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Other Customization & HS Additions Everything from new ways to play to modded figures |
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#13
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I haven't been back here in a while (RealLifetm gets so busy at times...) but thanks you to everyone for your comments.
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I'll post up the demoman as soon as he is done. Thanks for the comments everyone. Keep 'em up |
#14
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#15
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So here we have the Demoman...
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#16
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Whitestuff, I know that this is a very small matter, but I really like the fonts you have chosen for the cards. They're very attractive and easy to read, which is much appreciated by these old eyes.
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#17
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Ok here's some feedback so far: (1) Are you wanting these guys to die very quickly? Some of these specials are very powerful. I can understand if you do, because TF is like that- Over the top on everything!! How about a special scenario rule: "Destroyed units reappear in their starting zone at the start of the subsequent round". (2) Another scenario idea: How about using all 9 TF2 characters, 9 starting zone spaces, and 3 sets of order markers? You'd need a special caveat of "A given numbered order marker cannot be placed on the same card more than once." This keeps you from putting all 3 of your 1's on the Scout, for example. After that, you and your opponent would roll init like normal and alternate playing all 3 of your 1's in any order, then 2's, then 3's. (3) The Scout. I'd say give him 2 Defense and Disengage. Less dice on Batter Up too- their bats aren't that beefy, but I like the extra movement on it. What if you gave the Scatter Gun a range of 5, attack of 2, but said that for every space closer than 5 his target is, he gets to roll an additional attack dice? For clarity, I'd rewrite Double Jump to say the same thing as the Deathreaver's Climb x2 ability. That should allow him to circumvent ruins and make it up castle walls without battlements. (4) The Demo. His primary attack is the grenade launcher anyway so I'd change the text to simply say "When making a normal attack, the Demoman does not require line on sight." and change his range to 5. I love the Sticky Bomb ability. You may have run out of room, but something in the Sticky Bomb Jump needs to say that he returns the detonated marker back to his card. I'll leave it at that and see if we're on the same page on the some of this stuff before offering up ideas on the rest of the characters. Again, awesome idea! || My Maps Review Blog || My Maps Thread || My Marvel Customs || Knights of the Daystorm || [/CENTER] |
#18
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As for the cards, once the template was finished, it is all pretty plain sailing. The hardest part now is to find pictures of each of the characters in both colours. I've had to play the game just to get screenshots (well, that's what I tell myself...:P) Now on the the comments, which is the exciting part Quote:
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Next up I think will be, the Pyro... 'Mphphnphhh!' |
#19
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As to the fonts...while you may not be able to take credit for creation, you still get bonus points for recognizing a great thing when you see it.
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#20
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#21
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#22
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As great as all the melée weapons are in tf2, trying to incorporate them into all 9 characters may be cumbersome. You might be better off sticking to the main themes and abilities of each. As we've seen, this can be enough of a headache in and of itself!
The second sentence of the Sticky Bomb text can be omitted since it's a special attack anyway. It would always be done after moving. Limit his usage to one bomb per activation. This way he's giving up his attack to place the bomb but could pay off with a 16-die attack roll! Good ole ridiculous TF2. || My Maps Review Blog || My Maps Thread || My Marvel Customs || Knights of the Daystorm || [/CENTER] |
#23
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The problem with the Sticky Bomb as written is that they can only be detonated on his turn. Well who's gonna be stupid enough to end their turn next to a bunch of Stickies? I know that when I play Demo, I have to hunker down and wait for some sucker to come traipsing by. What if you said, "Sticky Bomb - The Demoman starts the game with a Sticky Bomb marker on this card. Instead of attacking, place the marker on any unoccupied tile within 6 clear sight spaces with no enemy figures adjacent to it. Until the Demoman's next turn, he may roll 8 attack dice once against any enemy figure that steps on or adjacent to this tile. After rolling these dice or at the beginning of his next turn, whichever comes first, return the Sticky Bomb marker to this card." That's still less text than what's on there right now. Quote:
(Translation: I'd love to join in this creative process if you're willing to share it.) You could save some time by posting your ideas before making them into cards and we could hash it out. What do you think? || My Maps Review Blog || My Maps Thread || My Marvel Customs || Knights of the Daystorm || [/CENTER] |
#24
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When I first saw this I was wondering if there was some sort of Blood Bowl meets Baseball thing. TF2 sounds much more interesting.
My comments/recommendations: Should it say RED and BLU under the unit names? They look good, but the cards look a little bare without the faction names. I don't know the game, but would they be better as common heroes to field more than one in an army? Follow the adventures of Agent Minivann
http://agentminivann.blogspot.com/ http://opensourcevolleyball.blogspot.com/ |
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