Those Hint brushes around 3:40 are most likely used to suppress vvis from generating really funky angular visleafs during compiling, which might have caused players to not see but render the world around nearby corners, reducing performance on mid 2000's PC's. If those brushes are absent in current dustbowl (I haven't checked myself) they probably found a different way to fix it, because overuse of Hint brushes isn't the best solution to these problems.
Leaks are always intriguing, I have played the older version of dustbowl in TF2 classic back in 2020 and it is amazing how much they have replicated it based on so little information (unless they had access to the major leak or parts of it somehow) On another note, can we get this man to 169k subscribers? thx
I understand why you looked at Dustbowl first, but I think that the VMFs for Gravelpit or Lair (beta Mercenary Park) are MUCH more interesting to poke around inside. Gravelpit has plenty of pre-artpassed sections hidden away, allowing us to see how the devs were building the level before it's final gravely design was settled on. Lair has hidden payload entities for an experimental Capture Points and Payload hybrid gamemode (which don't match up with anything, so it was likely scrapped very early on), plus it has an entire extra point hidden away, fully designed and everything! Of course, this scrapped D point is labeled "Old B", and bares striking resemblance to an old design of Gorge's B that the developers shared years ago, which leads me to theorize that Mercenary Park began as a modified version of Gorge. Maybe it was going to be the original extended Gorge, before 5Gorge became a thing? Maybe it just used that early Gorge version as a starting point before going off in it's own direction, like how software developers "fork" a program to use as a base for their own projects?
@@staryoshi06 Sorry for the super late response (Could've sworn I already replied...) but the TF2 blog post was "How A Map Gets Made", written by Dave Riller on June 1, 2012.
It's interesting to see what changes they made to older maps and why. Like finding a time machine to an alternative timeline of what could been. It's also cool since you get to peer into the minds of the map makers and how they worked. It makes you wonder how many other maps have changes we don't know about and how the game would of felt if they kept the changes in. I'd love to see some custom server have these maps in, just to try them out! Excellent discovery LED! Keep it up! 👍
I have to wonder if some of these details were cut for performance or rendering issues. If this was a prerelease build that would mean it's over 15 years old and those wires and clouds in the skybox may have been causing issues on older hardware/versions of the engine. I recall func_rotating was broken very shortly before TF2's launch and its functionality was temporarily dummied out with the intention of fixing it later, but they forgot to fix it for eleven years.
The upper route was almost certainly removed for balance reasons. If it was still there, BLU would have a route directly from 1-A to 1-B where RED had no chance to stop them along the way, which would have forced RED to babysit 1-B and stand literally right on top of it which is not fun.
honestly that extension of the flank route that drops down to the control point is actually pretty cool, usually it's hard for blu to push into the area around the control point, but that additional route towards it is something i personally really like. i wonder what it would play like.
From My understanding. the clouds and cables stuff was in the game originally and was later removed. It was on the xbox release of the game. Idk why but it was, also stuff like out of bound things were removed due to limitateions from the console probably.
Please do more of these. Perhaps make it a mini-series covering the 6 launch maps. Hydro especially interests me since it was built for the sake of an experimental new gamemode, so I can imagine there would be some juicy new details to be found.
The extra ramps on dustbowl first’s last point (the shed) would be great because that point has long suffered from red not being able to properly contest it if they have died recently From spawn, you only have one way to go, whereas blu can swarm the point from several directions All it takes is them taking out a few players and whatever sentries are there for them to control the space of the entire entrance to the point
It's a hard point to hold if you don't have players there after the first point is captured. But once engies and players are already set up, I find it well-balanced
0:11 huh, seeing cp_mountainlab like that makes a lot of sense. if you didn't know, both cp_mountainlab and cp_mann_manor both came from an artpass contest Valve held a long time ago. Valve supplied the .vmf with only dev textures after having playtested the map internally and requested that there were no gameplay changes made by the contestants. there were a lot of submissions, some of which were insanely detailed with a wide variety of themes. if cp_caves is Valve's internal artpass of cp_mountainlab, it shows that Valve already had some bias in what they were looking for in the artpass.
I think the cables were disabled because they have physics, and perhaps it was causing performance issues having them able to move in real time and constantly calculated. This probably would have been an issue back in the 360 era, but nowadays I don't imagine it'd be too much of a problem.
maybe they did want to increase the player limit to 64 at one point but it didnt workout on such a old engine so my guess is that is also the reason the back area of dustbowl was taken out
*think about it. There is So Much Unknown we did learn it. Who knows How much out there Leak Contects Left to behind Destiny? Answer: Already to manys... But will found out ! shall we?*
I don’t know if I’m gonna get shit for this but anyway: I think for the community summer update, Valve should pitch in their beta items for this update, players want weapons and maps so I think it would be nice to use some of the finished products Valve introduced to make the update a bit more fresh.
I personally prefer when Valve make their own content and release it. It’s typically higher-quality and fixes the issue of maps getting accepted due to favoritism
@@LEDs agreed but also keep in mind some of the beta weapons are already finished, textures, models, animations, etc. I think with some attributes to the weapons would definitely make a pretty update rather then the beta items collecting more dust.
i'm seeing al ot of new things found in the tf2 content leak recently, especially on twitter. Can you please make more videos discussing the lost content pls
There are no other traces than the ones I showed, but that doesn’t mean that there weren’t differences at one point- they were just removed from the VMF
Most of this makes sense. I mean cables etc surely is a performance hit that is simply not worth it back then. And the drop down way into the capture point is just frustrating. Making the first point a bit more defensible and reworking the choke madness? I mean wow. Scout, Medic, Heavy and Spy. I mean even Sniper are useless classes on this map. If your not unbercharged your basically choked to death by explosives and Pyro. Find a mad Demo knight on this map? Your by law forced to give the dunk a thumbs up!
Now, don't quote me on this, because I'm just going off memory/intuition, but I think the powerlines were removed because they didn't fit tf2's aesthetics, that being the 60's
@LED yeah, of course, but these might have felt too modern. Dunno, just spitballing here. Maybe these types of powerlines weren't around back then? I dunno, don't really feel like doing a deep dive into the history of electrical infrastructure at the moment. Anyway, thanks for the reply, and thanks for the videos, they've been enjoyable~!
so that means I can open my own comminty server and play this map (this map is on workshop)@@LEDs also can I play this with friends without opening a comminty server ?
1:58 "scrapped for some unknown reason" - wtf? it was scrapped because you can clearly tell it would be a bitch to defend the point if this entrance was open.
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Those Hint brushes around 3:40 are most likely used to suppress vvis from generating really funky angular visleafs during compiling, which might have caused players to not see but render the world around nearby corners, reducing performance on mid 2000's PC's. If those brushes are absent in current dustbowl (I haven't checked myself) they probably found a different way to fix it, because overuse of Hint brushes isn't the best solution to these problems.
Leaks are always intriguing, I have played the older version of dustbowl in TF2 classic back in 2020 and it is amazing how much they have replicated it based on so little information (unless they had access to the major leak or parts of it somehow)
On another note, can we get this man to 169k subscribers? thx
.
169k subscribers and I’ll give away 169 rock005s
Hey is your server safe
@@LEDs Unless that is a promise, we are unsubscribing.
2:01 this sound is left behind destiny by valve back then 2006...
Really would want to see a video on 2fort, just to see how different it would be from the TFC and the modern versions
2:01 this sound is left behind destiny by valve back then 2006...
I understand why you looked at Dustbowl first, but I think that the VMFs for Gravelpit or Lair (beta Mercenary Park) are MUCH more interesting to poke around inside.
Gravelpit has plenty of pre-artpassed sections hidden away, allowing us to see how the devs were building the level before it's final gravely design was settled on. Lair has hidden payload entities for an experimental Capture Points and Payload hybrid gamemode (which don't match up with anything, so it was likely scrapped very early on), plus it has an entire extra point hidden away, fully designed and everything!
Of course, this scrapped D point is labeled "Old B", and bares striking resemblance to an old design of Gorge's B that the developers shared years ago, which leads me to theorize that Mercenary Park began as a modified version of Gorge. Maybe it was going to be the original extended Gorge, before 5Gorge became a thing? Maybe it just used that early Gorge version as a starting point before going off in it's own direction, like how software developers "fork" a program to use as a base for their own projects?
Where is that old gorge B that the devs shared?
@@staryoshi06 Sorry for the super late response (Could've sworn I already replied...) but the TF2 blog post was "How A Map Gets Made", written by Dave Riller on June 1, 2012.
It's interesting to see what changes they made to older maps and why. Like finding a time machine to an alternative timeline of what could been.
It's also cool since you get to peer into the minds of the map makers and how they worked.
It makes you wonder how many other maps have changes we don't know about and how the game would of felt if they kept the changes in. I'd love to see some custom server have these maps in, just to try them out! Excellent discovery LED! Keep it up! 👍
I agree 100% It’s so fascinating
2:01 this sound is left behind destiny by valve back then 2006...
I saw this in my Hammer++, but didnt suspect that it could be returned back. Thanks.
The extra path to the second control point should be added back.
As it is know, that part of the map is too choky and has no flank route...
I have to wonder if some of these details were cut for performance or rendering issues. If this was a prerelease build that would mean it's over 15 years old and those wires and clouds in the skybox may have been causing issues on older hardware/versions of the engine. I recall func_rotating was broken very shortly before TF2's launch and its functionality was temporarily dummied out with the intention of fixing it later, but they forgot to fix it for eleven years.
A vision of what the best map could’ve been
*4:51** Why Valve did Left behind this best thing in destiny ? ! Why ? !*
lets go, another peak video by LED about the peak map dustbowl from the peak game Team Fortress
Yes!!!
.
The upper route was almost certainly removed for balance reasons.
If it was still there, BLU would have a route directly from 1-A to 1-B where RED had no chance to stop them along the way, which would have forced RED to babysit 1-B and stand literally right on top of it which is not fun.
honestly that extension of the flank route that drops down to the control point is actually pretty cool, usually it's hard for blu to push into the area around the control point, but that additional route towards it is something i personally really like. i wonder what it would play like.
Dude you are like shounic
Dude he is like shounic
Dude he is like shounic
Dude he is like shounic
Dude he is like shounic
Dude he is shounic
Quality content. Keep it up.
Thank you
.
From My understanding. the clouds and cables stuff was in the game originally and was later removed. It was on the xbox release of the game. Idk why but it was, also stuff like out of bound things were removed due to limitateions from the console probably.
I wonder if it was forgotten
All the cables were probably left out for performance (framerate) reasons. Dustbowl came out 15.5 years ago, remember?
I guess so
Please do more of these. Perhaps make it a mini-series covering the 6 launch maps. Hydro especially interests me since it was built for the sake of an experimental new gamemode, so I can imagine there would be some juicy new details to be found.
The extra ramps on dustbowl first’s last point (the shed) would be great because that point has long suffered from red not being able to properly contest it if they have died recently
From spawn, you only have one way to go, whereas blu can swarm the point from several directions
All it takes is them taking out a few players and whatever sentries are there for them to control the space of the entire entrance to the point
It's a hard point to hold if you don't have players there after the first point is captured. But once engies and players are already set up, I find it well-balanced
More information about our favorite map!
Please make a sequel, I'd never heard of your channel before, but I'm subbing in anticipation of seeing more content
Thank you! Yes, this is a small channel, but I’m happy to have you 😄
0:11 huh, seeing cp_mountainlab like that makes a lot of sense. if you didn't know, both cp_mountainlab and cp_mann_manor both came from an artpass contest Valve held a long time ago. Valve supplied the .vmf with only dev textures after having playtested the map internally and requested that there were no gameplay changes made by the contestants. there were a lot of submissions, some of which were insanely detailed with a wide variety of themes.
if cp_caves is Valve's internal artpass of cp_mountainlab, it shows that Valve already had some bias in what they were looking for in the artpass.
clearly that bias didn't do much for them since they added both of the contest winners and didn't participate in contest judging
i'd absolutely love to see analysis like this of the other maps!
I might do gravelpit next
@@LEDs i'd definitely be interested to see what it has in store
I really dig your logical outlook on the power line logistics
I think the cables were disabled because they have physics, and perhaps it was causing performance issues having them able to move in real time and constantly calculated. This probably would have been an issue back in the 360 era, but nowadays I don't imagine it'd be too much of a problem.
I'm fairly sure the skybox details were ommited for performance reasons and visual integrity. Distant cables with poor anti aliasing is really ugly.
2:01 this sound is left behind destiny by valve back then 2006...
Severely underrated channel, I hope to see more videos like this!
Love the comment, thank you!
I love how the penis rock is just famous on this channel, I think we should call it the paincake rock, a reference to painis cupcake
legend with a new video out
.
maybe they did want to increase the player limit to 64 at one point but it didnt workout on such a old engine so my guess is that is also the reason the back area of dustbowl was taken out
good stuff as always man, but you should just make one big comp of everything they added
That’d be a loooong video
@@LEDs It would be a gooooood video
Man, I'm enjoying both the TF2 and Minecraft comtent. Keep it up, dude!
0:47 rock005
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I did all the things you said in the end now plz show us more of this
I’ll strongly consider it
3:52 The cable seems to be sensitive to physics. Maybe they removed it for optimization.
I wish I could talk to the person who created dustbowl
They should leave the cable it would just be more realistic unless somehow people can get stuck in it 😢
Neat, you should make more
Yo led, I liked, commented, and subbed, I'm now waiting on a sequel! (specifically 2Fort as 2Fort is to me as Dustbowl is to you)
Now the pressure is on 😬
*think about it. There is So Much Unknown we did learn it. Who knows How much out there Leak Contects Left to behind Destiny? Answer: Already to manys... But will found out ! shall we?*
i would enjoy seeing more videos like this
i love that you're using hammer++ btw. it should be better know across the whole internet that it's such an improvement over the usual hammer
Great video!
.
Thanks!
I don’t know if I’m gonna get shit for this but anyway: I think for the community summer update, Valve should pitch in their beta items for this update, players want weapons and maps so I think it would be nice to use some of the finished products Valve introduced to make the update a bit more fresh.
I personally prefer when Valve make their own content and release it. It’s typically higher-quality and fixes the issue of maps getting accepted due to favoritism
@@LEDs agreed but also keep in mind some of the beta weapons are already finished, textures, models, animations, etc. I think with some attributes to the weapons would definitely make a pretty update rather then the beta items collecting more dust.
0:03 Who is that woman? She was supposed be announcer during halloween events?
LOL apparently it’s the UV wrapped texture for the witch model
@@LEDs Witch supposed to be another boss like merasmus?
@@gahler8552It's the witch from the cover of the Halloween spell magazine
@@silverboltscrapper Hmm
So we will have another version of Dustbowl someday ?
If Valve ever makes TF3, they should hire me if only to remake Dustbowl.
i'm seeing al ot of new things found in the tf2 content leak recently, especially on twitter. Can you please make more videos discussing the lost content pls
Of course I can
.
@@LEDs thanks for the reply i love you!!!
mayyy be dumb but what abt the other 2 parts of dustbowl?
There are no other traces than the ones I showed, but that doesn’t mean that there weren’t differences at one point- they were just removed from the VMF
Most of this makes sense. I mean cables etc surely is a performance hit that is simply not worth it back then. And the drop down way into the capture point is just frustrating. Making the first point a bit more defensible and reworking the choke madness? I mean wow. Scout, Medic, Heavy and Spy. I mean even Sniper are useless classes on this map. If your not unbercharged your basically choked to death by explosives and Pyro.
Find a mad Demo knight on this map? Your by law forced to give the dunk a thumbs up!
I'm curious i wanna see more of the unused content or beta content.
I'm curious of my favorite map called pl_badwater.
Sadly, there's nothing new in badwater's VMF ☹️
@@LEDs can you find any unused content in powerhouse?
YOU NEED TO DO IT
I need more info about the other things in the leak
Old tf2 is unbeatable it’s just got a aesthetic and atmosphere perfect. Wish I could have been there 😅
Same
Sequel pls nice video
Now, don't quote me on this, because I'm just going off memory/intuition, but I think the powerlines were removed because they didn't fit tf2's aesthetics, that being the 60's
But there were power lines in the 60s
@LED yeah, of course, but these might have felt too modern.
Dunno, just spitballing here.
Maybe these types of powerlines weren't around back then? I dunno, don't really feel like doing a deep dive into the history of electrical infrastructure at the moment.
Anyway, thanks for the reply, and thanks for the videos, they've been enjoyable~!
Pre-fortress 1
nice vid!
Thanks!
Amusing
very interesting
Cool video
if u make a part 2 i'll subscribe
😮
Sequel pleaseeeee
Cool video my super brotato chip deluxe home-slice bread-slice dawg dude buddy man pal guy
Thanks man
Shounic, but better
Good
comment. the bulk of my tf2 hours are on xbox 360. cover those maps first if possible :^)
rad
can we play this map with friends in a comminity server ?
I don't know if it's on the workshop anywhere
so that means I can open my own comminty server and play this map (this map is on workshop)@@LEDs also can I play this with friends without opening a comminty server ?
team fortresss 2
Bread 🍞
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Butter 🧈
comment 2fort
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1:58 "scrapped for some unknown reason" - wtf? it was scrapped because you can clearly tell it would be a bitch to defend the point if this entrance was open.
I love and hate Valve
Sounds like a toxic relationship
a
Make a sequel please
do 2fort
I’ll take a look and we’ll see
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