do not exist

    Crafting implies a finite but large arrangement of affixes, and certain arrangements of affixes are going to be better than others. The best arrangements are going to command high prices at the market, and that's going to cause armies of Southeast Asian child slaves to overproduce and make all the special, rare item combinations worthless.

    BoP attempts to solve this problem by limiting proliferation of rare and valuable items, and I would argue that it does a pretty good job of it. However, I'm not a fan of BoP because it usually means that to get the items you want, you have to sit through many 6+ hour sessions of taking orders over Ventrilo/Teamspeak/Skype to earn enough dee kay pee.

    @tarunik said:

    subscriptions or a limited (cosmetic effects only) cash shop are OK, but Pay2Win cash shops are bad for the health of the games that labor under them...

    What's your opinion on utility upgrades (e.g. increased inventory size) or being able to purchase items no more powerful than what's spawnable?

    @tarunik said:

    Feel free to crosspost reviews into the Video game spotlight thread if you would rather not post them here; just identify in your review how the game you suggest meets the points given here.

    I'd suggest MY GAME, except it's not out yet, and it violates at least half of your requirements!



  • Is Autoreload on by default? I don't know why it wouldn't be because there's no penalty to it (i.e. you can fire immediately even during the reload)



  • @blakeyrat said:

    matchmaking

    Pretty sure this isn't actually a thing. The thing just tries to make finding a server to play on easier.



  • Whatever it is, is doesn't work at work as my videographic evidence shows.

    I really would like an explanation of what the fuck was going on in that game with the toy train and the pumpkin head and the confusion.



  • @blakeyrat said:

    I really would like an explanation of what the fuck was going on in that game with the toy train and the pumpkin head and the confusion.

    TF2.

    TF2 was going on.



  • No, you have to enable it in the Options (or Advanced Options) screen.

    The only downsides of it are:

    • Scout's Force-a-Nature and Soda Popper: Ejects both shells even if the second one was never fired.
    • Spy's Ambassador: Blocks nearly the entire screen during the reload animation.
    • Spy's disguise reload mechanic - As a Spy, if you reload your revolver when disguised, it makes you appear to reload whatever your disguise weapon is (lastdisguise (default: B) switches your disguise weapon). Just hitting reload when your weapon is already full doesn't make this happen.

    Since reload animations can be interrupted to shoot at any time, that doesn't end up being a downside.



  • @blakeyrat said:

    Whatever it is, is doesn't work at work as my videographic evidence shows.

    I really would like an explanation of what the fuck was going on in that game with the toy train and the pumpkin head and the confusion.

    Custom game modes don't necessarily have to make sense.



  • @Groaner said:

    Crafting implies a finite but large arrangement of affixes, and certain arrangements of affixes are going to be better than others.

    Hint: introduce more dimensions other than raw performance alone... (see: fitting ships in EVE)

    If you really need an example:

    If I'm fitting a ship and need to put a warp scrambler on it, I'll reach for a tech 2 version first, but I can go up to a faction version (incrementally better performance but at an exponentially higher cost) if something such as the hull's bonuses or value makes it worthwhile, or the meta 4 version if the tech 2 scrambler doesn't fit. I can even downgrade to a meta 3 version if I'm fitting something cheaply (such as a tech 1 frigate or destroyer) and the costlier modules aren't worth being put on the hull...

    @Groaner said:

    The best arrangements are going to command high prices at the market, and that's going to cause armies of Southeast Asian child slaves to overproduce and make all the special, rare item combinations worthless.

    And then their prices go through the floor, and the manufacturing pool dries up because it's no longer profitable to sell the combinations at the price the market flood has induced for a given rarity of raw materials (or better yet, crafting blueprints/templates, which can be made in limited run forms). No need for BoP to fix this problem...

    @Groaner said:

    BoP attempts to solve this problem by limiting proliferation of rare and valuable items, and I would argue that it does a pretty good job of it. However, I'm not a fan of BoP because it usually means that to get the items you want, you have to sit through many 6+ hour sessions of taking orders over Ventrilo/Teamspeak/Skype to earn enough dee kay pee.

    BoP is a problem because it siphons off resources into an inherently illiquid medium -- you wind up needing other things (like WoW's disenchanting) to try and compensate for the economic distortions you created. It's like rent control -- something that sounds good in a perfect world, but doesn't work nearly as well in practice because economic behavior doesn't respond as predicted.

    @Groaner said:

    What's your opinion on utility upgrades (e.g. increased inventory size) or being able to purchase items no more powerful than what's spawnable?

    Slotted inventory is a crutch anyway -- EVE never had a notion of "inventory slots" to my knowledge, and it's gotten along just fine without 'em. (The only limit on what you can fit in a container is volume (or no limit at all for station hangars), and the stack limit is std::numeric_limits<int32_t>::max() -- the only people who hit it are those with giant hoards of basic raw materials.) Being able to purchase items no more powerful than what's spawnable can be OK, though -- you can do that indirectly in EVE via PLEX, and it's generally better for laughs than it is anything else. ;)



  • Anyway, returning to topic, koth_wubwubwub and koth_trainsawlaser are both even more fun if the server has Grappling Hooks enabled.

    Crash did that during Penny Arcade TF2's last game night.

    Although... since koth_trainsawlaser supports spellbooks, you have to choose which is more useful: Spells or Grappling Hook. Keeping in mind that the spells only appear when the mini-bosses show up.

    I've tried convincing Crash to reset control of the mid-point to neutral when the bosses arrive, kinda like Valve does in its Halloween maps, but he doesn't think he needs to. Except that when the "kill everyone not in spawn" effect comes up, that means the team that controls the point will win as the other team can no longer contest it.



  • Played Directional Dinosaurs again last night. Still a crazy map.


  • Discourse touched me in a no-no place

    @JazzyJosh said:

    Directional Dinosaurs

    Boy, does that give some weird GIS results.


  • BINNED

    @FrostCat said:

    weird GIS results

    Disappoint ...



  • Here's a super-duper protip: enable quick weapon switch. Bind slot1 to scrollwheel up, slot 2 to scrollwheel down, and slot3 to mouse3. Makes weapon switching 3000x easier.

    Downside: you lose your attack3 unless your mouse has extra buttons.



  • But what about classes with more than 3 weapon slots?



  • Keyboard 4 and 5 I suppose.

    I don't really play engineer or spy. Too frustrating.

    Well I do play engineer sometimes, but only to spam minisentries. And I have another bind for that.


  • Discourse touched me in a no-no place

    @aliceif said:

    But what about classes with more than 3 weapon slots?

    Buy a mouse with more buttons. Or hack it to add some more!


  • kills Dumbledore

    @JazzyJosh said:

    inb4 CCP-US

    Isn't that something to do with printing in Linux?



  • Only on Lunux Hardware



  • +attack3 is only used for the Medic shield in MvM right now, so no big loss. The Vaccinator was changed to use reload to switch resists.

    @anonymous234 said:

    I don't really play... spy. Too frustrating.

    DISOWNED!

    I'm not going to say I'm the greatest Spy ever, but I'm probably in the top 15-20%. Which is a pretty large margin, but eh. I suck at trickstabs or I'd probably be higher.

    Spy is weird anyway... the worse your team is doing, the better you tend to do. Normally you're a loner, but trust me when I say your team appreciates it when you kill enemies that are attacking them.

    As for button 4 (Disguise Kit), a lot of experienced players will tell you that disguises only work for sentries because they can always tell when someone is a Spy. I can tell you right now that's bullshit.

    Especially since advanced players tend to forget that the disguise kit can disguise as players on your own team... and the Dead Ringer will drop disguised corpses if it triggers when you have a friendly disguise.

    The Dead Ringer isn't used a lot in higher level play simply because you tend to get less kills with it in general. However, it is really good as distracting enemy teams.



  • @powerlord said:

    The Vaccinator was changed to use reload to switch resists.

    That's even worse! A lot of people have auto reload on and use R for something else.



  • @anonymous234 said:

    That's even worse! A lot of people have auto reload on and use R for something else.

    Tell me about it, I have R rebound to the disguise kit's "switch team".

    Right. I should explain why that is.

    There's an option in settings called "Concise disguise kit" which makes the disguise kit only use buttons 1 through 3 by splitting the disguises into sets of 3 and requiring 2 keypresses. So, you have to press 1 then 3 to get Pyro, 2 then 1 to get DemoMan, etc...

    When I first discovered this option, it would also remap the Switch Disguise Team to R while the disguise kit was open and return it to being reload when it closed.

    Unfortunately, Valve decided to make Switch Disguise Team assignable in the keyboard settings which made it - by default. Which doesn't make sense with the concise disguise kit as - isn't on the left side of the keyboard.

    I did fix this by making a reset.cfg that assigned R to reload and modifying all my various class cfg files to exec it.

    Then, in spy.cfg, it rebinds R to switch disguise team.


Log in to reply