Pick up beer from fallen enemies and deposit these into the UFO tractor beam to score points.
Where did I can get this UFO models?
EDIT: Also https://dl.dropboxusercontent.com/u/8526839/things/mva_props_10_3.rar
And who is saying "We are in the beam"?
WillFromAfar is who you're looking for.
Awesome, I can get my voice lines to map now without waiting
But I don't see a button by which I can download sound
Yeah - it's from https://acapela-box.com/
You make an account, you purchase 'credits', and then you spend credits on each character spoken by the text to speech technology.
Says in it's TOS:
Or do what I did and record the audio through Audacity :~)
It can actually be downloaded straight from the page source.
Just make sure you replace any voicelines you download that way with proper lines you have authorisation for, since it's illegal otherwise
Link don't work
And where I can get particles?
Most of the particles that Watergate used for alien-y stuff is available through here: http://tf2maps.net/threads/alien-ufo-and-mothership-particles.23095/
The final versions of the models used in the map weren't released publicly, but the old versions (2014) were in the above links. If you want the final versions of the props you'd have to talk to @BANG! and TheRonin. The other non-alien props for Watergate are released here: http://tf2maps.net/resources/watergate-content-pack.425/
So what does the new update to the player destruction mode mean? Also does valve have any plans for the gamemode?
The player destruction update was a request I made to make the logic more flexible for custom gamemodes.
(And while writing this I just got what I wanted it to do working~)
[Not a necro bump]
Is this map still played on any custom servers? I couldn't really join any of the new maps during invasion because my computer couldnt handle all the particle effects
Gamemodes other than the standard modes aren't usually popular. PD is a victim of this, along with SD, TC, PLR (Excluding Hightower), DOM (Standin), and Arena.
It's a shame that these modes don't get played much, but that seems to be for multiple reasons. Map pool is the biggest reason. Nightfall and Pipeline are both fairly unpopular maps, and the only other PLR map is Hightower, which is not played for the mode, but the DM friendly map design. Standin is a good map, but people aren't a big fan of the coordination required to hold 3 points at once. (Which hopefully Comp brings this map back into the light) Doomsday is not too good, Hydro is chokey and stalematey like no other map. Watergate...... Most people I've talked to aren't massive fans of the map, and honestly I kinda fall in that category as well.
Maybe someone can come along and make a PD map that is truly liked by the community, and bring attention to the mode. It'd probably end up with Watergate receiving some recognition too.
But I've seen like 3 PD maps since the mode went official, so I doubt that'll happen anytime soon....
@Moonrat Watergate currently isn't popular on Valve servers because it isn't in any official rotation.
These servers sometimes run Watergate:
Ghost Inc Invasion - 22.214.171.124:27015
Fort LKM818 - 126.96.36.199:27015
GFLClan.com Invasion - 188.8.131.52:27015
FITH 15+ - 184.108.40.206:27015
I have an update in the works for Watergate, don't quite know when it could come out.
There's a real problem with Valve servers right now; they're all either locked to one gamemode or they're locked to one campaign. They used to run standard rotation servers, and I do not for the life of me know why they got rid of them. This ties in to a bigger issue I have with how Quickplay is set up, but maybe that's something for its own thread.
What are you updating in Watergate?
I'm not sure if I should keep it on the down-low until it actually comes out - if it does.
The changes are simple but they will probably have an impact on how people 'feel' about parts of the gamemode/map.
For example one of the changes alters the low spawn exit so that it has an optional skill jump along its side, which gives people something to do en-route to mid; I noticed that whenever I exited through the low door I felt strangely bad. Part of the feeling may be - in retrospect - that this secondary spawn exit doesn't 'backup' the primary spawn exit enough from spawn camping, however I think also (and what is easier to fix) players were getting bored walking through the low route - holding W the entire time. But now players can do some small skill jumps and it gives enough of a feeling that you don't feel totally bad about it anymore.
I'm not sure if that's a load of rubbish - it could genuinely just be a bad spawn exit, but it does feel better now than how it was before - things of this nature is what the update would be about.
So Egan, what's the best way for each class to play Player Destruction? I love Watergate, but it's hard for me to play Heavy, my main, without a medic. I don't really have a problem with any mechanics of the game mode, but it doesn't really seem like there's a spot where Heavies can take control. The wiki recommends defending the beam, but you get hard countered by snipers. Usually I'm an offensive Heavy and tend to be sneaky so I can surprise enemies and have the advantage. However, when I kill people they drop beer, and as that is the objective of the map I pick it up and ussually become the team leader, which destroys my element of surprise. Also in Player Destruction I get countered pretty easily by (good) Scouts as team leaders, or just a group of enemies in general. Not to mention when, the long walk back to mid when a Heavy respawns. I don't have anything against the game mode, but I can't find where a heavy fits in.
Try holding the high ground up in the tops of the buildings on mid, I see heavies do pretty well there a lot
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