accless
Account Details
SteamID64 76561198028388391
SteamID3 [U:1:68122663]
SteamID32 STEAM_0:1:34061331
Country European Union
Signed Up March 19, 2013
Last Posted October 13, 2014 at 9:23 AM
Posts 71 (0 per day)
Game Settings
In-game Sensitivity
Windows Sensitivity
Raw Input  
DPI
 
Resolution
 
Refresh Rate
 
Hardware Peripherals
Mouse  
Keyboard  
Mousepad  
Headphones  
Monitor  
1 2 3 4 5
#7 i49 - Drawings to Help the Fundraiser? in Off Topic
SalamancerSpeaking of drawings, someone made a majestic, truly American piece of art today that I am going to use as inspiration when I'm in England: http://image.blingee.com/images19/content/output/000/000/000/7bc/797594071_1777417.gif

That hat on the bald eagle should be in game. Also the eagle.

posted about 11 years ago
#5 i49 - Drawings to Help the Fundraiser? in Off Topic
SalamancerLooks good, tweeted about it.

Thanks a lot!

Getting some good feedback but not too many actual commissions.
Then again, this has only been up for a couple hours

posted about 11 years ago
#1 i49 - Drawings to Help the Fundraiser? in Off Topic

Commissions are on hold till I'm done with the first batch! Made an example avatar I'll be using myself: http://imgur.com/nRowYz6 Background may change to increase visibility. Please read the next two paragraphs to get an idea what steps to follow through to get a drawing.

I'll open those commissions thursday the third of april 15 CEST (9 EDT) on a first come first serve base (but with a priority for team comissions) and close it at my own discretion (and reopen it once the first batch is done).

To get a spot, please post in this thread (only from tuesday on, everything else will be ignored to keep it simple). If you want a drawing, please use this excuse of a form:

Kind of commission: Avatar/Sketch/Fully Body Drawing/Full Body Drawing with Background
Class:
Hat:
Misc/s (not for avatars):
Expression:
Other:

I got examples of my other work here: http://imgur.com/a/w6SA0#11 and I thought I'd stack it like

All proceeds go to the fundraiser!. I won't keep anything for myself

6,50$ for a fully coloured avatar (head and one hat only); comes with an optional i49 background to show your ENTHUSIASM and support

6,50$ for a sketch,
15$ for an inked and coloured version (the Soldier with the black background) and
23$ for a fully coloured drawing plus graphical background + text if desired (think banner).

35$ for a set of 6 avatars
45$ for a set of 9 avatars

Paypal Only!

Payment wise, this has worked for me thus far: You tell me what you want. I do a sketch, present it, then the payment follows and 1-6 days later you will get your finished avatar.

Is anyone interested? I'd like to get feedback yo

________________________________________
First Batch (In no particular order):

Full Body Drawings w/ background
Comedian

Full Body Drawing

Sketch

Avatars
SHIN
Sherb
Paddie
Twilit
Marmite

All that is gonna be the first batcch. Gimme a week or so to work on it. I'll try to get them done asap :o
Also, prolly gonna be a change payment wise as this is gonna get directly linked to the fundraiser!

posted about 11 years ago
#86 Bad Timing or April Fool's Joke? in TF2 General Discussion
fraacOnly a German would think this joke was well executed.

Was the TviqBust video part of the joke? Was the timing of baud's ban part of the joke?

Drive-by racism what. Come on, you're better than that.

I doubt the Baud-ban thing was part of the joke. Would have to mean that the AC team had been discussing this closely with //cc and the crack clan community abau- about baud.
It was coincidental and making the pre-existing Tviqissuchacheat thing into an April Fool's joke almost suggested itself.
Just took a bit long to set up but I've seen other larger April Fool's jokes that took some days.
It's just poor timing with the Baud-ban that caused this much drama- but please, people almost always go 'I don't trust the AC team ever again'.

posted about 11 years ago
#24 TF2 6v6 TCG! in Off Topic
atmoWhy doesn't the pocket card have 300 hp??

It does :o Look closely. He has a big 200 in the middle of the cross. That's his default HP. If you look right above it, it has a red 300 in the overheal glow. That's the overheal. Not making 300 the default is necessary since he'll eventually drop below 300 and there are cards that grant overheal and cards that don't. Gotta know where the limits for both are.

(also put the card in the thread and removed the link. Looks better that way and is more convenient.)

posted about 11 years ago
#22 TF2 6v6 TCG! in Off Topic
natapon... useful for prizes raffles etc. giveaway during fullycharged episodes

Nice idea

nataponwe need hats for this game too! :D

This is supposed to be a TF2 card game, right? There shall be hats

posted about 11 years ago
#18 TF2 6v6 TCG! in Off Topic

Got card effects for pretty much everything now. We even got airshots.
Starting our closed beta now and then hopefully an open beta with a comprehensible ruleset for everyone to test for themselves.

posted about 11 years ago
#13 TF2 6v6 TCG! in Off Topic
zigzterIs it going to be as exciting as this?

We try to follow suit and also improve on their example. Pillows are integral to our game

posted about 11 years ago
#8 TF2 6v6 TCG! in Off Topic
FanofAngelsI play yugioh and I kinda wanna try this just to see how it plays.

We're gonna have a 'closed beta' starting by the end of this week which will help us sort out early big balancing issues but more importantly help us find an easy to understand ruleset with hopefully no loopholes. Once that's done we intend to try an open beta. Those early versions of the cards are basically only pieces of paper with names and effects written on them so one can easily print them out, cut them out and slide them into an existing deck of Yugioh or Magic cards.
We're happy to get as much feedback as possible once we're that far c:

posted about 11 years ago
#2 TF2 6v6 TCG! in Off Topic

RIGHT HERE:

A couple factors can influence what's happening on the field aside from the classes and their special abilities (Scouts have increased movement, pocket attacks twice demo has enhanced spam and range, medic builds uber):

Point Cards: Changes certain factors like damage taken, maybe movement (highground).

Action Cards: Majority of cards in your deck. Includes things like Rocket Jump Cards (Movement boni at the cost of health), Double Jump (damage evasion), Medigun Heals, Uber, Sticky Traps, Uber, Hiding Spots and more.

Tool Cards: Health Kits (Healing), Resup and Ammo Crates (card drawing/searching/general utility)

Offclass cards: Don't wanna get into these as it's going to take a lot more time to
explain.

This is going to be a non-profit project and is purely driven by love for TF2 and card games and an eagerness to see the two combined.

posted about 11 years ago
#1 TF2 6v6 TCG! in Off Topic

Feels kinda odd that this is my first post on this site after stalking it for months, haha.

This has originally been posted on ETF2L a couple hours ago:

Sorta kinda big update on the TCG front!

We're working in small group of (officially) 3 people as well quite a few people having a little but sometimes very awesome input! The core three at the moment are E-Thug, smzi and me.

http://i.imgur.com/Rus7PF7.jpg

We would love to get community input and expand our team by one or two more people to playtest/get input/work on the cards and to make that a bit more attractive, I'd love to explain the game a bit (not all because the basics are - by the average attention span- already a lot to take in). In the just 3 days we've been working on this, we have made enourmous progress. We've gotten to a point that we have a proper system to play with and mechanics that should work in theory and we've gotten so far that we can start 'beta-testing' very, very soon.

Our goal is to have a functioning game in a physical (printed) version once i49 comes around and play it over a pint.

But onto the game: The 6v6 TCG will revolve around positioning and strategy and we focus on reducing luck elements to a bare minimum.

You always start the game with three 'core classes' which are the Pocket, Medic and Demo. Scouts and roamer have to be played into a 'rollout zone' facing down and turned on their side. Outside of the first turn it takes a turn to put them into the game.
The field has 4 zones: The aforementioned Rollout, the 'Backfield', 'Extended' and 'Overextended'. The core classes start in the Backfield, Scouts and Roamer will be put in Extended. I'd like to point at my notes here http://i.imgur.com/QywWJxt.jpg . It will be a lot easier to know what I'm talking about when you see a drawn field. The opposing player has the same zones but mirrored, obviously, so your Extended zone counts as his Overextended zone.

A turn functions as follows. You start your turn by drawing a card, then the player whose turn it is can move up to 4 classes by one space. The defending play is allowed to move 2 classes. Then explosive damage is dealt (Soldiers and demo). Most classes have two ways of dealing damage: One is direct damage, the other spam (indicated respectively by numbers left/right next to a weapon). Direct damage can only be applied to a card aligned to your target. Spam can only be dealt to a class with one space inbetween it and your card.

After that damage has been dealt, the Scouts may move by one more space (special rule/ability for scouts) and then inflict their damage. The pocket soldier can damage in that same phase as well but not move beforehand (Special Pocket rule/ability). Then the turn ends and your opponent's turn starts.

Classes that are defeated (had their HP drop to 0) go to a special discard pile called the 'Respawn Room'. If a core class gets put there, you get to return it to your hand right away. A Scout or Roamer have to be drawn from it at the end of your turn but you get only one back at random. You can also use your movement turn to 'Retreat' a class and remove them from the current battle to save them for the next point.
Classes played from your hand go into the Rollout zone and can enter the field again in your next turn.

Since this is emulating 6v6, the 'format' is 5cp. You cap a point by spending a specific amount of time in your opponent's overextended zone. 'POINT CARDS' indicate what point you're playing for. If you capped a point you are allowed to play the next point (2nd in this case), same goes for last. If you cap it, you score one point and both players shuffle all cards save for the core classes into their decks and begin anew (best of three, win difference 5, till 5, we don't know yet; testing will show).

TO BE CONTINUED

posted about 11 years ago
1 2 3 4 5