It's easy to look at a short summary of cut content on youtube and assume it would have been amazing if it were added--but developers cut content for a reason, and that reason is usually that it's not working. Speaking as someone who's played these maps myself, if there's a good tutorial out there in the multiverse, it's not this. However, I'm with you on one map--the rocket jump training course. It's VERY well-designed.
A sorta "singleplayer" thing where every character had their own fun, in-depth training course like this would be SO SO SO good for the game. And imagine if, after completing each course, and doing optional bonus things, that's how you unlock all of (or a lot of) the class-specific weapon unlockables. Really sad that we can't get something like this :(
Yeah, if they added achievements and achievement items for all of the weapons that don't already have an achievement tied to their unlock. Wouldn't it have been awesome to get the Rocket Jumper and Sticky Jumper after a Rocket Jump tutorial and Sticky Jump tutorial respectively? pff, maaan.
I think even without giving the other classes such elaborate courses, just having this for soldier would be enough to help new players. Soldier is a good fundementals class, and this seems to focus more on general gameplay than learning his particular ins-and-outs anyway - going from basic aim to movement, to defending an objective and using map control, to avoiding and destroying buildings, to capturing objectives, culminating with a full game of dustbowl.
yea, adding simpler maps to explain more advanced mechanics and tips, like general building placement, how to aim pipes, damage surfing, and maybe even some simple trickstab techniques would give you the necessities to understanding the capabilities of every class while simultaneously being the base to which you could experiment with different personal preferences to craft a more personal style of play
@@limerick9146 Not necessarily. It took one of my friends ten hours before discovering that rocket jumping was accounted for in map design and the soldiers doing it weren't just idiots somehow getting lucky and killing him. Also had a poor understanding of how durable most classes are.
@@limerick9146 You can learn all those stuff just from playing, but having tutorial that actively makes you notice certain things like how much damage you take while rocket jumping, or how far away from wall you want to put your building just to avoid spash damage, while being in controlled and not as chaotic enviroment would be immensly useful
Pointbreaker is so surreal for being MASSIVE by Valve standards. It still has the feel and general layout of a Valve map, but like if it was stung by a bee.
That feels like an entire singleplayer campaign. Just imagine doing a rocket jump map while being shot at, or some kind of mirrors edge level for scout, or a stealth mission for spy, or maybe a sniper mission where he gets hired by CIA to assassinate Joh-
Man, you KNOW someone's gonna start speed running that targets map. Think of how optimized that would be while showcasing the peak of TF2 movement and precision.
*I wish Valve had developed these maps further in development and published them. Who knows, today's classroom training mode would be different. And I wish Valve would add it in training mode for all classes. There are only 4 classes. :-( how sad... but we are happy to see these years later! :-') I also say why so few? seriously this video and the reason for the leak told. Thank you on behalf of the TF2 community.*
i can't quite get my finger on why, but these maps looks absolutely sick, just aesthetically i find them really cool, maybe it's just something in me missing tf2 but these are wonderful
These maps are very close to the design standards valve made for themselves during the game development (you should be able to Google the documents). Those standards stopped being respected a couple of years after the game launch
These are unfinished and janky but just OOZE pre realese to 2009 map design and cues like the other guy said the art style slowly got watered down You can also see it's a choke point fest with mostly low ceilings and corridors the game eventually surpassed thst gameplay style but it was prevalent on the old map styles These maps are a window of time into that TF2 time
@@EvilGarvey You might also count the Invasion trailer, since it focuses on the BLU team. But it might not count, as it's unclear whether or not BLU is victorious against the UFO.
I appreciate your work so much shounic, this content is invaluable to those who have a deep interest in TF2 but don't have the technical understanding of the game's code to interpret everything you cover in your videos.
Valve really made one of the most comprehensive tutorials of all time, realized they were gonna have to do the same for every class and then completely abandoned the project
I understand why Valve scrapped these (doing multiple entire tutorial maps for every class would've been a huge resource sink) however I really hope if the community comes together and finishes what they started, Valve might be interested in adding these to the tutorial.
That rocket jump tower reminds me so much of the quake live rocket jump course, as the basic jumps were just as easy, but continued getting more and more difficult until you couldn't continue, which determined your skill rating, and the difficulty level against bots. With a bit of work, valve could have easily made something just as good
This would have been so fun and educational to new players, I am mad this never made it in. Edit: Also there could be a training speedrun category for TF2 if this was in the game.
Bridge of death kinda feels like a very early concept for MVM, as in, it could've inspired it, bots spanning in, following a psth and winning when reaching the end
Seeing all this after so many years makes me see that at least the TF2 dev team was really passionate about their game, but it also seems that even they did not know the full extent of the gameplay they created, still, this is good work. Alas, makes me wonder if something else happened other than just being tired of working on the same thing so many years and wanting to move on with new stuff.
shounic can you do a video on what would a game of tf2 look like if there was friendly fire? With solider and demo being so popular classes I think this would be really interesting to see. Other things to look out for would be would a huo long heater heavy be detrimental to the team if the game mode was payload instead of normally being an ok choice? would pyros no longer be good at spychecking if he was constantly igniting his teammates? What if mad milk and Jarate could affect your team as well as the enemies?
I really have no idea what people mean when they say the tutorials are bad. They teach you everything that you NEED to know about the character. What people want the tutorials to teach you, are things you DON'T need to know, or they nitpick over how it's taught to the player. And they're not broken like some people have claimed them to be, they are fully functional and can be completed no issues. The only problem with TF2's training is the fact that there doesn't exist training for every class in the game.
@@robuxyyyyyyyyyy4708 I already pointed out the fact that it doesn't cover all classes, which is a bad thing. And engineer turtling? Valve designed the engineer to do that, that's why it's taught. The bots are programmed to turtle as well. They teach you to turtle as the engineer because the engineer was designed with the turtling playstyle in mind, they don't expect you to do anything else.
@@ZoofyZoof the fact that you think engineer's sole job is to turtle is already a sign, yes it's his job to defend an area but turtling has massive downsides depending on where it is/how your doing it
I just now realize how cool a single player “story mode” would be in a game like tf2.. hard bots, completing objectives however you can with whatever class you want / a set class would be so cool….
This had the makings of something really good. If they had just stuck with it, ironed out the kinks... this training course could have been something truly incredible. It's especially interesting, considering how various fanmade maps sort of fill the role that some of these stages would have had, assuming they'd been completed. That's not to say jump maps or what-have-you wouldn't have existed, though; quite the opposite. Having the concept introduced in a neutral environment like that rocketjump map could have inspired so many future map developers, and given everyone a slightly better understanding of the concept, rather than having them all more or less learn as they go. Also, frankly, pointbreaker looks fun. With some polish that could probably be made into an actual, playable CP map. Like... what the hell.
I got this feeling this was supposed to be the actual tutorial but in typical Valve fashion they went “okay this is taking way longer than we thought, we’ll make an easier to code tutorial and we’ll finish this one later” and never did, due to the original designers of the tutorials leaving, forgetting about it, other projects taking priority, or whatever the case.
that pointbreaker map without the bots and the frenzy one turned into some sort of pseudo MVM match would be absolute banger maps to actually be able to play
Too bad that these maps were not introduced into the main game. But knowing that the community will most likely revive them, fills me with determination.
Now that I've seen this it makes me wonder: Now that V-Script is implemented, could we make our own tutorial maps as a more hands-on approach to teaching newer players the game? You could even teach community-recognized aspects of the game, and teach more of the nebulous fps concepts. I feel like there's a lot of potential here.
I feel like having a good tutorial system would bring in much more people into tf2 because right now, it seems that most people get turned off by how confusing and unintuitive the game is from the start and that the only way to really get into the game is if you have a friend to help show you how to play or if you just like the game enough to spend time watching videos learning certain mechanics. With a proper in-game tutorial, newer players would be able to understand how the game works without being overwhelmed by all the classes and weapon choices and game mechanics. Like if they actually had the rocket jump course in the video, I wouldn't have spent the first year of playing tf2 thinking soldier was a slow paced class until my friend showed me market gardening. Hell, I thought right-clicking with pyro's flamethrower was a glitch until I saw a video of someone using airblast. Imagine how many potential players were lost just because they weren't shown the true potential of the classes in the game.
wait, you're telling me i could've had a good, fun tutorial, and instead i got an extremely basic course, then a glorified practice mode? what the heck volvo
Those TF2 coins reminds me of the unused "Item_Nugget" from Portal 2. Which had something similar like it. Though with that, it was more broken and the logic dictating the actual collectables wasn't done. Also it uses the same Control Point "?" shape as well! I think it was original meant for Co-Op, since there's console commands associating them with spawn chances for Co-Op mode. It might of what would eventually became the "Science collaboration Points" in Portal 2. Here's your random source knowledge.
Love the idea. Also love how it gets clearly laid out that different weapons are meant for different ranges, and stresses on the point that close range is for melee, just cause it's gotta be funnier, even though a point blank shotty round is likely to do more harm than a melee hit.
The fun thing is you could still see the community complaining since things like rocket jumping crouching wasn't necessary i can't make this up this is perfect peak valve TF2 stuff, it would have some minor cons, but it looked fun, teached people more i dept stuff aaaaand valve realized they would have to do this nine times so it got axed probably by time since they would have been likely working on so more new stuff at the time It's perfect it shows a window into TF2 actual de velopment cycle
The pyros not airblasting on corridor could be a result of them not being able to airblast at all very early on in the game. I don't know if these tutorials were in the works when thaf was the case though
It would be incredible if the comunity can manage to fully recreate all of these map and restore them to what they were in the day before getting scraped
Watching tutorials remind me of my first times in tf2 and that reminded me of when enemies are killed, they drop their weapons and not ammo boxes, and you had to go over their weapons that would then disappear to get a medium ammo box. The nostalgia is big
Got to love how TF2 keeps making these basically finished things but it never gets put in the game but what we do get is whatville and the sandman nerf
The game is designed well enough that you can have fun as a noob without these tutorials but having them would have been so nice. Having brought a lot of people to the game, it would have been great to let them play a super polished tutorial made by valve rather than try to explain things to them.
This course gives me really weird feeling i have problem describing It is like seeing kid trying their best but ultimately not achieving enough and surrendering. Or like this Phineas&Ferb clip with Dundersztyc giving Vanessa doll she asked for when she was 8 while Vanessa is already adult
I would have loved to have these for my new friends playing the game, they struggle with a lot of these complex ideas like rocket jumping and positioning, these courses would have been soooo good!!
This would have been so good. I would have killed for these kinds of in-game resources when I started playing TF2 years ago. And I’m 100% sure people would have been speedrunning these maps if they were completed.
They really should finish these training maps and add them into the game. There are still lots of new players joining the game and these would be a perfect way to teach them!
I bet you they were having trouble simulating a real game with those heavily scripted bots, developed the bot AI we have nowadays as a solution, and realized it would be far easier to just give us the offline "training mode" on real maps. After all, why go through all the effort of creating maps that'll only be seen by most players once? Much smarter to put those resources towards maps for multiplayer. Probably should've included SOME tutorial maps, though. Not just for rocket-jumping and airblasting and the like, but to help display class roles better. Like, it's clear from the turret map that Pyro is expected to use their airblast to defend sentries/teammates from projectiles, but how the hell would a new player figure that out on their own?
That really is wild that we could have had this but didn't. The fact that there was even a tutorial for an unconventional yet awesome mechanic like rocket jumping would have made a huge difference for newer players, and it's a shame it was cut. 3:02 some training on the cons of random spread 7:12 shows you both how powerful your medic can be, and that they are flimsy and should be protected 10:38 shows you what you probably should do as a medic when your only teammate dies - fight back. Granted the bot was too derpy to do much with the syringe gun, they at least didn't whip out a bonesaw.
If you listen closely at 3:10, you can hear a metal breaking sound which didn't play when the other dummies are shot.. Maybe the giant steel door was breakable? Since that's the sound that plays when a func_breakable with the metal property takes damage
the Bridge of Death objective using a camera for its skybox is weird, but it produces a pretty neat effect where it looks like there's another battle going on in the distance. It's a janky and potentially confusing effect, but I wonder if a talented mapmaker could use it for some sort of hacky dynamic VFX for a battlefield map.
it makes sense why the pyros cant airblast 7:16 , depending on when these maps were made, they might have not been able to. but it does make sense why pyros would be reflecting the rockets away from the sentries
Huh, this is very interesting, but for some reason that two in one Dustbowl map now makes me wonder how a Long Bowl, all three stages of Dustbowl at once would be like. Hell, probably, but could be interesting for applications of torture. Granted it probably exists, just nobody talks about it compared to Higher Tower and such.
Remember that one payload map valve were making and put out half finished aka Cactus canyon. Then they just removed it from casual play and abandoned it.
Thank you for this video, and I like the look of some of those maps. Now that VScript is in TF2, the community can make better tutorial maps for every class. Am I right?
so if I understand things right, warehouse is a weapon training that teaches you the basics. targets is an advanced weapon training map, rocketjumps is self explanatory. Bridge_of_death teaches airshots. corridor is a minimalistic third stage of dustbowl that teaches how to deal with sentries. pointbreaker teaches you attack/defence but dustbowl... also teaches you attack/defense?... and is a worse version of retail tr_dustbowl. and last but not least is bonus frenzy which basically just exist to farm your coin and airshot points. so in the retail game valve basically only does the warehouse, corridor and dustbowl training and did the smart move of merging dustbowl and corridor together
So after all the years of people complaining about the terrible tutorial, it comes out that valve did have a really good tutorial on all the fundamental steps any player would have needed to get their foot in the door (as a tutorial should)... but it wasn't ready in time and we got the lazy half measure If this was in the game from day one, it would have helped every single person who played the game a ton... its super late now but an official implementation and finishing of this tutorial would go a long way imo
Knowing that we could've had an -actually good- not quite as bad training course for TF2 pains me on a level I cannot describe.
try saying djibouti, might help describe it
Why did they cancel it?
We could have had the Titanfall 2 equivilent of the Gauntlet with rocket jumping
It's easy to look at a short summary of cut content on youtube and assume it would have been amazing if it were added--but developers cut content for a reason, and that reason is usually that it's not working. Speaking as someone who's played these maps myself, if there's a good tutorial out there in the multiverse, it's not this.
However, I'm with you on one map--the rocket jump training course. It's VERY well-designed.
@@chef_dude djibouti
A sorta "singleplayer" thing where every character had their own fun, in-depth training course like this would be SO SO SO good for the game. And imagine if, after completing each course, and doing optional bonus things, that's how you unlock all of (or a lot of) the class-specific weapon unlockables. Really sad that we can't get something like this :(
Yeah, if they added achievements and achievement items for all of the weapons that don't already have an achievement tied to their unlock.
Wouldn't it have been awesome to get the Rocket Jumper and Sticky Jumper after a Rocket Jump tutorial and Sticky Jump tutorial respectively? pff, maaan.
I'm still struggling with rocket jump lol
story mode would be kinda cool
@@camtubecamtube Well, Rick May(I think, please correct me on this), the guy that voiced Soldier, is dead. So I don't think it'll happen.
@@boeing747-8 i know, just i think its a cool concept for tf2.
I think even without giving the other classes such elaborate courses, just having this for soldier would be enough to help new players. Soldier is a good fundementals class, and this seems to focus more on general gameplay than learning his particular ins-and-outs anyway - going from basic aim to movement, to defending an objective and using map control, to avoiding and destroying buildings, to capturing objectives, culminating with a full game of dustbowl.
yea, adding simpler maps to explain more advanced mechanics and tips, like general building placement, how to aim pipes, damage surfing, and maybe even some simple trickstab techniques would give you the necessities to understanding the capabilities of every class while simultaneously being the base to which you could experiment with different personal preferences to craft a more personal style of play
You already learn all this stuff just by playing the game and watching what other players do.
@@limerick9146 Not necessarily. It took one of my friends ten hours before discovering that rocket jumping was accounted for in map design and the soldiers doing it weren't just idiots somehow getting lucky and killing him. Also had a poor understanding of how durable most classes are.
@@limerick9146 You can learn all those stuff just from playing, but having tutorial that actively makes you notice certain things like how much damage you take while rocket jumping, or how far away from wall you want to put your building just to avoid spash damage, while being in controlled and not as chaotic enviroment would be immensly useful
@@limerick9146 Why would anybody tell you to not drink shampoo just drink it yourself and find out
Pointbreaker is so surreal for being MASSIVE by Valve standards. It still has the feel and general layout of a Valve map, but like if it was stung by a bee.
Point breaker and shoot are the best maps I've seen so far..
I might revamp pointbreaker
Honestly most maps here seem like a fever dream
They almost seem like maps you played, yet they're entirely new
That feels like an entire singleplayer campaign.
Just imagine doing a rocket jump map while being shot at, or some kind of mirrors edge level for scout, or a stealth mission for spy, or maybe a sniper mission where he gets hired by CIA to assassinate Joh-
They finally found the assassin; it was a spinning, Gibus-wearing Kiwi who just looked up and kept saying "Nice shot, mate"
I like the way you think.
That rocketjumping map brings Quake Live to mind.
@@somerandomgamer8504 Botswald
@@somerandomgamer8504 Kek
Man, you KNOW someone's gonna start speed running that targets map. Think of how optimized that would be while showcasing the peak of TF2 movement and precision.
also needs to have Captain Price scream into my ears while running through the course.
actually tried doing that 2 years ago LMAO
something like titanfall 2's gauntlet
@@champion99999 Do it on Saturday.
@@germtm. FLASHBANG THROUGH THE DOOR
It's nice to know that some of the devs had fun creating, coding and playing these types of maps. They seem very fun
I wish this was in the game sooooo bad
I wish the game in the video was real sooo bad
*I wish Valve had developed these maps further in development and published them. Who knows, today's classroom training mode would be different. And I wish Valve would add it in training mode for all classes. There are only 4 classes. :-( how sad... but we are happy to see these years later! :-') I also say why so few? seriously this video and the reason for the leak told. Thank you on behalf of the TF2 community.*
Most Valve Cared about.
Don't become tratior!
i can't quite get my finger on why, but these maps looks absolutely sick, just aesthetically i find them really cool, maybe it's just something in me missing tf2 but these are wonderful
nah, valve just has really good art team. That's why. All valve maps are amazing looking
These maps are very close to the design standards valve made for themselves during the game development (you should be able to Google the documents). Those standards stopped being respected a couple of years after the game launch
These are unfinished and janky but just OOZE pre realese to 2009 map design and cues like the other guy said the art style slowly got watered down
You can also see it's a choke point fest with mostly low ceilings and corridors the game eventually surpassed thst gameplay style but it was prevalent on the old map styles
These maps are a window of time into that TF2 time
@alarikoyt hi alariko
This means there is now official valve content in which BLU team is intended to win. Wow, never thought I'd see the day.
That’s the existing training maps tho
Mannrobics trailer? No?
@@EvilGarvey You might also count the Invasion trailer, since it focuses on the BLU team. But it might not count, as it's unclear whether or not BLU is victorious against the UFO.
@@NegativeDumpsterWe never got "Mann Versus Aliens" 😢...
That must be why they scrapped it. 😅
The fact that there was gonna be an *official* rocket jumping map hurts me
I appreciate your work so much shounic, this content is invaluable to those who have a deep interest in TF2 but don't have the technical understanding of the game's code to interpret everything you cover in your videos.
Valve really made one of the most comprehensive tutorials of all time, realized they were gonna have to do the same for every class and then completely abandoned the project
i kinda get it, time and resources cost money
Relatable
@@ThispersonisrealThey literally could have asked the community. A lot of maps on valve servers were made by the community.
But thats treadmill work 😔
It would've been amazing to see each class get there own training courses.
hey its the guy from the manly video again
Heavys is just shoot the gun
@@jackmckeown7601 We’ve all seen players that need that explained to them though.
their* 😏
@@golfclubninja *yro'ue
The use of coins or tokens to guide the player on how to do basic rocket jumping is clever, I like that, shame these maps went unused
4 point dustbowl IS real and it CAN hurt you
😰
I want it to be real so Dustbowl will end 20 seconds sooner
I understand why Valve scrapped these (doing multiple entire tutorial maps for every class would've been a huge resource sink) however I really hope if the community comes together and finishes what they started, Valve might be interested in adding these to the tutorial.
I wonder what TF2 would be like if these maps were in the game. The score and time could probably make for great speedrunning the solo maps.
That rocket jump tower reminds me so much of the quake live rocket jump course, as the basic jumps were just as easy, but continued getting more and more difficult until you couldn't continue, which determined your skill rating, and the difficulty level against bots. With a bit of work, valve could have easily made something just as good
This would have been so fun and educational to new players, I am mad this never made it in.
Edit: Also there could be a training speedrun category for TF2 if this was in the game.
There is already speedrun categories for the current training modes, but this would be better obviously
Bridge of death kinda feels like a very early concept for MVM, as in, it could've inspired it, bots spanning in, following a psth and winning when reaching the end
Seeing all this after so many years makes me see that at least the TF2 dev team was really passionate about their game, but it also seems that even they did not know the full extent of the gameplay they created, still, this is good work. Alas, makes me wonder if something else happened other than just being tired of working on the same thing so many years and wanting to move on with new stuff.
There's something about having tutorials be stylized in-universe training courses that I love.
This looks pretty cool. It would have made Spy training a lot more fun.
shounic can you do a video on what would a game of tf2 look like if there was friendly fire? With solider and demo being so popular classes I think this would be really interesting to see. Other things to look out for would be would a huo long heater heavy be detrimental to the team if the game mode was payload instead of normally being an ok choice? would pyros no longer be good at spychecking if he was constantly igniting his teammates? What if mad milk and Jarate could affect your team as well as the enemies?
If only valve made better tutorials for new players, that is why many newbies drop the game
I really have no idea what people mean when they say the tutorials are bad. They teach you everything that you NEED to know about the character. What people want the tutorials to teach you, are things you DON'T need to know, or they nitpick over how it's taught to the player. And they're not broken like some people have claimed them to be, they are fully functional and can be completed no issues. The only problem with TF2's training is the fact that there doesn't exist training for every class in the game.
@@ZoofyZoof Well it only covers a limited amount of classes and teaches engineer turtling
@@robuxyyyyyyyyyy4708 I already pointed out the fact that it doesn't cover all classes, which is a bad thing. And engineer turtling? Valve designed the engineer to do that, that's why it's taught. The bots are programmed to turtle as well. They teach you to turtle as the engineer because the engineer was designed with the turtling playstyle in mind, they don't expect you to do anything else.
@@ZoofyZoof umm no ua-cam.com/video/Hb1ToDkwAjY/v-deo.html
@@ZoofyZoof the fact that you think engineer's sole job is to turtle is already a sign, yes it's his job to defend an area but turtling has massive downsides depending on where it is/how your doing it
I just now realize how cool a single player “story mode” would be in a game like tf2.. hard bots, completing objectives however you can with whatever class you want / a set class would be so cool….
Huh. The sheer ambition and complexity of this course makes me wonder if, had things gone differently, TF2 could've had a story mode.
That rocket jumping tutorial woulda saved me hours of agonizing pain trying to figure it out on my own
This had the makings of something really good. If they had just stuck with it, ironed out the kinks... this training course could have been something truly incredible. It's especially interesting, considering how various fanmade maps sort of fill the role that some of these stages would have had, assuming they'd been completed. That's not to say jump maps or what-have-you wouldn't have existed, though; quite the opposite. Having the concept introduced in a neutral environment like that rocketjump map could have inspired so many future map developers, and given everyone a slightly better understanding of the concept, rather than having them all more or less learn as they go.
Also, frankly, pointbreaker looks fun. With some polish that could probably be made into an actual, playable CP map. Like... what the hell.
I got this feeling this was supposed to be the actual tutorial but in typical Valve fashion they went “okay this is taking way longer than we thought, we’ll make an easier to code tutorial and we’ll finish this one later” and never did, due to the original designers of the tutorials leaving, forgetting about it, other projects taking priority, or whatever the case.
that pointbreaker map without the bots and the frenzy one turned into some sort of pseudo MVM match would be absolute banger maps to actually be able to play
I'd love to see how these maps would be played in a normal 12v12 game
Pointbreaker seems to be the most normal map, right?
Speedround Dustbowl would be fun.
i like how a lot of these maps are in that uncanny valley where they sorta look like maps that already exist but just different enough
idk why, but that map name box that you made gives off "something is creating script errors" vibes and it fits so well with these unfinished maps
Too bad that these maps were not introduced into the main game. But knowing that the community will most likely revive them, fills me with determination.
Now that I've seen this it makes me wonder: Now that V-Script is implemented, could we make our own tutorial maps as a more hands-on approach to teaching newer players the game? You could even teach community-recognized aspects of the game, and teach more of the nebulous fps concepts. I feel like there's a lot of potential here.
Aside from the training mode itself, this makes me wish for a singleplayer/co-op campaign in TF2
I feel like having a good tutorial system would bring in much more people into tf2 because right now, it seems that most people get turned off by how confusing and unintuitive the game is from the start and that the only way to really get into the game is if you have a friend to help show you how to play or if you just like the game enough to spend time watching videos learning certain mechanics. With a proper in-game tutorial, newer players would be able to understand how the game works without being overwhelmed by all the classes and weapon choices and game mechanics. Like if they actually had the rocket jump course in the video, I wouldn't have spent the first year of playing tf2 thinking soldier was a slow paced class until my friend showed me market gardening. Hell, I thought right-clicking with pyro's flamethrower was a glitch until I saw a video of someone using airblast. Imagine how many potential players were lost just because they weren't shown the true potential of the classes in the game.
shounic's hitsound really makes my brain go plunk
Having a training course in the game would have done sooo much I can't even describe.
9:52 they even programmed an engineer to spawn camp💀
time traveler: moves a chair
the time line: no more tf2 updates, 400 million terabyte leak
Those training maps are better than the ones currently in game. I'm so sad they didn't get added
7:29 o7 friendly medic
the fact that we could've had courses for every class is painful
wait, you're telling me i could've had a good, fun tutorial, and instead i got an extremely basic course, then a glorified practice mode? what the heck volvo
TF2's training course is just as good as WW2 soldier training, if only we had something like this :(
Volvo
Those TF2 coins reminds me of the unused "Item_Nugget" from Portal 2. Which had something similar like it. Though with that, it was more broken and the logic dictating the actual collectables wasn't done. Also it uses the same Control Point "?" shape as well! I think it was original meant for Co-Op, since there's console commands associating them with spawn chances for Co-Op mode. It might of what would eventually became the "Science collaboration Points" in Portal 2.
Here's your random source knowledge.
Love the idea. Also love how it gets clearly laid out that different weapons are meant for different ranges, and stresses on the point that close range is for melee, just cause it's gotta be funnier, even though a point blank shotty round is likely to do more harm than a melee hit.
So you're telling me,
training was ACTUALLY GOOD back then, but nobody ever finished making it
classic valve move
- Removed Training maps from menu
Too confusing for new players
- Removed all content added ever since 2007 (reason: too confusing for new players)
@@DL-zv5xc Oh man...
This comment is just too perfect.
The fun thing is you could still see the community complaining since things like rocket jumping crouching wasn't necessary i can't make this up this is perfect peak valve TF2 stuff, it would have some minor cons, but it looked fun, teached people more i dept stuff aaaaand valve realized they would have to do this nine times so it got axed probably by time since they would have been likely working on so more new stuff at the time
It's perfect it shows a window into TF2 actual de velopment cycle
Apparently the way valve's internal structure is set up heavily discourages updating old games
10 minute shounic vid? This is heaven.
I love the stickybomb with a hat.
Should be a cosmetic
The pyros not airblasting on corridor could be a result of them not being able to airblast at all very early on in the game. I don't know if these tutorials were in the works when thaf was the case though
It would be incredible if the comunity can manage to fully recreate all of these map and restore them to what they were in the day before getting scraped
This would be so unimaginably cool if this was how all the tutorials were.
Damn, these maps are actually REALLY cool! I would've LOVED to have played this when I first started playing instead of what we actually got :/
Watching tutorials remind me of my first times in tf2 and that reminded me of when enemies are killed, they drop their weapons and not ammo boxes, and you had to go over their weapons that would then disappear to get a medium ammo box. The nostalgia is big
seing those "obsolete" points reminded of lazy purple's struggles with minecraft recreations he had to make
Got to love how TF2 keeps making these basically finished things but it never gets put in the game but what we do get is whatville and the sandman nerf
6:10 should i be embarrassed that i thought the pyro was real
Yes
My respect for shounic is on the “watch all of a 15 second, skipable ad on their video” level.
Keep up the spread of knowledge, my guy!
babe wake up new shounic video
this actually hurts to watch, knowing we could've gotten this
This is actually so immensely depressing knowing that this stuff was almost in the game.
The game is designed well enough that you can have fun as a noob without these tutorials but having them would have been so nice. Having brought a lot of people to the game, it would have been great to let them play a super polished tutorial made by valve rather than try to explain things to them.
Funny how there's an incomplete tutorial that is better than the finished training map
"tra_sol_corridor" reminds me of the TF Missions by showin from gamebanana
someone has to edit the full warehouse/pointbreaker map and the corridors map into 2 different fully playable maps or just one ginormous one
The only thing more frustrating than the lack of updates on TF2 is the amount of perfectly good content that was left on the cutting room floor.
Frenzy seems really cool for a warm up, or test stuff, or just when waiting for a server, hope it could be implemented as a side thing
This course gives me really weird feeling i have problem describing
It is like seeing kid trying their best but ultimately not achieving enough and surrendering.
Or like this Phineas&Ferb clip with Dundersztyc giving Vanessa doll she asked for when she was 8 while Vanessa is already adult
I would have loved to have these for my new friends playing the game, they struggle with a lot of these complex ideas like rocket jumping and positioning, these courses would have been soooo good!!
This would have been so good. I would have killed for these kinds of in-game resources when I started playing TF2 years ago.
And I’m 100% sure people would have been speedrunning these maps if they were completed.
These map vibes honestly look really nice, i could see corridor being turned into an actual attack defend map
6:10 this is likely to have it seem like the enemies are coming from the cliff to your base as a "heads up, incoming!"
They really should finish these training maps and add them into the game. There are still lots of new players joining the game and these would be a perfect way to teach them!
9:54 ah yes, beginner's introduction to spawncamping
I bet you they were having trouble simulating a real game with those heavily scripted bots, developed the bot AI we have nowadays as a solution, and realized it would be far easier to just give us the offline "training mode" on real maps.
After all, why go through all the effort of creating maps that'll only be seen by most players once? Much smarter to put those resources towards maps for multiplayer. Probably should've included SOME tutorial maps, though. Not just for rocket-jumping and airblasting and the like, but to help display class roles better.
Like, it's clear from the turret map that Pyro is expected to use their airblast to defend sentries/teammates from projectiles, but how the hell would a new player figure that out on their own?
That really is wild that we could have had this but didn't. The fact that there was even a tutorial for an unconventional yet awesome mechanic like rocket jumping would have made a huge difference for newer players, and it's a shame it was cut.
3:02 some training on the cons of random spread
7:12 shows you both how powerful your medic can be, and that they are flimsy and should be protected
10:38 shows you what you probably should do as a medic when your only teammate dies - fight back. Granted the bot was too derpy to do much with the syringe gun, they at least didn't whip out a bonesaw.
If you listen closely at 3:10, you can hear a metal breaking sound which didn't play when the other dummies are shot.. Maybe the giant steel door was breakable? Since that's the sound that plays when a func_breakable with the metal property takes damage
the Bridge of Death objective using a camera for its skybox is weird, but it produces a pretty neat effect where it looks like there's another battle going on in the distance. It's a janky and potentially confusing effect, but I wonder if a talented mapmaker could use it for some sort of hacky dynamic VFX for a battlefield map.
it makes sense why the pyros cant airblast 7:16 , depending on when these maps were made, they might have not been able to. but it does make sense why pyros would be reflecting the rockets away from the sentries
Huh, this is very interesting, but for some reason that two in one Dustbowl map now makes me wonder how a Long Bowl, all three stages of Dustbowl at once would be like. Hell, probably, but could be interesting for applications of torture. Granted it probably exists, just nobody talks about it compared to Higher Tower and such.
7:30 "I've won, but at what cost?"
3:09 what was that random shotgun spread
Some of those maps seem super cool. Seems to show the game in a far more tactical way than the complete chaos we actually all know tf2 is. I like it!
pain training
Remember that one payload map valve were making and put out half finished aka Cactus canyon. Then they just removed it from casual play and abandoned it.
Curious to see if anyone will polish these up and put them on community servers! I would love to try them all!
These maps fits tf2's artstyle so much!
Likely made early from post 2007 realese to 2009 it just feels like old TF2 artstyle and all
This could of been a great tutorial to Speedrun
Thank you for this video, and I like the look of some of those maps. Now that VScript is in TF2, the community can make better tutorial maps for every class. Am I right?
10:31 I can already see how with a few tweaks this map could become another tr_walkway.
so if I understand things right, warehouse is a weapon training that teaches you the basics. targets is an advanced weapon training map, rocketjumps is self explanatory. Bridge_of_death teaches airshots. corridor is a minimalistic third stage of dustbowl that teaches how to deal with sentries. pointbreaker teaches you attack/defence but dustbowl... also teaches you attack/defense?... and is a worse version of retail tr_dustbowl. and last but not least is bonus frenzy which basically just exist to farm your coin and airshot points. so in the retail game valve basically only does the warehouse, corridor and dustbowl training and did the smart move of merging dustbowl and corridor together
Oh, to live in a world where Ms Pauling / the Administrator guide you through a multistage tutorial campaign
he said the funny valve update 1:40
So after all the years of people complaining about the terrible tutorial, it comes out that valve did have a really good tutorial on all the fundamental steps any player would have needed to get their foot in the door (as a tutorial should)... but it wasn't ready in time and we got the lazy half measure
If this was in the game from day one, it would have helped every single person who played the game a ton... its super late now but an official implementation and finishing of this tutorial would go a long way imo
that last one could be a fun mvm survival mode where mvm bots or custom enemies come out to kill you instead of rushing the point
I much prefer the architecture, wider environments, and darker (colder?) colours of these maps to the ones in final TF2
7:26 F