Archive for January 4th, 2008

More Machinima Details
Published January 4th, 2008 by Wolfull

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This is still more of an idea of where the project is heading rather then a finished plan, anything is up to change.

The Title: License to Stab

The Map: 2Fort
2Fort was chosen because the winning objective is the simplest, and for continuity I wouldn’t have to worry about capture points.
Also it allows for an ultimate goal of protecting/capturing the intel.

The Characters

I decided on only using 4 characters, this will keep the amount of extra help needed limited and allow for a bit of character development.

  • Blu Team - Spy
    • The Spy will be an aggressive character with a dark sense of humor; he always keeps the other team on the defensive(this is also why the Spy was set on team Blu (on capture maps in TF2 Red is automatically the defending team))
  • Red Team - Engineer, Heavy, Pyro
    • The Pyro is prone to panic
    • The Heavy leads the charges and is the most aggressive member of Red Team
    • The Engineer has no unique traits
  • Misc - Camera Man

The Plot

Extremely simplistic plot which is nearly no plot, it’s just a bunch of mini skits tied together as the red team slowly fall backs through the fort as they get killed by the spy.
They will start defending at the bridge, and their final defense will be at the intel.

The Scenes

This is only a very vague outline, so I have an idea on where I am going. Each scene will be expanded upon in other blog entries.

#1 - Will show the Red Team getting a defense up on the outside of their fort
#2 - This scene will be setting up the spy to look as ‘awesome’ as possible, lots of rapid cuts will be used while it shows him getting ready. It will be recorded inside the prep room. (Think Rambo getting equipped for an idea of what this scene will be like)
#3 - Cut back to the Red Team waiting, camera flies across the bridge and shows the spy waiting on the other side. (They start firing, spy starts running across the bridge and vanishes).
#4 - Cut back to Red Team, puzzled
#5 -

….. More coming

Edit, Instead of writing scene I’m going to split it into outline of segments. Each segment will be expanded upon in individual blog posts. The list here is just what happens (not all is sequenced).

  • Segment #1 Prepare -
    • Red team preparing defence
      • Heavy camps upper part of fort
      • Pyro jumps down from top and guards bridge
      • Engineer also jumps down and goes to the side of the bridge and builds a turret
    • Spy getting ready for attack
  • Segment #2 First Assault -
    • Red team is shown waiting for assault
    • Spy is shown appearing on opposite side of bridge
      • Red team notices
      • Spy starts running across bridge
        • Red open fires
      • Spy vanishes
      • Red attacks randomly but ends up looking around confused
        • Lots of voice effects
      • Engineers goes back to sitting next to his turret
    • After a few moments another engineer runs out of lower fort and crouches next to turret with the other engineer
      • Spy engineer uses the voice sfx(vsfx) ‘Well done’
      • Real engineer vsfx ‘Thanks’
      • Spy saps turret and runs back into the fort using the vsfx ‘Evil laugh’
    • Entire Red Team Chases after him
      • Spy runs to the left (down the stairs towards to the sewer pipe)
      • Reds follow him but get the to pipe opening and can’t see him
      • Another Heavy(spy) turns up behind the group of reds.
        • Red notice an extra heavy
        • Spy quickly shoots everyone
          • Then does Evil laugh
  • Segment #3 - Second Assault (based around upper part of the fort)
  • Segment #4 - Final Assault (based around the intel room)

More details coming…

After a nice long shower pondering the ideas for Machinimaism(is that a word?) I decided to go ahead, should be fun.

In my previous blog entry I listed some potential issues.. well I’ve got a solution for most of them.

  • 1. So I’ll need to find a way to disable the HUD
    • Answer: To disable the HUD you need to first enable cheats; type ’sv_cheats 1′ in the console
      • then type in ‘cl_drawhud 0; r_drawviewmodel 0′
        • this will remove the HUD and the character model (arms etc)
  • 2. I presume NOCLIP still works in TF2
    • Answer: Yep it does, type ‘NOCLIP’ in the console, again ’sv_cheats 1′ has to be active
  • 3. Ideally there is a way to limit the movement speed of NOCLIP to allow for smooth dolly-esque shots
    • Answer: Triple Yay, ’sv_noclipspeed X’ controls the speed you move at when clipping, the default value for X is 5.

Also I’ve decided to go with Idea #2 (see previous blog entry), I’ll start posting more plans/ideas soon.

A TF2 Machinima?
Published January 4th, 2008 by Wolfull

As I’ve been enjoying TF2 a little too much I thought I might try my hand at making a one off Machinima.

Rough Outline

  • Based around the exploits of a spy.
  • Comedy
  • Map will be either Forts of Gravel Pit
  • Will only use in game sound effects (not including music)
    • hence no voice recordings, and wont have to worry about lipsyncing

Possible Story lines

  • Idea #1, A bumbling spy who always screwing up
  • Idea #2, A fear inducing spy
    • This idea will be somewhat of a black comedy
    • Blue team is only a spy (main character)
    • Red Team is a heavy, engineer, scout + maybe pyro
      • Red time will be on defense(or acting defensively)

Probably Issues

  • You need a dedicated Camera character, as when recording demos in TF2 it only records from the first person.
    • So I’ll also need to find a way to disable the HUD
    • I presume NOCLIP still works in TF2
      • Ideally there is a way to limit the movement speed of NOCLIP to allow for smooth dolly-esque shots
  • Might need to beg and plead with my friends to lend me on of their Steam accounts to experiment with.
  • Also since I can’t script anything I will be need to find players/friends willing to waste a few hours recording with me