Respawn timer set to 2 hours, and you have to sit there and wait out the whole timer to simulate going insane while trapped in a horrific state between life and death.
@@purtlethetenguin Especially when you consider how brutal it is in MvM. And even if you don't, the Gas Passer can light someone on fire by just the friction of being hit with a pan, there's no way any gasoline is stronger than that.
Adding the mutated scout as a boss would be crazy. Also non Euclidean stuff could be done with teleports/portals but idk if portals like in the game portal are possible in tf2
actually i think non-euclidian nigthmares are possible as far as back as doom 1! using visual portals and teleporters its absolutely possible to make non-sensical scenery, something like my_house.wad in the doom engine, im not quite sure if it will work well on tf2 as its a multiplayer game but vscript plus some map engienneering could replicate a lot of things, for example some trigger that sends the team demoman to the bar with engieneer or one that triggers the door scene for soldier if he walks trough the hallway
In the room with the hooks, you could replace the tables with crates so players could take cover behind them. Hooks could still hang from the ceiling but just higher up so they don't disrupt gameplay.
If you plan on tackling the 'below the elevator' content, you could simply have the elevator play a sound and teleport the players to the otherwise unreachable area.
@@bolthesnaphakkerHell do you mean ‘Actual lift’? Also, I’m just a little pissed that you’re saying something’s lazy and ugly without providing an actual solution
@@bolthesnaphakkeryeah, yeah actual lift when he dedicated time in the video explaining why an actual lift wouldn’t be possible in the map, quit being a hater and sit down
HI, i like your map so far. But i have a few suggestions that could drastically improve it. First off, and this is the most important thing i'll likely say here. I noticed the map has no fog. This REALLY hurts the atmosphere you're going for. What i'd recommend is use one fog controller entity for the outside. (Tip: set the fog color to be the same as the skybox color) and then use several indoor fog controller's in particular to help with lighting contrast. If you set the fog color to something dark like say, a dark blue or red, and then set up your fog start and fog end settings so that they're a good distance apart, you'll notice that their colors will start blending and mixing with your light colors, and everything will look a lot darker and therefore contrast nicely with your lights. The second problem i noticed is with your lights, specifically which types of lights you used. In general i noticed quite a few too many regular "light" entities in your map, and while they're certainly fine for most regular tf2 maps, when you're doing something with so much contrast like emesis blue, it's generally a good idea to avoid them. For cases like the tunnels for example, what i would do is use a light_spot entity set to a really high inner and outer angle like 270, and then edit the brightness and falloff settings to make it look closer to the original. Even when you do have to use regular light entities it's best to keep them to the "quadratic" setting and try to have the smallest possible brightness value. you can actually see this in emesis blue itself. One of the problems with porting materials and models directly from SFM is that it actually supports pseudo/fake PBR materials. I don't actually know if Emesis Blue uses them but that would explain why porting over many of the models/materials doesn't work, bump mapping actually works fine in tf2, it's just not used that often by valve. Finally, i noticed there doesn't seem to be any env_cubemaps in your map at all, this really hurts it as HDR helps light sources look even brighter, as well as actually giving the water some reflections, in the topic of entities you can use. I'd recommend also getting acquainted with the color_correction entity, try playing around with it by placing it and then using the command "colorcorectionui" in-game. It'll help things along greatly as well. If you need some help with any of this just send me a DM in discord: Clarity#4239
I think the one critique I could give is that while Conagher Slaughterhouse was mostly 2fort it did have a lot more rooms like the church, freezer, and projector room, and the tunnels where the governor was to name the more notable locations. I assume these were sacrificed due to the non-euclidian geometry (and the fact it is never show where these connect) but it would be cool to see those added if you or someone else updates the map further but as is this is amazing as is.
Fortress Films inspired a lot of people with Emesis Blue and now these people are making their own tributes and references to the movie with FF actually supporting these projects (for example giving the assets) which is pretty cool!
Isn't it weird how I watched Emesis Blue for the first time today, then Great Blue suddenly makes a video related to it? Almost like he's living in my walls or something...
@@Guy_NoobI respect kitty0706 but emesis blue overall is a better SFM animation, and team fabulous is mostly gmod so it’s not really a SFM animation and more of a hybrid
@@Guy_Noob Team fabulous 2 is definitely a classic, but I wouldn’t say it still holds up as well. Animators like Eltorro64Rus and Kostamoinen have taken that style to whole new levels in the past few years
I would like to say maybe make it so while soldier has one rocket in his launcher, the rocket moves faster and deals more damage. Pretty much the direct hit if there was no splash damage decrease and instead a magazine decrease.
If anything this map would benefit massively from some color correction which can easily be done in game via "colorcorrectionui" command after which you can save your results and embed them onto your map via "color_correction" entity. Though you have to go for a compromise making a "one size fits all" as this a 2004 game engine and not a professional movie editor. As for the bumpmaps, the reason they don't look so bumpy in game is due to the fact a "light" entity just doesn't tend to bring out that much detail out of them than say a light_spot or a env_projectedtexture. SFM doesn't allow you to create anything more than a fancier version of env_projectedtexture and so because of that the bumpmaps just look more bumpy in there. But as a side note it also can come down to the bumpmap texture itself, some are by nature more rough and detailed and others less so.
If i am not mistaken aren't you able to modify the CC on the fly or is it a case of doing that In MPdoesnt work since itll modify it for the whole server?
@@Underqualified_Gunman The commands do require sv_cheats 1, and I'm pretty sure even in singleplayer but then you're not really supposed to finally realize when playtesting that "Ohh, crap I forgot to add color correction!" on a public server.
@@Misuune i was more reffering to modifying it using triggers and other such mapping entities since i am pretty sure that hl2 uses i t for visual distortion at certain points.
I really think that for fun and as a strange test, the classes should spawn in their normal starting positions for the movie for each section, heavy spawning in front of the elevator, engie in the main slaughterhouse area, demo near or inside the gate enclosure, especially since you made the scanner work. probably wouldn't be balanced but I think it would be interesting if possible.
There IS an unused flag for spawn entities to specify a certain class that can spawn from them, and is fully functional. So it could definitely be done…
THIS IS AMAZING! I’m sorry that it didn’t all go as smoothly as you’d like, but that’s still so cool! And it was nice to see Fortress Films reach out to you for the custom models. I love this community so much.
For the models, go to their texture folders and check if their VMTs start with "VertexLitGeneric". If it says "LightmappedGeneric", then replace it. That might solve your invisible prop issue.
A way you could get the elevator to work is to move it over to the left sure it wouldn't be 100% accurate but it could avoid the clipping problem with the downstairs and sewers, If you want a more faithful 1 to 1 you could have it where when the door opens it could lead to a portal on the other side so it can take you to the deeper levels or even to the more trippy elements that appear in the Film
I was going to suggest just make a elevator in the red spawn that would allow 1 person at a time to teleport inside then have it take some time to open and such again like the engie teles do already but disguised as an elevator.
Honestly, more than anything, the way the map looks and plays feels a lot like the spy movies TF2 was inspired by. The chaotic and cartoony nature of TF2 kind of makes you forget it's inspired by spy media, apart from, well, the Spy class, but this map's lighting, atmosphere and method of objectives makes it feel like an alternate universe that went more into that spy direction.
Love the work and effort you're putting into this, never thought I would see a map from an sfm movie before, but this is looking fantastic, as always, thanks!
Nice idea with the hybrid ctf mode, haven't seen a map (other than Achievement maps) with it yet, can't wait to try it out, I think your map would be also cool as a zombie escape map too, like we see demo and soldier running through the rooms, collecting their guns in the arsenal or fighting while the survivors have to follow/defend them, or having with them together boss fights and next round it maybe go on with soldier or back with medic again or something like that idk :p
This is so impressive! I'd been hoping somone would do an accurate take on the 2fort section of the story and this is so cool I hope that later Scout's house, Dell's bar and especially the war room can be implemented even if they can't be worked into the gameplay. Especially the war room it was a beautiful set
Wow, this looks amazing. Looking forward to it being playable! If it doesn't , at least thanks for sharing your effort. It was fun seeing your thoughts and ideas.
9:13 have you considered manually changing the hue of the textures themselves to better imitate the lighting in scenes like these? Edit: Also Team Fortress 2 Classic has almost every weapon in the movie. A oneshot rocket launcher for Soldier, Dynamite is pretty close to the grenade that Cyclops uses at one point in the movie, and a shotgun for medic, although admittedly the latter is a server plugin, though TF2C custom server weapons are still way better functioning than native TF2 ones.
The grenade that Cyclops uses in the movie is just Soldier's grenade in his belt tho if I remember correctly. And seeing that Equalizer/Escape Plan usimg these grenades in-game, I don't think the dynamite from TF2C is needed at all. But Soldier's one-shot rocket launcher is identical to the movie's one so yeah, I agree with you on that one.
Idk if this is how it works for map textures but tf2 stores specular maps (which are similar in purpose to bumpmaps) in the texture's alpha values, maybe you need to use that to get bumpmaps working?
no, bumpmaps are almost always separate textures on source, so either the textures are formatted wrong or something is going on with the vmt file that stores texture attributes
Was hoping the body storage area and the Dante's inferno basement area would be available in the map as escape routes. I realize that would take forever to recreate tho.
I am not kidding when I say that Emesis Blue is the *goddamn pinnacle* of SFM as a whole. A 12/10 movie, seemingly perfect in every way, all done in a software engine that hasn’t been updated in over a decade rife with bugs if LazyPurple is to be believed from the HIF2P Engie BtS video. It doesn’t just deserve Saxxies (if they were still around), this deserves multiple professional film awards like Oscars, Grammies, or Streamies. It’s THAT good. *The peak of an entire software.*
@@bigmanliamI dont disagree but it is still a masterpiece to me but you might as well keep your opinion that makes people mad to yourself or else there is bound to be someone who mass reports you for an opinion
I wonder if you could add scout as like in the movie that was trapped by the conagher brothers, maybe make it like a hostage rescue or something? Would be pretty cool though..
I love it! Amazing. Work. One suggestion though would be to have the medic’s path go first as in the movie the majority of his journey came first. Also it would be cool to see some of the 100% original rooms in the slaughterhouse, i.e the prison, but that’s extra
If possible it would be awesome for it to be a two stage map like dustbowl, where in the second stage the attackers go down the elevator and it turns playing alot more like a Halloween map
The definition of Emesis is "the action of puking" as used in emesis basin lovingly called puke bag. So if we take the name as is it legit means puking blue or puke blue if you prefer the basin to bag simplification.
This project looks amazing, few things to point out though are some of the little missing details and prop placement Outside of the map the burning car is the wrong way around, the front should be facing to the right not the left (I also believe from the photo, it’s the burning hearse or some sort of hatchback), it’s also missing the “NO TRESPASSING” sign on the right side next to the burning car and the “KEEP THIS DOORWAY CLEAR” sign,in the middle between the two locked doors, the wood should have no holes
One more thing I’d like to ask is if the V-Script is planned on being implemented, are you able to split the heavy from the other red classes and put him in that elevator?, kinda like how in that one VSH map where hale rides the elevator during the match countdown, and (this is just a personal request) are you able to remake the war room fitted as the stock spectator camera?
i remember being like "I'm gonna try to watch emesis blue, just a bit, not sure if i have the attention span to finish it" before i knew it, it was over, that thing kept my flimsy attention span for 2 god damn hours
i knew this was eventually gonna be made and u did a amazing job, tho id implore you to make a no gamemode version (trade map if you will) with maybe the subterranean area, im sure lots of server hosts would be glad
Once Long ago, when I played tf2 like every day, I had a dream that was an imaginary SMF film, it took place in, what was more or less, a modified version 2Fort Red side, currently held by Blue Team, and it was surpisingly cohesive, I wrote it down because I liked the concept and slowly itterated on it, adding bits and bobs, and adding an actuall plot, among other things. Its the dream I remember the clearest, like I remember this dream from like 6 years ago better than what I dreamed yesterday, and I still want to actually try to make it into an SFM animation, I tried learning SFM around when i actually had the dream, but uhh, my Laptop couldn't run it at any type of workable frame rate.
set it up so that capturing the ammo room opens the door to the intel. defenders spawn in the normal 2fort spawns at first, then move back to the basement resupply and blu takes their old spawns.
from what i csn tell bots like skeletons and the horseless headless horseman need navigation meshes to move around. if there are no navigation meshes, they will not move.
I think you should add blood to the red spawn and try to add the actual black hearse instead of a white hl2 wreck or atleast replace it with a dark blue version
Maybe like some jump scares after capturing intel or points. I know you want to do something with the zombies and that seems fun but if you could get it to work maybe if you first grab the intel the coffin from the next room over will start banging and making muffled screaming sounds.
Have you used any post-processing effects? There's an entity for it, it will help with the dull red/blue a lot! Also, does your map have a navmesh? It could be that the skeletons just can't path properly
My guy I've been always interested in the slaughterhouse's layout, now you offered the opportunity to live the experience I can't wait to play this map
I would've said getting a person to help you to *maybe* attempt to get help off of a forum to help you insert those "bumpmaps," but either way, loved Emesis and loved the almost 1:1 recreation. You really killed it. Love your videos!
For the Zombies you could have spawned in the skeletons make them invisible who just extremely see through and opaque and have the zombie models just continuously copy the skeleton's current animation as well as its position making it seem as though the zombie is real and not just a skeleton with a costume on per say.
Just amazing work. The map doesnt need to be 100% accurate but if you want to add these well here are some i noticed from few diffrences between the shots you showed. 7:10 - There should be bright lights coming from the fences lights 7:23 - Bright lights on the left lamp. Top left where the electric wire is there is an extra lamp pointed toward left spawn. On the bottom right there should be a sign "keep this doorway clear" and a blue arrow shouldnt be there but its fine to be there. 7:38 - The upper light should be more center to the pipe and there should be some red signs on the left side of the scene near the sniper pipe. 8:59 - There should be another barrel and a lantern on under the right stair case similar to left side. It might be already there, i cant see. 9:04 - There should be a trail of blood to go in the elevator. with some body pieces, mayby snipers in the ground. 9:23 - There should be few big blood splatters in the walls. The zombies il leave alone as you might do something with them but mayby you could add the Hazmat suit bodies as props in the map just for the added detail. Also a big blood mark where zombies would be with mayby just misalaneous body parts for the feel. 10:06 - Il just skip this one, not everything needs to be 100% accurate and you already mentioned how stuff just didnt work so il skip this one, other wise it looks nice. 10:38 - There seems to be a diffrent billboard on the left of the piano, with saxton hale on it. 10:45- i like this room and theres nothing to fix here but i would like a chair for someone to sit in and put some props to make it feel like someone has been there watching for hours. Buttons could be at the bottom and there could be like a legit screen but this is just for flavor and optional. This was just from the video you showed me. People would need to watch the original movie and play the level for more. Great job, i honestly thought this wouldnt be a possible thing to even do so what you have accomplished is just cheffs kiss. Keep up the good work
@@fiveggigawhaaahtgaming1926 no, i did, but if they won't move when spawned in via console then chances are they don't have a navmesh, which could prevent them from spawning
8:30 More looks like that custom "floor" models, Like there`s superdetailed square of the road, the asphalt, square of grass, square of gravel and so on.
12:40 I'm not experienced in TF2 map making so take this with a grain of salt, but I think that there is code on farmageddon that is essential to making the zombies work, I think to fix this problem you should try copying farmageddon and messing with the relationship between the scarecrows and the map/scene(messing with the code of the map that involves the scarecrows and adding skeleton models to the scarecrows). Once you figure out what necessary elements of the scene are required for making the scarecrows function, try implementing that code into the emesis blue map. I hope this helps somewhat. I just know from making games myself that if you want enemies to only activate when certain conditions from the map have been met, that they don't work right when put them on other maps. I hope you are able to solve this issue because this map you made is really cool, and I love how you are making ot more accurate to the movie.
Emesis Blue is the greatest SFM film I have ever seen and this is an incredible project to see in the future. I hope and wish i could playtest it one day
I hope this map becomes a slender fortress map, Imagine the Mr. X Heavy or the other red mercenaries being bosses that you have to survive or fight against in the map.
Respawn timer set to 2 hours, and you have to sit there and wait out the whole timer to simulate going insane while trapped in a horrific state between life and death.
Retry command has joined the game
"It's eternity in there!"
I'd say 2 minutes would be enough
@@Alec_von more like 10 seconds
only 2 hours? you do realise its longer than you think.
The spy definitely shouldn't be able to use the Spy-cycle in this map. If he had it in the movie, he just wouldn't have been burned at all.
Spy was soaked in gasoline before that happened tho right? Is it count as a gas passer or real gasoline?
@@Sherlock-Ecoboth are the same
gas passer and real gasoline are the same, no? i dont see why the gas passer would be different
@@purtlethetenguin Especially when you consider how brutal it is in MvM.
And even if you don't, the Gas Passer can light someone on fire by just the friction of being hit with a pan, there's no way any gasoline is stronger than that.
@@manologamerss5801 it is magik
I feel like defenders should get pyro. Seeing that he plays a huge part of that side
Yeah I thought he would mention Pyro. Absolutely needs to be added.
I really want an emesis model of pyro with and without the mask, and being able to replace the axe with the giant axe pyro out on blu spies shoulder.
6:39
also there were 2 engineers - super conagher bros
@@Ben7892 The mask is already a workshop cosmetic. It's called "The Stonefaced Slasher".
Adding the mutated scout as a boss would be crazy. Also non Euclidean stuff could be done with teleports/portals but idk if portals like in the game portal are possible in tf2
That would put a whole new meaning to “Mann versus Machine.” Destroying respawn errors would be one heck of a game mode.
actually i think non-euclidian nigthmares are possible as far as back as doom 1! using visual portals and teleporters its absolutely possible to make non-sensical scenery, something like my_house.wad in the doom engine, im not quite sure if it will work well on tf2 as its a multiplayer game but vscript plus some map engienneering could replicate a lot of things, for example some trigger that sends the team demoman to the bar with engieneer or one that triggers the door scene for soldier if he walks trough the hallway
@@orangeboi3387 there is the doors gmod mod that might be able to be ported to tf2, its used as a backbone for the tardis mod for gmod
it would be a portal model and a teleport point
@@orangeboi3387myhouse.wad does this very effectively, it basically plays like an interactive version of House of Leaves.
In the room with the hooks, you could replace the tables with crates so players could take cover behind them.
Hooks could still hang from the ceiling but just higher up so they don't disrupt gameplay.
question could those work like props+rope for the chain and hoook? so walking trough them pushes it aside
@@orangeboi3387it may block boolets
@@benthasomethey can outsmart bullet
Wonder if it's possible to replicate like a swinging effect when you walk through it. Or no collision at all as an alternative?
just disable collision lmao
If you plan on tackling the 'below the elevator' content, you could simply have the elevator play a sound and teleport the players to the otherwise unreachable area.
@@bolthesnaphakkerwhat else is he going to do then
@@bolthesnaphakkerAlright, but then what else could he do?
@@bolthesnaphakkerHell do you mean ‘Actual lift’?
Also, I’m just a little pissed that you’re saying something’s lazy and ugly without providing an actual solution
Also, nice notification camping
@@bolthesnaphakkeryeah, yeah actual lift when he dedicated time in the video explaining why an actual lift wouldn’t be possible in the map, quit being a hater and sit down
HI, i like your map so far. But i have a few suggestions that could drastically improve it.
First off, and this is the most important thing i'll likely say here. I noticed the map has no fog. This REALLY hurts the atmosphere you're going for. What i'd recommend is use one fog controller entity for the outside. (Tip: set the fog color to be the same as the skybox color) and then use several indoor fog controller's in particular to help with lighting contrast. If you set the fog color to something dark like say, a dark blue or red, and then set up your fog start and fog end settings so that they're a good distance apart, you'll notice that their colors will start blending and mixing with your light colors, and everything will look a lot darker and therefore contrast nicely with your lights.
The second problem i noticed is with your lights, specifically which types of lights you used. In general i noticed quite a few too many regular "light" entities in your map, and while they're certainly fine for most regular tf2 maps, when you're doing something with so much contrast like emesis blue, it's generally a good idea to avoid them. For cases like the tunnels for example, what i would do is use a light_spot entity set to a really high inner and outer angle like 270, and then edit the brightness and falloff settings to make it look closer to the original. Even when you do have to use regular light entities it's best to keep them to the "quadratic" setting and try to have the smallest possible brightness value. you can actually see this in emesis blue itself.
One of the problems with porting materials and models directly from SFM is that it actually supports pseudo/fake PBR materials. I don't actually know if Emesis Blue uses them but that would explain why porting over many of the models/materials doesn't work, bump mapping actually works fine in tf2, it's just not used that often by valve.
Finally, i noticed there doesn't seem to be any env_cubemaps in your map at all, this really hurts it as HDR helps light sources look even brighter, as well as actually giving the water some reflections, in the topic of entities you can use. I'd recommend also getting acquainted with the color_correction entity, try playing around with it by placing it and then using the command "colorcorectionui" in-game. It'll help things along greatly as well.
If you need some help with any of this just send me a DM in discord: Clarity#4239
Hopefully Great Blue sees this. It looks very helpful!
@@ABAgamer_ hopefully
Just putting your discord out there is risky
I bet at least 5 people have used that to become friends and troll you
@@raul-aurelianserban8295 good thing I can block most people who aren't great blue, and then edit my username out once the real one has answered
I posted your discord on like 15 other random popular videos :)
emesis blue in tf2 has always seemed like a strange case to me
Gayming
@@niviera7807gayming
We're never gonna let this go lmao
@@Kummahndoughrespawning has always felt like a strange mechanic to me
The Respawn Machine has always seemed like a strange case to me
If this turns into a map showcase channel I’ll be double subscribing.
G-guys I meant I like it 🤦♂️
Ong fr fr
So unsubscribing..?
@@arandomcommenter412make an alt and sub on it
map showcases in tf2 have always seemed- (gunshot)
unsubscribe, resubscribe, got it
"how did you know he wouldn't shoot you in the head"
"i didn't"
Literally the most badass thing he said in the movie.
@@malokeytheallaround And it's a reference to Dumb & Dumber Too, of all things, as well.
@@silverboltscrapper I find it hard to believe a movie that recent is where the "how did you know...?" "I didn't." came from
@@porkeyminch8044"how did you know?"
"I didn't" *burps*
"that was a joke too"
I think the one critique I could give is that while Conagher Slaughterhouse was mostly 2fort it did have a lot more rooms like the church, freezer, and projector room, and the tunnels where the governor was to name the more notable locations. I assume these were sacrificed due to the non-euclidian geometry (and the fact it is never show where these connect) but it would be cool to see those added if you or someone else updates the map further but as is this is amazing as is.
as for where these are, opening new map areas where you go, down down down down?
The bar is definitely my favorite room! I hope it’s added
@@Flynnisthename you respawn in the bar and have to wait a MINUTE till a door opens,depending on your class it would be different
These all exist after going down the elevator only. Since the gameplay storyline is cut off before the descent, these don't end up in the map.
Fortress Films inspired a lot of people with Emesis Blue and now these people are making their own tributes and references to the movie with FF actually supporting these projects (for example giving the assets) which is pretty cool!
Isn't it weird how I watched Emesis Blue for the first time today, then Great Blue suddenly makes a video related to it? Almost like he's living in my walls or something...
Don’t be ridiculous, he’s not living in you walls. He is your walls!
He's in the walls...
@@nobodylol4111 he's IN THE GOD DAMN WALLS!
oh i thought he lives under my skin
He’s In Your Eyes
This is SO COOL! Emesis Blue is undoubtedly the best SFM project ever, and this recreation of the map seems really faithful!
Team fabulous 2. Some of it was made in SFM, but not all of it.
@@Guy_NoobI respect kitty0706 but emesis blue overall is a better SFM animation, and team fabulous is mostly gmod so it’s not really a SFM animation and more of a hybrid
@@Guy_Noob Team fabulous 2 is definitely a classic, but I wouldn’t say it still holds up as well. Animators like Eltorro64Rus and Kostamoinen have taken that style to whole new levels in the past few years
eh the map is kinda just a reskin of 2fort
I would like to say maybe make it so while soldier has one rocket in his launcher, the rocket moves faster and deals more damage. Pretty much the direct hit if there was no splash damage decrease and instead a magazine decrease.
He could just port over the RPG from Team Fortress Classic
Emesis blue is a masterpiece.
And so is this, all your videos actually, keep it up
If anything this map would benefit massively from some color correction which can easily be done in game via "colorcorrectionui" command after which you can save your results and embed them onto your map via "color_correction" entity. Though you have to go for a compromise making a "one size fits all" as this a 2004 game engine and not a professional movie editor.
As for the bumpmaps, the reason they don't look so bumpy in game is due to the fact a "light" entity just doesn't tend to bring out that much detail out of them than say a light_spot or a env_projectedtexture. SFM doesn't allow you to create anything more than a fancier version of env_projectedtexture and so because of that the bumpmaps just look more bumpy in there. But as a side note it also can come down to the bumpmap texture itself, some are by nature more rough and detailed and others less so.
A video on colour correction released like at the exact same time as this video, I came back to this video after seeing it
If i am not mistaken aren't you able to modify the CC on the fly or is it a case of doing that In MPdoesnt work since itll modify it for the whole server?
@@Underqualified_Gunman The commands do require sv_cheats 1, and I'm pretty sure even in singleplayer but then you're not really supposed to finally realize when playtesting that "Ohh, crap I forgot to add color correction!" on a public server.
Moreover, in other source games (Gmod or HL2) you actually have a flashlight with you which makes bump maps very noticeable.
@@Misuune i was more reffering to modifying it using triggers and other such mapping entities since i am pretty sure that hl2 uses i t for visual distortion at certain points.
I really think that for fun and as a strange test, the classes should spawn in their normal starting positions for the movie for each section, heavy spawning in front of the elevator, engie in the main slaughterhouse area, demo near or inside the gate enclosure, especially since you made the scanner work. probably wouldn't be balanced but I think it would be interesting if possible.
it would probably be nice to add a "rescue demoman" objective where you have to break the gate to let demo out
@@orangeboi3387demo players waiting to be released 😳
@@orangeboi3387 maybe a demo ai would need to open the door and help with a pistol a bit like Barney or Otis in half life
There IS an unused flag for spawn entities to specify a certain class that can spawn from them, and is fully functional. So it could definitely be done…
Spawn points in Hammer can be adjusted to only accept certain classes to be spawned. This would be perfect in this scenario.
For the elevator, maybe have it teleport you to the other elevator, this avoiding the non-Euclidean clipping
Yeah, the elevator could close for several secs and then tp + open the doors at different location. No need to move the elevator itself
Zombie Fortress would be awesome on this man, I’d love to see a modified version of it
There is I play it for like 5 seconds because I joined super late it is in super zombie fortress
Ah, Emesis Blue. The movie with the most amount of the kills in a horror movie.
over 800 000 to be exact
"So how long is it taking you to recreate Conagher Slaughterhouse in TF2?"
"Longer than you think."
THIS IS AMAZING!
I’m sorry that it didn’t all go as smoothly as you’d like, but that’s still so cool! And it was nice to see Fortress Films reach out to you for the custom models. I love this community so much.
Do you know how long I’ve waited for a playable Emesis Blue map?
Longer than you think.
It came out like 5 months ago
@@Cat-uv7dyit’s a joke mate LMAO
@@Cat-uv7dy its eternity in here
@@hhabmowerfrookst See you on the otherside.
@@Lvl1.Sentry *shoots you in the face*
i love how fortress films were so chill about it and just gave you their assets
They made a whole film just to let us watch completely free.
For the models, go to their texture folders and check if their VMTs start with "VertexLitGeneric". If it says "LightmappedGeneric", then replace it. That might solve your invisible prop issue.
A way you could get the elevator to work is to move it over to the left sure it wouldn't be 100% accurate but it could avoid the clipping problem with the downstairs and sewers, If you want a more faithful 1 to 1 you could have it where when the door opens it could lead to a portal on the other side so it can take you to the deeper levels or even to the more trippy elements that appear in the Film
I was going to suggest just make a elevator in the red spawn that would allow 1 person at a time to teleport inside then have it take some time to open and such again like the engie teles do already but disguised as an elevator.
I really hope you add the extra rooms like the church and bar! They were definitely my favorite scenes in the film (:
Honestly, more than anything, the way the map looks and plays feels a lot like the spy movies TF2 was inspired by. The chaotic and cartoony nature of TF2 kind of makes you forget it's inspired by spy media, apart from, well, the Spy class, but this map's lighting, atmosphere and method of objectives makes it feel like an alternate universe that went more into that spy direction.
The guys at fortress films straight up giving you the custom assets is real chad of them.
I wanted to be able to explore the solderhell
Love the work and effort you're putting into this, never thought I would see a map from an sfm movie before, but this is looking fantastic, as always, thanks!
There actually is color-correction in TF2! LED has a great video on it.
where are the 400,000 soldier bodies
I hope tf2 vscript gets some tutorials soon, it would be interesting to see this map work with your balancing ideas
FINISH IT, It's been 6 months.
God damn 6 months.
Nah,he probably uploaded this video just to try and get some views but since it didn't work,he isn't even going to finish it
@@Flowey_the_Flower. So he's scamming us in order to get views ?
when this is finished it NEEDS to be a Halloween map
Indeed
Still amazed by people's abilities to create such mind bending, awesome fan content for games and shows.
Nice idea with the hybrid ctf mode, haven't seen a map (other than Achievement maps) with it yet, can't wait to try it out, I think your map would be also cool as a zombie escape map too, like we see demo and soldier running through the rooms, collecting their guns in the arsenal or fighting while the survivors have to follow/defend them, or having with them together boss fights and next round it maybe go on with soldier or back with medic again or something like that idk :p
This is so impressive! I'd been hoping somone would do an accurate take on the 2fort section of the story and this is so cool I hope that later Scout's house, Dell's bar and especially the war room can be implemented even if they can't be worked into the gameplay. Especially the war room it was a beautiful set
Wow, this looks amazing. Looking forward to it being playable! If it doesn't , at least thanks for sharing your effort. It was fun seeing your thoughts and ideas.
9:13 have you considered manually changing the hue of the textures themselves to better imitate the lighting in scenes like these?
Edit: Also Team Fortress 2 Classic has almost every weapon in the movie. A oneshot rocket launcher for Soldier, Dynamite is pretty close to the grenade that Cyclops uses at one point in the movie, and a shotgun for medic, although admittedly the latter is a server plugin, though TF2C custom server weapons are still way better functioning than native TF2 ones.
The grenade that Cyclops uses in the movie is just Soldier's grenade in his belt tho if I remember correctly. And seeing that Equalizer/Escape Plan usimg these grenades in-game, I don't think the dynamite from TF2C is needed at all. But Soldier's one-shot rocket launcher is identical to the movie's one so yeah, I agree with you on that one.
commenting to bumop this up.
*Great Enemis Blue: Are You Lost Mind ? Because I'm going to make a movie like that, you'll all be sane.*
The 'M' stood for map this whole time
THAT'S THE M'ESIS BLUE
Emesis blue was so interesting i had to watch it again the amount of lore about the respawn is crazy tbh
2fort reskins in tf2 have always seemed like a strange case to me
Idk if this is how it works for map textures but tf2 stores specular maps (which are similar in purpose to bumpmaps) in the texture's alpha values, maybe you need to use that to get bumpmaps working?
no, bumpmaps are almost always separate textures on source, so either the textures are formatted wrong or something is going on with the vmt file that stores texture attributes
Specular maps are for reflectivity and bump maps are for roughness was what i thought.
I love the idea of this channel being about maps
Was hoping the body storage area and the Dante's inferno basement area would be available in the map as escape routes. I realize that would take forever to recreate tho.
longer than you think
They could’ve chosen literally any other games for this subject, but i’m so glad they chose tf2
You could make the lighting even nicer by using color correction entities, it helps with a lot of the limitations that the regular lighting has
I am not kidding when I say that Emesis Blue is the *goddamn pinnacle* of SFM as a whole. A 12/10 movie, seemingly perfect in every way, all done in a software engine that hasn’t been updated in over a decade rife with bugs if LazyPurple is to be believed from the HIF2P Engie BtS video.
It doesn’t just deserve Saxxies (if they were still around), this deserves multiple professional film awards like Oscars, Grammies, or Streamies. It’s THAT good.
*The peak of an entire software.*
Bruh it isnt that good lol
@@bigmanliamI dont disagree but it is still a masterpiece to me but you might as well keep your opinion that makes people mad to yourself or else there is bound to be someone who mass reports you for an opinion
I wonder if you could add scout as like in the movie that was trapped by the conagher brothers, maybe make it like a hostage rescue or something? Would be pretty cool though..
I love it! Amazing. Work. One suggestion though would be to have the medic’s path go first as in the movie the majority of his journey came first. Also it would be cool to see some of the 100% original rooms in the slaughterhouse, i.e the prison, but that’s extra
It would be cool to see a standard 10v10 and see how much chaos that could happen
We appreciate ur effort and ur time to make this map on tf2, I hope valve add this In casual, and this gamemode is awesome.
the map should have one heavy that is on neither side and his only goal is to cause chaos as well as zombies
If possible it would be awesome for it to be a two stage map like dustbowl, where in the second stage the attackers go down the elevator and it turns playing alot more like a Halloween map
I feel like the underground part should also be added, after which the BLU have to escort the "civilian" and the briefcase to the outside.
The definition of Emesis is "the action of puking" as used in emesis basin lovingly called puke bag. So if we take the name as is it legit means puking blue or puke blue if you prefer the basin to bag simplification.
You forget about the pyro, he can only use the gass passer and the axes
This project looks amazing, few things to point out though are some of the little missing details and prop placement
Outside of the map the burning car is the wrong way around, the front should be facing to the right not the left (I also believe from the photo, it’s the burning hearse or some sort of hatchback), it’s also missing the “NO TRESPASSING” sign on the right side next to the burning car and the “KEEP THIS DOORWAY CLEAR” sign,in the middle between the two locked doors, the wood should have no holes
One more thing I’d like to ask is if the V-Script is planned on being implemented, are you able to split the heavy from the other red classes and put him in that elevator?, kinda like how in that one VSH map where hale rides the elevator during the match countdown, and (this is just a personal request) are you able to remake the war room fitted as the stock spectator camera?
Imagine if Valve adds this as an official map for Scream Fortress this year
This would honestly be so fun to play in casual
Did it happen?
nope
@@ParakeetDSi
If any TF2 SFM animation deserves a TF2 update themed around it, it would be this one. An Emesis Blue Scream Fortress update would be amazing.
i remember being like "I'm gonna try to watch emesis blue, just a bit, not sure if i have the attention span to finish it"
before i knew it, it was over, that thing kept my flimsy attention span for 2 god damn hours
I found it entertaining at the time but i didnt really understand anything and dont see how its a masterpiece at all lol
@@bigmanliamYou missed the point of a psychological horror. Go watch a breakdown.
@@NewBeginnings571 i have. Its whatever but people calling it a masterpiece is goofy. Its not that interesting imo
@@bigmanliam i guess anything other than a shitty marvel movie just doesn't do it for someone as brain damaged as you, huh
@@bigmanliam Obvious troll is obvious.
Great work! I'd like the camera system, it looks pretty fun and cool.
i knew this was eventually gonna be made and u did a amazing job, tho id implore you to make a no gamemode version (trade map if you will) with maybe the subterranean area, im sure lots of server hosts would be glad
Once Long ago, when I played tf2 like every day, I had a dream that was an imaginary SMF film, it took place in, what was more or less, a modified version 2Fort Red side, currently held by Blue Team, and it was surpisingly cohesive, I wrote it down because I liked the concept and slowly itterated on it, adding bits and bobs, and adding an actuall plot, among other things.
Its the dream I remember the clearest, like I remember this dream from like 6 years ago better than what I dreamed yesterday, and I still want to actually try to make it into an SFM animation, I tried learning SFM around when i actually had the dream, but uhh, my Laptop couldn't run it at any type of workable frame rate.
Blue you LEGEND
This is an ambitious-yet-ridiculous project even by Great Blue standards. I love it.
set it up so that capturing the ammo room opens the door to the intel. defenders spawn in the normal 2fort spawns at first, then move back to the basement resupply and blu takes their old spawns.
so i'm not the only one who had this idea in mind.
great work! it is an amazing map!
2fart is best map 10/10 ⭐ would play again
from what i csn tell bots like skeletons and the horseless headless horseman need navigation meshes to move around. if there are no navigation meshes, they will not move.
I think you should add blood to the red spawn and try to add the actual black hearse instead of a white hl2 wreck or atleast replace it with a dark blue version
I cant wait to see 40 engineers in the intel room here too
It’s capped at one. Watch the video before cynically commenting.
Damn, Conahgers such a big family
@@MinnowTF its a joke
Maybe like some jump scares after capturing intel or points. I know you want to do something with the zombies and that seems fun but if you could get it to work maybe if you first grab the intel the coffin from the next room over will start banging and making muffled screaming sounds.
pyro could also be on the defenders. though he might have to be melee/secondary restricted making him not all that useful.
I still think emesis would be a really interesting horror game mod but this is the best so far and i love it
Well a way to fix npc in video game specifically source game you will need a nav meash for maps so npcs bots etc can move 13:21
This is insane! I'll get back toit once I watch Emesis Blue
Have you used any post-processing effects? There's an entity for it, it will help with the dull red/blue a lot!
Also, does your map have a navmesh? It could be that the skeletons just can't path properly
My guy I've been always interested in the slaughterhouse's layout, now you offered the opportunity to live the experience I can't wait to play this map
Emegis blu
emegis blue
Amogus Blue
Im sorry I’ll see myself out 🕳 🏃♀️
I would've said getting a person to help you to *maybe* attempt to get help off of a forum to help you insert those "bumpmaps," but either way, loved Emesis and loved the almost 1:1 recreation. You really killed it. Love your videos!
For the Zombies you could have spawned in the skeletons make them invisible who just extremely see through and opaque and have the zombie models just continuously copy the skeleton's current animation as well as its position making it seem as though the zombie is real and not just a skeleton with a costume on per say.
You should actually submit this as an official map. This would be great in the game
You should release it instead of tease us cause dawg this was 9 months ago and looks done in the vid ngl
Just amazing work. The map doesnt need to be 100% accurate but if you want to add these well here are some i noticed from few diffrences between the shots you showed.
7:10 - There should be bright lights coming from the fences lights
7:23 - Bright lights on the left lamp. Top left where the electric wire is there is an extra lamp pointed toward left spawn. On the bottom right there should be a sign "keep this doorway clear" and a blue arrow shouldnt be there but its fine to be there.
7:38 - The upper light should be more center to the pipe and there should be some red signs on the left side of the scene near the sniper pipe.
8:59 - There should be another barrel and a lantern on under the right stair case similar to left side. It might be already there, i cant see.
9:04 - There should be a trail of blood to go in the elevator. with some body pieces, mayby snipers in the ground.
9:23 - There should be few big blood splatters in the walls. The zombies il leave alone as you might do something with them but mayby you could add the Hazmat suit bodies as props in the map just for the added detail. Also a big blood mark where zombies would be with mayby just misalaneous body parts for the feel.
10:06 - Il just skip this one, not everything needs to be 100% accurate and you already mentioned how stuff just didnt work so il skip this one, other wise it looks nice.
10:38 - There seems to be a diffrent billboard on the left of the piano, with saxton hale on it.
10:45- i like this room and theres nothing to fix here but i would like a chair for someone to sit in and put some props to make it feel like someone has been there watching for hours. Buttons could be at the bottom and there could be like a legit screen but this is just for flavor and optional.
This was just from the video you showed me. People would need to watch the original movie and play the level for more. Great job, i honestly thought this wouldnt be a possible thing to even do so what you have accomplished is just cheffs kiss. Keep up the good work
Guys, you gotta appriciate this map, because the making of it... It's longer than you think!
I feel like “cp_Slaughterhouse” would be a better name
Wasn’t pyro also part of the enemy side?
He was only see once, and it was hard to see which side he was on
@@billyjean5793The pyro has a BLU uniform but works for the slaughter house
Ah yes, the thing that started emesis blue... Spy's disguise - to EB and soon to be Murder inc! Hell yeah.
you probably already tried this but does the map have a navmesh? if not it might be why the skeletons won't work
you definitely didnt watch untill he said that wont work because they dont spawn not that they dont move
@@fiveggigawhaaahtgaming1926 no, i did, but if they won't move when spawned in via console then chances are they don't have a navmesh, which could prevent them from spawning
@@ashtmslf2315ah, ok im not very versed in navmesh stuff
8:30 More looks like that custom "floor" models, Like there`s superdetailed square of the road, the asphalt, square of grass, square of gravel and so on.
This is so unreal how is this so good you made the map look 99.98% like the movie map at the building
this would be so rad as an official map
12:40
I'm not experienced in TF2 map making so take this with a grain of salt, but I think that there is code on farmageddon that is essential to making the zombies work, I think to fix this problem you should try copying farmageddon and messing with the relationship between the scarecrows and the map/scene(messing with the code of the map that involves the scarecrows and adding skeleton models to the scarecrows). Once you figure out what necessary elements of the scene are required for making the scarecrows function, try implementing that code into the emesis blue map. I hope this helps somewhat. I just know from making games myself that if you want enemies to only activate when certain conditions from the map have been met, that they don't work right when put them on other maps. I hope you are able to solve this issue because this map you made is really cool, and I love how you are making ot more accurate to the movie.
Emesis Blue is the greatest SFM film I have ever seen and this is an incredible project to see in the future. I hope and wish i could playtest it one day
I hope this map becomes a slender fortress map, Imagine the Mr. X Heavy or the other red mercenaries being bosses that you have to survive or fight against in the map.