Showing posts with label heavy. Show all posts
Showing posts with label heavy. Show all posts

Friday, November 30, 2012

The Day the Heavy Ran Out of Ammo

Pan slowly through scene 1. Shell casings litter the ground, dead pyro barely visible in frame. Distant Heavy laughter can be heard. Fade to black.

Fade in on scene 2, pan slowly through. More shell casings. A dead soldier should appear visible in the frame, and a scout's hand is visible, too, dead at the foot of a fridge.  A half-eaten buffalo steak sandvich is on the ground. Fade to black.

Fade in on scene 3, pan slowly through. Faint battle sounds. Pan through the scene, to freshly falling shell casings and a Heavy firing maniacally into a diverse crowd of BLUs, a Medic healing him. Boom-headshot, the Medic goes down. The Heavy looks over his shoulder, angry but not about to stop shooting.

Click-click-click--- the Heavy stops, perplexed, and lifts the minigun to shake it gently. It rattles hollowly. Experimentally, he pulls the trigger again. Clicking.. He feels the pouches on his waist.

Heavy POV, close up on his palm--there are three bullets, which roll out and clatter to the ground.

Low shot of Heavy watching them roll away. After their last clink, he sags, slightly. Then, sounds of a building deploying and a wrench whacking a building. An Engineer is building a dispenser! He hustles over to it carrying his Minigun, and watches as the Engie whacks it.

Unlike in the game, if possible, the Dispenser-deploy animation should be syncopated with the wrench swings, i.e. wrench hit, followed by 20% of the animation, wrench hit, next 20%, to imply that the Dispenser requires an Engineer's touch. This should stretch the tension nicely.

Finally, the little bottom hatch opens, to reveal an ammo belt. As the Heavy reaches for it, a BLU sticky bomb lands next to his palm.

Reaction shot of the Heavy. He defends himself from the explosion with his hand.
Heavy POV on Dispenser--it's gone, but visible through the smoke is the Demoman, grenade launcher in hand. Shift shots through the smoke to establish that he's there, backed up by a Scout, Pyro and a Soldier. They all look smug.

Shot of the Heavy, glaring at them, holding his gun, thinking.

Close shot of the Demoman raising his sticky launcher to fire another shot--slow motion--as a minigun flies into the shot and bowls him flat on his back. The scout looks on in surprise at the Demoman (whose foot is sticking up from the bottom of the shot), when the Heavy barrels across the ground punches the Scout.

Now we see the Heavy, he's holding the Scout's scattergun between two fingers. He pokes the trigger mechanism with his finger. Close up on the gun--it's too small to accommodate his finger. He looks around, and grabs the scout in a headlock, stuffs the gun in his hand, and fires it at the Pyro three times. There's an explosion of gunfire--the Soldier is holding a now-smoking shotgun.

The Heavy throws the Scout at him.

TF2 FANFARE, ROLL CREDITS

Monday, November 26, 2012

SPUF Runner-up: Kayohgee


Bio
Quite literally a "Baby man", the mercenary known as the Heavy in TF2niverse-159354 is the result of an experiment in which a prototype Mark IV "Manndroid" Exo-suit was given a single infant pilot (as the capsule was originally built for chimpanzees and was therefore unsuitable for an adult human).

The pilot's name, gender or (brief) personal history are a mystery, as are its motivations. While it clearly enjoys its work, whether the infant believes it is "playing" with the other mercenaries or is truly psychopathic at an impossibly young age is unknown. What is known, to allies and enemies alike, is that he or she has proven to be one of the most efficient killing machines in the Mann Co. army, and is indisputably the second deadliest baby on Earth. With a suit constructed out of solid Adamanntium and an arsenal of weapons at its disposal, the Heavy's only true weakness is its mobility. While the Mark IV is capable of travelling at speeds exceeding those of an ordinary human, its infant pilot consistently scores well below the accepted minimum on the "Ability to walk" portion of his or her yearly physical and tends to precariously stumble around the battleground, a featherweight away from toppling over.

Weapons
Primary: Dual Miniguns - one mounted to each arm.
Secondary: The BaBa - this consumable calms the Heavy, boosting his accuracy for a short time, but afterwards causes him to nap for six seconds.
Melee: The Rattle of Steel

Voice Lines
While the Heavy is only able to babble, his or her telltale gleeful laughter is often heard while mowing down entire waves of opponents.

Editor's Note: I preferred that this be a monkey to a baby, not just because shooting at babies seems wrong somehow but because it generates a little bit of diversity in character. I left it as a baby for the purposes of this posting. But seriously, who couldn't love the idea of a Monkeynaut Heavy?

The Party Favors

Party Favors
Level Communism Fists
On Kill: Four seconds of using the primary weapon of the victimized class.
DOES NOT WORK ON PEOPLE OVER 200kg

Whenever the Heavy catches a victim in his grasp, he puts them in a headlock and squeezes. Every powerful squeeze causes their fragile bones to twist and snap, pulling the trigger on whatever weapon they happen to be holding, until finally, well, puny baby bones weren't meant to be broken that way.

I know it wouldn't work as an unlock, necessarily. It's pretty complicated and the actual benefit is badly broken... I just like the mental image of the Heavy with a Scout under his arm, forcing him to shoot people because the Scattergun's tiny trigger is too small to accommodate hands of Slavic proportions.

Thursday, September 13, 2012

Heavy Buildings

The Heavy Buildings were kind of a tricky build because, of course, everyone always wants to suggest a sandvich dispenser, and nobody wants to see a support building that gives the Heavy independent heavy ammo a la the dispenser. Giving him an offensive weapon that didn't come off as overpowered

Anyway, this is a continuation of the MVM buildings project, buildings for the Heavy. Further concept art is forthcoming. As always, suggest your own! I am by no means even a halfway competent developer and I have a one track mind. Get creative and submit stuff to my comments! Good comments and ideas will get posted--with credit--on Fridays.

Offense:
The Western Affront
Rename pending. This is a fast-deploying minisentry type weapon, meant more to help the Heavy beat retreats than serve as additional firepower. Drop one of these to stall the robots while you spin down, back up, and head for more health and ammo.

Support:
Natascha II
This support weapon works like a regular sentry, but instead of firing bullets, it slows down its victim. Hits are still registered as hits (and can thus draw the attention of sentry busters), but do zero damage.

Transportation:
The Cubano
This "transportation" building actually generates a defensive cloak--enemies cannot attack through it, as though it were a fortification. Technically I guess it is a fortification.

Saturday, August 4, 2012

The Arms Race



The Arms Race
Level Vodka Fists
On Miss: Hit Yourself, dummy
On Kill: Throw enemy ragdoll for heavy damage

A weapon that allows you to kill enemies, and then throw their bodies at their buddies. Yeah, this is a remake of the Heimlich Counter Maneuver, but I liked it so much I wanted to repost it.

The downside is kind of a rough issue. On the related SPUF post  people pointed out that hitting himself would allow for advanced mobility options, or "self-damage jumping". It immediately split, one person liking it, the other seeming to dislike it. Either way, I'm not wedded to that as a downside, so if it's not downsidey enough... who knows. If it's too tough on the Heavy, a simple cooldown on missed swings might be preferable.

And handling a technical issue: I know that ragdolls are handled client-side. On a kill, the "real" ragdoll would have to be hidden or destroyed immediately, while the heavy created a generic version of his victim's ragdoll in his hands to serve as the actual projectile weapon. Since it has immediate in-game consequences, it would be treated as a projectile, NOT a ragdoll, in order to prevent people's optimization settings from killing the rag-doll. Think of it as a sandman ball that happens to be victim-shaped.

For a model, I was thinking that rather than created a new set of gloves for the Heavy to wear, his melee animations would change. The idle animation, rather than a pugilistic boxing pose, would be the Heavy standing with his palms open flat and displayed, almost like his retreating animation. The swing would be an open-handed swat. On a kill, he'd lift the body over his head--from the player's perspective, he'd see the Heavy's elbows (maybe?) and the hand of his victim visible in the upper corner of the screen. From someone else's perspective, they'd see the swat animation coming down, followed by a brief recovery animation as the Heavy lifted up his victim.