Monday, November 26, 2012

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.

Friday, November 23, 2012

SPUF Character Contest 2 Winner: Stamda

The Mercenaries in TF2 are just guys. They work their jobs--blowing things up, shooting people in the head, shooting lots of people in the head, keeping people alive, shooting people in the head with rockets--but they're regular guys from a variety of backstories.

Those backstories are arbitrary, and I wanted to change them. Not because I think they're bad, but they're arbitrary and I wanted to see who else could do these jobs! So I challenged SPUF and said "Show me your moves!" Design a new version of a TF2 class, write a couple voice lines for 'em, tell me what their default melee weapons, and I promised them that I'd put them here.

Well, here's one by Stamda, who won the contest! Runners up to follow!

The Sniper
Bio: Stay off her lawn! A curmudgeonly old hag from Fort Gratiot Township, Michigan, this geriatric banshee of a woman can thread bullets through skulls as easily as she can string into sweaters! If you don't get a head full of lead, you'll sure as hell get an earful of berating from this living insult generator! She's mighty good at cribbage and checkers, too.
Appearance: Wrinkled, sunken face, gummed mouth, bifocals, an orange wig, a nightgown and slippers. Stands with a hunch, runs with a hobble and swings melee weapons meagerly.
Weapon changes:  -Rifle is an ironsights rifle with a crack in the stock and a piece of fake hair stuck in the ejection port. -SMG is dual Scorpion variants that are heavily beaten, with a tally mark (totalling 7) labeled "Husbands" on the right gun. -Melee is a rolling pin with flour and blood on it.  Voice: Raspy, wheezy, and intended to annoy.
Voiceline examples:  Kill streak: "Do they kill boys at birth now or what?" Headshot: "Here, let me help your miserable wife out!" Melee dare: "Don't run, you'll just die tired and an embarrassment!" Dominating a Scout: "Nyeeheehee, my dentures are squrrielier than you, schoolgirl!"

Monday, November 19, 2012

Team Fortress Throughout the Ages

So I recently discovered the Wayback Machine, an Internet archive service. It is excellent because they've been taking snapshots of websites periodically for at least the last fifteen years, and boy, amongst the sites they've saved? Teamfortress.com

Check out the first Snapshot: 1/6/1997. Look at that web design! Fiery jpeg text, pure black background... It's great. I cannot snicker about this because I'm not in the business of throwing stones, at least until the lease is up on this glass house I live in, but it's pretty cool to see how far the web has come--how far this site has come--in a decade and a half.

This is probably the greatest gem from that site.  It's Robin Walker's company bio, a little over ten years before the launch of TF2. That's pretty cool.

Robin Walker
Position: Director, Lead Designer
Title: Director of Nonchalance
Future: I'd like to keep coding freeware game add-ons.
Present: I'm handling the game design for our TC, and maintenance of TF.
Past: Two years at uni officially doing computer science (I'm not going back to finish my degree, I swear!)
 The site breaks around 2001 and comes back online, owned by Valve apparently, in 2004, advertising Halflife 2. Interesting to nobody except me, probably, is what Team Fortress 2 looked like when I was a junior in college, when I was just an innocent lad who didn't like FPS games and had only the vaguest idea of what TF2 was all about. Meet the Heavy would change my life and cost me literally hundreds of precious hours of sweet existence.

Friday, November 16, 2012

SPUF-Authored Voicelines

I ran a bit of a contest on SPUF, where I challenged the community there to write voicelines for their favorite set. It got a few replies with a variety of good voicelines, although far more references to Doctor Who than I had anticipated. Such is life, I suppose. Anyway, here are voicelines that I felt really captured the spirit of the contest, or made me laugh.

Astronaut--
Court Marshaled, Maggot!
To the firing line!
Back in line, maggot!

Stamda--
Where's my money?
Hey you, with the shoes and the shirt!

 Von Raptor
On Kill assist: "where would I be without my Patient?"
Spy Kill: (Angrily) "It seems my team can fight, but cannot observe..."
: "There is nothing more obvious then a "Deceptive" Spy"
: "and so ends the curious incident of the engie in the night time"
: "Bad spies are common, Good ones are rare, therefore it is in the former that you fall!"
:"no ghost need apply"

After a large number of kills/assists on a short time: "When you have eliminated the enemy, what ever remains must be a failure! Haha!"
"I am the Medic, it is my business to stop your business"


Winner!
Vivhero--
When Dominating
Scout: "Dominated! Can't run now can ya ya poser?"
Soldier: "Keep lobbing rockets brotha, I can eat them up!"
Pyro: "Oh man! Your like a big walkin' Healthpack!"
Heavy: "Ya wanna eat fatty? Hope ya like fish, I got seconds when ya come back!"
Engineer: "Drink it up cowboy!"
Demoman: "Aim always beats spam!"
Spy: "COme on ya spook, disappear! Try it!"
Medic: "Ya won't be needed here doc!"
Sniper: "No matter how high the tower is, ya still get beat by a fish like a moron!"

Wednesday, November 14, 2012

Toying with Sets: Taunts and Voicelines

TF2 is full of item sets, and some item sets, when you wear them, affect the Merc's behavior. Whether this translates to silly voicelines (Heavy is prettiest princess!) or silly behavior (Thriller Dancing) or just something else changes depending on sets, but generally it introduces some new ways for the Mercs to make us laugh.

So I had this idea: what if any given class had been released with a particular set as their default outfit and weapons? Obviously, this would affect the way the players thought about the characters and change the way the characters were written. What if the Sniper was British Expat in Saudi Arabia instead of an Australian? What if the Scout was a bankrobber?  How would it affect their domination lines? How would it affect all of their lines?

For example, I look at the Riot Demoman set and I imagined that the Demoman, rather than being a black Scottish Cyclops, was a black, drunk Scottish Cyclops policeman, and wrote a handful of lines to match.
Here's a selection:
"Die! In the name of the law!"
"I'm a police Officer! I'll leave you in pieces!"
"What's that? Po-lease brutalize me? With pleasure!"
"I'm a loose cannon with nothing left to lose!"
"You have the right to remain dead."
"If you cannot afford a coffin, one will be provided for you."
"What's all this, then?"

"I need this point for police business!"
"This is being held for evidence!"

This is something I intend to do for a handful of sets as I like, and to seek help in doing from the SPUF! Leave a comment with a handful of unique voice lines for your favorite Subclass!

Monday, November 5, 2012

Meet the Dumpster Diver/ TF2 Voice-overs


This is easily the greatest SFM video I've seen since the program started. Well written, original, wonderfully animated, choreographed, and best off all, it takes that hideous Dumpster Diver set and makes it into easily the Baddest Bad Thing ever. I won't go as murder-house crazy as one poster (who threatened to eat a stew made of his own pubes if it didn't win a Saxxy), but seriously, if this doesn't win a Saxxy it will be because the world was destroyed by horrible fun-hating creatures from beyond the stars.

Something about this video lead me to start thinking about how voice acting is used in SFM. The way he mutes Merasmus and the Soldier's conversation not only sells the idea that you're eavesdropping, but it also breaks up the audio so that the fact that it's going to be recycled lines that are pitch-for-pitch identical to the stuff in the game is not as distracting.

 The voice acting in TF2, while comedy gold, isn't really performed to be conversational, which means that even sentences that grammatically work as dialog sound off. These aren't even really meant to be dialog--they're background noise. Hilarious, well-written background noise, but mostly it's stuff to give TF2's combat a little sonic texture. When they're used in Source Filmmaker videos, there is often an uncanny valley effect: the words don't quite match up with the situation. This, of course, gets worse for TF2 fans; we've heard all this audio a billion times, so we know exactly where every line comes from and it tends to really remind me that you don't have access to the original voice actors.

Of course, it's not really that bad of a problem, and I cannot say that it genuinely detracts from a movie's overall quality. But it's something to be aware of, I guess. Listen to your audio really closely when you add it.

Ask yourself some questions:

 "What was the VO intended for--does it match the emotional relationship with my usage?"
 For example, although two lines may be written down as "Help me!" One may be frustrated, while the other is desperate. The Engineer shouting "I need some doggone help!" sounds angry, as though he's tired of being the only one on the point. The Spy shouting "I require assistance!" sounds a little more needy, but it's such a long sentence compared to "Help!" it diminishes his desperation.

"Can I edit this VO to make it fit better?"
Use editing software to change up dialog lines. Minor changes are usually better than major ones--add a tenth of a second to simulate a pause here, slightly change the pitch to alter the inflection there. Sometimes you can make Frankenlines by editing two together, but I don't know if that's going to sound great every time

"Do I need this audio?"
People tend to overuse audio because they have access to it. But watch these videos: The Mac promotional video, the Mann Vs. Machine promotional video, the Engineer Update promotional video. Three videos, and each one has one VO part in it, and none of them uses anything more than incidental audio.

The community's familiarity with the voice acting means that unless you use that audio in a really, really novel way, it's going to sound robotic to them. These are jokes they've already heard, so unless it's absolutely necessary to the scene, it's probably better to limit yourself to one, or let your acting do the talking.

"Can I get someone else to do it?"
Write some original dialog for your scene and see if you can't get someone else to perform it. Even if the actor is completely terrible, the novelty of original dialog might bring your video up! And sometimes, you might get lucky with some great material or something. Who knows?

Friday, November 2, 2012

The Necromedicon

The Necromedicon
Level Undead Medigun

On Ubercharge: Allies in an AOE reduced to zero HP become zombie mercs.

Zombie Merc:
On death, the zombie's respawn counter begins but they continue playing as a Zombie Merc. If they survive until their respawn counter reaches zero, they're respawned in their current location*.

Zombie mercs have 75 HP to start, but they begin to passively heal the longer they stand near the medic. Zombies cannot interact with objectives (they cannot block or capture points, carry intel, or push carts).

When the Charge ends, all zombies begin to degrade at a rate of 10HP per second, but they will still respawn at their location*. If the Medic dies at any point, all his zombies die. Zombies who die or degrade do not have their respawn times reset.

Zombies are limited to a vanilla Zombie Melee Weapon, which causes bleeding but otherwise shares its stats with the standard melee weapon (.6 swing speed, 64 damage).

*Live-Respawn is subject to change depending on whether or not it's possible in-engine and proves balanced.

Suggestions? Drop me a line, tell me what you think!