BUEv2, a remake of TF2Tightrope's "Biggest Update Ever"

SnickerPuffs

(*single chuckle*)
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Apr 10, 2014
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After hearing about TF2Tightrope's closing, I decided to pay tribute by making my own version of one of their projects, "The BUE (Biggest Update Ever)". For those who don't know, The BUE held many ideas, additions, and changes that one would expect from an official Valve-made update, but most of the changes and additions were made by fans. The original page closed down some time in 2015, but it can still be accessed by other means such as through the Internet Archive, although it's rather incomplete.

My own version, although very incomplete at the time of writing, is coming along nicely. I plan to add a page for maps, cosmetics, and war paints, as well as a credits page to thank and acknowledge those who have contributed.

To check out the site, click here!

 

SnickerPuffs

(*single chuckle*)
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I plan to tackle maps next, so If anyone has a map they'd like for me to consider please tell me! I want to include as many high-quality maps as possible!
 

Trotim

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Jul 14, 2009
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Oh cool! BUE got me to help work on Tightrope way back then. Though we never got to add any of the more complex ideas. Custom weapon plugins have come a long way since then, it may not be too difficult to host a new one to be honest? Sadly CTF2W is already failing due to lack of popularity...

Anyway these stand out to me:
Scout skateboard: Great idea I'd love to see fleshed out beyond "move forwards constantly". Uphill or downhill should matter.
Demoman landmines: Have always wanted to see this. Make sure there's an obvious tell (maybe short delay to dodge out of it too). Damage doesn't have to be high - consistently constraining enemy (esp. flanker) movement is useful.
Heavy lockdown boots & knockback fists: Heavy deserves items that let him fulfill more of a Tank role. These cover damage soaking and displacement very well.
Engineer speedpads: Long overdue fan favourite (though some prefer jump pads). Some maps simply don't allow for teleporters. Enemy Spies will love these.
Medic Nirvana Nurse: Really like the idea of a global uber. Interested to see how impactful it'd really end up being.
Spy EMP: A throwable AoE sapper would solve so many currently ridiculous sentry spots.
Spy smoke grenade: If this affects teammates, Support Spy who can never truly go invisible is really intriguing. With the armor buff this would be used to defend last points all the time. Either way I'm looking forward to using this to stop enemy Sniper sightlines.

I'm a fan of all the unique items (or at least unique playstyles the items enable). Didn't notice anything wrong with the site, good job!
 

SnickerPuffs

(*single chuckle*)
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Apr 10, 2014
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I'm SO glad one of the TF2Tightrope team has seen this!

Scout skateboard: Great idea I'd love to see fleshed out beyond "move forwards constantly". Uphill or downhill should matter.

I didn't feel like specifying this when I made the weapon, but I didn't have a reason not too. Now I do. I imagine that displacements would ruin this weapon, at least from a coding standpoint. Every single bump of a displacement would affect the board's functionality, especially going up or down hill sets a solid penalty on the board's speed and not a gradual slow down. If the game had to calculate something like that for every triangle of a displacement, every tick, I'd imagine it might bog down some computers, so why not make it better for everyone and just have it be a solid, constant bonus?

Demoman landmines: Have always wanted to see this. Make sure there's an obvious tell (maybe short delay to dodge out of it too). Damage doesn't have to be high - consistently constraining enemy (esp. flanker) movement is useful.

More obvious beeping and less damage might help this weapon much better to fight against, but I'm not so sure about the short delay. That might make it too easy for some classes to completely avoid getting hurt, which is not something I want.

Spy smoke grenade: If this affects teammates, Support Spy who can never truly go invisible is really intriguing. With the armor buff this would be used to defend last points all the time. Either way I'm looking forward to using this to stop enemy Sniper sightlines.

Ooh, I never considered the smoke buffs applying to any teammates! That would be a good change, although they should probably get a slightly weaker buff than the Spy himself.
 

SnickerPuffs

(*single chuckle*)
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Apr 10, 2014
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Just posted a quick updated adding a "Maps" page (Hiden's on there, @Xelilian, you can rest easy). If you want a well-developed map on here that I haven't added, don't hesitate to post! I haven't played every map, so I might have overlooked some good ones.
 

SnickerPuffs

(*single chuckle*)
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Apr 10, 2014
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Just posted a pretty big update! You can check out the changelog here!

I put the changes here too, if you don't want to click.

- Added a changelog (just redirects you to the "Commits" page on the GitHub because I'm lazy)
- Updated the Chilliam William's backpack model to a higher-quality one
- The Heavy can no longer equip Sniper's backpack secondaries
- Added three new maps to the maps page
- Added class-wide rebalances to the Medic, Sniper and Spy
- Removed the Ro-Bat and Cursed Decapitator
- Rebalanced some weapons
- Added the beginnings of a credits page. Is currently inaccessible, but will be accessible when more credits are added.
 

SnickerPuffs

(*single chuckle*)
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Apr 10, 2014
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Just added a steam group and make the Credits page accessible.
 

SnickerPuffs

(*single chuckle*)
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Just posted part 1 of a Major Update. Check out the change log here!
 

SnickerPuffs

(*single chuckle*)
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Apr 10, 2014
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Forgot this thread existed to be honest, but I come with good news: A new update!

There's actually been quite a few updates in the years since the last post, including the addition of a changelog at the bottom of the landing page! If you'd like to catch up on what you've missed, or would just like to see how the site looks now, give it a look!