tip: Use block bullets when clipping stairs, otherwise explosives like rockets and grenades will be eaten up by the stair's blocky geometry and unreliably hit people ..This goes to you too, 2010 valve
@@manyman355 I have nearly 500 hours on turbine alone and I wouldn't notice if the entire map was reversed, this game has rotted my brain into a nonfunctional mush
@@arstotzka6520 There was a like two month period where I played almost exclusively turbine and my hours in TF2 on Steam went from 500 something to one thousand something during those months. I still have the dozens of turbine stamps I bought then.
3:49 You know you can disable textures from auto aligning themselves after moving the brush by enabling the "tl" button at the top of the screen, by the way.
The original cursed turbine you've made is way less cursed than this. That project was funny, this is uncanny. Like this is making me physically uncomfortable. You did a great job memorizing most of the details about the map and made pretty close to a perfect replica, which means it hits the perfect spot in the uncanny valley to creep me out to the highest degree. It feels like I've been teleported to a paralell universe against my will. It's like a messed up version of the Mandela effect that makes you doubt yourself and gaslight yourself. Great job I love this
You should be using Hammer++ if you aren't already. It has in-editor lighting previews. This is an absolutely fantastic video by the way, it perfectly explains mapping techniques and such to the layman.
Thanks. I make maps very infrequently. Like once every 5 years. If I did it more often then I'd use Hammer++. For how rare I do it I don't mind the limitations of OG Hammer.
@@samuels1123I find that it's pretty stable, but that might have something to do with me only using it when regular Hammer can't do something I'm trying to do.
28:29 I know that place by heart because like 7 years ago around the time when I started playing TF2, I was running away from a pyro as a scout via backtracking. Obviously my movement was stopped because I hit that wall. Needless to say I was burned alive and I didn't realize why until the killcam loaded.
I know that place because it's a great place to hide a dispenser as engineer! Just tuck it around the corner, makes it a little more out of sight and safer from projectiles
I actually like your version of the intel room more. It just has a warmer, cozier feeling. Makes me want to set up a sentry nest in there. And your version of the main stairs (the ones near the vents, with the sloping concrete texture) just looks so much more natural. And, *wow.* The windows in the intel rooms are only sloped on the _bottom?_ That is seriously breaking my brain right now. I've played a shit ton of hours on Turbine - like, it's probably my most played map apart from 2Fort and Upward. I mean, I must've looked at those damn windows hundreds of times, and I've _NEVER_ realized they're only sloped on the bottom. I, like you, always assumed they sloped continuously. The only thing I can think of is the 2Fort window. Specifically, in the intel room, there's this big-ass window that looks out over what appears to be some sort of NASA facility, what with those giant billboards and work stations. That window is sloped at an angle, so the only thing I can think of is, we're so familiar with that window that, over time, we confuse it for the one in Turbine. The human mind is fucking _weird,_ man. Edit: Fixed a typo in "specifically".
I learned how to crouch jump on those side areas near the intel on turbine. I’ll never forget that day. You had to or else you can’t get up so I watched people and learned naturally
Great vid. I'd probably notice something was off and start doubting my own memory with how close you got. I think the biggest giveaway would be the catwalk height in the main room + the shape of the ceiling in the stairwell leading to spawn room
i feel like i could totally nail the general layout of rooms, stairs, vents, things to hide behind etc. just by replaying my gameplay in my head. but the fine details, colors and textures... oh god very impressive
I'd love to remake Gas Station, one of the first TF2 community maps. The underground passage with secret breakable walls would be hard to remember. Wish I could find the old bsp or even the map
finally this is done! I loved the result and there were only few places i know u got wrong (for instance, i know there are only 2 supply cabinets next to each other because i played this map a lot last year). But still the result is really cool, and it'd be a good prank to swap the original turbine with yours version to see if anyone notices it
I really enjoy this. I loved seeing DOOM remade from memory so seeing a TF2 map that I haven't played since maybe 2015 remade the same way is fun. I really couldn't criticize this very much as I definitely don't know the map as well as you.
I don't play TF2 but I occasionally watch TF2 videos and this was absolutely fantastic. I loved getting an insight into the map-making process, but even more so hearing about the thought processes behind every decision you made. I think these sorts of 'from memory' projects are really cool and are at their most enjoyable when time, love, and care are put into them. This was a total joy to watch, thank you.
I've been using this video as a psuedo tutorial for my maps. My ADHD brain despises watching actual tutorials because I find them very boring and they always feel like I'm just following orders instead of actually learning, but this videos not only entertaining but actually taught me some helpful tips like starting on 0.0, map scaling and the design flow of making a map. Thank you and cool video 👍
This is really interesting as a template for mapmaking, the order in which things are done, and which things can be done. It also made me notice and appreciate how beautiful turbine is, it really has its own vibe.
Really cool! The map is upgraded in a lot of ways to be honest, some of the prop choices, lighting changes, and room designs seems better than the original. It'd be cool to see a version which forks from this to fill in missing cosmetic differences while leaving the layout the same
The only things that jumped out to me as wrong were the location of the HP cubbies at mid, the vent lengths, and the direction of the skylight at intel, oddly enough
The only things that stood out to me were the big vents, and for some reason the shooting target in the spawn room being shot and having a fire axe on it
I really enjoyed your video! This takes me way back to my school days when I made my own (very crude) maps in Hammer editor for TF2 and Half-Life. It was fun.
wow, I never knew mapmaking was so complex, and all that for a very simple map! I'd love to see more, and maybe next time you do something like this invite friends or someone over to play and react to the different map and see if they realize the differences? Another mapmaker may be able to have some interesting reactions! Anyways, good video
Wonderful idea for a video, really enjoyed it! Turbine is one of my favourite maps so I noticed a few mistakes, but was completely oblivious to others. One tiny mistake I noticed was you didn't add the ledge around the ceiling windows in the intel room. I know about that ledge because until they fixed it (spoil sports), you could rocket or sticky jump up there and be basically invisible to any enemy that came to take the intel. I used to hop up there with the Scottish Resistance and sticky everything, it was so fun.
I found interesting that you decided to make this a video, specially one this long. I don't think you're getting millions of views any time soon with it but I loved it. Thanks for sharing
there is definitely something unsettling about the remade map if you ever tried to actively make it even more unsettling, i think a key trick would be to use textures that are similar to what the original uses, but from other source games so that they look off, but extremely familiar to people who have played something like hl2 or cs source... basically just having something that you have seen a lot, in a place that you have never seen it before makes it unfamiliar, but still unsettlingly recognizable
I feel like most of the video is "I remember ___, so I added it." That's not a criticism though, I love seeing an in depth look into your thought process. Great channel, I'll be sure to tune in to more videos.
0:59 I saw this and had the crazy idea of having a Turbine map with the Special Delivery gamemode. With the rocket being on center of the Turbine map. Then I wondered: "where would the flag be?" So I had the crazy idea of adding one base from the 2fort map plus it's bridge. The rocket would be on one of the walls from the center area of Turbine, and the 2fort area would be on the opposite side (with no wall). There would be the 2Fort Bridge, then one of the 2fort bases, with the flag where the intel normally is. Certainly not exactly balanced, but while one team would have a shorter path to the intel, the other team would have an easier time defending the platform. Unless the Turbine map is re-made straight mirrored instead of diagonally mirrored. Too bad I don't have experience with map making, I'd make only SD maps with existing maps.
10:12 i imagine this is likely due to gimbal locking, a tricky problem that to this day requires some complicated mathematics, either with full-on matrixes or with quaternions (effectively rotating a 3D object as if it were in 4D space to get a 3D rotation in 3D space) to solve, both of which can be very computationally heavy even on modern systems.
It’s funny how you completely forgot major design elements like hallway arches… but remember where cork boards and vent turbines on the roofs outside go… I played spy a lot so I know a lot of the hidey holes and corners :)
You can easily replace red with blu, don't remember exactly how but there's no need to replace the surface on every texture; i believe you select the entire half, edit texture, search for red, then retype the name with blu instead until nothing else shows up, then go bavk through and make final adjustments. I also think this would be really interesting to do on a map you dont have any experience viewing in hammer. I might try this with Badwater at some point if I'm feeling masochistic!
You definitely have far better memory than I. But funny enough your recreation of the intel room with the lights and metal floor looked so off to me, I was like no way it actually looks like this. Not that I'd have known why it was off.
Honestly, I prefer your version to the official one. It's brighter, meaning character readability is improved. the vents actually look extremely roomy and not terrible to navigate like the official ones are. They remind me of the cavey areas on Snowycoast. The lower second level improves navigation because players wont break their ankles now every time they decide to drop from the second floor. Overall I'd say this is a total improvement.
Projects like this make me wonder what we'd get if an experienced map maker with the 16+ years of map design experience tried to make a more modern 2fort, since it's widely regarded as a dated map. A Newfort, if you will.
This method of making curved walls is so... Nostalgic? I used to draw this thing (like, those bezier curve-looking lines describing a curve) when I was in school
11:20 it's actually very much easier to swap to a cylinder and then cut it into 1 quarter, since it only takes 2 cuts. then, if you want to extend the wall, just swap back to the block and place it at the intended length
It would’ve been awesome if you got a community server to run this map without clarifying it’s a different map and including clips of players reactions
Technically, its from memory. You werent copying EXACTLY from the video you saw, so its just a refreshed version of your memory. Anyways, it looks great. Good job!
I knew things were going to go wrong once you mentioned how people *typically* lay out map textures in relation to hammer unit heights, because thats something that you only notice when someone else points it out. Sure, it stays with you when you know it, but this wasnt just "an early map", it was literally one of the first, and made by one person. Too early for even these basic sorts of tricks to the engine. Textures in 3D modeling typically come last, too, so its likely they'd already tested the map at the current height and decided that spending like 10 minutes in the crappy 2010 version of Photoshop to copy and paste the texture around was easier then spending 10 hours rebalancing the whole map around a texture. Also i remember taking fall damage jumping off the catwalk but only sometimes so I knew it was a non-standardized height from that alone. But pretending to be smart was fun.
This would be a good troll to mess with people's heads and gaslight into thinking they're crazy if you swap this one with the real map. I wonder how many would notice.
21:09 Somebody probably already mentioned it but I just have to. Replacing textures is not hard, you can just use replace tool in hammer and bulk replace textures in selected brushes.
I'd love to see other maps rebuilt from memory, if you wouldn't be down to do another one like this due to the sizes of other tf2 maps i'd suggest you bring up the idea to other creators you might know. (i can't think of a tf2 content creator that makes maps off the top of my head)
Hmm. Would be an interesting experiment. You'd probably have to sit them down at computers already loaded into the map because the loading screen gives it away by revealing the name of the map.
tip: Use block bullets when clipping stairs, otherwise explosives like rockets and grenades will be eaten up by the stair's blocky geometry and unreliably hit people
..This goes to you too, 2010 valve
ackshually, turbine is one of the first community maps. that's why it's so simplistic
@@melc311ackshuaely i dont give a sh-
@@sergentjohncaptain2557 ok literal child
@@PASTELXENON axcskxcskueally ill oof you in minecraft
@@sergentjohncaptain2557 acsh4k6ruthrbfbrbrgt be gtnrhthrbyhrually, that's not suitable for 10 year old and can't be done anymore 😭
Honestly, I don't think I would notice if the real ctf_turbine was swapped out for this version.
u must not play if u cant realize
@@manyman355 I have nearly 500 hours on turbine alone and I wouldn't notice if the entire map was reversed, this game has rotted my brain into a nonfunctional mush
@@EnbyOccultist brother how do you know you have 500 hours on turbine
@@arstotzka6520 There was a like two month period where I played almost exclusively turbine and my hours in TF2 on Steam went from 500 something to one thousand something during those months. I still have the dozens of turbine stamps I bought then.
@@arstotzka6520that’s a feature of his new mushy brain
I think a map rotation of uncanny tf2 where it's all maps made from players memories would be hilarious.
i find all "from memory" remakes super intriguing. the inner machinations of our minds are an enigma.
Ok patrick
*carton of milk falls over*
I actually discovered everything there is to know about the mind by died before I could publish
Very underrated creator
Thank you for your kind words. I appreciate it.
Has always been, sadly
I agree
i also agree
For real, underated. Keep going king
3:49 You know you can disable textures from auto aligning themselves after moving the brush by enabling the "tl" button at the top of the screen, by the way.
yeah, i was wondering why they didn't mention that.
The original cursed turbine you've made is way less cursed than this. That project was funny, this is uncanny. Like this is making me physically uncomfortable. You did a great job memorizing most of the details about the map and made pretty close to a perfect replica, which means it hits the perfect spot in the uncanny valley to creep me out to the highest degree. It feels like I've been teleported to a paralell universe against my will. It's like a messed up version of the Mandela effect that makes you doubt yourself and gaslight yourself.
Great job I love this
Woah! Awesome video, really informative and learned a lot during this, super funny to see how our mind just makes up false memories sometimes!
You should be using Hammer++ if you aren't already. It has in-editor lighting previews.
This is an absolutely fantastic video by the way, it perfectly explains mapping techniques and such to the layman.
Thanks. I make maps very infrequently. Like once every 5 years. If I did it more often then I'd use Hammer++. For how rare I do it I don't mind the limitations of OG Hammer.
It is also somehow significantly less stable than hammer editor I've found.
@@samuels1123 hammer++ crashes for me a lot less
@@samuels1123I find that it's pretty stable, but that might have something to do with me only using it when regular Hammer can't do something I'm trying to do.
@@TinyDeskEngineer I'm in hedg and it seems about 75% of the crashes I see posted are from h++
28:29 I know that place by heart because like 7 years ago around the time when I started playing TF2, I was running away from a pyro as a scout via backtracking. Obviously my movement was stopped because I hit that wall. Needless to say I was burned alive and I didn't realize why until the killcam loaded.
I know that place because it's a great place to hide a dispenser as engineer! Just tuck it around the corner, makes it a little more out of sight and safer from projectiles
I actually like your version of the intel room more. It just has a warmer, cozier feeling. Makes me want to set up a sentry nest in there. And your version of the main stairs (the ones near the vents, with the sloping concrete texture) just looks so much more natural.
And, *wow.* The windows in the intel rooms are only sloped on the _bottom?_ That is seriously breaking my brain right now.
I've played a shit ton of hours on Turbine - like, it's probably my most played map apart from 2Fort and Upward. I mean, I must've looked at those damn windows hundreds of times, and I've _NEVER_ realized they're only sloped on the bottom. I, like you, always assumed they sloped continuously. The only thing I can think of is the 2Fort window. Specifically, in the intel room, there's this big-ass window that looks out over what appears to be some sort of NASA facility, what with those giant billboards and work stations. That window is sloped at an angle, so the only thing I can think of is, we're so familiar with that window that, over time, we confuse it for the one in Turbine.
The human mind is fucking _weird,_ man.
Edit: Fixed a typo in "specifically".
Such a cool project idea! Also impressively similar, I dont think I could've gotten anywhere near as close as you did to the original.
21:31 TIL that these cameras are the actual spectator cameras and that's just mind blowing to me???? Idk why i was so shocked to find that out
I learned how to crouch jump on those side areas near the intel on turbine. I’ll never forget that day. You had to or else you can’t get up so I watched people and learned naturally
Your memory is extremely good. I think some parts are actually slightly better, like the views outside the windows.
Great vid. I'd probably notice something was off and start doubting my own memory with how close you got. I think the biggest giveaway would be the catwalk height in the main room + the shape of the ceiling in the stairwell leading to spawn room
Your version of the spawn rooms look way better than the original. The lighting also feels much nicer due to the increased brightness.
glad this video brought to my attention that the smoke from spy's cigarette emits from below the cigarette, marginally. specifically at 23:00
I hope this video blows up. I feel like it has the potential and you deserve the attention
110% charm & great streamlined explanations of the map-making process.
This guy gives more attention to TF2 maps than I give to my family
This was much more informational than I was expecting; subscribed!
i feel like i could totally nail the general layout of rooms, stairs, vents, things to hide behind etc. just by replaying my gameplay in my head. but the fine details, colors and textures... oh god
very impressive
I can't look at Turbine the same way after you pointed out the ceilings were just door textures
lol
I got enough ptsd that I can recreate it perfectly even tho I unchecked it from my map rotation and never played on it for months
Cool concept, would love to see more of it.
Lol, that ending is fucking awesome
I'd love to remake Gas Station, one of the first TF2 community maps. The underground passage with secret breakable walls would be hard to remember. Wish I could find the old bsp or even the map
if you ever want a sequel, maybe dustbowl stage 1 from memory is a good one
finally this is done! I loved the result and there were only few places i know u got wrong (for instance, i know there are only 2 supply cabinets next to each other because i played this map a lot last year). But still the result is really cool, and it'd be a good prank to swap the original turbine with yours version to see if anyone notices it
I really enjoy this. I loved seeing DOOM remade from memory so seeing a TF2 map that I haven't played since maybe 2015 remade the same way is fun. I really couldn't criticize this very much as I definitely don't know the map as well as you.
The main turbine room ceiling has a different texture, than the one you thought your remembered
I don't play TF2 but I occasionally watch TF2 videos and this was absolutely fantastic. I loved getting an insight into the map-making process, but even more so hearing about the thought processes behind every decision you made. I think these sorts of 'from memory' projects are really cool and are at their most enjoyable when time, love, and care are put into them. This was a total joy to watch, thank you.
I've been using this video as a psuedo tutorial for my maps. My ADHD brain despises watching actual tutorials because I find them very boring and they always feel like I'm just following orders instead of actually learning, but this videos not only entertaining but actually taught me some helpful tips like starting on 0.0, map scaling and the design flow of making a map. Thank you and cool video 👍
This is really interesting as a template for mapmaking, the order in which things are done, and which things can be done. It also made me notice and appreciate how beautiful turbine is, it really has its own vibe.
The fact that i don't have to jump to enter your vents would be a guaranteed "something is wrong here" to me
But you don't need to jump to enter the vents on the original map.
Really cool! The map is upgraded in a lot of ways to be honest, some of the prop choices, lighting changes, and room designs seems better than the original. It'd be cool to see a version which forks from this to fill in missing cosmetic differences while leaving the layout the same
The only things that jumped out to me as wrong were the location of the HP cubbies at mid, the vent lengths, and the direction of the skylight at intel, oddly enough
The only things that stood out to me were the big vents, and for some reason the shooting target in the spawn room being shot and having a fire axe on it
i prefer yours
Same
your turbine feels cozier, somehow
I really enjoyed your video!
This takes me way back to my school days when I made my own (very crude) maps in Hammer editor for TF2 and Half-Life.
It was fun.
wow, I never knew mapmaking was so complex, and all that for a very simple map! I'd love to see more, and maybe next time you do something like this invite friends or someone over to play and react to the different map and see if they realize the differences? Another mapmaker may be able to have some interesting reactions! Anyways, good video
Wonderful idea for a video, really enjoyed it! Turbine is one of my favourite maps so I noticed a few mistakes, but was completely oblivious to others. One tiny mistake I noticed was you didn't add the ledge around the ceiling windows in the intel room. I know about that ledge because until they fixed it (spoil sports), you could rocket or sticky jump up there and be basically invisible to any enemy that came to take the intel. I used to hop up there with the Scottish Resistance and sticky everything, it was so fun.
good to see the process, nice work!
I found interesting that you decided to make this a video, specially one this long. I don't think you're getting millions of views any time soon with it but I loved it. Thanks for sharing
there is definitely something unsettling about the remade map
if you ever tried to actively make it even more unsettling, i think a key trick would be to use textures that are similar to what the original uses, but from other source games so that they look off, but extremely familiar to people who have played something like hl2 or cs source... basically just having something that you have seen a lot, in a place that you have never seen it before makes it unfamiliar, but still unsettlingly recognizable
10:44 Icarus didn’t burn, the wax holding his wings together melted.
You must repeat this process until it no longer changes, so we can reach the platonic ideal of ctf_turbine
I feel like most of the video is "I remember ___, so I added it." That's not a criticism though, I love seeing an in depth look into your thought process. Great channel, I'll be sure to tune in to more videos.
I don't remember your content being this high-quality. Really makes me want to say the cliché "Why doesn't this guy have more subs".
21:09 for the brushes at least I think you could use the Replace Textures Dialog to make this quicker.
I’m immensely impressed by how accurate this is even if it’s not 100% exact. Maybe I missed if you said it anywhere, but how long did this take you?
Honestly this man could recreate turbine and everyone would love it
Now I want to see other iconic maps made from memory. dust2 or 2fort for example. Very cool project.
Feel like turbine was first tf2 map cuz it’s just a box with stuff added on
It was one of the first community made one added to the game, but it does feel like a primitive map you would find in goldensrc
This is triggering the mandela effect in my head, mom, come get me, in scared
the temptation to go back and play turbine had to have been hard
CTF_Turbine_RFM
cant wait to see the rest of the RFM series
Honestly seems like an unrefined Turbine, good job.
0:59 I saw this and had the crazy idea of having a Turbine map with the Special Delivery gamemode.
With the rocket being on center of the Turbine map.
Then I wondered: "where would the flag be?"
So I had the crazy idea of adding one base from the 2fort map plus it's bridge.
The rocket would be on one of the walls from the center area of Turbine, and the 2fort area would be on the opposite side (with no wall).
There would be the 2Fort Bridge, then one of the 2fort bases, with the flag where the intel normally is.
Certainly not exactly balanced, but while one team would have a shorter path to the intel, the other team would have an easier time defending the platform.
Unless the Turbine map is re-made straight mirrored instead of diagonally mirrored.
Too bad I don't have experience with map making, I'd make only SD maps with existing maps.
10:12 i imagine this is likely due to gimbal locking, a tricky problem that to this day requires some complicated mathematics, either with full-on matrixes or with quaternions (effectively rotating a 3D object as if it were in 4D space to get a 3D rotation in 3D space) to solve, both of which can be very computationally heavy even on modern systems.
Other map makers should do challenges like this just to see what would happen.
>TF2
>Lunar magic
Man, 10 year old me is having a blast right now
It’s funny how you completely forgot major design elements like hallway arches… but remember where cork boards and vent turbines on the roofs outside go…
I played spy a lot so I know a lot of the hidey holes and corners :)
I wouldn't really call Turbine one of the most popular maps in the game. So far as I can tell, it's widely considered one of the _worst_ maps in TF2.
You can easily replace red with blu, don't remember exactly how but there's no need to replace the surface on every texture; i believe you select the entire half, edit texture, search for red, then retype the name with blu instead until nothing else shows up, then go bavk through and make final adjustments. I also think this would be really interesting to do on a map you dont have any experience viewing in hammer. I might try this with Badwater at some point if I'm feeling masochistic!
Absolutely insane memory
Fennec foxes need HUGS
You definitely have far better memory than I. But funny enough your recreation of the intel room with the lights and metal floor looked so off to me, I was like no way it actually looks like this. Not that I'd have known why it was off.
Honestly, I prefer your version to the official one.
It's brighter, meaning character readability is improved.
the vents actually look extremely roomy and not terrible to navigate like the official ones are. They remind me of the cavey areas on Snowycoast.
The lower second level improves navigation because players wont break their ankles now every time they decide to drop from the second floor.
Overall I'd say this is a total improvement.
This is acculy genious
Do more with popular maps
Dustbowl upward ecc
Projects like this make me wonder what we'd get if an experienced map maker with the 16+ years of map design experience tried to make a more modern 2fort, since it's widely regarded as a dated map. A Newfort, if you will.
33:45 dedication was sounding good tho
imagine inviting 20 people to come play some Turbine for an hour, but play this map and then ask if they felt like anything was off.
Ooooh I love the way those cooler lights look, defintley should have done that haha
As one of the very few people who actually likes Turbine, and used to play it religiously, this is unfathomably cursed
This method of making curved walls is so... Nostalgic?
I used to draw this thing (like, those bezier curve-looking lines describing a curve) when I was in school
Ya, I can see that. It's like drawing curves on graph paper.
11:20 it's actually very much easier to swap to a cylinder and then cut it into 1 quarter, since it only takes 2 cuts. then, if you want to extend the wall, just swap back to the block and place it at the intended length
It would’ve been awesome if you got a community server to run this map without clarifying it’s a different map and including clips of players reactions
Technically, its from memory. You werent copying EXACTLY from the video you saw, so its just a refreshed version of your memory. Anyways, it looks great. Good job!
Why has this excellent video got such low views?
I knew things were going to go wrong once you mentioned how people *typically* lay out map textures in relation to hammer unit heights, because thats something that you only notice when someone else points it out.
Sure, it stays with you when you know it, but this wasnt just "an early map", it was literally one of the first, and made by one person. Too early for even these basic sorts of tricks to the engine. Textures in 3D modeling typically come last, too, so its likely they'd already tested the map at the current height and decided that spending like 10 minutes in the crappy 2010 version of Photoshop to copy and paste the texture around was easier then spending 10 hours rebalancing the whole map around a texture.
Also i remember taking fall damage jumping off the catwalk but only sometimes so I knew it was a non-standardized height from that alone. But pretending to be smart was fun.
29:50 well... yeah, that's how people get into the room
i put background music in the background , because you had no background music
now someone needs to make your map from memory ctf turbine telephone
I think it would be funny if uncle dane ran this map in the uncletopia rotation for April 1st
the fucking VENT
I KNOW DUDE THEY NEVER MENTIONED IT
This would be a good troll to mess with people's heads and gaslight into thinking they're crazy if you swap this one with the real map. I wonder how many would notice.
yours feels more real than the real one
Amazing content :D
Why not use Hammer++ btw?
For April Fools Valve should replace CTF_Turbine with this map and see if anybody notices
21:09 Somebody probably already mentioned it but I just have to. Replacing textures is not hard, you can just use replace tool in hammer and bulk replace textures in selected brushes.
this guys lowkey awesome
0:26 kinda expected the vsause theme to start playing after he said it actually isn't
in some places, your version honestly looks better
this is a great thumbnail
I'd love to see other maps rebuilt from memory, if you wouldn't be down to do another one like this due to the sizes of other tf2 maps i'd suggest you bring up the idea to other creators you might know. (i can't think of a tf2 content creator that makes maps off the top of my head)
20:51 Why not paste it into an new empty map, and replace all red textures with blue ones, and paste it back into the original map.
This is like the start to a weird creepy pasta. Put soem players in it and see how long til they notice
Hmm. Would be an interesting experiment. You'd probably have to sit them down at computers already loaded into the map because the loading screen gives it away by revealing the name of the map.
I think I played a map like this before same level even
this sounds like a vsauce video
Fire extinguishers are opten at head level IRL. At least where I'm form