Just a question because I never really saw an answer for it, what happened with Frontline?
Was it another community thing that was given the blind eye from Valve?
Or did they notice it but drop it because of the previous issue with 'Team End of the Line'
It's one of those themes that I genuinely adored, especially the cosmetics, the goofy looking tank payloads and even down to the supply drops for capturing areas.
Heck they even put in sea mines, as if they remembered you can put underwater sections on your maps. Something that felt rather abandoned by official map makers.
I'd really hate for Valve to just throw it to the corner after all the amazing effort these groups of people have put into it, the love and care shown is astounding and I just want Valve to speak out about it.
What happened is that Valve are, reportedly, no longer taking community updates "wholesale", so to speak.
So if anything from Frontline is to make it in, it'd be either be solo (like one map gets added in a campaign) or in a "War Three: This Time It's Everyone" update that Valve has the controls on.
The same goes for Mayann, or Iron Gauntlet, or any other community updates.
Well that's disheartening to hear.
We'll have to see how this 'Jungle Update' goes I suppose, just to see TFTeam's so called control over community made content.
If it's super restrictive I can't see much fun or creativity when making maps or items for such updates, and if the issue of sale percentage gets borked because of item tiers then R.I.P high-quality community updates.
Due to a few previous community updates featuring immature drama behind the scenes, the TF team was unable to trust the community to handle updates.
The team is currently trying a new model that we're seeing with the upcoming Jungle shindig. Basically it's them saying "We are going to do X theme, feel free to make content that fits." The community makes a bunch of stuff that falls under the theme, then the TF team selects from that pool to push with the update.
Frontline itself is more of a sub-theme. Like Spytech, it works well in many other themes. In fact, we've already gotten some of the Frontline assets in the game as they were used in cp_sunshine. It meshes well with the jungle theme under the banner of jungle warfare, so you can expect to see more of it with that.
And I don't see how it's "restrictive", it's not different (artistically speaking), from Valve saying on their blog "We decided to pick the Mayann project as the next community update [...]", you would still have to make jungle themed stuff.
Of course this is a small possibility, but I just don't have a huge amount of confidence when it comes to TFTeam.
Given how popular the Frontline theme was with the community my guess is we'll see Valve announce it as the next TF2 theme either this fall or early next year and we'll get a war/frontline themed update with a new Valve map in summer 2018.
I'm afraid that the next MJ will be very good, valve will see how much positive feedback theyve received and decide theyll do annual updates now
Listening to my vinyl, it has secret ambient tracks. Instead of the standard lock in groove most vinyl has, the pressing company replaced it with the soundscapes from different maps. I'm ripping the audio now for upload, but I can't place the sounds from one of the tracks. Side 3, the blue vinyl, has a marsh like sound, with a distant thunderstorm. Which map would that be?
I got my copy of the record in the mail today too. Here are some pictures because I remember some of you guys wondering what the packaging looked like.
The last picture is of the poster. I ordered it off Amazon so I didn't pick which poster I wanted, so I dunno if they are all the "blue" option, or I was just lucky and got the one I liked the most. If you guys want more indepth pictures feel free to ask but I gotta go to work in a bit so it'll probably have to wait.
Does playing the vinyls backwards summon bonzo the evil circus god?
I don't want to hype anyone up, but the third soundscape is one I cannot place, and sounds like a Jungle. Ripping finished, rendering out the results.
Is it the soundscape that comes with the swamp theme? I would also like to suggest that it could be Borneo, mountain lab, or moonshine
Does anyone remember that project where people were modeling weapons based on stats of ill-fitting TF2 weapons that were already in-game? I remember a Nitrogen canister knife for Spy and a laser rocket Launcher based on the laser in Gravelpit. Is there a link to that old thread?
The angular velocity (RPM) remains the same, but the linear velocity continuously drops as you get closer to the center, resulting in less data passing under the needle per second.
This phenomenon still plagues all disc-based media which is why CDs constantly change RPM to maintain consistent data density/playback.
If it is a map in game I suspect it it moonshine. Don't know what 4 is supposed to be, though.
Side 2: pl_thundermountain (Soundscape: ThunderMountain.Outside)
Side 3: Does not exist in the current game. I'm 99,9% sure about this. Has to be from new map / new sounds added to the game depot. Quite a tease!
Side 4: Can be from any halloween map, i use it in Hellstone too. (Soundscape: Halloween.hell)
So I just sent a suggestion to Jill, and I think you guys would like to read it, as I think I've finally figured out the solution to airblast's stunlock problem.
I have come up with a small core class idea that might interest you, for the Pyro Update, if possible.
For as long as Pyro has had airblast, people have complained about its capacity to stunlock opponents, which is no fun to play against. On the other hand, I enjoy playing Pyro, and airblast is an incredible tool for offense and defense. But I do believe that its current offensive capability is significantly greater than what it should be.
So to fix this, I propose that a cooldown be added to airblast's power. If this change were to occur, anyone could still spam airblast as much as they wanted, but it would not push people much at all until that cooldown meter were about halfway full. For a nice analogy of what I mean by all this, look at the weapon swing cooldown in minecraft post 1.9. You can swing as fast as you want, but it only does significant damage if you wait.
Now, airblast, at any level of cooldown, with this change, could still reflect rockets as fast as it can currently. Airblast's timing was meant to mirror the Soldier's rocket launcher, if I remember correctly, so that the Pyro could easily beat a predictable Soldier. And I think it should stay that way.
To offset the weaknesses that this would grant the Pyro, I suggest that airblast's base power be increased noticeably, as well as the flame thrower's direct damage (if you can't lock someone into a corner to shoot them up with shotgun shots or flares, then you should at least be able to burn them to death)."
Hello mercenary [Blackavar]! Greetings, from the year 2017!
Airblast spam was nerfed two years ago during tough break to enable airstraifing and movement. The flamethrower's direct damage was also increased during the pyromania update.
Sarcasm aside, direct buffs won't solve the problem of the flamethrower's unreliable particle physics (which, mind you, when working properly provides a respectably high DPS) or the skewed, wonky reflect angles.
We want consistency, not to buff broken mechanics.
Side 3 sounds like it shares some sounds with Sawmill, but the new sounds (the animal calls/noises) are definitely new!
Side 3 definitely sounds new, I can't recognize it from any maps
I think it's safe to assume it's a tease for the Jungle update