Hey man just want to say I appreciate what you are doing with your channel. I've been playing since Beta in 2007 and your UA-cam channel is the only non-goofy-SFM TF2 channel I've found that has actually interested me enough to subscribe. Interesting, well-thought out content, good editing, non-clickbaity titles, and most importantly information I was not already aware of. I wish you all the success man, and to be honest, I think content like yours is inspiring me to possibly kick off my own TF2-based content as I look to hopefully forge a career in creative endeavors.
what if they pull a sunshine and add it in a later update? a lot of good maps that don't get added usually get their reskin added during halloween or christmas, so it's a good precedent for valve to get to know the mapper better and recognize their other works
For a map that probably tries to kick you out of underworld before the next iteration generates, it would kinda make sense to have a NPC that forces you out. Otherwise your options for persuading players to leave are more harsh, like damage ticks that increase or an abrupt killzone over the whole area.
Its amazing how valve has now decided to actually let the community to fully work on the game, we get the best ideas into the game, while valve doesnt have to much. A game as old as this one also deserves to get passed to its community too
Honestly, I think what would really keep TF2 going would be custom community weapons added in the game. Probably require a shit-ton of begging and building good will for Valve but man would it be cool.
@@shadycatnipdealer42069They’d most likely limit it to maybe 2-3 new weapons annually just so they can tune the new weapons so they aren’t overpowered or so weak you can’t do anything
@@the_something_somethinginstead it could be game mode on itself,like in tf2 classic,where you would have a shit ton of experimental weapons,them maybe they could be implemented in the game in a later date like the game mode would basically be showcasing different weapons,in which could be maybe balanced and implemented in the game
Source engine has random generation capabilities? That's so cool, I wish it was utilized more often. Props to the creators for this absolute feat of modding
There was someone who made a rogue-lite coop map for CSGO with generated levels in an even bigger scope. It's pretty insane that it works at all, but sadly this map is no longer playable because of CS2. 3klicksphillip made a video on it.
Oh wow, Rhamkin's avatar at 0:43 is my art! It's a character from Oddport Academy, which is a webcomic my friend made. Was just surprised to see it in a wild TF2 video.
I'm not particularly interested in TF2, but I absolutely love it when someone explains how the Source engine's map works. When I read the title and it said "randomly generated," it grabbed my attention because it's amazing to see something randomized in the Source engine. I tried to randomize a prop spawn 9 years ago but failed and had to stop mapping because I needed to focus on college and then work life. However, this TF2 map has left me in awe. Now, I'm inspired to create a map again using Hammer. Perhaps I'm gonna start over.
I THOUGHT I WAS GOING CRAZY. I was like this damn asylum is different every time! At first I thought there’s no way it must be really big, and I can just learn it. I deliberately went into the portals all round and was just more confused smh
I used that rain feature back when Valve did the first mapper contest (the "skin this map" one). What I did was when the first point was captured, make lightning flash in the sky and turn the rain emitters on. I *thought* I only used one particle emitter, but that was like 10 years ago, so I don't remember for sure. There were some other details I really wanted to add that I just didn't have the art skills for, like a crocodile in the kill zone under the last point, but the lightning and rain was a great detail element that was rather subtle.
This is definitely my favorite underworld. I was extremely impressed the first time I played it, and it didn't even occur to me just how impressive it was from a technical perspective.
Easily one of the best maps this year. Which is no small feat cause they're all pretty damn good. I found it a good break from the more chaotic pumpkin bomb and magic filled maps, hopefully Eruption comes around to stay in a summer update cause I imagine it plays near identical given the halloween items were limited.
Same here. When i was 3 and a half years old i loved using elevators especially alone and one day me and my mom were returning from the dentist and i said i wanted to go alone on the elevator. The elevator turned off while i was still in it and i was stuck in there for about an hour. Now i have trauma.
Sometimes I'm thinking of creating my own map, but instead of usual Competitive centered map, it would have it's own story AND enemies both teams could fight. But i lack knowledge and sometimes I'm just throwing it away cos there's not many things explained or explained partially, which is resulting in being called an incompetent developer. I'd really like to make a map based off some great SFMs, like Endless Rust, where teams would not be named as *RED* and *BLU,* but as *Rebels* and *Cultists* (watch SFM to understand what it's about). It wouldn't be an entire recreation of that SFM, but it would be in the same universe. So, colors of Teams wouldn't matter in there, so you'll be able to see RED and BLU in the same team. To differentiate who's friend or not, you'll have 2 options: 1) Turn off the thing, that allows you to see different colored players(so, Rebels would be fully RED and Cultists would be fully BLU only for your eyes) 2) Enable a feature, where you'll see little glowing aura of that particular team. In my head, I'd make such a map, that would be sorta Cinematic(like the SFM, with its effects) and force players to Cooperate to survive. Because aside from two teams, fighting each other, there would be third non-player team *Robots.* Which are A LOT tankier to damage, but they're slower and come in small groups(still, you wouldn't stand a chance against them if alone). And Robots would've been also able to capture the point, like they do in MVM. Which would result in a failure for Both teams. And it's only the first part of that map(Each team would have their own type of fighting, BLU has to capture a point, while RED is pushing a cart for example). And i haven't introduced Giant Robots like in Endless Rust 2. Damn it, got carried away again. I wonder how much it would cost me in time and money to create everything by myself, alone...
as someone put it. if halloween was a one gimmick deal (like it used to be). this map should be the map to be added. i personally so sick of updates that add ton of maps that only increase the tf2 file size and no one will experience them (most of them are bad too). return to quality over quantity is needed
This is amazing! I've wondered for a while if anyone's thought of using procgen (or even just random pregenerated area selection) for a TF2 map, but I never had enough Hammer experience to try it myself.
I always wondered why it was so easy to hit dead ends in the underworld. It is NOT immediately apparent there was random generation involved. I had no idea!
Wow great video and amazing map, I’m now convinced this game just cannot die with a community capable of creating things like this (both the map maker and you!)
genuinely i like hearing about the details (like the bits of story) and behind the scenes of maps over the small glitches and bugs, it’s just cool to hear you talk about neat details and learn about the effort the creators put behind it
Bit easier to do in csgo cause of the cascading light (the sun) being rendered in real time and the use of vscript. Granted that map has 1000's of different layouts while this only has a set of ~15 prefabs. Both are impressive just in slightly different ways.
I actually watched it right before uploading the video! It was pretty good. I like to imagine that he was actually tricked even though it's more likely that he was actually a patient
I remember seeing this map getting passed last Halloween, it was so disappointing as the quality and theme are unlike any other. Great to see it in! I love Spooky maps but horror maps are on an entirely different level. And it reminds me a bit of Afraid of Monsters so that's a plus.
I've always wanted to make a random generated map or a map with random bits in it. I could never find the time to do it, but this is a very clever way to go about that. I love it.
Fun fact: this map was broken for me on launch (maybe still is) and people in game told me it was because I didn’t have half life 1 installed. Instead of any rooms in the underworld, it was just all black. The whole thing(except the starting room). So it was a void that was also a maze with seemingly random collision. I could technically see through walls but I didn’t even know there were walls at first. I could only navigate by following others but usually I got stuck on something and left behind. I couldn’t fathom how people were getting to the end, and usually when I took too long another player killed me
i only started playing this game two months ago and had no idea there's special maps for halloween. I'm also sick and it's making me feel like I'm dreaming his video up
Back in my PvP gaming days and also downloading hundreds of CSGO workshop maps something cross on my mind why there isn't procedurally generated PvP MP maps.... It will make the challenge fresh every game...
Inspires in me the idea of a long (though not necessarily straight) central area on a map with a similarly structured shifting labyrinth of side routes. Would be an interesting map.
Has the TF2 team ever revealed how to make TF2 looking models / textures? I always wondered how the mappers get new textures (especially rocks) that look like they were made by the original dev team.
I don't believe so. And back when I tried learning, I was struggling to find resources. To somebody who's already adept in texturing and modeling, it probably wouldn't be that hard, though.
The only problem i have with this map, is when the undwrworld opens, spawms a portal anove itself, and also stops movement. Even if you stand next to cart it will not move. Essential killing your teams pushing momentum. And just like Eruption in Competitive, Corruptions 2nd point is a strong choke hold. To many casual matches have ended early cuz a team cant capt 2nd. Add ontop of that how difficult 2nd is to cap with the cart stopping movment when the underworld is spawned. And it turns into a bad time.
hmmm, I wonder if you could use a similar method on one of the bomb delivery maps so that you'll never quite be sure what defenses you'll be up against. It would be a lot harder to get the map pieces to click since it'd be more open, and its actual functionality would depend a lot on whether or not the bomb's path can change.
there was a map made during april fools 2021 that is much more randomized. similar idea. called cp_no_mans_skybox_a5. came to mind when i saw the title
There's this strange bug where sometimes the new assets become rendered in wireframe mode, essentially making them transparent. Now this usually means trees and stuff but thanks to this section being entirely made out of models it makes it possible to see entire maze trough walls.
Hey man just want to say I appreciate what you are doing with your channel. I've been playing since Beta in 2007 and your UA-cam channel is the only non-goofy-SFM TF2 channel I've found that has actually interested me enough to subscribe. Interesting, well-thought out content, good editing, non-clickbaity titles, and most importantly information I was not already aware of. I wish you all the success man, and to be honest, I think content like yours is inspiring me to possibly kick off my own TF2-based content as I look to hopefully forge a career in creative endeavors.
while i was dissapointed with pl_eruption not making it into Summer 2023, this variant is incredibly high-effort and I appreciate it being in-game.
it's at least played in highlander
@@neil7688ew highlander
what if they pull a sunshine and add it in a later update? a lot of good maps that don't get added usually get their reskin added during halloween or christmas, so it's a good precedent for valve to get to know the mapper better and recognize their other works
I'd like to see it in the next summer update!
@@puzzlepuddles6712 that would definitely be the best outcome.
Ironically, the original map, Eruption, DOES have lava, lol.
I didn't show red's last spawn room with the lava flowing down the walls, that's one of the most gorgeous parts of the map!
@@LEDslearn how to say cuckoo properly
imagine an entire CTF map that's randomly generated, and falls apart room by room when the match is won
Honestly as a demoknight who always camps in the underworld I feel like the chaser enemy is unnecessary
Haha I like going KGB heavy when I hear that ding.
But don't you see? You ARE the chaser enemy!
Bruh mad cause he got unemployed 😔
For a map that probably tries to kick you out of underworld before the next iteration generates, it would kinda make sense to have a NPC that forces you out. Otherwise your options for persuading players to leave are more harsh, like damage ticks that increase or an abrupt killzone over the whole area.
The trigger_hurts ramp up in damage over time so you really can't stay in there for long unless you have the katana or kunai.
Its amazing how valve has now decided to actually let the community to fully work on the game, we get the best ideas into the game, while valve doesnt have to much. A game as old as this one also deserves to get passed to its community too
Honestly, I think what would really keep TF2 going would be custom community weapons added in the game. Probably require a shit-ton of begging and building good will for Valve but man would it be cool.
@@shadycatnipdealer42069They’d most likely limit it to maybe 2-3 new weapons annually just so they can tune the new weapons so they aren’t overpowered or so weak you can’t do anything
I think so too, that is until TF Source 2 comes out!
@@LEDscan you create waterlogged versions of maps, like a flooded Badwater Basin?
@@the_something_somethinginstead it could be game mode on itself,like in tf2 classic,where you would have a shit ton of experimental weapons,them maybe they could be implemented in the game in a later date
like the game mode would basically be showcasing different weapons,in which could be maybe balanced and implemented in the game
Source engine has random generation capabilities? That's so cool, I wish it was utilized more often.
Props to the creators for this absolute feat of modding
wish i could see a map,payload or control poin, that purely uses random generation,having dozens of variations for each point,that would be cool
There was someone who made a rogue-lite coop map for CSGO with generated levels in an even bigger scope. It's pretty insane that it works at all, but sadly this map is no longer playable because of CS2. 3klicksphillip made a video on it.
Oh wow, Rhamkin's avatar at 0:43 is my art! It's a character from Oddport Academy, which is a webcomic my friend made. Was just surprised to see it in a wild TF2 video.
❗😮❗
I like pumpkins and it was good art so i just had to :3
I'm not particularly interested in TF2, but I absolutely love it when someone explains how the Source engine's map works. When I read the title and it said "randomly generated," it grabbed my attention because it's amazing to see something randomized in the Source engine. I tried to randomize a prop spawn 9 years ago but failed and had to stop mapping because I needed to focus on college and then work life. However, this TF2 map has left me in awe. Now, I'm inspired to create a map again using Hammer. Perhaps I'm gonna start over.
Do it!
I THOUGHT I WAS GOING CRAZY. I was like this damn asylum is different every time! At first I thought there’s no way it must be really big, and I can just learn it. I deliberately went into the portals all round and was just more confused smh
This is like asmr for coders lol😂
And everyone else!
i did not expect this map to be a competitive map reskin, damn
I used that rain feature back when Valve did the first mapper contest (the "skin this map" one). What I did was when the first point was captured, make lightning flash in the sky and turn the rain emitters on. I *thought* I only used one particle emitter, but that was like 10 years ago, so I don't remember for sure.
There were some other details I really wanted to add that I just didn't have the art skills for, like a crocodile in the kill zone under the last point, but the lightning and rain was a great detail element that was rather subtle.
"Every playthrough of Corruption is personalized."
YOU WANT FUN
SCOUT SHOW YOU FUN
Makes me wonder what we might get for smissmass thanks to vscript.
functional snow
They will make Dodgeball an official gamemode 😂😂😂
slop
@@skipmanghondarg Abominable snowmen before Saxton drove them to extinction 😅
Wutville 2
Now looking back this feature may actually revive slender fortress
This is definitely my favorite underworld. I was extremely impressed the first time I played it, and it didn't even occur to me just how impressive it was from a technical perspective.
3:18 “I wonder where he is now”
*Zombie Heavy appears from behind a wall behind him.*
this rises back my hope for a new SCP gamemode with procedural generated maps
Easily one of the best maps this year. Which is no small feat cause they're all pretty damn good. I found it a good break from the more chaotic pumpkin bomb and magic filled maps, hopefully Eruption comes around to stay in a summer update cause I imagine it plays near identical given the halloween items were limited.
I'd like to play the infinite version displayed at 8:41. That would be cool and nightmarish like some sort of backrooms.
yeah and definitely should add something stalking you to that would be really cool
If you have GMOD, they have a randomly generated map similar to this on the workshop, that I assume goes on forever.
@@Upsidedownsmileeven more - gmod have infinite maps.
Such a type of map is definitely very interesting and fun-to-play, although a competitive game wouldn't be nice
Luckily this is team fortress!!! more specifically scream fortress!!!
Comp has a select amount of maps you can play. And scrims have less
eruption is commonplace in NA, and is gradually being tried in EU.
I was afraid of elevators, too...
I still don't like them very much, I prefer to uses stairs.
Same here. When i was 3 and a half years old i loved using elevators especially alone and one day me and my mom were returning from the dentist and i said i wanted to go alone on the elevator. The elevator turned off while i was still in it and i was stuck in there for about an hour. Now i have trauma.
@@huhwhuh damn that's unlucky
Are you taking steps to avoid it?
@@Christoffer395 Don't make jokes about people's phobias. You might elevate their fears.
@@ezkiller93 we don't want things to escalate but I don't see any other options
Sometimes I'm thinking of creating my own map, but instead of usual Competitive centered map, it would have it's own story AND enemies both teams could fight. But i lack knowledge and sometimes I'm just throwing it away cos there's not many things explained or explained partially, which is resulting in being called an incompetent developer.
I'd really like to make a map based off some great SFMs, like Endless Rust, where teams would not be named as *RED* and *BLU,* but as *Rebels* and *Cultists* (watch SFM to understand what it's about). It wouldn't be an entire recreation of that SFM, but it would be in the same universe. So, colors of Teams wouldn't matter in there, so you'll be able to see RED and BLU in the same team. To differentiate who's friend or not, you'll have 2 options:
1) Turn off the thing, that allows you to see different colored players(so, Rebels would be fully RED and Cultists would be fully BLU only for your eyes)
2) Enable a feature, where you'll see little glowing aura of that particular team.
In my head, I'd make such a map, that would be sorta Cinematic(like the SFM, with its effects) and force players to Cooperate to survive. Because aside from two teams, fighting each other, there would be third non-player team *Robots.* Which are A LOT tankier to damage, but they're slower and come in small groups(still, you wouldn't stand a chance against them if alone). And Robots would've been also able to capture the point, like they do in MVM. Which would result in a failure for Both teams. And it's only the first part of that map(Each team would have their own type of fighting, BLU has to capture a point, while RED is pushing a cart for example).
And i haven't introduced Giant Robots like in Endless Rust 2. Damn it, got carried away again.
I wonder how much it would cost me in time and money to create everything by myself, alone...
as someone put it. if halloween was a one gimmick deal (like it used to be). this map should be the map to be added.
i personally so sick of updates that add ton of maps that only increase the tf2 file size and no one will experience them (most of them are bad too). return to quality over quantity is needed
Didn’t know there was a rain particle that collided with the world
This is amazing! I've wondered for a while if anyone's thought of using procgen (or even just random pregenerated area selection) for a TF2 map, but I never had enough Hammer experience to try it myself.
I think generated maps are cool, you playing on something new every match, your interest cannot be stopped. It's huge win.
I always wondered why it was so easy to hit dead ends in the underworld. It is NOT immediately apparent there was random generation involved. I had no idea!
I was actually told before I even saw the map that it utilized procedural generation, so I had to see it for myself!
Maps like these are the reason i really want to get into environmental design stuff for games
You should! Making video game stuff is for everyone. My first stuff was pretty cruddy
Wow great video and amazing map, I’m now convinced this game just cannot die with a community capable of creating things like this (both the map maker and you!)
When I see this level of creativity in maps, I almost feel obligated to talk about it. Gotta give credit where it's due
yeah would have never heard about it other wise good to have you around haha@@LEDs
Corruption is a breath of fresh new air. No bs spells, bare no none pumpkins around every single corner you can find.
2:39 bro ate taco bell without knowing what would happen
This makes me imagine a CTF or CP map that procedurally generates itself out of prefab pieces like this. That could be really cool.
im making this (hopefully ill be able to finish it)
I was NOT expecting to see a Doom Turtle in the first 20 seconds
Can't wait to see a map that generates it's layout at the start of each round
genuinely i like hearing about the details (like the bits of story) and behind the scenes of maps over the small glitches and bugs, it’s just cool to hear you talk about neat details and learn about the effort the creators put behind it
That's why I do this!
fun fact: a russian csgo mapper made a 1v1 map with a randomly generated layout, similarly to this
DepoSit
I remember seeing 3kliksphillip's video about it years ago. I wonder if that project in any way inspired this map.
It does use vscript tho
Bit easier to do in csgo cause of the cascading light (the sun) being rendered in real time and the use of vscript. Granted that map has 1000's of different layouts while this only has a set of ~15 prefabs. Both are impressive just in slightly different ways.
I think the absence of vscript makes this map more remarkable
“In the future, all TF2 maps will be randomly generated!”
Random note, but shutter island might be my favourite movie of all time. You really should watch it
I agree it's a great film, and I find it awesome how they used that setting to make a whole ass TF2 map, this community is so damn creative!!!
I actually watched it right before uploading the video! It was pretty good. I like to imagine that he was actually tricked even though it's more likely that he was actually a patient
I loved this movie! I wish I couldve referenced it more in the map.
I remember seeing this map getting passed last Halloween, it was so disappointing as the quality and theme are unlike any other. Great to see it in! I love Spooky maps but horror maps are on an entirely different level.
And it reminds me a bit of Afraid of Monsters so that's a plus.
This map has the gmod toilet meme in it.
Super interesting video, thanks for sharing, and a big thanks to the community map-makers behind this!
👏
I was wondering if the asylum was randomly generated when i went through it the second time and wondered how they did it. Now I know. Thanks a lot!
I thought the exit sign in the thumbnail was a Deutsche Bahn logo and i nearly had a heart attack
"In the future, video games will be randomly generated." 'Randomly generated?' "Randomly Generated."
*WEED EATER.*
Not even 10 seconds in and I'm already being hit with a slap to the face lol.
Amazing video dude!
😭❤️
0:13 AMERICAN T-28 SUPER HEAVY TANK!!! fun fact: that tank was rediscovered hiding behind a bush, yes there is a photo, it looks silly
Isn't T95?
Also T U T E L
I've always wanted to make a random generated map or a map with random bits in it. I could never find the time to do it, but this is a very clever way to go about that. I love it.
Fun fact: the same profile picture of LED is the same as colourcorrection entity in the hammer editor.
This year the maps are absolutely brilliant, especially because they have a WHOLE LOAD of attention-to-detail stuff and new mechanics as well.
How do you load up maps to look around? Id love to know so i could try and see all the fun details with this and other maps!
map [map name]
sv_cheats 1
noclip
Very interesting but putting all of them in one spot and just hiding unused ones whoud be easier right?
Maybe if there were only a few different combinations
Fun fact: this map was broken for me on launch (maybe still is) and people in game told me it was because I didn’t have half life 1 installed. Instead of any rooms in the underworld, it was just all black. The whole thing(except the starting room). So it was a void that was also a maze with seemingly random collision. I could technically see through walls but I didn’t even know there were walls at first. I could only navigate by following others but usually I got stuck on something and left behind. I couldn’t fathom how people were getting to the end, and usually when I took too long another player killed me
*4:41** Outlast is my favorite game all of times. :-')
i only started playing this game two months ago and had no idea there's special maps for halloween. I'm also sick and it's making me feel like I'm dreaming his video up
This project was great to work on. Pancakebro did magic with the underworld logic.
Hey I know erk, he and I work on Fallout 4 New Vegas, a fan remake of Fallout New Vegas in Fallout 4
2:44 bro ate tacobell 💀
💀
Back in my PvP gaming days and also downloading hundreds of CSGO workshop maps something cross on my mind why there isn't procedurally generated PvP MP maps....
It will make the challenge fresh every game...
i've seen this map before the update but never thot it would actually be part of the main game
Inspires in me the idea of a long (though not necessarily straight) central area on a map with a similarly structured shifting labyrinth of side routes. Would be an interesting map.
Has the TF2 team ever revealed how to make TF2 looking models / textures? I always wondered how the mappers get new textures (especially rocks) that look like they were made by the original dev team.
Not to my knowledge but with such refined art direction, mimicking the style probably isn't too difficult in the hands of some talented artists.
I don't believe so. And back when I tried learning, I was struggling to find resources. To somebody who's already adept in texturing and modeling, it probably wouldn't be that hard, though.
I would like an analysis of sandcastle and the size change of the mercenaries
I personally love all scream fortress maps, as Halloween is my favorite holiday. This map does take the cake though.
it would've been cool if the procedural underworld was the only place you could find spellbooks
That would make it more interesting
I’ve always loved the scream fortress maps. They remind me of Luigi’s mansion 2.
- Randomly generated?
- Randomly generated!
*1:36** i don't know but why not these days valve software not adding to reskins maps? just only holiday event updates.*
The only problem i have with this map, is when the undwrworld opens, spawms a portal anove itself, and also stops movement. Even if you stand next to cart it will not move. Essential killing your teams pushing momentum.
And just like Eruption in Competitive, Corruptions 2nd point is a strong choke hold. To many casual matches have ended early cuz a team cant capt 2nd.
Add ontop of that how difficult 2nd is to cap with the cart stopping movment when the underworld is spawned. And it turns into a bad time.
hmmm, I wonder if you could use a similar method on one of the bomb delivery maps so that you'll never quite be sure what defenses you'll be up against. It would be a lot harder to get the map pieces to click since it'd be more open, and its actual functionality would depend a lot on whether or not the bomb's path can change.
NO WAY THERE IS SKIBIDI TOILET IN TF2 💀💀💀💀💀💀💀💀
I played tf2 demo.. the demo. It was on my steam for a long time. But now it disappeared
”In the future, our entertainment will be randomly generated!"
there was a map made during april fools 2021 that is much more randomized. similar idea. called cp_no_mans_skybox_a5. came to mind when i saw the title
There's this strange bug where sometimes the new assets become rendered in wireframe mode, essentially making them transparent.
Now this usually means trees and stuff but thanks to this section being entirely made out of models it makes it possible to see entire maze trough walls.
Is see this idea of "generative maps" in CS:GO months ago too!
Meanwile in 3:19... a Zombie T-Pose HEAVY.
shutter island is absurdly good, I need to rewatch it at some point
It really was
i would love to watch you talk about maps without invisible borders for some reason
so cool to see what the community can do with source, famed as one of the game engines of all time
*When the mapper is also a game/SW developer*
Team Fortress 2: Internal Plexus be like
(Every copy of TF2 is personalized)
5:55 oh hell naw, walter white was too honest with his therapist 😭
TF2 is now a procedural community generated game after Valve stopped working on it
And I'm loving it.
First thing I thought of when I played this map was “This looks like shutter island”
Looks like the mappers did a good job!
0:50 I don't want to um-actually too hard here, but this idea has been done before in custom maps. Just not in an 'official' map released.
7:17-7:28
Missed opportunity for a scooby doo reference
Hands down the coolest map for the next Halloween event as of now.
This map gives me that gritty feel the Batman games have.
They put Lethal Company into a TF2 map.
3:15 You had to be giggling to yourself while adding this part in
I was when I recorded it
Wait wait wait.
How have I just now noticed that Cursed Cove has a near-identical layout to a map from Assassin's Creed 3 multiplayer map?
Interesting little bit of knowledge titan fall two is actually using a very very heavily modified version of source two
It's obvious than the guy in the toilet is the one who tried to escape from the cell where there is a shovel.
It's the last TF2 dev
there was a a similar project for CSGO if i remember correctly (before that got snapped by TWO)
When taking Inspiration people don’t remember there’s a difference between paying homage and ripping off
I still haven't played a full round of Eruption yet.
It feels weird that my favourite game is older than me by 2 months
Valve listens to their community wayyy more than something like Pokémon
Wow I really missed out when I skipped scream fortress '23