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community additions for the base game ?
1
#1
0 Frags +

Have you ever thought: Oh man, we had this for ages in comp. Why doesn't' the game have this yet?

What are some things the community had for years that for some reason isn't in TF2 yet and could totally fit in the game? Here's a few ideas

* From medic configs and binds
- Icon in HUD for what kind of medigun the medic is using
- Alert in HUD for when your medic has 100% uber
- Alert in HUD for when your medic used uber
- Forward/backspawn option and alert when a point is captured / lost (without losing uber ??)

* From custom hitsounds and crosshairs
- Decent stock hitsound that isn't painful in your ears
- More crosshair options ? Maybe an option for hitmarker

* From custom maps
- Adopting jump as an official gamemode
- Take a few tier 1 / tier 2 jump maps and add scripts to make it flawlessly explain the basics of rocket/sticky jumps and strafe

just a few things off the top of my head, im sure you know many more

Have you ever thought: Oh man, we had this for ages in comp. Why doesn't' the game have this yet?

What are some things the community had for years that for some reason isn't in TF2 yet and could totally fit in the game? Here's a few ideas


* From medic configs and binds
- Icon in HUD for what kind of medigun the medic is using
- Alert in HUD for when your medic has 100% uber
- Alert in HUD for when your medic used uber
- Forward/backspawn option and alert when a point is captured / lost (without losing uber ??)

* From custom hitsounds and crosshairs
- Decent stock hitsound that isn't painful in your ears
- More crosshair options ? Maybe an option for hitmarker

* From custom maps
- Adopting jump as an official gamemode
- Take a few tier 1 / tier 2 jump maps and add scripts to make it flawlessly explain the basics of rocket/sticky jumps and strafe

just a few things off the top of my head, im sure you know many more
2
#2
28 Frags +
sageHave you ever thought: Oh man, we had this for ages in comp. Why doesn't' the game have this yet?

theyve been busy adding hats

[quote=sage]Have you ever thought: Oh man, we had this for ages in comp. Why doesn't' the game have this yet?[/quote]
theyve been busy adding hats
3
#3
-15 Frags +
AvvysageHave you ever thought: Oh man, we had this for ages in comp. Why doesn't' the game have this yet?theyve been busy adding hats

but we like hats!

[quote=Avvy][quote=sage]Have you ever thought: Oh man, we had this for ages in comp. Why doesn't' the game have this yet?[/quote]
theyve been busy adding hats[/quote]

but we like hats!
4
#4
35 Frags +

none of this makes money so not happening

none of this makes money so not happening
5
#5
13 Frags +

not an addition but valve needs to add these as the default options. 80% of players dont even realize they exist and quit because the settings suck.

net settings that dont feel like ass
able to get reasonable fps with the pre installed graphics settings
fov 90, view fov 70
visible damage numbers

not an addition but valve needs to add these as the default options. 80% of players dont even realize they exist and quit because the settings suck.

net settings that dont feel like ass
able to get reasonable fps with the pre installed graphics settings
fov 90, view fov 70
visible damage numbers
6
#6
13 Frags +

the interp 100 ms ( cl_interp 1) is literally from the dial-up days, and they say this themselves on the Valve dev wiki

Interpolation adds artificial latency to a player's view of the game world and as such should be kept to the barest minimum. Unfortunately Valve's games still default to a minimum interpolation delay ("lerp") of 100ms, a value tuned for the era of dial-up modems!
the interp 100 ms ( cl_interp 1) is literally from the dial-up days, and they say this themselves on the [url=https://developer.valvesoftware.com/wiki/Interpolation]Valve dev wiki[/url]
[quote]Interpolation adds artificial latency to a player's view of the game world and as such should be kept to the barest minimum. Unfortunately Valve's games still default to a minimum interpolation delay ("lerp") of 100ms, a value tuned for the era of dial-up modems![/quote]
7
#7
36 Frags +

imagine installing the game having 100+ ms of latency constantly, an FOV of 70, a viewmodel fov of 54, no hitsound, no damage numbers, near 0 instruction and random crits

why the fuck would you even keep playing

imagine installing the game having 100+ ms of latency constantly, an FOV of 70, a viewmodel fov of 54, no hitsound, no damage numbers, near 0 instruction and random crits

why the fuck would you even keep playing
8
#8
7 Frags +
toads_tfimagine installing the game having 100+ ms of latency constantly, an FOV of 70, a viewmodel fov of 54, no hitsound, no damage numbers, near 0 instruction and random crits

why the fuck would you even keep playing

for the same reason valve makes all their money:

silly hats

[quote=toads_tf]imagine installing the game having 100+ ms of latency constantly, an FOV of 70, a viewmodel fov of 54, no hitsound, no damage numbers, near 0 instruction and random crits

why the fuck would you even keep playing[/quote]
for the same reason valve makes all their money:

silly hats
9
#9
10 Frags +

i feel like ive seen this thread a dozen times now.

i feel like ive seen this thread a dozen times now.
10
#10
6 Frags +
blehi feel like ive seen this thread a dozen times now.

the whining part yeah, but what i actually wanted was more ideas and not just the "why is this setting not default yadda yadda"
things from configs, scripts, stuff like that

[quote=bleh]i feel like ive seen this thread a dozen times now.[/quote]
the whining part yeah, but what i actually wanted was more ideas and not just the "why is this setting not default yadda yadda"
things from configs, scripts, stuff like that
11
#11
-11 Frags +

give demoman a glock

give demoman a glock
12
#12
6 Frags +

crosshair outlines

crosshair outlines
13
#13
2 Frags +

Seriously, the only reason I got a custom hud was because damage numbers are done so poorly in the stock one, and I didn't get round to getting one until I already had 500 hours in the game

Seriously, the only reason I got a custom hud was because damage numbers are done so poorly in the stock one, and I didn't get round to getting one until I already had 500 hours in the game
14
#14
4 Frags +
saamnone of this makes money so not happening

They charge for HUDs in DOTA2. If They implemented this in TF2 and forced the creator to update their HUDs I'd be willing to pay for that kind of support.

[quote=saam]none of this makes money so not happening[/quote]
They charge for HUDs in DOTA2. If They implemented this in TF2 and forced the creator to update their HUDs I'd be willing to pay for that kind of support.
15
#15
1 Frags +
kKaltUusaamnone of this makes money so not happeningThey charge for HUDs in DOTA2. If They implemented this in TF2 and forced the creator to update their HUDs I'd be willing to pay for that kind of support.

They'd either need to start updating them themselves, or completely revamp how huds work in tf2.

It works fine in dota because you just replace images so that there's pretty much nowhere to break things, and updates don't really do a whole lot (the ingame editable ui has only had notable changes a few times over dota's history). For that matter the new way huds work in dota, they're all just remapped automatically (iirc) to the new ui.

In tf2, things break all the time, both from updates and from hud work just having a lot of room for things to go wrong. Very few huds have been able to continue being updated for their entire lifetime. If they started costing money, it would already need to be updated by the time the update hits every single time, which is impossible for the community and not really doable for valve (or at least I wouldn't trust them with anything of mine considering how the stock hud is).

[quote=kKaltUu][quote=saam]none of this makes money so not happening[/quote]
They charge for HUDs in DOTA2. If They implemented this in TF2 and forced the creator to update their HUDs I'd be willing to pay for that kind of support.[/quote]
They'd either need to start updating them themselves, or completely revamp how huds work in tf2.

It works fine in dota because you just replace images so that there's pretty much nowhere to break things, and updates don't really do a whole lot (the ingame editable ui has only had notable changes a few times over dota's history). For that matter the new way huds work in dota, they're all just remapped automatically (iirc) to the new ui.

In tf2, things break all the time, both from updates and from hud work just having a lot of room for things to go wrong. Very few huds have been able to continue being updated for their entire lifetime. If they started costing money, it would already need to be updated by the time the update hits every single time, which is impossible for the community and not really doable for valve (or at least I wouldn't trust them with anything of mine considering how the stock hud is).
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