I wanted to throw my two-cents onto this feedback.
I'm no modeler (and barely even a game designer), but I have a lot of experience with older and less-demanding titles. The more recent hero models are way more high-fidelity than I'm used to, but they don't seem *too* egregious on the whole...
Late last year, when I was still new to the game, I proposed splitting Bebop into two different heroes-- one focused on melee combos, and the other focused on bombs and lasers.
In hindsight, I was wrong and stupid.
That said, after my recent Trapper rework concept, I've been mulling over the...
Oooh!!!
I love the idea of giving him a flamethrower/fumigator as a weapon. I didn't touch his weapon in my rework (thanks for the shoutout btw!), but if I did I probably would've given him something similar. The interaction between his weapon and your Pest Barrier rework is a stroke of genius...
Out of the entire Hero Labs roster, Trapper quickly became my favorite. He was an aggressive support, backing up the front line fighters by debuffing the enemy team. Alternatively, he could break away and wander the outskirts, setting traps to catch the sneakier Heroes before they could get the...
Noticed this bug during a self-hosted botmatch, and recreated on the Testing Range map to verify.
For comparison, here's how the broken animation looks in game, compared to the intended animation rendered in Source2Viewer.
Was running around in the map when I noticed an odd glow in a window. Approaching it, I discovered that it was the glow of from the Blue and Green ziplines-- despite the fact that the blue lane was on the other side of two buildings, and the green lane was even further buried than that...
🫡 Yes sir, right away sir
Not sure how possible it'll be to recreate these in a mod, which is a little disheartening. I'll look into it this weekend, and if I can, I'll say so!