Don’t forget to fill out the following poll/survey! I will use the results to schedule an event! forms.gle/n1xt8dbn75HjG1Nd6 EDIT: The previous survey required me to PAY to have more than 10 responses, so I created a new one on Google Forms. Thank you @retrolinkx for the suggestion!
I’m so glad to see your channel being used to upload more content for tf2 mapping! I think it’s so cool that I found you about two years ago when I decided to jump headfirst into mapping. (I’m very late to the party but it’s interested me ever since I found out that value gives away the mapping tools with the game). Proud to say I’ve used your tutorial to learn everything I know about mapping as a basis. So it’s really cool to see you buzzing with activity on a new project two more years later! (Also cool to see you were involved in this content!)
Hey, cool video ! This brings back some memories... I'm the maker of MountainLab. I still remember the moment I was told to be one of the winner, it was totally unexpected. I was still at school back then and ML was my first released map for TF2 and only my second source map (first was a cs:s hostage map). It was a surprise because I rushed the last point sooo badly I was kind of ashamed of it, hehe (a lot of entries have a great final like Ace's one). Now after 13 years in the game industry, ML and later lakeside are still both of my greatest pride and I couldn't thank enough TF2 community for the support it gave me for those.
Wow, would you be open to telling me a bit more about this project and stuff that came after over in Discord some time? If so, you can join my server through the linktree in the video description and hit me up!
It's interesting to see what names made or worked on other TF2 maps or content, You mentioned Crash but Freya (Acegikmo) and Mangy also worked on Yukon, YM made Hoodoo, Sven also rings a bell, but I forgot what they have also worked on. HellJumper is also well known for his TF2 Hat Making tutorial and worked on Byre, the arena map everyone forgot.
oh no my childhood exposed!! but also thanks for the kind words and showcase ♥ at the time of working on this, I was always (..and am still tbh) my own harshest critic - I would only ever see flaws and things left to do and improve. But, I hadn't actually seen my entry for *ages*, and it's honestly wild to see it again. I feel like I did a better job than what my memories chose to remember. It's a nice feeling! I have so many good memories working on this (and other) maps during that time of my life. I was like 100% honed in on wanting to become a level designer/environment artist at Valve back then, I even had the option at one point back when my studio was working on Budget Cuts, but, my goals and desires changed over time, and I chose a different path in the end (the, burnt out indie dev/youtuber one) anyway, thanks again! super cool to see all these again after so much time has passed // Freya
it was wild hearing your name like the game dev/valve nerd parts of my brain just collided and exploded. your map looks awesome! keep up the great burnt out indie dev/youtuber work, you're a huge inspiration to me :)
11:15 have we... are there even all that many Australian red-dirt polished-ready maps among the broader TF2 mapping community to begin with?? I used to play on a community server for years through the 2010s and we REGULARLY cycled through basically any playable map as they came out on tf2maps if it looked at least semi-cool or the blockout was unique for gameplay. I don't recall almost any of them exploring this concept, certainly not to the level of open-air ambiance that this map explores. This is one of those maps that I wonder if it had been selected, how much that could have changed the direction of map styles the TF2 mapping community might have gone in.
Wish I was good at making maps back when the contest started originally! I was still making baby's first maps by 2012. Really cool to see how many talented and creative people there were back then! Definitely taking note.
Artpass competitions are always such a shame for how much 'waste' there is in peoples talents. Instead of 1 layout done 30 times, we could have 30 different maps that play different and would all stand on their own as custom maps to be played on servers.
But we end up getting a great map added into the game at the end, and the participants know that their map has a chance of getting added in the first place instead of gambling on the workshop.
Agreed @LED, there's a couple of additional things to consider as well: - Not everyone wants to do the layout, design and playtesting to get a great playing map. Some artists just want to do art and an art pass gives them a chance to show off their skills without worrying about extraneous areas they may not be good nor have the time to tackle. - A competition will Guarantee(tm) 1 of the maps will make it into a pool (and the rest get dumped forever, which this video highlights!). But if each map is different, then they all have a _possibility_ of getting into the game, albeit smaller. Massive personal bias / anecdote, I passed on the artpass, to make cp_freight, which ended up in the game. It's just a pro/con assessment for your personal skills at the end of the day.
Gooba's map is definitely my favorite one. Upcoming dark turbulent skies, which obstructs sun light, is something you rarely see in maps or games in general. Skyboxes are often overlooked, but you can make beautiful settings with it. I am definitely going to make a half life 2 map with this theme someday.
I think itd be cool if there was a dedicated server that had these in a rotation alphabetically. it could get a mini community following where even when it gets around to the simple re-texture parts of the rotation, they respond with a "oh shit here come the re-texture maps". (the value from the retexture maps is because theyre so underdeveloped, the matches are a lot more aggressive and optimized.)
Honestly. I would love a map based around where Bonk is made like CP_Bonkworks or something? Maybe a gimmick like there's pools of bonk on the ground that you run through. Gives you a speed boost temporarily. But it also, after a bit slows you down like actual bonk. And throughout it, there's lore explaining bonk a bit more, maybe making a lore explaination to the changes in bonk's effects over the years
maybe it's bias, but I do believe Mountain Lab (and Mann Manor) were the right picks. most of the more aesthetically pleasing maps have a lot of detail, which looks like they get in the way of gameplay and readability. Mountain Lab has a good balance of a unique theme without going over the top, as well as sticking closely to the original blockout.
Great video! The community poll is interesting, too! Actually, this could be a good idea for a future video, showcasing maps that got its popularity back them, but now are forgotten/ no one is playing them anymore, etc...
Great video, but at 3:04 you say "If you’re a fan of “Buried” from Black Ops 1 Zombies, you’ll love this map.", burried was not in black ops 1 zombies, it was in black ops 2 zombies as the 3rd dlc map. Just heard that and instant knew something was wrong.
acegikmo's map should be in the design document for a TF2 or Team fortress source 2, that amount of detail while still sticking in the art style of team fortress should be in the design document
I had the pleasure to have worked with Latteh on Pirates, Vikings and Knights II between 2015 and 2018, when he revamped one of its oldest maps, Desertruin, turning it into a visual feast with a ton of gorgeous models and slick presentation. Seeing an older TF2 map of his with his own twists makes me feel rather nostalgic. And I also have to commend Freya Holmer. She underestimates herself with her own brilliance.
@If you're interested in it, I made a trailer highlighting Latteh's overhaul of Desertruin for PVKII's UA-cam channel. ua-cam.com/video/JLZQs5lZrTM/v-deo.htmlsi=kFaeK04_wKm23HIH
Its amazing to see how much creativity they put on a one singular map , some of these maps are cool and amazing and i can see how much soul they put on it I hope we see more of these videos in the future ; great job LED 👍
Someone should make a server where they play _exclusively_ these alternative artpasses, and nothing else. Tack in some random crits, Roll the Dice, and other classics like QuakeSounds and you've got what's shaping up to be a great hangout server.
I'd love this. A server that hosts artpass maps certain days, user-submitted ones on others, and some fun twisted spinoffs of existing maps like what I've done in the past.
Remember Offblast? Not actually made by Valve, and I'd have to say it was pretty bad, but RIP Arena. I also forgot about Ravine which was made by Valve.
An interesting thing I point out to aspiring mappers. We all know that unfinished, or making things too simple can make it look unfinished, basic, or look bad. But there's also such a thing as adding too much detail as well. I think some of these definitely show that issue, they look great, but throw in 24 players of spam and that additional 'detail' noise to the game and it's very easy that things can look noisy and overwhelming. It's one of the later things a good mapper learns over time, and is most likely why Valve picked something that looked pretty great, while using as little as possible. "Every brushstroke has a reason behind it " mentality.
I'd love to see all these maps posted onto a server on a rotation to see what differences the terrain would make to gameplay and team comp, I could definitely see that flooded 2nd point on the swamp map filled with pyrosharks
This is tough to admit with mountain lab being my favorite map, but some of these are actually insanely good and maybe deserved to be in the game instead I did not know mountain lab and mannmanor were made at the same time tho! I always thought mlab came first and then, in a later update, along with all the other halloween variants, they added mannmanor
Love seeing new, old and forgotten maps, But I feel it's a bit disrespectful to vote for a new winner. It's kinda like saying the two mappers Valve choose didn't deserve it.
I've always been a big fan of the idea of having all the maps made for the contest get put into one queue, players play the maps and give feedback, the better maps get played more (or just implement a "Like" or "Dislike" vote for the maps; liked maps get pushed, disliked maps get reworked)
Oh hi. I'm the 52nd mapper whose entry I guess got left out of whatever pack you downloaded. (My thumbnail is visible at 0:12, bottom right) Just as well, it was nothing special and I'm still not clear on whether I got it in before the deadline or not. The only thing I remember being proud of was my choice of skybox; Owly-Oop had released a sunrise skybox just days before the contest, and the light_environment it came with just happened to be perfect for spotlighting both A and B. It was the first edit I made, and I even posted screenshots of it in the contest thread in the hopes that some of the other mappers would copy it. I didn't so much run out of time as ideas, although one idea that had to get cut was BLU's spawn being part of a milk bottling plant, due to the Mad Milk prop not actually getting added to the game until after the deadline. To this day, Ace's map is still super impressive with its shiny surfaces; here we are 14 years later and Valve has only just now released a map of their own with realistic rain. And Timberghost's wood floor is still one of my favorite custom assets ever; the game is sorely lacking in urban, "office" type assets. And I forget which map did it, but I remember one of them turning one of the "rooms" in the C building into an outdoor space and it really messed with my sense of where I was.
Oh man, some of those maps are beautiful, the bonk at least for me it's very interesting If the map was finished and refined i could have see it fit perfectly on the Scout update
sidenote, and i meant to put this in my survey response, but I wish you would have at least had the map designers' names next to each map so I could find your overview of them in the video quickly. after a few similar looking submissions it was hard to tell what was what. good video regardless though!
It's interesting to see what could have been. I think the only one which actually exceeds mountainlab is the ruined factory one. It genuinely looks incredible and I'd love to explore it.
1:45 it felt like because the map are having to much detail It will make player confuse We are so used to basic place example like 2 fort but having so much detail sometime confuse you from doing objective
for me mountain lab is the map i played on most i have fond memories of just constantly playing skial 24/7 mountain lab at late hours in the night and harrassing and occasionlly killing the bots on the point before getting killed by either an actual player or a sniper bot.
I think my favorite is timberghost's. I'm already biased towards snowy/icy maps, but something about the coloration really speaks to me (one of the reasons I love the theme is that very aspect that I lack the ability to explain),
Definitely my favourite is the Australian desert one. There are so little maps that explore Australian wasteland and that is such a shame. Would've loved to play on that one
This could be a fun community challenge as well People make the map bases, and then let others do some art passing. It’d be pretty rad, and some good practice
7:35 Holy shit, that darkening cloud is so goddamn dope and ominous at the same time. I love scenery where dark rainy clouds clash with a clear yellow-tinted sunny sky and this scratches that itch. Great job, gooba.
Its a shame because I think alot of the other maps deserved to get chosen over the current mountain lab we ended up getting, or had better ideas that could've been picked up by Valve. Like acegikmo's map was a must, its so beautiful and fitting, its legit professional tier quality even for today
something to note about the uncompiled cubemaps- valve always compiles maps on their machines before implementing them into the game (as noted in ueakcrash's video on the delays to the summer update), so it was likely a time-saver that would not have impacted the maps negatively in the final product, as on lower-end computers that can take a while, especially on hardware of the time.
While many of these maps are obviously brilliant, but that second one (visually) is top. It’s so visually sheek and crisp, it’s honestly mind numbing to look at. I really would love to try out these maps on a custom server.
I love how with some of the maps you can tell that the creator had a clear vision with the theme of what the map is supposed to be, like a food jar manufacturing plant, or a whole industrial town.
11:15 this map was 100% made by an actual aussie, those rotating clotheslines are omnipresent, the architecture & water tanks are super accurate, and 11:21 has to be the most violently Australian building I've ever seen, our rural cottages look EXACTLY like this. I can even tell that he recorded the map ambience by himself. edit: "the buildings aren't anything special" lmao
It seems that the missing textures in most of these Art Pass submission maps were broken when the SteamPipe update was released, but that's just my guess.
looking at rainy map: "i don't like how it rains on the last point through the hole in the ceiling" some snow map later: "i love how it snows on the last point through the hole in the ceiling" ok man
I love Mountain Lab and Mann Manor. My only issue with it is the forward spawn is never used. Not sure if it was meant for RED to use at all, but BLU not getting the forward spawn room after capping B is such a sin. Without a teleporter pushing into the building is a total nightmare. One rogue spy or scout sneaking back to BLU's spawn can completely shut down the offense.
@@LEDs It's so frustrating! I just looked at both official maps and they both have a room with props inside the shutter (actually there's no shutter on Mann Manor, the room is just blocked off) I'm guessing if the original map provided didn't utilize it as a spawn room the mappers would have no reason to add it. That's a shame, there were other A/D maps using forward spawns for BLU like Gorge.
LED that poll and this video are too long to do on my phone. I'd have to cross reference both next time I'm on my PC. I'd like to see the best of these maps in the game alongside mountain lab, even if they have almost the same layout
I've never been invested in the mapping community of TF2 but all those maps make me wanna play them all. They need to be hosted in public servers 'cause playing with bots in TF2 is a pain.
At 3:04 he said you'll like this map if you're a fan of b01 buried. But Barry didn't come out until BO2 so I can't judge him because of that. But still it's nice to see him. Mention the god of zombie games
This makes me wish I could make my own custom server and actually play on it. I'm so sick of Mountain Lab. It's not a bad map, imo it's quite fun, just not for the 8,000th time. Even so much as a reskin would be refreshing - I'd love to play some of these in an actual TF2 map.
honestly after seeing all of these it feels like mountainlab is pretty average by comparison. Some of these maps are SICK, mann manor is definitely the best one to be a halloween map but regular mountainlab is just ehh
Don’t forget to fill out the following poll/survey! I will use the results to schedule an event! forms.gle/n1xt8dbn75HjG1Nd6
EDIT: The previous survey required me to PAY to have more than 10 responses, so I created a new one on Google Forms. Thank you @retrolinkx for the suggestion!
It says it's closed :(
@@suspecm6316 +1
it's already closed? video's only been up for an hour :(
@@EeveeEuphoria For some reason I didn't catch that typeform forces you to PAY for higher response limits. The default is 10...
@@LEDsCan't you use Google forms? That's how I've used polls before.
The artpass contest was one of my earliest projects in TF2, and my first attempt at detailing, haha
I’m so glad to see your channel being used to upload more content for tf2 mapping! I think it’s so cool that I found you about two years ago when I decided to jump headfirst into mapping. (I’m very late to the party but it’s interested me ever since I found out that value gives away the mapping tools with the game). Proud to say I’ve used your tutorial to learn everything I know about mapping as a basis. So it’s really cool to see you buzzing with activity on a new project two more years later! (Also cool to see you were involved in this content!)
90% of tf2 map makers create masterpieces without even knowing
90% of tf2 map makers quit while finally making the map that would be accepted by Valve
@@3zzzTyle That feels like cope to be honest
Hey, cool video ! This brings back some memories... I'm the maker of MountainLab. I still remember the moment I was told to be one of the winner, it was totally unexpected. I was still at school back then and ML was my first released map for TF2 and only my second source map (first was a cs:s hostage map). It was a surprise because I rushed the last point sooo badly I was kind of ashamed of it, hehe (a lot of entries have a great final like Ace's one). Now after 13 years in the game industry, ML and later lakeside are still both of my greatest pride and I couldn't thank enough TF2 community for the support it gave me for those.
Wow, would you be open to telling me a bit more about this project and stuff that came after over in Discord some time? If so, you can join my server through the linktree in the video description and hit me up!
you the goat
Man, you have so little subscribers.
It's interesting to see what names made or worked on other TF2 maps or content, You mentioned Crash but Freya (Acegikmo) and Mangy also worked on Yukon, YM made Hoodoo, Sven also rings a bell, but I forgot what they have also worked on. HellJumper is also well known for his TF2 Hat Making tutorial and worked on Byre, the arena map everyone forgot.
Wow, didn't know YM made Hoodoo
oh no my childhood exposed!! but also thanks for the kind words and showcase ♥
at the time of working on this, I was always (..and am still tbh) my own harshest critic - I would only ever see flaws and things left to do and improve. But, I hadn't actually seen my entry for *ages*, and it's honestly wild to see it again. I feel like I did a better job than what my memories chose to remember. It's a nice feeling! I have so many good memories working on this (and other) maps during that time of my life. I was like 100% honed in on wanting to become a level designer/environment artist at Valve back then, I even had the option at one point back when my studio was working on Budget Cuts, but, my goals and desires changed over time, and I chose a different path in the end (the, burnt out indie dev/youtuber one)
anyway, thanks again! super cool to see all these again after so much time has passed
// Freya
it was wild hearing your name like the game dev/valve nerd parts of my brain just collided and exploded. your map looks awesome! keep up the great burnt out indie dev/youtuber work, you're a huge inspiration to me :)
OMG I LOVE UR MATH VIDEOS!
I remember finding this version as a kid and setting a screenshot of last as my wallpaper. I loved how it looked!
-ACK!
@@TaRAAASHBAGS... Bruh?
Imagine if Valve release another art pass contest. But with current size of TF2 developer team... it's very unlikely to happen.
All they'd have to do is make a blockout. Come on, Valve 🥺
@@LEDs They probably have tons of blockouts somewhere in their file systems knowing how much work Valve loves to scrap
@@DemsW there was a leak last two years where basically all content before (2018?) Got put online. Theres ALOT of maps that could be artpassed
I do think they should just hand us rd_asteroid at this point
11:15 have we... are there even all that many Australian red-dirt polished-ready maps among the broader TF2 mapping community to begin with?? I used to play on a community server for years through the 2010s and we REGULARLY cycled through basically any playable map as they came out on tf2maps if it looked at least semi-cool or the blockout was unique for gameplay. I don't recall almost any of them exploring this concept, certainly not to the level of open-air ambiance that this map explores. This is one of those maps that I wonder if it had been selected, how much that could have changed the direction of map styles the TF2 mapping community might have gone in.
That’s a great point
Phoniex
Wish I was good at making maps back when the contest started originally! I was still making baby's first maps by 2012.
Really cool to see how many talented and creative people there were back then! Definitely taking note.
Many of those people have gone places since then, so congrats to them, even if they didn't win
It would be funny to set up a 24/7 server running all of these maps in rotation. (With as many missing assets fixed as possible.)
I love that giant cloud in Gooba and the way it darkens what's below it so much, I've never watched that being done in a game in general
I would love to see that replicated in a tf2 map again
Artpass competitions are always such a shame for how much 'waste' there is in peoples talents. Instead of 1 layout done 30 times, we could have 30 different maps that play different and would all stand on their own as custom maps to be played on servers.
But we end up getting a great map added into the game at the end, and the participants know that their map has a chance of getting added in the first place instead of gambling on the workshop.
good points, both of you
Agreed @LED, there's a couple of additional things to consider as well:
- Not everyone wants to do the layout, design and playtesting to get a great playing map. Some artists just want to do art and an art pass gives them a chance to show off their skills without worrying about extraneous areas they may not be good nor have the time to tackle.
- A competition will Guarantee(tm) 1 of the maps will make it into a pool (and the rest get dumped forever, which this video highlights!). But if each map is different, then they all have a _possibility_ of getting into the game, albeit smaller. Massive personal bias / anecdote, I passed on the artpass, to make cp_freight, which ended up in the game. It's just a pro/con assessment for your personal skills at the end of the day.
Hey Fishbus!
tf2 has too many mid maps as it is.
Gooba's map is definitely my favorite one. Upcoming dark turbulent skies, which obstructs sun light, is something you rarely see in maps or games in general. Skyboxes are often overlooked, but you can make beautiful settings with it. I am definitely going to make a half life 2 map with this theme someday.
3:06 Black Ops 2* I had too, I’m sorry.
I had to rewind to make sure I heard it correctly. Firstly, didn’t think I’d hear Buried of all things. Secondly, the wrong game.
They made a second Black Ops game?!?! Omg no way, I gotta play this now.
I think itd be cool if there was a dedicated server that had these in a rotation alphabetically. it could get a mini community following where even when it gets around to the simple re-texture parts of the rotation, they respond with a "oh shit here come the re-texture maps". (the value from the retexture maps is because theyre so underdeveloped, the matches are a lot more aggressive and optimized.)
I thought the same thing
This is about 14 years due (For the TF2tube in general) but still great video and well appreciated.
That’s why I made it! It had to be done
Honestly. I would love a map based around where Bonk is made like CP_Bonkworks or something?
Maybe a gimmick like there's pools of bonk on the ground that you run through. Gives you a speed boost temporarily.
But it also, after a bit slows you down like actual bonk.
And throughout it, there's lore explaining bonk a bit more, maybe making a lore explaination to the changes in bonk's effects over the years
A bonk-tling plant?
maybe it's bias, but I do believe Mountain Lab (and Mann Manor) were the right picks. most of the more aesthetically pleasing maps have a lot of detail, which looks like they get in the way of gameplay and readability. Mountain Lab has a good balance of a unique theme without going over the top, as well as sticking closely to the original blockout.
I like how you say “Missing texture gators” like they intended it to be that way.
Tbh i love seing maps start with layout and seing multiple ways people see it
Great video! The community poll is interesting, too!
Actually, this could be a good idea for a future video, showcasing maps that got its popularity back them, but now are forgotten/ no one is playing them anymore, etc...
Great video, but at 3:04 you say "If you’re a fan of “Buried” from Black Ops 1 Zombies, you’ll love this map.", burried was not in black ops 1 zombies, it was in black ops 2 zombies as the 3rd dlc map. Just heard that and instant knew something was wrong.
Another case of my horrible memory, I've made similar mistakes in past videos 😔
Thank you for introducing me to the map Khunza. I've wondered what an Australian-set TF2 map like this would look like.
I've played TF2 for well over a thousand hours and I don't think I've ever once played a full match of mountain lab
I'd love to see someone put up a server that's just a rotation of all these maps 24/7, I would LOVE to play that.
Some of these are tremendous, thank you for sharing them all!
Crash really worked a lot on mapping and his skills improved a ton since
acegikmo's map should be in the design document for a TF2 or Team fortress source 2, that amount of detail while still sticking in the art style of team fortress should be in the design document
Yup, you rarely come across original styles like that. Most mappers stick with the western mining or logging theme
ah heck thank you
I had the pleasure to have worked with Latteh on Pirates, Vikings and Knights II between 2015 and 2018, when he revamped one of its oldest maps, Desertruin, turning it into a visual feast with a ton of gorgeous models and slick presentation. Seeing an older TF2 map of his with his own twists makes me feel rather nostalgic.
And I also have to commend Freya Holmer. She underestimates herself with her own brilliance.
It's so cool seeing mappers from this time working on bigger projects in various studios these days, I can't stress enough.
@If you're interested in it, I made a trailer highlighting Latteh's overhaul of Desertruin for PVKII's UA-cam channel.
ua-cam.com/video/JLZQs5lZrTM/v-deo.htmlsi=kFaeK04_wKm23HIH
thank you
Its amazing to see how much creativity they put on a one singular map , some of these maps are cool and amazing and i can see how much soul they put on it
I hope we see more of these videos in the future ; great job LED 👍
your videos are so amazing and so well made. i hope i could watch more new videos that you made for a long time.
I hope that no matter what happens in life, I can always put out a video like this here and there. Thanks for the nice comment ❤️
Someone should make a server where they play _exclusively_ these alternative artpasses, and nothing else. Tack in some random crits, Roll the Dice, and other classics like QuakeSounds and you've got what's shaping up to be a great hangout server.
I'd love this. A server that hosts artpass maps certain days, user-submitted ones on others, and some fun twisted spinoffs of existing maps like what I've done in the past.
Remember Offblast? Not actually made by Valve, and I'd have to say it was pretty bad, but RIP Arena. I also forgot about Ravine which was made by Valve.
7:18 imagining when the first point is captured it starts thundering, then when the second point is captured it begins to rain down hard
That's possible
An interesting thing I point out to aspiring mappers. We all know that unfinished, or making things too simple can make it look unfinished, basic, or look bad. But there's also such a thing as adding too much detail as well. I think some of these definitely show that issue, they look great, but throw in 24 players of spam and that additional 'detail' noise to the game and it's very easy that things can look noisy and overwhelming. It's one of the later things a good mapper learns over time, and is most likely why Valve picked something that looked pretty great, while using as little as possible. "Every brushstroke has a reason behind it " mentality.
I'd love to see all these maps posted onto a server on a rotation to see what differences the terrain would make to gameplay and team comp, I could definitely see that flooded 2nd point on the swamp map filled with pyrosharks
This is tough to admit with mountain lab being my favorite map, but some of these are actually insanely good and maybe deserved to be in the game instead
I did not know mountain lab and mannmanor were made at the same time tho! I always thought mlab came first and then, in a later update, along with all the other halloween variants, they added mannmanor
Love seeing new, old and forgotten maps,
But I feel it's a bit disrespectful to vote for a new winner.
It's kinda like saying the two mappers Valve choose didn't deserve it.
some of these maps are even on TF2 Classic incase you didnt know
I suggested this video idea!! Thanks for making it :-)
I've always been a big fan of the idea of having all the maps made for the contest get put into one queue, players play the maps and give feedback, the better maps get played more (or just implement a "Like" or "Dislike" vote for the maps; liked maps get pushed, disliked maps get reworked)
Oh hi. I'm the 52nd mapper whose entry I guess got left out of whatever pack you downloaded. (My thumbnail is visible at 0:12, bottom right) Just as well, it was nothing special and I'm still not clear on whether I got it in before the deadline or not. The only thing I remember being proud of was my choice of skybox; Owly-Oop had released a sunrise skybox just days before the contest, and the light_environment it came with just happened to be perfect for spotlighting both A and B. It was the first edit I made, and I even posted screenshots of it in the contest thread in the hopes that some of the other mappers would copy it. I didn't so much run out of time as ideas, although one idea that had to get cut was BLU's spawn being part of a milk bottling plant, due to the Mad Milk prop not actually getting added to the game until after the deadline.
To this day, Ace's map is still super impressive with its shiny surfaces; here we are 14 years later and Valve has only just now released a map of their own with realistic rain. And Timberghost's wood floor is still one of my favorite custom assets ever; the game is sorely lacking in urban, "office" type assets. And I forget which map did it, but I remember one of them turning one of the "rooms" in the C building into an outdoor space and it really messed with my sense of where I was.
Oh man, some of those maps are beautiful, the bonk at least for me it's very interesting
If the map was finished and refined i could have see it fit perfectly on the Scout update
There is a lot of great maps.
xfunc_carter making that amazing interior at 23:44 is probably my favorite thing out of all the maps, but theres some great ones here
mountain lab is my favorite map, this is such an interesting content mate, so cool thank you LED
sidenote, and i meant to put this in my survey response, but I wish you would have at least had the map designers' names next to each map so I could find your overview of them in the video quickly. after a few similar looking submissions it was hard to tell what was what. good video regardless though!
It's interesting to see what could have been. I think the only one which actually exceeds mountainlab is the ruined factory one. It genuinely looks incredible and I'd love to explore it.
It would have been amazing to see a different version of the map every season
3:02 Buried was a map from Black Ops 2 Zombies.
1:45 it felt like because the map are having to much detail
It will make player confuse
We are so used to basic place example like 2 fort but having so much detail sometime confuse you from doing objective
for me mountain lab is the map i played on most i have fond memories of just constantly playing skial 24/7 mountain lab at late hours in the night and harrassing and occasionlly killing the bots on the point before getting killed by either an actual player or a sniper bot.
I think my favorite is timberghost's. I'm already biased towards snowy/icy maps, but something about the coloration really speaks to me (one of the reasons I love the theme is that very aspect that I lack the ability to explain),
Definitely my favourite is the Australian desert one. There are so little maps that explore Australian wasteland and that is such a shame. Would've loved to play on that one
You’ll have a chance to in my next event
This could be a fun community challenge as well
People make the map bases, and then let others do some art passing.
It’d be pretty rad, and some good practice
I would like to play a 24/7 Mountain Lab server hosting all the different maps
7:35 Holy shit, that darkening cloud is so goddamn dope and ominous at the same time. I love scenery where dark rainy clouds clash with a clear yellow-tinted sunny sky and this scratches that itch. Great job, gooba.
Its a shame because I think alot of the other maps deserved to get chosen over the current mountain lab we ended up getting, or had better ideas that could've been picked up by Valve. Like acegikmo's map was a must, its so beautiful and fitting, its legit professional tier quality even for today
It's so unique (as are many of these), that I'm surprised we haven't seen similar styles established in modern TF2 maps.
something to note about the uncompiled cubemaps- valve always compiles maps on their machines before implementing them into the game (as noted in ueakcrash's video on the delays to the summer update), so it was likely a time-saver that would not have impacted the maps negatively in the final product, as on lower-end computers that can take a while, especially on hardware of the time.
That's a good theory
Hey, I remember that day! To think it was 14 years ago...
While many of these maps are obviously brilliant, but that second one (visually) is top. It’s so visually sheek and crisp, it’s honestly mind numbing to look at. I really would love to try out these maps on a custom server.
I held a livestream for some of these maps that you can check out
I remember when that massive TF2 asset leak happened last year and the original name for the map was cp_lair* with a cave aesthetic.
*cp_caves
cp_caves
@@LEDs Wait, you’re right. Lair was the draft for Mercenary Park
I've never been a huge fan of Mountain Lab's aesthetic so seeing some of these other designs makes me wish we got them instead.
I love how with some of the maps you can tell that the creator had a clear vision with the theme of what the map is supposed to be, like a food jar manufacturing plant, or a whole industrial town.
Oh Boy, the ammount of versions I like more than the ones in the game
11:15 this map was 100% made by an actual aussie, those rotating clotheslines are omnipresent, the architecture & water tanks are super accurate, and 11:21 has to be the most violently Australian building I've ever seen, our rural cottages look EXACTLY like this. I can even tell that he recorded the map ambience by himself.
edit: "the buildings aren't anything special" lmao
Is the VMF for the original blockout still around somewhere? Could be a cool way to try an learn detailing a bit more.
It should be included in the download link with the rest of the maps
xfunc_carter's map looks like it would've been great for gmod animations. idk how to explain it
Acegikmo and fubarfx ones are so good dude
11:52 Exquisite displacement work on this map. It feels HUGE.
It seems that the missing textures in most of these Art Pass submission maps were broken when the SteamPipe update was released, but that's just my guess.
Man, I wish Valve had more art pass contests
It'd guarantee a good-looking map instead of much of the slop that we get nowadays
@LEDs I'd definitely give it a shot, even if I'm likely not to get picked. But hey, at least in this timeline, we've got Wutville :p
I'd love for there to be a server which ran all these submissions. It would be a really interesting experience.
I can't believe one of the mappers suffered from cotc, i have it too...
looking at rainy map: "i don't like how it rains on the last point through the hole in the ceiling"
some snow map later: "i love how it snows on the last point through the hole in the ceiling"
ok man
11:31 “I mean just look at those ‘roos over there hoppin’ along”
19:49 i just imagine the mercs that fell into that wnie pool and people drank those wine
like Hitman 3 Mendoza level
Most of them look so cool and comfy, I love them.
I love Mountain Lab and Mann Manor. My only issue with it is the forward spawn is never used. Not sure if it was meant for RED to use at all, but BLU not getting the forward spawn room after capping B is such a sin. Without a teleporter pushing into the building is a total nightmare. One rogue spy or scout sneaking back to BLU's spawn can completely shut down the offense.
In fact, none of the maps put a forward spawn there
@@LEDs It's so frustrating! I just looked at both official maps and they both have a room with props inside the shutter (actually there's no shutter on Mann Manor, the room is just blocked off)
I'm guessing if the original map provided didn't utilize it as a spawn room the mappers would have no reason to add it. That's a shame, there were other A/D maps using forward spawns for BLU like Gorge.
LED that poll and this video are too long to do on my phone. I'd have to cross reference both next time I'm on my PC.
I'd like to see the best of these maps in the game alongside mountain lab, even if they have almost the same layout
I would love a server to run all the good ones
I've never been invested in the mapping community of TF2 but all those maps make me wanna play them all. They need to be hosted in public servers 'cause playing with bots in TF2 is a pain.
I found out about the artpass maps because one server (now closed) have all the artpass
Grab the gold mining map, put it in australia, turn the gold into silver, and change the secret thing they're extracting to australium.
At 3:04 he said you'll like this map if you're a fan of b01 buried. But Barry didn't come out until BO2 so I can't judge him because of that. But still it's nice to see him. Mention the god of zombie games
they should make a server with just these maps
I would love to play on a server running all of these maps in a rotation
The part which makes me sad is how some of these genuinely amazing maps are just shoved to the side.
someone should email eric about hosting another artpass competition with some of the leaked maps that are unfinished
12:01 I think languid’s map looks more like Hightower rather than upward, but that’s just my opinion
the poll is closed after video has been out for only an hour
bruh
Fixed: forms.gle/n1xt8dbn75HjG1Nd6
Buried is from BO2 actually. Still nice reference.
Didn't know @acegikmo made TF2 maps!
Same. I had to do a double take when i saw that. I've been following Freya for a while but i had no idea
Same here lol
It's funny cause it's the opposite for me, I knew them because we talked a little shop back in the day, lol.
definitely pretty cute moon signs on crewsayter, nothing special
I love Mountain Lab, but I wish we got a different map than Mann Manor
ah kinda love that orange aussie outback one
🦘🦘🦘
3:05 Buried was not in Black Ops 1 zombies. It was part of Black Ops 2 zombies.
I specifically remember when writing the script thinking is was Black Ops 1, but I was wrong!
This makes me wish I could make my own custom server and actually play on it. I'm so sick of Mountain Lab. It's not a bad map, imo it's quite fun, just not for the 8,000th time. Even so much as a reskin would be refreshing - I'd love to play some of these in an actual TF2 map.
I agree
0:05 and 1:37
THIS VERSION LOOK SO BEAUTIFUL. I AM SO MAD WE DIDN'T GET IT >:(((((((
edit: few i liked
4:54 - 6:21 - 7:18 - 10:19 - 17:51 - 19:21 - 20:07 - 20:42 - 21:21 - 23:10
honestly after seeing all of these it feels like mountainlab is pretty average by comparison. Some of these maps are SICK, mann manor is definitely the best one to be a halloween map but regular mountainlab is just ehh