It's sad not a lot of people are interested, this is my favourite one of your series by far, but i can't beg you for something that you put lots of effort just to get few views, if anything i hope you can make some of the more interesting maps opened and ready to play on one of your servers
As a newer player, I find these interesting, but it feels like my lack of game knowledge and map familiarity sometimes makes it harder to fully grasp these changes. I still enjoy them, though.
It’s all relative. The vid currently has 42K views and the dude has 38K subscribers. IMO, that means the video is a success as long as views are or do surpass his current subscribers.
i don’t think people aren’t watching because they’re not interested, they’re just not seeing the videos, i only got this video in my recommendations by luck of the algorithm
I think the pathways between doors are just a valve tradition from how many secret under ground facilities they've made from the start. There were a ton in Half-life and you'd usually either go through them or see G-man on them.
In my eyes, the reason there are so many walkways that connect two doors for seemingly no reason is because it's a good way to decorate an area with little effort. Sure, it might seem odd when you actually think about it, but when you're playing the game you pay no attention to the fact that it's a bit strange, you just enjoy the game. Contrast this to if they *weren't* there and the issue may arise where people find the area feeling too empty. People very easily notice if a room is empty, you may know this yourself from playing some community maps, they don't however notice if the decor is stupid as long as it isn't distracting.
It always seems odd to me just because they’re everywhere and have invisible walls that you run into when rocket jumping. But of course you’re right that most people don’t notice it outside of some decoration being there.
@@dickc.normus2406 Wouldn't make sense since it's still the same building. It's just decor to make the world seem lived in, as while we don't really notice or pay much attention to decor, if there is no decor we *will* notice.
for me it’s the big corridor in dustbowl last the wall immediately at the mouth after the first point exists only to be mean to jumping explosive classes
Looking at how mossrock appears to have broken textures, that's most likely due to the .bsp file having the textures and perhaps some models baked in. Using BSPSource to decompile the map, you also get a choice to extract textures and models quite sure. Try that, might work.
Yeah they gotta extract the resources. From what I remember most newer community maps just have their assets packed into the map instead of part of the base game itself. No clue when they started but I guess since at least Jungle Inferno.
@@staryoshi06 I was more referring to the ones included in official updates than workshop maps and such. But I think I've heard that Valve used to buy the assets in the maps as well to include in the game files itself but decided to stop doing so for whatever reason, so now they're packed into the maps instead
@@Arenovas They bought the TF2maps swamp pack once, then never did it again because no one used the assets. The practice of just leaving the assets packed has been done since at least invasion, cause I could never find most of those assets when making maps.
I think it's because back before the workshop, packing into the bsp was less common as opposed to just providing the assets, so they had to. But now that most maps are provided on the workshop, valve just uses those bsps.
every door your can't get through on each pathway between two doors leads to another pathway between two doors on a different map. Who knows maybe gman exists in tf2 and he uses them.
This entire thing is a great idea for the 16v16 servers, and maybe for even the 64-player servers you can find on TF2 Classic. I'm thinking mountainlab's BLU spawn could have stairs for a sniper to use that upper nook, that gap you RJ'd from could become a teleport for the walkway between two doors on first point? I could see sniper battles between BLU spawn and first point in that. That pathway of second point is also really good, I'd be afraid of two RED engineers. Degroot Keep needs to lose Medieval mode, that's too open to be restricted. The tunnels in A and B point could be routed to the RED spawn for a more aggressive defense. The moment you lose the mode gimmick, this map needs a lot of help, and being able to quickly attack the sides would make for a much better RED side fight.
Useful tip if you care about optimization at all in these videos, skip and hint brushes do not matter, they don't function as clip or invisible brushes, neither do any occluder brushes either. I respect the work you put into these videos, but not sure if you knew that those brush types don't do much, either way I enjoyed the video!
@@hazeltree7738 triggers are responsible for a lot of a maps and gamemodes logic working, idk much about TF2 mapping but in CSGO, buyzones, bombsites and hostage rescue zones are all just big triggers. In TF2 they're likely used for control points (the control point you see in game just being a model showing where the point is). Oh and yes they should be spawnrooms but only indicating where a spawnroom is, player spawns are separate entities
I'd love to play on a no bounds degroot server, please, make that one real! (although barriers above blu spawn walls will have to be there I suppose, or it would become unplayable)
Please don't delete Hints, Skips, Areaportals, or Triggers xD they don't prevent you from going anywhere. They optimize the map and make it not laggy. Also, select all prop_static and make it solid.
In regards to your comments about Mann Manor and Mountain Lab, the reason they're the same map but vastly different (at least compared to most Halloween maps vs the original map) is because there was a contest by Valve to add aethetics to a map they created. The end result was Mann Manor and Mountain Lab winning the contest, so both were added to the game. So Valve created the base map and then told the community to add the decorations and aesthetic on top to make it interesting. It's a pretty unique concept for adding community suggestions and ideas
The thing about wiping out all clip brushes though is that maps use them for other purposes; such as making edges easier to traverse, to prevent getting stuck on props, and making staircases smooth
One precaution you could implement for medieval mode when you can stand on the wood of blue spawn is that just add some kill boxes. They're wooden spikes, very deadly.
Damn it, I didn't find out about this until now. Honestly the Medieval mode one was the one I was most curious about. What I would like to see is some actual gameplay testing.
mossrock has some visual glitches for me, sometimes theres some particles that appear and disappear depending how i look at them and their size is inconsistent too
Always loved this series, it's so cool looking at how the maps would feel opened up. Next maps I'd want to be done would probably be Viaduct, Boreno, and Doomsday.
Honestly, if these "invisible wall free" varients of maps were a bit more polished in terms of the going through stuff and not colliding with props/objects. It would make some maps more appealing for the movement appreciating part of the tf2 community. Especially when it comes to the cursed skybox's invisible ceilings and stuff. At least, that is my opinion.
Subnautica has no invsible map boundaries, per say. If you go 2000 meters from the map's center, you reach a an invisible "Barrier" which is not physical, but marks the beginning of a point where almost all entities besides vehicles, bases and your own player model will be erased if they were last saved beyond that point if you reload the game. Once you reach about 4,000 meters, the game starts to get confused, things start breaking and your UI begins to shake violently, but otherwise things still work. Next, once you reach 8,199 meters, you reach a point where you will rapidly move down or forward, and at 8,229 meters, you are teleported back to the starter biome. This is the farthest you can get without mods or console cheats. However, you can bypass this. If you can use the warp command and the speed 0 command (Freeze time command ) to get past it. If you first freeze time and then aim to the horizon (or whereever.) and then warp approximately 8900 meters or more, you will have bypassed this barrier. However, the game will now lag intensely, your UI will be undergoing its own little spazzy self earthquake, and reality will start to degrade. Past 9,500 meters is where reality begins to truly not care. The lag is intense, and in a way that normal lag usually isn't, your UI is shaking so hard that it looks like it has both doubled in thickness and will appear very fuzzy since it is shaking so, so, so, so, much. Beyond this point, you can still move around and even build, but anything you try to artificially spawns (Creatures, plants, items, most tangible useable machines,) will not only despawn on reload, but will both lag and start to bend, twist and literally fragment as their veiwmodles start to glitch out, like a very weak black hole is pulling on them. And, as far as I know, there is no real end. It will just be endless water, sky, and you. Many of the games functions will have died, and reality will simply yeild to your poor choices and lose control over the world. I don't think there is an end to this area, and as long as you have enough patience and a powerful enough computer, you could go hundreds of thousands of meters before your computer can no longer take it. However, I have attempted to warp myself over a 200,000 meters in a single command, and well, This is how I can best say what happened: I killed it. Everything was frozen. My playermodel was nowhere to be found, my depth gauge was trying to display a number that was not only wrong, but also so long the depth gauge had tried to display it and ended up compromising with itself and causing the number to creepily enter a strange, vertical shape that proves that the depth gauge was not supposed to display any more than about a hundred thousand meters, let alone this. All I could see was dark water, and frozen, dead forms of water current effects that automatically spawn and quickly dissapear upon warping to another location, whether there is water there or not. It was broken, but it was alive. The game was functioning, and all I could hear was a soft, haunting ambient whine. What that noise was? nobody knows. But, all I could do was move my perspective around and pray that nothing more horrible was to happen then. And, once I warped back out of this hellish, deep-sea twilight zone, and into the starter biome, the game froze for a second, lagged a bit, slowed a bit, but then began to work again. Within seconds, the game was working fine, like nothing had ever happened. This shows that invisible walls don't really need to exist. But they should, they definitely should.
A spawn point and a lift / jump pad underneath the last point of gorge can help balance the attacking flank on 4 sides and spamming the only 2 doors out of defense.
Seeing this map philosophy throughout this 'series' in action live with a full server sounds like an interesting video concept. Is that an option for you, or would that be too much of a hassle without outsourcing the mapping work? I know Octo did something similar with his recent-ish Dustbowl video, that one turned out pretty good.
I remember a halloween map, i think it's called koth_slaughter or another map that there's a lot of levels to exit the underworld that where like a motel or something like that, there was a little easter egg of a tiny little dog sitting in a chair that you could see through a door, im not soo sure about the name of the map but i think it would be cool to remove some barriers from there, also in upward if you remove the trigger_hurt you can go all the way down but the water and buldings are just skybox.
I think a cool map idea would be maybe a Payload map set behind RED base in gorge. I think maybe the room under last could be seen in RED’s spawn for this hypothetical map, and you can see the building for RED last as RED’s spawn in the map.
I feel like Gorge would have a cp system similar to Steel. You can still capture the final point the normal way, but there would also be control points that once captured open up new routes to rush the final. An example would be the glass dome on the roof having a control point that, once captured, makes it blow up, thus making a new route where BLU can drop from and into the point.
Snowycoast has an entire bay that is quite cool (not intentional joke) and I have used it for a scene in gmod. Sadly it wouldn't serve much purpose other than being for roleplaying or a friendly area. Snowycoast does have other neat areas, but unlike the bay they aren't exactly fully fleshed out spaces like the bay.
I really wish a lot of the buildings in MVM didn't have so many invisible walls. There's a good number of spots you'd think you could stand on but you just can't, especially in Coaltown
16:29 *WRONG!* That is a single pathway between two doors, and a pathway between a door and a control panel! Presumably it even controls the crane holding those barrels up! That's genius environmental storytelling and you have the _gall_ to call it a "door."
I think it's a neat concept, but since I consume most TF2 content while doing other things, I can't get the most out of it without actually sitting down and looking at the video all the way through. I think a lot of people more listen to than watch videos, especially when the narrator has a nice voice like yours, so a balance of content for both sound and visuals might make things more interesting. Maybe talk about some of the more technical aspects, or have a closed playtest with some of your friends and talk about how the game played differently. I'd listen to that.
Damn RUclips hiding videos that aren’t the same as your usual. It’s not your fault, I’m sure plenty of subscribers want to see this series, it’s just RUclips is doing another dumb dumb so it’s not getting recommended to anyone
Fan request: can you jump off the edges on each of the maps at least once? It was like nails on a chalkboard seeing the edge so close and you not falling, very depressing
Hitting the skybox while Sticky Jumping is possibly the worst thing.
Yeah
agreed
Holy shit i Saw the profile picture and thought I commented this!
In Dust 514 you could literally wreck your dropship into the skybox. 0/10. Still the best game ever made
i am ur 99th liker
It's sad not a lot of people are interested, this is my favourite one of your series by far, but i can't beg you for something that you put lots of effort just to get few views, if anything i hope you can make some of the more interesting maps opened and ready to play on one of your servers
As a newer player, I find these interesting, but it feels like my lack of game knowledge and map familiarity sometimes makes it harder to fully grasp these changes. I still enjoy them, though.
It’s all relative. The vid currently has 42K views and the dude has 38K subscribers. IMO, that means the video is a success as long as views are or do surpass his current subscribers.
i don’t think people aren’t watching because they’re not interested, they’re just not seeing the videos, i only got this video in my recommendations by luck of the algorithm
I think the pathways between doors are just a valve tradition from how many secret under ground facilities they've made from the start. There were a ton in Half-life and you'd usually either go through them or see G-man on them.
I want to go into a room players can't enter and throw up signs and messages over the game's tv's to players lol
it sounds like an inside joke between the mapmakers :)
@@beanslinger2 More like an optimisation.
Answer: It would be funny
hello discord mod
Not functional, not good map design wise, but totally, absolutely, indoutably funny
Yes
Answer for most questions to do with tf2
Haha, funni sentry camping spot
In my eyes, the reason there are so many walkways that connect two doors for seemingly no reason is because it's a good way to decorate an area with little effort.
Sure, it might seem odd when you actually think about it, but when you're playing the game you pay no attention to the fact that it's a bit strange, you just enjoy the game.
Contrast this to if they *weren't* there and the issue may arise where people find the area feeling too empty. People very easily notice if a room is empty, you may know this yourself from playing some community maps, they don't however notice if the decor is stupid as long as it isn't distracting.
It always seems odd to me just because they’re everywhere and have invisible walls that you run into when rocket jumping.
But of course you’re right that most people don’t notice it outside of some decoration being there.
in fact, if you think about the meaning of some rooms, they look meaningless
Maybe in-universe one side is for Blutarch and the other is for Redmond?
@@dickc.normus2406 Wouldn't make sense since it's still the same building. It's just decor to make the world seem lived in, as while we don't really notice or pay much attention to decor, if there is no decor we *will* notice.
I like to think someone (miss Pauling maybe) would stand there to watch over the fight going on without being noticeable
it hurts when you rocket jump really good and then a wall just says *no*
You should host some TF2 servers at some point and put these maps in them! It would be really interesting to play.
agreed.
if 2fort and dustbowl didn't had those invisible walls on the roofs maybe I would like the maps more
Say hello to free2fort
honestly i think removing the fences on 2fort's mid point would actually make it a lot more fun for classes that cant easily get out of the water
The worst wall is that one over the bridges in (viaduct?)
Every time I rocket jump I run straight into it
for me it’s the big corridor in dustbowl last
the wall immediately at the mouth after the first point exists only to be mean to jumping explosive classes
Looking at how mossrock appears to have broken textures, that's most likely due to the .bsp file having the textures and perhaps some models baked in.
Using BSPSource to decompile the map, you also get a choice to extract textures and models quite sure. Try that, might work.
Yeah they gotta extract the resources. From what I remember most newer community maps just have their assets packed into the map instead of part of the base game itself. No clue when they started but I guess since at least Jungle Inferno.
@@Arenovas It's a common practice to make it easier to distribute. Particularly since on the workshop you can only really upload one file.
@@staryoshi06 I was more referring to the ones included in official updates than workshop maps and such. But I think I've heard that Valve used to buy the assets in the maps as well to include in the game files itself but decided to stop doing so for whatever reason, so now they're packed into the maps instead
@@Arenovas They bought the TF2maps swamp pack once, then never did it again because no one used the assets. The practice of just leaving the assets packed has been done since at least invasion, cause I could never find most of those assets when making maps.
I think it's because back before the workshop, packing into the bsp was less common as opposed to just providing the assets, so they had to. But now that most maps are provided on the workshop, valve just uses those bsps.
Definitely interested in the concept, but it'd be more interesting to see how they're abused in multiplayer instead of just a tour.
Everyone:"uses opend up parts of the maps for flank routes"
Me who uses them as friendly hideouts:umm
Most of the out of bounds area would make good friendly spots
every door your can't get through on each pathway between two doors leads to another pathway between two doors on a different map. Who knows maybe gman exists in tf2 and he uses them.
I'm so glad you finally did Mountain Lab.
14:33 should be a sniper sightline since tbh this map seems like hell for them.
This entire thing is a great idea for the 16v16 servers, and maybe for even the 64-player servers you can find on TF2 Classic. I'm thinking mountainlab's BLU spawn could have stairs for a sniper to use that upper nook, that gap you RJ'd from could become a teleport for the walkway between two doors on first point? I could see sniper battles between BLU spawn and first point in that. That pathway of second point is also really good, I'd be afraid of two RED engineers.
Degroot Keep needs to lose Medieval mode, that's too open to be restricted. The tunnels in A and B point could be routed to the RED spawn for a more aggressive defense. The moment you lose the mode gimmick, this map needs a lot of help, and being able to quickly attack the sides would make for a much better RED side fight.
Useful tip if you care about optimization at all in these videos, skip and hint brushes do not matter, they don't function as clip or invisible brushes, neither do any occluder brushes either. I respect the work you put into these videos, but not sure if you knew that those brush types don't do much, either way I enjoyed the video!
as well triggers, areaportals, etc...
@@mexoc5006 Aren't triggers responsible for things like doors opening and spawnrooms?
@Mexoc Farly No, triggers and areaportals are important. Especially areaportals, they are used for optimisation so it would just lag the map more.
@@hazeltree7738 triggers are responsible for a lot of a maps and gamemodes logic working, idk much about TF2 mapping but in CSGO, buyzones, bombsites and hostage rescue zones are all just big triggers. In TF2 they're likely used for control points (the control point you see in game just being a model showing where the point is). Oh and yes they should be spawnrooms but only indicating where a spawnroom is, player spawns are separate entities
This would be really interesting to play on in a server, though I'd say a grappling hook would make it more fair for other classes
Notice how the bird themed icon person chooses to count windows as invisible walls
I'd love to play on a no bounds degroot server, please, make that one real!
(although barriers above blu spawn walls will have to be there I suppose, or it would become unplayable)
Please don't delete Hints, Skips, Areaportals, or Triggers xD they don't prevent you from going anywhere. They optimize the map and make it not laggy. Also, select all prop_static and make it solid.
0:04 You'd think the creator of Highertower would work on the tops of buildings and cliffs so they aren't just invisible.
Hell yeah I wanna see these again I honestly don't get why these aren't as popular I find this really interesting
Dude its 7 hour after upload
@@utheemmely271 Yeah I know but in the video he said these videos aren't as popular as his other ones so I was responding to that
In regards to your comments about Mann Manor and Mountain Lab, the reason they're the same map but vastly different (at least compared to most Halloween maps vs the original map) is because there was a contest by Valve to add aethetics to a map they created. The end result was Mann Manor and Mountain Lab winning the contest, so both were added to the game.
So Valve created the base map and then told the community to add the decorations and aesthetic on top to make it interesting. It's a pretty unique concept for adding community suggestions and ideas
I believe that the small gridded pathways with 2 doors are small Half Life references/easter eggs, if you are willing to stretch a bit.
i’ve never payed attention to how beautiful mountain lab is, but it’s so nice! i love the tf2 sawmill vibe
The thing about wiping out all clip brushes though is that maps use them for other purposes; such as making edges easier to traverse, to prevent getting stuck on props, and making staircases smooth
One precaution you could implement for medieval mode when you can stand on the wood of blue spawn is that just add some kill boxes. They're wooden spikes, very deadly.
Can't wait for the new official tf2 map that will be just a lot of pathways between 2 doors.
Damn it, I didn't find out about this until now.
Honestly the Medieval mode one was the one I was most curious about.
What I would like to see is some actual gameplay testing.
mossrock has some visual glitches for me, sometimes theres some particles that appear and disappear depending how i look at them and their size is inconsistent too
3:21 It's Over Anakin I Have The High Ground
-Obi Wan Kenobi
I really like this series, how about some MVM maps for the next one ?
I never knew Mountain Lab is the non-Halloween version of Mann Manor.
YES IM SO EXCITED!
Btw, have you tried changing the default texture to fix mossrock?
Always loved this series, it's so cool looking at how the maps would feel opened up. Next maps I'd want to be done would probably be Viaduct, Boreno, and Doomsday.
imagine sniping from the mountain half way across the map of gorge
Honestly, if these "invisible wall free" varients of maps were a bit more polished in terms of the going through stuff and not colliding with props/objects. It would make some maps more appealing for the movement appreciating part of the tf2 community. Especially when it comes to the cursed skybox's invisible ceilings and stuff. At least, that is my opinion.
This version of 5gorge would be a really good vs Hale map
I would love to see a tf2 open world game with all of the maps connected, it would be perfect
theres gonna be that one person hiding on the edge of the map
I could see this being really cool for doublecross
OMG you just made one of SolarLighit's domains even more scarier when facing him
technically all roofs are accesible by all classes if a engieneer sentry jumps and sets up buildings there
i want a whole video on all the walkways between two doors now lmao
me: what is the music in the back of the video
me: :listening very intensly:
me: I swear I know it what is it
me: :slams desk: SONIC 06 TOWN THEME
current state of tf2 right now
You can get the Assasin's Creed experience with Spy in Degroot Keep now
Idea, Make Degroot keep not restricted to just melee weapons
Open world tf2 game with every map connected in the same world
This is giving me the biggest game developer itch HNNG MOUNTAIN LAB IS LIKE LEFT 4 DEAD AND HALF-LIFE COMBINED
man you should have checked out mercenary park
i know big joey already made a vid on this but still
it has ton of secrets
and a functional tram
16:25 one of the “doors” is a control panel
yeah you should probably do a meme video about the walkway with two doors [kinda like nigahiga conspiracy video]
What i really learned from this video is the fact that mountain lab is non halloween mann manor and i never realized until now....
When he called the cargo container: "this cube thing" my grammar nazi came out.
Edit 2:10
6:25 that was already a thing
This is good series but will you continue x10 class weapon tier list videos
oh god don't remove areaportals or skip/hint brushes. They are purely for optimization and nothing else.
Someone please make a server that runs these kinds of open maps.
I would love for this series to continue.
Answer: “Thanks for standing still, wanker!”
yes but this doesn't compare to them adding snakes to snakewater
Subnautica has no invsible map boundaries, per say.
If you go 2000 meters from the map's center, you reach a an invisible "Barrier" which is not physical, but marks the beginning of a point where almost all entities besides vehicles, bases and your own player model will be erased if they were last saved beyond that point if you reload the game.
Once you reach about 4,000 meters, the game starts to get confused, things start breaking and your UI begins to shake violently, but otherwise things still work.
Next, once you reach 8,199 meters, you reach a point where you will rapidly move down or forward, and at 8,229 meters, you are teleported back to the starter biome. This is the farthest you can get without mods or console cheats.
However, you can bypass this. If you can use the warp command and the speed 0 command (Freeze time command ) to get past it.
If you first freeze time and then aim to the horizon (or whereever.) and then warp approximately 8900 meters or more, you will have bypassed this barrier.
However, the game will now lag intensely, your UI will be undergoing its own little spazzy self earthquake, and reality will start to degrade.
Past 9,500 meters is where reality begins to truly not care.
The lag is intense, and in a way that normal lag usually isn't, your UI is shaking so hard that it looks like it has both doubled in thickness and will appear very fuzzy since it is shaking so, so, so, so, much.
Beyond this point, you can still move around and even build, but anything you try to artificially spawns (Creatures, plants, items, most tangible useable machines,) will not only despawn on reload, but will both lag and start to bend, twist and literally fragment as their veiwmodles start to glitch out, like a very weak black hole is pulling on them.
And, as far as I know, there is no real end. It will just be endless water, sky, and you.
Many of the games functions will have died, and reality will simply yeild to your poor choices and lose control over the world. I don't think there is an end to this area, and as long as you have enough patience and a powerful enough computer, you could go hundreds of thousands of meters before your computer can no longer take it.
However, I have attempted to warp myself over a 200,000 meters in a single command, and well, This is how I can best say what happened: I killed it.
Everything was frozen. My playermodel was nowhere to be found, my depth gauge was trying to display a number that was not only wrong, but also so long the depth gauge had tried to display it and ended up compromising with itself and causing the number to creepily enter a strange, vertical shape that proves that the depth gauge was not supposed to display any more than about a hundred thousand meters, let alone this.
All I could see was dark water, and frozen, dead forms of water current effects that automatically spawn and quickly dissapear upon warping to another location, whether there is water there or not.
It was broken, but it was alive. The game was functioning, and all I could hear was a soft, haunting ambient whine. What that noise was? nobody knows.
But, all I could do was move my perspective around and pray that nothing more horrible was to happen then.
And, once I warped back out of this hellish, deep-sea twilight zone, and into the starter biome, the game froze for a second, lagged a bit, slowed a bit, but then began to work again. Within seconds, the game was working fine, like nothing had ever happened.
This shows that invisible walls don't really need to exist. But they should, they definitely should.
A spawn point and a lift / jump pad underneath the last point of gorge can help balance the attacking flank on 4 sides and spamming the only 2 doors out of defense.
Bro invite solar light to a server with the free degroot keep map lol
Seeing this map philosophy throughout this 'series' in action live with a full server sounds like an interesting video concept. Is that an option for you, or would that be too much of a hassle without outsourcing the mapping work? I know Octo did something similar with his recent-ish Dustbowl video, that one turned out pretty good.
5° COMMENT LETS GOOOOO
5 degree comment what?
Damn bro, it's kinda like stealing my idea mhhhh....
(check my workshop before starting a twitter drama, mister fancy pants)
I remember a halloween map, i think it's called koth_slaughter or another map that there's a lot of levels to exit the underworld that where like a motel or something like that, there was a little easter egg of a tiny little dog sitting in a chair that you could see through a door, im not soo sure about the name of the map but i think it would be cool to remove some barriers from there, also in upward if you remove the trigger_hurt you can go all the way down but the water and buldings are just skybox.
When the gamer changes game :0
16:35 visibility optimisation. Having open doorways would waste visleaves, and I guess they want the aesthetic of catwalks everywhere.
me, a mapper, watching the optimization get deleted: AAAAAAAHH
The issue with mossrock is because it has custom textures and models packed into the BSP. You would need to extract them using BSPsource.
I think those 2 doors are an easter egg for half life 2
me, a turbine only player 😐
I adore exploring source maps with noclip. Such a sense of mystery and freedom.
I hope you actually fix mountain lab. That back passage on B convinced me that it should be fixed.
You should make a server with these maps
I think a cool map idea would be maybe a Payload map set behind RED base in gorge. I think maybe the room under last could be seen in RED’s spawn for this hypothetical map, and you can see the building for RED last as RED’s spawn in the map.
You state that you replace nodraws in every video, what's with the confusion about graygrids
I feel like Gorge would have a cp system similar to Steel. You can still capture the final point the normal way, but there would also be control points that once captured open up new routes to rush the final. An example would be the glass dome on the roof having a control point that, once captured, makes it blow up, thus making a new route where BLU can drop from and into the point.
Did someone do this, like exact idea saying the exact same reason a few months ago?
mfw wamo v2
Snowycoast has an entire bay that is quite cool (not intentional joke) and I have used it for a scene in gmod. Sadly it wouldn't serve much purpose other than being for roleplaying or a friendly area. Snowycoast does have other neat areas, but unlike the bay they aren't exactly fully fleshed out spaces like the bay.
You've never heard of mountain lab? what?
I really wish a lot of the buildings in MVM didn't have so many invisible walls. There's a good number of spots you'd think you could stand on but you just can't, especially in Coaltown
i'd love to see what enclosure is like fully opened up cause that map has a lot of extra details out of bounds
16:29 *WRONG!* That is a single pathway between two doors, and a pathway between a door and a control panel! Presumably it even controls the crane holding those barrels up! That's genius environmental storytelling and you have the _gall_ to call it a "door."
I think it's a neat concept, but since I consume most TF2 content while doing other things, I can't get the most out of it without actually sitting down and looking at the video all the way through. I think a lot of people more listen to than watch videos, especially when the narrator has a nice voice like yours, so a balance of content for both sound and visuals might make things more interesting. Maybe talk about some of the more technical aspects, or have a closed playtest with some of your friends and talk about how the game played differently. I'd listen to that.
He said the point on gorge was in a valley, but doesn’t he mean a… gorge?
degrootkeep in my opinion is unfinished which is why you take fall damage to get to one of the points
"Red team can't go in blu spawn"
Red team after winning any match in tf2:
Damn RUclips hiding videos that aren’t the same as your usual. It’s not your fault, I’m sure plenty of subscribers want to see this series, it’s just RUclips is doing another dumb dumb so it’s not getting recommended to anyone
S N I P E R H E L L
I don’t know if it would even be possible, but it would be funny if you equipped the Scotsman’s Skullcutter on DeGroot you would spawn in the dungeon
This is really interesting stuff.
Just Have Spawn Outside The Invisible Walls
Have You Incapable Of Going Into The Actual Map Itself
Fan request: can you jump off the edges on each of the maps at least once? It was like nails on a chalkboard seeing the edge so close and you not falling, very depressing
Someone please make a community server which would run these set of map rotation (just like in this video) and it would be always full😄
Stop giving ideas for delfy
My first video in the series, so cool! I love your mapping videos, but I’ve been binging all of your videos and they’re great.