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Author Topic: Make Up New Unlockables!  (Read 59274 times)

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Doom

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Re: Make Up New Unlockables!
« Reply #460 on: January 04, 2010, 11:43:23 AM »

If the Decoy Sentry has knock-back and I can build more than one, I would devise traps that entail somebody being stuck permanently between two opposing knock-backs.
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Bongo Bill

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Re: Make Up New Unlockables!
« Reply #461 on: January 04, 2010, 11:47:49 AM »

Well, until they just shoot one of the decoys down. Not that it's not awful.
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yyler

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Re: Make Up New Unlockables!
« Reply #462 on: January 04, 2010, 11:49:49 AM »

I like the idea of the engineer being able to fuck with people's minds like that though.
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Bongo Bill

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Re: Make Up New Unlockables!
« Reply #463 on: January 04, 2010, 11:52:36 AM »

To that end: Dispenser replacement: holoprojector. Build one somewhere; within a (very) large range, false images of random allied classes will run hither and thither according to pathfinding AI, occasionally flickering. Upgrading it causes more illusions to appear. The AI is something like the zombies in Left 4 Dead: the holograms spawn and disappear where no enemy can see them.
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Mongrel

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Re: Make Up New Unlockables!
« Reply #464 on: January 04, 2010, 12:09:59 PM »

Haha! Now that I like. Especially if they 'fire' at enemies.

Maybe a little shitty for snipers though. WAH WAH.
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Bongo Bill

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Re: Make Up New Unlockables!
« Reply #465 on: January 04, 2010, 12:29:01 PM »

Teleporter replacement: teleporter jammer. Useless by itself, but prevents enemy teleporters within a certain large range from functioning. Can cause potential problems on maps like Steel where you can build where they can't shoot.

Teleporter replacement: warp trap. Affects enemies instead of allies. The exit is much the same as a normal teleporter exit; the "entrance" projects a very subtle force field thing over an area, which teleports undisguised and uncloaked enemies who pass through it if it's fully charged. Must be such that the entrance can be deployed behind cover. It takes about a second for it to warm up, and at low levels you can just send in a sacrificial lamb to activate it then let everybody else slip through while it's recharging. Possibly better as a sentry replacement: it shoots you with spacetime bullets that send you to the teleporter exit.

Incidentally, this reminds me that I need to do some Science: what happens when you place the exit inside your spawn on Steel, and the entrance outside somewhere an enemy Spy can get to it and use it, now that Spies can use enemy teleports?
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Niku

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Re: Make Up New Unlockables!
« Reply #466 on: January 04, 2010, 12:31:52 PM »

The spy can get into the enemy spawn.  This is why you don't do things like that.
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Bongo Bill

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Re: Make Up New Unlockables!
« Reply #467 on: January 04, 2010, 12:40:19 PM »

Maybe too much potential for griefing, then. Fill your spawn up with enemy attackers!
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Zaratustra

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Re: Make Up New Unlockables!
« Reply #468 on: January 09, 2010, 10:14:31 AM »

New class: SAXTON HALE.

The manly Australian comes out from the spawn with just one weapon - his huge fists. However, using alt fire will kick a weapon out of the enemy's hands (setting his current ammo to 0), and Saxton can grab dropped weapons (either by this method or from dead people) and use them until they run out of ammo.

Sentry replacement: Treacle Field.

This device doesn't shoot anything, but generates a field that slows down enemies and projectiles in it.

Zach

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Re: Make Up New Unlockables!
« Reply #469 on: January 09, 2010, 10:43:26 AM »

Sentry replacement: Treacle Field.

This device doesn't shoot anything, but generates a field that slows down enemies and projectiles in it.

Eating a Sandvich in the treacle field causes it to heal an additional 25 health.
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Disposable Ninja

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Re: Make Up New Unlockables!
« Reply #470 on: January 09, 2010, 10:52:51 AM »

Well, if you're gonna do unlockable classes:

The Physicist. Weapons: Crowbar, Gravity Gun Prototype (alt: Head Crab-in-a-Can), Shotgun.
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Bongo Bill

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Re: Make Up New Unlockables!
« Reply #471 on: January 11, 2010, 12:53:55 AM »

Spy pistol replacement: fake gun. When you're disguised, it turns into a model of whatever weapon your disguise is carrying, and you can fire it realistically. It will do nothing. Probably has some effect when your disguise is off.

Minigun replacement: Anya. You can't move while spun up; however, while spun up, it bestows damage reduction against bullets and explosions (and arrows, needles... anything but fire and melee, essentially). The damage reduction starts small, but it climbs by 5% every second and 1% every time you hit an enemy, to a maximum of 50% or so. Possibly it does less damage. Possibly bestows the minimum damage reduction passively.

Sentry replacement: SONAR sentry. This sentry gun tracks by pulses of sound rather than visually. As such, it is highly conspicuous. It is more powerful than a standard sentry, especially at low levels, but it will not notice enemies if they crawl as they pass it and do not fire guns or other non-melee weapons.

Dead Ringer tweak: Dead Ringer damage reduction does not reduce damage from critical hits, including headshots and backstabs.
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Bongo Bill

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Re: Make Up New Unlockables!
« Reply #472 on: January 13, 2010, 07:15:47 PM »

Mentioned in The Thread, but if you want to go to the effort of modeling it yourself, you can now submit your own.

Stupid lousy goddamn 3D modeling programs. Why can't you have psychic interfaces? I'll try to make something basic, then cram the "comments" box on the submission page full of how it should work.

Anybody know where I'd look to find the models of the actual existing TF2 items in an editable form? I might have better luck that way....
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JDigital

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Re: Make Up New Unlockables!
« Reply #473 on: January 18, 2010, 04:21:54 AM »

We used to make custom Worms levels and draw in fake worms. I'd like a TF2 map that randomly places realistic fake sentries.
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Kazz

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Re: Make Up New Unlockables!
« Reply #474 on: January 18, 2010, 10:57:35 AM »

Spy pistol replacement: fake gun. When you're disguised, it turns into a model of whatever weapon your disguise is carrying, and you can fire it realistically. It will do nothing. Probably has some effect when your disguise is off.

i already made this up!

it's called the DOPPLEBANGER
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Mongrel

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Re: Make Up New Unlockables!
« Reply #475 on: January 18, 2010, 11:07:48 AM »

[image of spy with a sexy twin on each arm goes here]
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Joxam

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Re: Make Up New Unlockables!
« Reply #476 on: January 18, 2010, 11:32:34 AM »

Sentry replacement: SONAR sentry. This sentry gun tracks by pulses of sound rather than visually. As such, it is highly conspicuous. It is more powerful than a standard sentry, especially at low levels, but it will not notice enemies if they crawl as they pass it and do not fire guns or other non-melee weapons.

It could also track cloaked spies!
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NexAdruin

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Re: Make Up New Unlockables!
« Reply #477 on: January 20, 2010, 08:58:31 PM »

A buff banner that drops the flag on the field instead of being carried by the soldier that deploys it. The soldier can die and the banner will stay for as long as normal, but it can't be moved once deployed.
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Bongo Bill

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Re: Make Up New Unlockables!
« Reply #478 on: January 29, 2010, 10:54:24 AM »

Butterfly knife replacement: Cannibal's fork. Does no damage from the "front," but heals 25 HP on a backstab. Dignified Mediterranean "om nom nom" sounds optional. Voice clips complimenting the chef also optional.

Sapper replacement: gag kit. Contains a collection of tools for subverting enemy buildings. They can be deployed while disguised, and which one is used will be determined contextually.

Deploying the gag kit any old where drops an Inflatable Decoy. Only one can be deployed at a time. Drop it on the ground and in a few seconds it will blow up to become a "lifelike" facsimile of a Spy. It is immune to bullets, but a single melee attack (or perhaps two) from any class will destroy it. If it is in an enemy sentry's range, the sentry will fire at it continuously but ineffectively (indeed, it will fire past the dummy, hitting whatever's on the other side) until its ammunition is depleted. It is dangerous for an Engineer to take out a dummy by himself, as he can be harmed by his own sentry; better that a teammate should do it.

Use it on a teleporter to deploy a Telebomb. The affected teleporter will turn a highly conspicuous yellow color and change sound. Anyone dumb enough to go through it while it is in this state will explode violently ten seconds after teleporting, damaging nearby allies (and buildings) and dealing self-damage equal to that character's maximum overhealed HP minus one (so if fully overhealed you can survive your own explosion). A person who is going to explode will flash yellow and beep. As with a sapper, one or two wrench hits will return it to a functioning state. You can also enter a sabotaged teleporter yourself in a suicide attack; with the Dead Ringer, it may be possible to barely survive the explosion. Or maybe not.

Use it on a dispenser and said dispenser will undergo some obvious visual change. Standing within the dispenser's range will refill enemies' ammo and metal extremely quickly, almost instantly, but it will drain a proportional amount of health from those enemies. The amount of ammo refilled will be sufficient to refill all weapons, so standing near it with an empty weapon or zero metal will be deadly (possibly, it won't drain HP lower than 1, and will simply do nothing to enemies with 1 HP). It still functions normally for disguised Spies. It can be restored to ordinary behavior with two whacks of the ol' wrench.
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Zaratustra

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Re: Make Up New Unlockables!
« Reply #479 on: January 29, 2010, 11:06:09 AM »

Bombknife: Replaces Knife. Backstab doesn't crit, but attaches a large bomb to the back of target player. Within N seconds, he'll explode and deal severe area damage, unless the bomb is removed with some melee hits or a Jarate.

Fun Times Prop Disguise Kit: Replaces Disguise Kit. Disguise as sentry, dispenser, teleporter, intel, large ammo box, large medkit, sandvich, barrel or crate. Disguises of either team color are available.

Swapper: Replaces sapper. Makes sentries fire on allied players, teleports work backwards (and only for enemies), and dispensers drain energy and ammo.

For Engineer:
FUCKRAGER: Only usable once 10 buildings are destroyed in the same round. Engineer rides a giant mech of fuckdeath that deals tremendous damage to everything and everyone.
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