Saturday, October 27, 2012

Slender Medic

So there I was, just minding my own business, looking at the SDK to see if there were any cool unused animations for Merasmus, when I found this and

AAH AHH AHH AHH if you can hear this please, they are right outside my door! No time to call for help

Friday, October 26, 2012

Haha! Yes! Zombie Halloween! Called it! Yes, it was totally obvious, but that doesn't matter. The important thing is that I called it and it is awesome.

TF2 just introduced Wave 666, the Mann Versus Machine mode that adds goddamn zombies.

Monday, October 22, 2012

Prairie Fort Companion

The Prairie Fort Companion
Split Level Sentry Pod

The first pod costs 125 metal, with subsequent pods costing a mere 75. You can build up to 3. Once at least one pod has been laid, it will activate a Gun. Once the gun is active, it will travel to whichever pod has enemies the nearest, and attack them. When a pod reaches 25% health, the gun will retreat to a different pod and attack from there.

This allows an engineer to patrol multiple areas at once, although he won't be able to secure any area as strongly. It's like a sentry gun crossed with an ender man. A minisentry gun that takes a little bit more time to set up.

This is based on an old, old idea I had that has long since been deleted from the SPUF.

Tuesday, October 16, 2012

Generic Melee Idea

The Leverage
Level 10 Crowbar
 +5% damage for every enemy within 100 Hammer Units
-5% damage for ever ally within 100 Hammer units 

This generic melee weapon gets stronger when you're by yourself! Of course, if you're in the majority it's not very strong.

Monday, October 15, 2012

The Medieval Wrench

The Olde Fashioned
Level XVIII Wrench

+25 HP
On kill: +25% to Ingredient Bar
Alt fire: Expends 25% ingredient to deploy Rake
Cannot Haul Buildings

The Rake
Deals damage to the person that steps on it, then breaks
Deals less damage if it hits enemies in the back   

So, Buildings in Medieval Mode is my most viewed blog post, probably because I link to it basically every time someone even thinks the words "clockwork" or "ballista". This is my idea of an alternative that feels Engineer-y without completely shattering the balance in Degroot Keep and making it a painful, boring slog. I mean, at least I think it does.

Anyway, the nufs and bolfs: this thing allows you to do something pretty basic. Create a little proximity trap that hurts anybody who walks over it. However, because the M2 button is now bound to dropping the rake trap, it cannot be used to haul buildings. Since you cannot haul buildings in Medieval Mode, that translates to pure benefits there, but a fair downside elsewhere. Originally the rake was going to be a bear trap made from a ribcage, but I recently posted a bear-trap looking weapon on this blog and anyway the Rake was funnier. Plus, a "rake" is old-timey talk for an unscrupulous person and we'll pretend that's entirely deliberate.

Why does it do less damage if the enemy backs over it? Because getting a rake to the nose hurts more than a rake to the shank, that's why, and also because it gives enemies a way of dealing with rakes that doesn't compromise their usefulness in regular gameplay (i.e. they cannot be shot to destroy them) and also makes your enemies behave in a silly way.

Thursday, October 11, 2012

Spy Buildings

Part of my MvM building project, this is the logical conclusion for building weapons for every class. The Spy is a tricky class because of his covert nature. He's exactly what you'd expect from a spy--he should be ready to quit the territory at the drop of a hat. Sorry about the slow updates lately, I've been swamped with school work.

Offense:
The Flipped Asset
This mine-like building will snap up an approaching robot and spin it around, forcing it to fight its former comrades. It'll attack just like it normally would, albeit without moving. A Flipped Asset is not considered destroyed until the robot that it captures dies. Giant robots are immune but take damage from a Flipped Asset.


Support:
The Web of Deceit
Generates a field that distracts the bomb courier. Bomb couriers in range of its effect  that are not within a set distance of the real Bomb Target will head towards the Web. The WoD loses HP for every second a bomb courier is caught in its radius and cannot be repaired. Sentry busters will be distracted, but tanks cannot be persuaded to change course.



Transportation:
The Blind Spot
Generates an invisibility field. Allies will be ignored by enemy AI unless they fire an offensive weapon or are bumped into by a foe.

The Man in Tin

Everybody seems to think that the Engineer should get an Iron Man style suit. I disagree, but I have a lot of ideas on the matter that I think could fit into TF2's overall design style, without an unnecessarily elaborate changeover in mechanics, new keybinds, or inexplicable abilities.

When I was writing this idea out, I didn't bother with balancing it because I don't think it's a good idea. The engineer is a bit of a middle child in TF2, he fulfills both a defense and support role. He's not the best defender, or the best support, but he has more support capability than better defenders and more defense capabilities than better support.

So no, I wasn't balancing it, I'm simply experimenting with the form, looking for keybinds and controls that fit into TF2, that allow the player to make fun decisions with his loadout underneath the armor, and this is the result of that experimentation.

The Hand of Tin
Melee Weapon
Replaces the sentry with the Tinman Suit Generator
Alt-fire removes Tin Man Suit

The Tinman Suit Generator 
150/180/216 HP
30/20/10 seconds on suit generation
20/25/30 DPS
150 metal (+200 per upgrade)
Standing on this will activate the Tinman Suit. Upgrading the Tinman suit confers extra benefits to the suit, reduces the downtime between suit productions. It also repairs suits of any Tinman engies standing nearby. Building suits costs 100 ammo, repairing suits costs 1 ammo per damage tick.

Tin Man Suit

100/125/150 Armor HP
+10/15/20 percent damage to primary and secondary weapons
+25 jump height
At level 3, gains a bonus ability*
The generator grants additional benefits (?) while suit wearers are near it, and will warn you when you leave its proximity. The Suit will be destroyed when its armor HP runs out, when the Generator is destroyed, or when you use alt-fire on the Hand of Tin to manually destroy the armor.

You will be dual wielding a second weapon when your primary or secondary is out (regardless of what t is)

*Bonus Abilities List:
Exploding debris (the suit's chunks will explode when shot at, like pumpkin bombs)
Hover jump (hold jump to slow a fall)
Goom stomp (deals damage by falling on enemy heads)
Fortify (crouch to repair HP)