Showing posts with label tf2. Show all posts
Showing posts with label tf2. Show all posts

Jan 8, 2010

Lots and Lots of Bots

If the string "TF2" means nothing to you, you'd do well to pretend this post is a giant blank space. Just sayin', is all.

Yesterday, Valve released updated tweaks to their experimental bots. That's experimental in the "we're really playing around with this AI stuff, please bear with us", not experimental in the "6 Million Dollar Man" sense. These bots are by no means the finished product -they only work on certain king of the hill maps, and Valve still has not programmed 2 of the classes (Scout and Spy). So I gave them a spin on my favorite map, KOTH_Nucleus.



And no, not these bots either.

What I found was that these bots play a surprisingly adequate game of TF2. Was their AI perfect? Nope, not at all. But what I did see was bots acting sort-of-human. By no means are they as good as humans yet, but I never knew what I would find around a particular corner, and they do a decent job of prioritizing in the middle of a firefight.

If their health drops low, and they aren't in immediate danger (say, a rocket pushed them far enough away from battle) I've seen them retreat and try to get health, either from a medic, med kit or dispenser. If their team had the point, they actually went hunting for other players. Medics do an ok job of healing the people around them and don't reach for their syringe guns if an ally is near.

Heavies probably walk around spinning their guns much longer than humans would, but it's nicely balanced by their recognition and harassment of snipers that are looking to hit the slow Russians. For example, unless he's in the middle of a firefight, I more or less have to catch a heavy off-guard with my rifle, or he just turns and keeps laying cover spray at me to mess up my aim. I like this.

But they do have a few niggles:

  • I'm not sure if the bots walking patterns are fully baked yet. In KOTH_Nuclues, it seemed like the bots kept running into our lower-level supply door because they couldn't find the nearby stairs. Also, if a sentry was just outside our spawn room, the bots would halt as they walked by our spawn door because, rightfully, they didn't want sentry in their face. This behaviors might be purposeful "spawn camping" (a nice touch, if it is), but they might be the result of glitches in the walking AI.

  • Demos bots don't use their stickies. Ever. Why not? I can understand it being a pain to program how and, more importantly, where to trap effectively with stickies. But using them as mid range combat weapons? That's a no brainer.

  • For that matter, I would like to see these bots switch to their secondary weapons more often in general. Soldiers and pyros switch to their shotgun when the situation permits itself. Engineers use their pistols to chip away at range. The only class I saw do a good job of this was the sniper. Whenever you got near him he spams his machine gun.

  • Interestingly, I didn't really notice a problem with snipers showing up in all the same locations, because these locations are exactly where human snipers keep pwning my ass usually frequent.

    It was the engineers I had a problem with. There might be only 3 or 4 locations I might expect an engineer to build, and by golly they only built there. It was always in a place that covered the capture point, and the Engineer would invariably be turtling.

  • This wouldn't have been a problem, if the bots actually behaved like humans. When a human sees a sentry that's kind of guarding an objective, entire team-involved strategies are devised to take that bastard out.

    What do the bots do? They ignore it until it they are in its range. And when the sentries are at level 3, that's a fatal mistake. So it's up to me, man of reason, to be an elite one man strike team to take out the sentry, or more frustrating sentries, so my team can recapture the point.

  • Speaking of, the bots do at best an erratic job of handling me as a Spy. I don't know what I'm going to get when I see them. There are times the enemy seems willing to invite me to their child's christening. There are other times it seems like they hear my decloaking from across the other side of the map and hunt me down Jumanji style.

    There are times when you can tell if they "suspect" you of being a spy. They'll keep looking at you (or, rather, keep their back from you), but more or less continue about their business. The minute you do something that would indicate you're not one of them, like stand still for too long or turn just slightly the wrong way, they'll attack you. Viciously. Valve, if the bots even have a whiff of doubt, why not have them attack the person anyway? It's what I'm used to against humans. And a hell of a lot less frustrating.

It's like they're messing with my head. Literally.

  • And the enemy engineers do a bad job of handling spies. If I sap their stuff, they try to wrench off the sapper instead of coming after me. Even their teammates nearby leave me alone. Of course, this means I'm free to keep sapping their stuff until it is destroyed. And even then, after his sentry is down, nobody attacks me. That needs some serious work.

  • While I'm still on the spy rants, they enemy bots have no concept of the Dead Ringer. They see me die and immediately forget about me. As a spy, that's not even fair.
Bottom line, if you're deficient in a class other than spy (I suck at flanking with a Scout, for example), these bots provide an adequate training ground to get you to some level of competence. Once you start beating these bots regularly as said class, then try your hand online. You'll likely still get your ass handed to you, but at least you'll have a starting point from which to build on.

Click here to continue reading "Lots and Lots of Bots"

Sep 16, 2009

The most ridiculous mashup of video games and pop culture EVER

Dear god, my head is going implode. Kinda like a reverse pinata, only instead of candy my head is full of lulz. And these lulz collapse into singularity. Which would make them more like the letter "K" if you squint really hard. That's what singularity means, right? Oh god, my brain is so bork right now.

The good news is if the Heavy Weapons Guy's career as a Billy Mays replacement doesn't pan out, you know MTV'll probably have some work for him.

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Aug 27, 2009

Peekaboo!

I know I've been talking a lot about Team Fortress 2 here. I swear I'm not a TF2 blog, it's just... well, I'm heading to grad school soon and I don't know if I'll have the time to play it. So I've been playing it more often than usual pre-emptively in case I don't have the time to be a gamer anymore.

When I saw this video, I was instantly intrigued by a new game mode someone's created called Prop Hunt. Essentially it's hide and seek, done TF2 style. Set in arena maps, the RED team has about 30 or seconds to hide from the BLU team, then the BLU team has the remaining time to go forth and slaughter. Sounds simple, right?

Nope. The BLU team, default pyro (though you can switch to heavy, another good choice), takes damage everytime they fire their weapons. So it pays to conserve instead of W+M1. Yes, you can pull the trigger so much you die. To augment this, periodically the capture point is "refreshed" and you can touch it for full health. The brilliance of this is that it takes you away from the hunt.

Oh, yeah, and it's called prop hunt. The RED team, forcibly scouts, are all turned into random map props as soon as the round begins. We're talking palm trees, buckets, doors, wood piles, hay - whatever is native to the map. Actually, the worst things to be forced to hide as are capture points (BLU always checks the point and you always look out of place anywhere else) and BLU pyros - you hold no gun and don't have the same running animations the other BLU pyros do.

The outcome of all this is interesting. RED's advantage, aside from being a prop, is its speed and mobility. I can't tell you the number of times I've spotted and lit a hider, only to have him run away from me before I could kill him. But what BLU lacks in speed, it makes up for in numbers - once a prop is out and running, you can see everyone scramble to cut off angles and kill it.

It's amazing to see what can be done with a little creativity and the patience to create a new game mode. Wholly recommended.

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Aug 25, 2009

Stop having a boring head, stop having a boring life.

Like many people, in TF2 one of the things I find most frustrating (aside from repeatedly getting schooled) is not having hats. I have one. There are a total of 30 if you count the hatless hats. Doing the math, I need some more fucking hats.


You like my hat, chuckle-nuts?

The only way to unlock them is to play TF2. Like, a lot of TF2, because hats drop about as frequently as Beastie Boys albums. But what do you do if you don't have the time to play 20 hours a day?

That's when you something like SteamStats, an idler. It allows you to be "logged into" TF2 using a fake server and just sits there. It's not nearly as computer resource intensive as just chilling in an idle server, so keeping it up and running is just a matter of not playing anything on Steam while you go about your business or just leaving your computer on.

Items drop about 5-6 times a day, and so far I've received no hats, but just the fact that I now have a greater chance to get my beloved camera beard makes this full of win. Enjoy your hats.

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Aug 17, 2009

Long live the king! (of the hill)

So the new TF2 classless update hit last Friday, and I've had about a weekends worth of time to digest it. With it came hats, a new play mode, new ctf and arena maps, and a metric crapton of tweaks. Here's my (obligatory) two cents:

What Valve did right:
Hats. While they're a pain in the ass to get, the option to give your character a little more customization is a welcomed one (camera beard ftw) . Now if only I could get myself some of those freaking hats...

CTF_Sawmill. I never was a fan of arena Sawmill, but take out a couple of the side attack routes and it plays very nicely as a capture the flag map. Only slight niggle is that the map is so open and with plenty of water on both sides of the map, that pyros tend to be underpowered on this map.

Sandman tweaks. Un-freaking-believable what they did. Scout now can double jump with the Sandman, but can no longer stun uber-charged enemies. Also, there's a significant health penalty, dropping the Scouts health to only 95 hp. This means taking one rocket to the face, not even a crit rocket, usually means you explode. This change is amazing for 2 reasons:

  • No longer are people limited to the Force-a-nature / Sandman combo. Most people (myself included) teamed the two items together to help compensate for the Sandman's lack of double jump. Now Scouts are free to choose either scattergun.
  • The decrease in health actually forces Scouts to play as, well, Scouts. It's easier to learn how to play any class when you can vividly see your mistakes. What better way than dying just about every time you make one as a Scout? That's what the 95 hp represents - a learning tool. Jump in, deal quick damage, jump out. Learn the value of making the other team chase you and not take your objectives/engage your team.

King of the Hill - I really love this play mode. You and your team try to capture a central point and have your timer reach 0 before the other team's. Simple, yet maddeningly frustrating at times. Plus, shortly after the release the announcer kept shouting "overtime" which was hilarious. But most of all, what's great about King of the Hill is...

koth_nucleus - This map was made for King of the Hill. It's small and incredibly well balanced. The capture point is literally inaccessible until its unlocked which has the added bonus of preventing one team from camping it. There's no good place for a sentry nest, yet it doesn't preclude the engineer from setting up shop somewhere - its defenses are just not impregnable like in some other maps. So much fun to be had in this map.

What Valve did wrong:
King of the Hill nests - In koth_Viaduct, and to a lesser extent koth_Sawmill, the matches are usually won not by the team with the most skilled players, but the one that establishes its nest first. There are a few spots on these maps that are perfect for it, and that's the problem. If the other team's sentry is at level 3 and the teleporters are up, good luck turning the tide (unless the other team is really bad at protecting their stuff). Remove those nests, Valve.

Alternatively, I'd love to try Viaduct and Sawmill as-is on a server that doesn't allow engineers. THAT would be interesting.

Arena mode - It got replaced. Much like the Medic's Blutsaugher to the Syringe Gun, King of the Hill almost completely replaces it. Sure, I may indulge Arena from time to time to get a Counterstrike-esque feel, but even with the nesting problem King of the Hill is more fun than Arena.

Rocket jumping / Force-a-nature jumping - While I haven't tried these out for myself, servers chatter was alive with complaints on how Soldiers were unable to reach places they normally could with a rocket jump, or how the Scout's "triple jump" with the force-a-nature is more or less taken from them. I guess I didn't see the need for this, Valve. Why change what wasn't really broken?

Overtime! OVERTIME! overTIME! OVER time! ...overtime! OvErTiMe! oVertime! OVERTIME! OvErtImE! Come on, Valve, you didn't need to patch this shortly after the update. I may be alone in thinking it, but it was welcomed unintentional hilarity, and really gave life to the otherwise unknown Announcer.

Summary
Overall, there's a lot to be excited about in this update. While I'd always love me some new unlockables for a class (Demoman, plz), the Scout plays like a brand new class with the changes made so I can't really complain too much. Not perfect, but few things are. 9.5/10

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Jul 16, 2009

TF2 videos

It's of no surprise to anyone who reads this blog that I love Team Fortress. I really think there's something for everyone and, though not perfect, comes about as close as you're gonna get in the first person shooter realm.

There's just something about throwing around jars of piss that really resonates with me.

Anyway, in my zealotry, I find a ton of videos that range from the pretty amazing to the "meh". Lately a few of them have caught my eye. You can find them after the break.


Meet the Crashes. Think America's Funniest Home Videos meet TF2.


Girlfriend Fortress. Someone recorded their girlfriend playing TF2 for the first time to fairly hilarious results. I think this is actually pretty close to my first experience ("how come I can't shoot while I'm invisible?")
Watch more videos of TF2


The always fun Nom nom nom server played a pacman map to awesome results.


Someone modded a female scout class. It's not perfect, as you can see, but it's neat.

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Jul 2, 2009

TF2 HEAVY SELLS KABOOM

I swear, Billy Mays' infomercials should just live on indefinitely and be dubbed over by other people, be they celebreties or other recognized characters. Take this video of the TF2 heavy selling Kaboom for example. It's one part memorial, one part entertainment, one part informercial.

It's memfotainment and it's freaking hilarious.


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Jun 17, 2009

Ramblings of a late man

What first started as a self-imposed deadline to write on this blog has, much later, developed into a habit. I have a predisposition to not break habits, both to my benefit and detriment, so I'm moderately upset I couldn't get to this as normal. Sadly, events have conspired to make this update late - some legit, some the direct result of TF2's awesomeness when shared with friends.

First, the shameless plug stuff:

Returning to TF2, it's taken the lion's share of my video game time once again. There's just something about the new release that has really drawn me back. Whether it's the new maps, the seventy billion tweaks Valve's made to really balance the game, the fun new unlockables, or the multitude of flammable flammable spies running around, I'm hooked again.

The only disappointment with the new unlockables is the Dead Ringer. I love it's concept and I want to use it - you get a non-lethal hit and you instantly cloak, with your opponent thinking he actually killed you. What's I think is missing is a way for the Spy to cloak without taking damage. Even if it's super gimped, and drains 2x as fast as when not taking damage, it would greatly improve the item's usefulness. As is, the Dead Ringer leaves the spy no way of infiltrating enemy lines except acting like an obvious spy.

This scan-and-color pen is ridiculously cool. You have it touch a color you want to replicate, and it mixes the different inks it has to then write in that color. Is there a photoshop equivalent of this? I don't know, being a digital art novice, but I would really enjoy something like this when making my shoops.

And lastly this video, as the name implies, does not stop being funny - even after 100 viewings!


Regularly scheduled updates to follow!

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Jun 8, 2009

Every class is different

Have kids? Love TF2? Do you want to read your kids a bedtime story AND teach them about TF2 all at the same time? Or maybe you didn't like this awkward, rapid-fire question set-up and would just like to see a hilariously well done TF2 video?

It's "Every class is different" - a TF2 children's book, as read by the Spy.

Click here to continue reading "Every class is different"

Jun 3, 2009

TF2 Sniper Practical Joke

Apparently, someone's been messing with BLU's ammo cabinet.
(for a higher-res version, click on the below image)

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May 29, 2009

Sniper/Spy Pack 2nd Impressions: Humble Pie

I'm going to say it. I was wrong.



The more I play in it, the more I actually have come to love Valve's new unlock system. Not having the usual speedy access to those sweet, sweet unlockables was disappointing and in that disappointment I was blinded to the good aspects of it. Gone are the days of mindlessly grinding achievements, all you have to do is enjoy the game you already do.

Where I think Valve messed up in this transition of systems, is they should have implemented the trading system promised, or made it so we wouldn't get duplicates immediately. It's frustrating that I've been playing the game for a good long while now and only have the Ambassador to show for it.

I go through cycles - binges, if you will - of Arena. I love Arena. It's like the cool, older-brother of Counterstrike. But, like Counterstrike, I have to be in the mood for it. The one time I played Nucleus, I didn't form opinions of it for good or for bad. I look forward to putting the new maps through the paces... once I feel like getting around to it.

What I can't stop playing right now is the payload race map, Pipeline. This is everything I wanted in my map and more. Attack/defend maps are one thing, but I've always enjoyed 2 teams vying for the same objective: CTF, Hydro, and traditional CP maps. This frantic style of play forces each team to both mind their defences as well as take the offense. The key to victory in these usually isn't in skill levels or in any one given strategy, but the fluidity in which a team adjusts to the situation.

Why I'm swooning hardcore over this map, though, is the changes in strategy the further you progress your cart. In two stages, the further you've pushed the cart, the closer to the enemy base it is. Last ditch pushes at the end are always exciting for both the attackers and defenders, because usually towards the end the cart has to go up only a small hill to win.

And in the final stage, it's a mad push up adjacent roller-coaster-esque tracks. This is the fun part, because these tracks are unforgiving: if not actively pushing the cart, the cart rolls back downhill, near where it started. Also adding to the frustration is the narrowness of the track - if you fall off, or are pushed off, you go back to the ground floor. Did I mention that the two tracks are within shooting distance of one another? Theoretically, both teams could have a firefight with one another while pushing their respective cart. Insane.

Now just let me have those other unlockables...

Click here to continue reading "Sniper/Spy Pack 2nd Impressions: Humble Pie"

May 26, 2009

Shotgun Content 8: Shameless self-promotion edition

Me, me, me, me! It's all about me.
On this blog, at least....

  • I'm writing now on another site, Top Cultured. I've even got me a new-fangled feature, entitled "Who Ya Got?", where I pit fictional characters and whatnot against one another in a theoretical fight. My writing there won't replace anything I do here, it's just another side project I'm working on.

    As always, I strive for a good read. Go check it out and let me know what you think!

  • Another episode of the Fair Use Law (ep 202) has been released and is available for your listening pleasure.

    What's relevant about it is that starting with last week's episode, we had moved to a new hosting server. If you were listening to the podcast using the embedded players on the FUL website, you've likely already made the switch. If you were subscribed via iTunes, there's a new feed. You'll need to re-subscribe to us using this link:


    Sorry for any inconvenience this may have caused. I promise you we're being as inane as ever on the new hosting server (podbean).

  • Though hardly breaking news, particularly given the speed of the internet, the TF2 Spy and Sniper packs were released last Thursday. To much of the community's disappointment, earning the new unlockables were no longer tied to the new achievements, but rather released randomly over time. Though I'm unsure if this has been fixed, anecdotal reports indicate that these unlock events would even give you stuff you've already unlocked previously.

    I don't like this new direction. Obviously, the lion's share of the fun of these packs are the unlockables. They radically change the way we play a given class. The precedent had been set that if you actively farm for 2 or so hours, you'd likely do enough to earn all of a class' unlockables. Not too huge of a time commitment, given the reward. In this new system, it wasn't uncommon for people to sink in 5+ hours and come away empty handed.

    I get why they changed the unlock system. It helps newer players get access to unlockable stuff without having to grind out achievements. This lets them just *play* the game (a novel idea). But Valve's implementation of it was less than Valve-perfect and they frustrated a lot of veterans in the process.

  • Lastly: http://www.laserportraits.net/ LOL

Click here to continue reading "Shotgun Content 8: Shameless self-promotion edition"

May 18, 2009

Surprise Spy update!

Valve, in true creative fashion, dropped the bomb that the upcoming Sniper pack soon to be released is instead a Spy pack. Turns out the Sniper really was a Spy. With the news, we get word of two new unlockables, the Dead Ringer and the Cloak and Dagger.



With the Dead Ringer equipped, when you take a non-lethal shot, you immediately cloak for up to 8 seconds and leave a corpse behind. The amount of confusion and insanity this thing can leave is going to be nuts. Now, even when you identify and shoot at a Spy, you can't be so sure you actually killed him, leaving you even more paranoid and confused. On a server with friendly fire on, this is going to be absolute mayhem.

The Cloak and Dagger is a new cloaking device that will allow you to be cloaked indefinitely provided you aren't moving. In fact, that's the only way the device will recharge, is to stand still. It's a trade-off, but a fair one - it's a better cloaking device, but if you want it to recharge, you have to effectively take yourself out of the game for a few seconds.

And not only did Valve see fit to surprise-release a pack for my favorite class, but they also put out a new "Meet The" video, "Meet the Spy". It's hilarious, fitting, and embedded just below this sentence.



If I didn't know any better, I'd say Valve was trying to get into my pants. I can't wait for the Spy update.

Click here to continue reading "Surprise Spy update!"

May 14, 2009

Shotgun Content 7

Click, click, pull:

  • Lately, the Konami Code has been sweeping the internet. Several sites now have Easter eggs and/or additional functionality built into them simply by entering the Konami code into them. There's a whole list of them over at http://www.konamicodesites.com/

    I would love to be able to Konami Code-enable something here on The Unwind, but I don't know what, and don't immediately have the programming expertise to do it. I can work on the coding, any suggestions on what that Easter egg should be, readers?

  • Random thought: How can successful emo bands still be all Angsty McLiveJournal after they've hit it big? If I were them, I'd go all Scrooge McDuck swimming in my large sums of money and when I'm bored with that have sex until I pass out with any number of beautiful women throwing themselves at me. Simply because I could. How are they not all sunshine and puppies at this point?

  • TF2 64. It needs to be done.

  • I did a few photoshops for Cracked.com, but never strung enough together to make any coherent theme of it here. Soooo, here:
Theme: Famous Pictures Without Pants



Theme: If Microsoft Ruled the World

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May 8, 2009

TF2 Scout is a Surprisingly Effective Salesman

The title really says it all. He's finally sold me on a Slap Chop.

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Apr 15, 2009

Nerf Now

In searching for good reading materials on the internet earlier today, specifically of the webcomic variety, I discovered Nerf Now. It's a video game webcomic that focuses primarily on Team Fortress 2, though does cross-over into other games such as StarCraft and Mega Man. But oh how I love me some TF2.

While it would be easy to dismiss it as yet another video game webcomic, I like this comic because it challenges itself. The dialogue is almost non-existent, or at least distilled to a Sims-like level, so the stories and ideas conveyed need to be that much more thought-out and executed upon. And, being largely TF2-based humor, I'm impressed how little of it is obvious "OMG it was a spy" jokes. Yes, I know the game lends itself to a lot of this kind of situational irony, but it's just that seems to be the punchline in most every other TF2 joke.

I also really like the art style of the comic. It's detailed, but not overly complex which I think is very much in line with the way TF2 plays out as a game. If I were ever to stop dabbling in drawing and start taking it more seriously, I'd like to think this style would be ideal for me to emulate.

Click here to continue reading "Nerf Now"

Feb 25, 2009

TF2 Scout pack is out!

Valve really knows how to bring the love to gamers. I am a gamer. Therefore, by the transitive property of love, Valve loves me. It feels good to be loved, you know?

While Team Fortress 2 continues to be one of my favorite PC games ever, admittedly I hadn't been able to get myself back into it. Not because it's bad, but I've had a bajillion other things to do and the gameplay had gotten... a little stale.

Which brings us to today, when the new Scout pack is out for TF2. It comes complete with new unlockable Scout weapons, Scout achievements, and Valve-created and community maps to play it all on. All of which are conspiring to get me reacquainted with the addiction I call TF2. Details of the pack can be found here:

http://www.teamfortress.com/scoutupdate/

This means that if you're going to play TF2 for the next couple of days you're going to see Scouts. Lots of them. If you're not grinding out your own achievements as the Scout, be prepared. My advice:

  • Engineer's sentries are set to have a field day, and Natasha-equipped (or skilled Sasha-equipped) Heavies should have fun against leetle targets as well.

  • Pyros' and Soldiers' lives have gotten more interesting - Scouts never were a huge problem for them, but now there's just more of them to harass you.

  • For Medics and skilled Snipers, it's still business as usual. For bad Snipers (like myself), your targets just got a lot faster.

  • Demoman and Spies should just take the next week off.
Happy Scouting!

Click here to continue reading "TF2 Scout pack is out!"

Nov 28, 2008

Mad skillz

I came across this awesome TF2 video over at Jaz McDougall's blog. It is some seriously awesome manipluation of the TF2 environment, set to some seriously awesome music. I'm liberally applying the term "awesome" here, because I think it's deserving of it.

Spectacular mid-air pyro volleys, an uber chain against the train, the random firing squads... there's nothing in here that doesn't impress. My favorite part has to be the cube spy crab walk at the 4:59 mark.

Click here to continue reading "Mad skillz"

Oct 2, 2008

TF2 Comic: Spontaneous Cranium Inflation

I was playing around in Garry's mod once again. It sure is a pain in the but working with the TF2 ragdolls, but it seems like every time I do it I learn something new. This time I had some fun with the inflator tool. Check it out:


Click for a higher resolution.

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Sep 18, 2008

TF2 Comic: Based on a true story

Using Garry's mod, I decided to make a TF2 comic based on something that actually happened to me this past weekend.

Apologies if there are any brightness/lighting issues... this was waaayyy more time consuming than I had originally thought it would have been, and I'm certainly still no expert at Garry's Mod. After many tries, and being more nit-picky than I had ever thought I could be, I settled on the below. I have a new found respect for people who can create comics (drawing them or otherwise) on a regular basis.


Click the image for the high-res version.

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