Showing posts with label buildings. Show all posts
Showing posts with label buildings. Show all posts

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.

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.

Tuesday, September 18, 2012

Engineer MVM Buildings

Part of my MvM building project, this is the logical conclusion for building weapons for every class. I tried to give the Engineer practical problems to solve with his buildings. Unfortunately, these ideas also lend themselves to some of the cartooniest, corniest designs. Stunlocking and slowing enemies over a large AoE fits a magnet weapon, and honestly I wanted to give the Engineer a big horseshoe-magnet weapon. I had to take control of those influences when designing the Magnetron, but I still think I'm gonna stick a magnet on there. We'll see where the drawings take me when I start working on 'em. I think these have the most visible influence from Iron Brigade.

Offense:
The Magnetron
Stunlocks enemies in close range, slows down enemies at midrange

The Magnetron is meant to keep enemies in places where they're vulnerable to your big bad sentries. Useful for setting up kill boxes and slowing enemies down in places in places where it's better that they go slow.

Support:
The Bill Collector
A vacuuming building that absorbs nearby piles of money.

Transport:
The Generator
Looks like a small, gas-powered generator.Buffs friendly buildings, effectively making them "level 2"

Monday, September 17, 2012

Demoman Buildings

Part of my MVM Buildings For Everyone project. Putting a PDA in the action slot for every class, complete with its own buildings in the three slot spots taken from the PDA. All three are probably too powerful to be strapped onto one non-Engineer class, but who knows? Maybe one idea will be a good balance for the canteen in MvM.

PDA: A Countdown timer, seen here

Offense:
The Carpet Bomber
This minelayer allows you to dynamically cover a small area of the map with short-term explosives. Essentially, it'll lay five stickies, then detonate them when an enemy gets close. These bombs have a comparatively long arm time, so you can't trust them to catch fast enemies (like scouts or medics). These have a limited supply of ammo, expiring after expending just 10 ammo.

Support:
Robot Bait
Attracts the nearest non-tank Bomb Courier as long as its in range.  Tremendous range.

Transport:
The Pop-Up
This nonlethal minelayer pops enemies into the air, delaying them, putting them on a predictable path for your skeet-shooting snipers, and of course letting you get easier combos for weapons that deal in-air damage penalties.

Friday, September 14, 2012

Viewer Workshop: Thunderchin

Thunderchin gets props for being the first person to comment on this blog. I've seen his work before on the SPUF forums, so there's extra props there. Check out his blog here. Anyway, as promised I plan to promote ideas I like from the comments section on Fridays, in a segment I call Viewer Workshop. I might even talk a bit about ideas, offer suggestions and such.



The Medic
Offensive/Support/Transportation is all in one Building. Think of it as a Dispenser that can overheal. As it heals, it builds up a meter of its own. Also as it heals, it doles out speed boosts to whoever it heals. When this meter gets full, it becomes a planted Buff Banner except with full crits instead of minicrits.


An all-in-one building that offers overhealing, speed buffs, and eventually full crits. I've dubbed it the "Comprehensive Coverage". It's a full support machine from a full-support class. I like it.


The Spy
Offensive: Decoy Generator
Generates holographic decoys of the friendly team to help draw fire.
Support/Transportation: Team Invisibility


I'm a known proponent of team invisibility in general, so of course the team invisibility machine gets earmarked as a good idea. Of course, it's one I think is so valuable it could even be extended into the multiplayer arena, so that would be interesting to see.

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.

Thursday, September 6, 2012

Pyro Buildings

A continuation of the MVM buildings project, buildings for the Pyro. Further concept art is forthcoming. As always, suggest your own! I am by no means even a halfway competent developr 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.

Pyro PDA: A charred notepad and pencil (?)




Offense:
The Volcano Rig
This teeny-tiny sentry remains dormant until an enemy gets close, then lets loose with a fiery blast that knocks the enemy into the air while setting them on fire. Its dormant state is silent as the grave.






Support:
The Camping Fire
Expendable canteens last a few extra seconds longer





Transportation:
The Air Elevator
Tosses an ally into the air (and extinguishes them!)

Looking for a clever way to bounce allies around. This isn't really that clever.