nickleThis font would be cool.
http://www.dafont.com/neou.font?text=1234567890
tnmhttps://www.google.com/fonts/specimen/Russo+One
rephoriaQuick update: broke my tailbone. Didn't forget about you guys. Hopefully I can get this thing started soon. Not many votes on the fonts, but here are the options to pick from. Here's the strawpoll
Neou
Russo
Roboto 2014
Century Gothic
League Spartan
I just personally want to say, that to me it looks like you're all going about debating over the fonts in the wrong way.
Good-Looking Fonts ≠ Fonts that are good in TF2.
After experimenting with at least 15 Fonts in my custom HUD (All in the course of a day), it took me about 5 fonts to realize that there are so many important aspects of a font that you can't judge its usefulness in TF2 by simply looking at it on a white background. What we need to do is actually implement the fonts into an absolutely basic HUD like broeselHUD so we can judge if it looks right with a basic menu, if the numbers are visible without directly looking at them (a characteristic of only certain, very good fonts), if they're legible, and if the spacing is right.
I think its a better plan to give an example of the fonts usage in a HUD so we can accurately judge it based on how practical it is rather than how good it looks.
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Exo Bold 2: https://www.google.com/fonts/specimen/Exo+2
Screenshots (These are of Exo Bold V1, but the differences are near unnoticable without looking up close and Exo Bold 2 improves visibility and legibility at smaller text sizes):
Gameplay: http://i.imgur.com/8OpHNZa.jpg
Menu: http://i.imgur.com/oCqwKAf.jpg
Basically, its edgy enough to look futuristic, but not so edgy that its illegible.
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Right now, I it looks like ya_hud is the golden standard for TF2 HUDs today because of its simplicity, legibility, and darn good looks. To back that up, look how many ripoffs there are of it.
Random boxes, even transparent ones are frowned upon by lots of players that like minimalistic HUDs, and there are lots of them. Its not a good idea to go too wild and throw boxes all over the place like in Hudas Isacriote, despite how good-looking they may be.
I tried to get some opinions on things that should be included in HUDs listed here: http://www.teamfortress.tv/thread/26033/things-you-wish-you-saw-more-often-in-huds
The number 1 thing people wanted was better 4:3 support, so if there's a community hud we're gonna have to support all the resolutions and not just 16:9 which is the norm.
A more abstract concept that I've tried out and loved was keeping the top half of the screen open, since you usually don't find things on the ground, but there are "all sorts of things flying through the air." Some things you can consider moving are timers and the Killfeed, but it takes a while to adjust to, so its a debatable topic.
It seems like double shadows are a very subtle yet elegant thing that can be included. This way, you can have a stylish color, AND have a black shadow for improved visibility.
You can see it in Termo's edit of m0rehud here: https://www.youtube.com/watch?v=7on3tTjqWG8
Another thing I think looks amazing but haven't tried out (because I don't know how to) is a circular health meter. I saw this in the "show off your hud edits" thread, when someone fixed one of colly's old huds. They had the health number at the same size as the big ammo number, but inside the circular health cross. I don't know how well this would go over with minimalists, but I think it looks fabulous. Maybe decreasing the text + ammo circle size would make it look more minimalistic.
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Pretty much sums up my opinions on HUDs in general. Congratulations if you survived reading the insane wall of text I have here.