Our second map has just hit the workshop! Say hello to Speleo, created by Pont and Sarexicus
Check out the trailer for Speleo here:
https://t.co/z8jUQfZx68…
Want to see it officially accepted into the game? Vote for it on the Steam Workshop here:
https://t.co/SBQfrWmJ9i
i've been working on an MvM roguelike mode, which I'm calling "Conagher's Lab". it takes inspiration from the Dota 2 mode Aghanim's Labyrinth, and features an entirely new upgrade system, which you can see a work-in-progress version of here:
#TeamFortress2
If you haven't seen it already, the #TeamFortress2 Map I've been working on for the past year, is now finally on the Workshop! Links🧵1/4
Just to show off how much work went into this map, the gif below shows every version in order. (all pics are from the same position) #gamedev
FREEZE TAG UPDATE
The newest version of Himalaya got tested last night along with our new changes we made to the mode
-Frozen players are now slightly team-colour tinted
-Cap point unlock time reduced to 90 seconds from 120
-Scout and Pain Train users now thaw players faster
1/2
Boom! Big reveal! Myself, @Sarexicus and @Un_Codex have been developing something big for TF2!
Freeze Tag is a classic twist on the Arena mode format. When you die, you get frozen, and can be thawed out and brought back in the fight by your remaining teammates!
Valve should have removed 4:3 for CS2.
I'm so, so damn tired of seeing streams and videos with 4:3 stretched to 16:9.
Competitive players will do anything for placebo... *sigh*
i've been working on a custom VScript spells library for the @tf2maps 72hr #TF2Jam.
this library will let you add/customise your own spell pools, and add custom spells, like this one:
@Kibble_Bites_TF this does actually use that! but I found it was still a little restrictive, so I added a subtle pull in the direction the player is facing, alongside some other tweaks to grapple cvars, so it was more fun to use
(also this has the benefit of using vscript to *enable* that cvar!)
@PublicServant40 yup! I created them to mimic the Pulse Blades from Titanfall 2, which sense players through walls for a while. (they also instantly kill any player they touch but I didn't show that in the clip)
@PurpBatBoi good eye! yeah, there's sliding on surfaces that preserves a bit of your momentum. doesn't work very well on slopes right now but i'm working on that
@JoeyCheerio tldr; lots of vscript
long version: i use vscript to adjust the grappling hook's acceleration and player velocity to something a lot more fun than the defaults