Team Portress

they are destroyable, plus with the ability to get stuck in short loops, it's definitely balanced, at least for some map types. I'm not sure that CP maps would be a good fit. I dunno
 
I'll be keeping an eye on this mod as I'd love to try it out.
 
Fascinating. I love Portal and TF2, so it could be really interesting to combine the two. I don't think it would be good to play that way all the time, but it could be fun to try out.
 
Oooooh everybody said it was only a matter of time before HF2 got a mod that let you use it I guess this is it. Looks interesting but my hands are full with current events so I am not even going to think about testing this on our server for the next couple weeks, sorry.

At one point I actually thought the spy should have the ability to line of sight teleport to solve some of his gameplay problems (requiring a charge and cool down before/after). Valve would probably never go for it though.
 
At one point I actually thought the spy should have the ability to line of sight teleport to solve some of his gameplay problems (requiring a charge and cool down before/after). Valve would probably never go for it though.
The beauty of modding is that Valve doesn't have to go for it. Just like NeoTF added some clever twists to Team Fortress Classic, I doubt it will be long before a group of programmers band together and create a NeoTF-style mod for TF2 (if it isn't already in the works).
 
My son is going to a summer camp to learn HL2 modding with a friend.

Now, I must command them to mod this!!!
 
That would be the perfect griefing tool.... wait for a sniper to take aim then poof they fall to a room with no exit. Plus, you could just have the cart fall back to the beginning of the map :)
 
I would assume they would program the physics to be too small for the cart to fall through; same goes for command points
 
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