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<title>TF2chan - projects</title>
<link>http://tf2chan.net/projects</link>
<description>Live RSS feed for http://tf2chan.net/projects</description>
<language>en</language>';
	<item>
	<title>1066</title>
	<link>
			http://tf2chan.net/projects/res/1063.html#1066</link>
	
	<description><![CDATA[
	
			We were thinking that it would do more damage but consume more ammo, something along the lines of 50, as opposed to the air-blast 20, and to use the napalm it would be the same Mouse 2.<br /><br />The smaller, narrower tank would be where the napalm would be stored, and it would still have the regular propane flamethrower with the larger tank. I don&#039;t know much about flamethrowers either, I think he does though, so he could probably elaborate a little more than I can. I&#039;ll have to ask him when he gets home.<br /><br />
	
	]]></description>
	</item>
	<item>
	<title>1065</title>
	<link>
			http://tf2chan.net/projects/res/1063.html#1065</link>
	
	<description><![CDATA[
	
			All in all, I think you guys did a good job on its design. Everything seems to be in place and workable (from what I can see/little I know of flamethrower operation. One thing, though: I&#039;m not much of a Pyro player (I generally prefer playing Heavy or Demoman), nor do I really have any qualms against the class, but I don&#039;t really see much incentive for &quot;napalm&quot; over compression blast. Explosions, possibly jump with or increased damage? I&#039;d like it if you could elaborate on that intended mechanic, but the design itself looks good.<br /><br />
	
	]]></description>
	</item>
	<item>
	<title>1064</title>
	<link>
			http://tf2chan.net/projects/res/1063.html#1064</link>
	
	<description><![CDATA[
						<a href="http://tf2chan.net/projects/src/133714705526.png"><img src="http://tf2chan.net/projects/thumb/133714705526s.png" /></a><br /><br />
		
	
			He also modeled this today while I was at work.<br /><br />
	
	]]></description>
	</item>
	<item>
	<title>1063</title>
	<link>
			http://tf2chan.net/projects/res/1063.html</link>
	
	<description><![CDATA[
						<a href="http://tf2chan.net/projects/src/133714700927.png"><img src="http://tf2chan.net/projects/thumb/133714700927s.png" /></a><br /><br />
		
	
			My boyfriend and I started working on this a few days ago and have it mostly complete, we&#039;re both happy with the overall design but he wanted to see if anyone could find something wrong with it before he starts to UV map it.<br /><br />I had the intention that it would shoot out napalm instead of an air blast.<br /><br />I came up with the initial concepts of it and he modeled it.<br /><br />
	
	]]></description>
	</item>
	<item>
	<title>1062</title>
	<link>
			http://tf2chan.net/projects/res/1022.html#1062</link>
	
	<description><![CDATA[
	
			I saw a korean guy made an artistic G mod work with your director model. The model was even holding the camera as he was in the comic. But unfortunnately, he deleted all of his work few months ago. Well, it really is shame as Jasonfex said that some bad nuts abuse your models, but your models have been very useful to some G&#039;mod artists. Ofcourse they have to be grateful to you.<br /><br /><br />P.S:Can I suggest you making fem sniper model? she will be the austrailian Aphrodite in G&#039;mod world.<br /><br />
	
	]]></description>
	</item>
	<item>
	<title>1059</title>
	<link>
			http://tf2chan.net/projects/res/114.html#1059</link>
	
	<description><![CDATA[
	
			Gorgeous work. All of it Rebb.<br />However, i&#039;m getting 404&#039;d all over that concept scoot, both with player model and gmod links. Anyone want to share in the meantime??<br /><br />
	
	]]></description>
	</item>
	<item>
	<title>1058</title>
	<link>
			http://tf2chan.net/projects/res/1051.html#1058</link>
	
	<description><![CDATA[
	
			<a href="/projects/res/1051.html#1053" onclick="return highlight('1053', true);" class="ref|projects|1051|1053">&gt;&gt;1053</a><br />I suggest you read the thread again.<br /><br />
	
	]]></description>
	</item>
	<item>
	<title>1057</title>
	<link>
			http://tf2chan.net/projects/res/898.html#1057</link>
	
	<description><![CDATA[
						<a href="http://tf2chan.net/projects/src/133460595098.jpg"><img src="http://tf2chan.net/projects/thumb/133460595098s.jpg" /></a><br /><br />
		
	
			<a href="/projects/res/898.html#980" onclick="return highlight('980', true);" class="ref|projects|898|980">&gt;&gt;980</a><br />yeah, they suposed to be buffed heh<br /><br />necrobumb<br /><br />
	
	]]></description>
	</item>
	<item>
	<title>1055</title>
	<link>
			http://tf2chan.net/projects/res/1043.html#1055</link>
	
	<description><![CDATA[
	
			<a href="/projects/res/1043.html#1054" onclick="return highlight('1054', true);" class="ref|projects|1043|1054">&gt;&gt;1054</a><br /><br />Oh, perhaps a little obvious but still important, add directional arrows. That can be so useful for direction especially on a new map.<br /><br />
	
	]]></description>
	</item>
	<item>
	<title>1054</title>
	<link>
			http://tf2chan.net/projects/res/1043.html#1054</link>
	
	<description><![CDATA[
	
			<a href="/projects/res/1043.html#1050" onclick="return highlight('1050', true);" class="ref|projects|1043|1050">&gt;&gt;1050</a><br /><br />No problem<br /><br />You could try a map community, they might be able to give you super critique. <br /><a href="http://tf2maps.net/">http://tf2maps.net/</a><br /><br />I think you can post maps to workshop but I think it&#039;s less popular, like placing taunts into workshop, just because it&#039;s so much more work for something that may not be implemented at all into game. <br /><br />After all, there are dedicated servers for testing new maps out thre.<br /><br />
	
	]]></description>
	</item>
	<item>
	<title>1053</title>
	<link>
			http://tf2chan.net/projects/res/1051.html#1053</link>
	
	<description><![CDATA[
	
			<a href="/projects/res/1051.html#1052" onclick="return highlight('1052', true);" class="ref|projects|1051|1052">&gt;&gt;1052</a><br /><br />There&#039;s a version with Frank the pyro...?<br /><br />WHERE CAN I FIND THIS!  Ohmygawd that sounds amazing!<br /><br />
	
	]]></description>
	</item>
	<item>
	<title>1052</title>
	<link>
			http://tf2chan.net/projects/res/1051.html#1052</link>
	
	<description><![CDATA[
	
			I think a vs mode with Frank the pyro from that one fanfic that I don&#039;t remember what it was might be cool, but that&#039;s just me.<br /><br />
	
	]]></description>
	</item>
	<item>
	<title>1051</title>
	<link>
			http://tf2chan.net/projects/res/1051.html</link>
	
	<description><![CDATA[
						<a href="http://tf2chan.net/projects/src/133384829458.png"><img src="http://tf2chan.net/projects/thumb/133384829458s.png" /></a><br /><br />
		
	
			Alright; I&#039;ll be honest. I have no clue if I&#039;m even asking the right board for this. I&#039;m rather new (&lt;2 months, to be exact) to TF2, and I have noticed some <i>awesome</i> mods, such as Saxton Hale, Vagineer and Christian Brutal Sniper. I&#039;m wondering if, in celebration of the Pyro finally getting a &#039;meet the team&#039; video, someone won&#039;t make a VS mod of something like &quot;Hellfire Pyro&quot; or something. You know, standard Pyro, covered in fire effect, instantly burns anything near him/leaves a trail of fire. Sound cool? No?<br /><br />
	
	]]></description>
	</item>
	<item>
	<title>1050</title>
	<link>
			http://tf2chan.net/projects/res/1043.html#1050</link>
	
	<description><![CDATA[
	
			<a href="/projects/res/1043.html#1049" onclick="return highlight('1049', true);" class="ref|projects|1043|1049">&gt;&gt;1049</a><br />There&#039;s a &#039;vent&#039; running from the center upper room to the intel room. Unfortunately there is only one way out atm, I think adding a second way in/out would be a good idea... I&#039;ll have to think about it but maybe to a midway landing of the staircase or the largest area, along the catwalk maybe. I could also add boxes or another semi-climbable feature to the vent to make it a sort of if-you-have-the-time-to-climb-into-it escape... Hm.<br /><br />I plan to run bots on it during my exhibit and run it on my own server later for people I know to test-drive her when it&#039;s ready to see action. I don&#039;t want to throw it out into the public until I&#039;m confident it&#039;ll work decently. I also want to see it in the Workshop-- if that&#039;s even allowed, I&#039;ve only seen one map in there, the Skyrim one that will never get anywhere-- so I don&#039;t really want to let everyone and their mother download it, if that makes sense. I know map stamps are basically donation-based anyway, but. (Lookit me, aiming for the fucking sky.)<br /><br />You&#039;ve been a real help mulling this over, thank you. I&#039;ll have to redraw accurate plans with these suggestions asap.<br /><br />
	
	]]></description>
	</item>
	<item>
	<title>1049</title>
	<link>
			http://tf2chan.net/projects/res/1043.html#1049</link>
	
	<description><![CDATA[
	
			<a href="/projects/res/1043.html#1048" onclick="return highlight('1048', true);" class="ref|projects|1043|1048">&gt;&gt;1048</a><br />That makes sense. If it fits with the aesthetic, you could have some &quot;strategically&quot; placed crates or something. I&#039;m gonna be excited to see this. Also, if you get it working, try asking Kumori or someone else to run it on a surver. <br /><br />Just a small idea- if there was small tunnel that lead to the intelligence, that would be really interesting, mainly because having a single choke point to the intel room leads to a heck of a lot of camping, especially when it&#039;s that close to the spawn.<br /><br />
	
	]]></description>
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