Team Colors (w/ photoshop and puppies)


(ImageOmega) #1

Obviously people have been rallying behind improved visual differences for attackers and defenders. I went ahead and did a quick photoshop job (excuse my use of the magnet lasso tool) to represent a quick idea for color differences. Bonus: Plus a TF2 comparison image!

Colored the medic’s sleeves and camo shirt/pants. Maybe the doo rag should also be colored, but I thought that might be a bit much. The colors I used can obviously be different. The main focus should be the areas to color change to further distinguish attackers and defenders.




(Stumperd) #2

Great job man! This is allready alot more clear than what DB has now. And IMO it looks better too.


(Evil-Doer) #3

Nice Chris, looks great. Really like what you did there.


(nailzor) #4

Nice and simple, I approve of this message.


(Valdez) #5

Awesome, only thing I would suggest on these models would be to have an orange head piece. I usually only look at melon level.


(Apples) #6

Yeah but having their heads in bright red while yours is greyish blue is somehow a huge advantage :slight_smile:

Well if the colors are “forced” clientside then you may allways see you enemies in orange and friends in blue tho.


(INF3RN0) #7

I’m all for a more full color coverage like this. The small decals really aren’t that great as identifiers, not to mention the player models in general blending in with the environments so much. I want easily identifiable teams please.


(biggyyyb) #8

Nice idea, I still prefer the dark clothing vs light clothing approach of RTCW/ET to avoid any direct visual/style comparisons with TF2.


(Anti) #9

Bear in mind we’re free to play so aesthetic ‘upgrades’ like character skins are something we’ll need to sell, it still needs to be possible that they look good with whatever team identification we do. Whilst you’re suggestion makes the teams very clear I think the high saturation would devalue the skins, we need to find a solution that fits both and we’re discussing plenty of them here at the office at the minute :slight_smile:


(nailzor) #10

I want to look good. Here, take my money.


(Valdez) #11

[QUOTE=Apples;429663]Yeah but having their heads in bright red while yours is greyish blue is somehow a huge advantage :slight_smile:

Well if the colors are “forced” clientside then you may allways see you enemies in orange and friends in blue tho.[/QUOTE]

The models are forced clientside now, so enemies are always orange and friends are blue.


(Apples) #12

Good then, my mistake :wink:


(Maca) #13

I’m repeating myself from another thread, but as far as I can see (which granted might not be a lot), having the teams differentiate with light/dark color schemes would a) look natural b) allow all kinds of skins, and even have different sets for both teams c) make differentiating people very clear.
Only minus sides are that perhaps most extreme bright colors are harder to implement, and perhaps the dark people are harder to see in shadows and light people when they are against bright walls.
But however it is, if any sort of color identification is used, it’s simply not effective if the colors aren’t clear, and as it has been noted making the red/blue clear makes things look very unnatural.


(acQu) #14

Yup, as i said in another thread and got confirmed by Anti: there will be character skins (red, green, white, pink) achievable as part of the business model :slight_smile: Maybe a pro mode can help there, where these customizations are off. Also i can imagine teamskins, so you can only buy redish skins for attackers and blueish for defenders, or you go full and allow all colors to be applied to every team. Then you have to have an obvious identifier, which are either models (e.g. mutants vs humans, which is likely not going to happen) or different model assets with a teamcolor (e.g. a barret, helmet) or, and that would be my favourable solution, you just constantly draw your teammates name over their head so you know it is your teammate. I am sure there are more possibilities, but these are the basic ones i can think of, when the character skins come in place.


(Nail) #15

glow skins, meh

27" XD monitor is all you need


(Samurai.) #16

All im going to say is that, if you are introducing customizable clothing/cosmetics - the comp community will just exploit any clothing that gives an advantage to be hidden or blend in to the surrounding environment/shadows. I guess a solution is to provide an option to force standardized models for competition.

Towards the OP, i like the idea of colour “themes” for each side


(acQu) #17

[QUOTE=Samurai.;429841]All im going to say is that, if you are introducing customizable clothing/cosmetics - the comp community will just exploit any clothing that gives an advantage to be hidden or blend in to the surrounding environment/shadows. I guess a solution is to provide an option to force standardized models for competition.

Towards the OP, i like the idea of colour “themes” for each side[/QUOTE]

I think so too. In W:ET you could customize this via cvars, but i think that should not be customizable to that extend, i more like the idea of having two entirely different game modes for DB which should be clearly seperated from each other (such as TDM): one with customization, the other more oriented towards the competetive scene. On both modes you can solve many problems, if concepts are seperated, and at the same time please a broader audience.

One thing which immediately comes to mind is that this could solve the problem of ‘team distinction’. In ‘Pro mode’ you can let the competetive teams decide which teamcolors they want to wear (no customization, all have to wear the same color), and on the other mode you can allow all the tiny tid bits items or shiny skins you have decided to achieve.

Two different modes would solve many problems, if you decide to have them. Because if you do not realize you have a problem, there will be many future problems you may not relate to that one basic problem. In case of DB, to please a broader audience, not just comp.


(SockDog) #18

If they can limit boots, gloves and headgear as fixed then colouring those would be viable and offering a pallet to choose from would be a good addition. I don’t think SD can afford to want both the sale of custom items and maintain some aesthetic integrity by offering only subtle colouring. These few items what are locked should be coloured to high heaven.


(Bloodbite) #19

Big thumbs down from me… WHERE ARE THE PUPPIES!?!


(Hundopercent) #20

Even with F2P you can highlight certain areas of the models to be a bright orange and for allies a bright blue and it will work with the other skins. Just make the orange pop…