Team Fortress 2

Team Fortress 2

Flame Bellowed - Unusual Effect
7 Comments
fadedgerson1951 15 Sep, 2022 @ 5:04pm 
looney teuns
Broccoli Dood 15 Sep, 2022 @ 1:41pm 
what in the
GoEatATowel 15 Sep, 2022 @ 1:13pm 
Thank you for the detailed response to my comment. I will keep this brief since I don't want to muddle this section with a back and forth to leave room for other comments.

I apologize if my comment came off as commanding, I want to try and promote my comments as suggestions than orders.

I also know I do not have a lot of experience, however the comment about heights and adjustments is concerning the nature of the item as only being able to be appropriate in a single place. I thought if, for example, I raised it up on the adjustment bar, that it would look a little strange to have puffs of fire coming out of the mercenaries eyes.

I have also sent you a friend request to talk about this more if you'd like. Again, thank you for the response.
Glitch 15 Sep, 2022 @ 12:30pm 
Congrats on submitting an item to Gertrude's Gallery of Garments Costume Catalog.

It has been successfully added to the collection best of luck and may the best submission win!
ImAware  [author] 15 Sep, 2022 @ 10:37am 
Speaking of first gen effects, one look at them and then the modern workshop would tell you that taking notes from the older stuff would be downgrading. People tend to think first gen effects are good because valve made them, but not only are they ugly in most cases or at least could be done better(and have been), but also because they are a tech mess. Some of them use obsolete tech, some use overcomplicated tech, most are just broken. "They can work at any position and with most, if not all, cosmetics and headgear." Everything does. Im not saying dont comment on my stuff, your comments were more constructive than most comments i've gotten in a while, but i'd appretiate it if you didnt base your criticism on 10 year old effects that did or didnt do something. If some part is too bright, or something looks overcomplicated or underdone - say it, but when it comes to optimization and stability, the maker knows better
ImAware  [author] 15 Sep, 2022 @ 10:37am 
@GoEatATowel didnt know you were a particle expert. I always like constructive criticism, but you are trying to tell other people what their job is without knowing a single thing about it. "With certain cosmetics, and especially with different positions that the unusual can be adjusted with, this unusual effect can be completely and utterly broken." Cosmetics have 0 ways of interacting with any unusual effects, the only exception would be hats and position on model, the thing taunts use, all it does is make glow appear on the hat's model, which cant completely and utterly break it. And adjusting the effect has an actual zero ways of interacting with an effect. First of all i tested it, with this very effect, secondly you might be referring to a bug that made first gen effects float around the torso when adjusted, but it only occured on first gen and other old effects because they are, in fact, not a marvel of stability.
GoEatATowel 15 Sep, 2022 @ 9:09am 
This effect has a lot of neat technical work behind it, but again, I have to place a lot of emphasis on these kinds of items and the immediate issues they face; With certain cosmetics, and especially with different positions that the unusual can be adjusted with, this unusual effect can be completely and utterly broken.
I'd suggest taking a look at the first series of effects and taking notes on how they worked as effects. They can work at any position and with most, if not all, cosmetics and headgear.
Again, there is a lot of talent behind this, but it's execution is not the best. Take another crack at it.