TF2's Spawn Rooms

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  • Опубліковано 3 чер 2024
  • To spawn or not to spawn- that is the question.
    In this video, I discuss the current state of TF2's spawn rooms and what makes them work.
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  • Ігри

КОМЕНТАРІ • 421

  • @LEDs
    @LEDs  Місяць тому +119

    I haven’t brought it up in a while, but I have a Discord server! I use it to chat with ya’ll and set up events, so hop in: discord.gg/4UMFUcYFeM

    • @flappyjay_gaming
      @flappyjay_gaming Місяць тому +1

      the rock with the mad milk though

    • @Azilythe
      @Azilythe Місяць тому +1

      Not mentioned in your video, but for attack-defend maps, you can resupply as engineer in the forward spawns by edging yourself at the door and changing load-outs, via the load-out binds, as a way to resupply for buildings.

    • @nocnysteave472
      @nocnysteave472 22 дні тому

      LED my friend create the good map the name is Podzolic , can you see?

    • @Lou-yf1jo
      @Lou-yf1jo 9 годин тому

      top 10 most pointless youtube videos

  • @Sillssa
    @Sillssa Місяць тому +1177

    I am now cursed with the knowledge that the badwater benches levitate

    • @bieyang339
      @bieyang339 Місяць тому +47

      i am one with the knowledge that the badwater benches levitate

    • @TinyDeskEngineer
      @TinyDeskEngineer Місяць тому +34

      I am indifferent to the knowledge that the badwater benches levitate

    • @joycongrip
      @joycongrip Місяць тому +30

      I have no knowledge about the badwater benches levitating

    • @buddyisbored2355
      @buddyisbored2355 Місяць тому +16

      Here's more cursed knowledge
      The water cooler in Red's second spawn in steel to the left is facing the wrong way

    • @damsen978
      @damsen978 Місяць тому +3

      Oh yes, 0/10 map, game breaking.

  • @Fenpoe
    @Fenpoe Місяць тому +919

    Valve, please give us an update, PEOPLE ARE STARTING TO TALK ABOUT THE F*ING SPAWN ROOMS.

    • @AustinH7
      @AustinH7 Місяць тому +39

      We just got the 64 gb update 🤓

    • @damsen978
      @damsen978 Місяць тому +42

      There's nothing that hasn't been talked about about TF2 already. TF2bers are starving for content.

    • @tf2ctfenjoyer673
      @tf2ctfenjoyer673 Місяць тому +31

      What years without a major update does to a mf

    • @Great_Blue
      @Great_Blue Місяць тому +94

      "omg people are out of ideas"
      My guy, this is breaking down the core design philosophy of the game. If you can't appreciate that, I'm guessing those 8 minute 1 second clip dumps called "CASUAL IS WACKY" would be more your speed

    • @ThatsNotMyArm
      @ThatsNotMyArm Місяць тому +13

      @@Great_Bluenigh on 2 decades of the same memes and countless deaths to random crits have rotted the brain such that TF2 players are incapable of high level critical thinking. I reckon you probably get a lot of comments like this on your more analytical videos.
      Love your work as well.

  • @BobHogenProductions
    @BobHogenProductions Місяць тому +600

    you didn't have to make the thumbnail go so damn hard

    • @MIITRIN
      @MIITRIN Місяць тому +6

      Counterpoint: Spawn

    • @Nykomil
      @Nykomil Місяць тому +31

      It's eternity in there...

    • @JangoLibre
      @JangoLibre Місяць тому +9

      ​@@Nykomilemesis blue mentioned let's goo

    • @Reimu__Hakurei
      @Reimu__Hakurei Місяць тому +5

      @@JangoLibre
      Emesis red when??

    • @leviribelin7018
      @leviribelin7018 Місяць тому +1

      @@Reimu__Hakureiemesis purple when?

  • @UmbrellaGent
    @UmbrellaGent Місяць тому +525

    The Mountain Lab spawn also has a nice bit of environmental storytelling included, with the airboat apparently being the means by which the BLU team arrived.

    • @dermeister8787
      @dermeister8787 Місяць тому +44

      that gives me some old de_nuke vibes with the van crashed into a gate and a dead guard in the booth near T spawn

    • @dogman15
      @dogman15 Місяць тому

      @@dermeister8787 de_train has a similar arrival for the terrorist team.

    • @TheTdw2000
      @TheTdw2000 Місяць тому +12

      Enclosure also has a neat little detail where you load the cart onto an airboat on stage 2 and you see the airboat behind you in spawn on stage 3.

  • @genghisdingus
    @genghisdingus Місяць тому +228

    The basement spawn rooms in 2fort with no spawn points 💀

    • @LEDs
      @LEDs  Місяць тому +110

      Those are perhaps some of the creepiest rooms

    • @jimmyoakmeister
      @jimmyoakmeister Місяць тому +45

      Those are resupply rooms, as the map originally shipped without the health and ammo packs in the basement.

    • @ronaid-with-an-i
      @ronaid-with-an-i Місяць тому +33

      It's an elevator, if you switch classes while in there you go up to one of the spawn rooms

    • @syco9008
      @syco9008 Місяць тому +18

      @@ronaid-with-an-inever thought of it like that, but there’s no elevator door in either of the spawn rooms that would connect to the basement

    • @ronaid-with-an-i
      @ronaid-with-an-i Місяць тому +21

      @@syco9008 emesis blue:

  • @WetSweatySocks
    @WetSweatySocks Місяць тому +232

    The spawn room is where I spend the most of my time in tf2, besides the respawn counter.

  • @ghhn4505
    @ghhn4505 26 днів тому +12

    Those Spawn Rooms better be good, after all, the time you spend in them is longer than you think, it's eternity in there.

  • @FrogInShorts
    @FrogInShorts Місяць тому +53

    Really glossed over the fact Blu first spawns are so detailed are because Blu spends over a minute in them in setup.

  • @ruzgar1372
    @ruzgar1372 Місяць тому +105

    Spawn rooms are my favorite places in a map aesthetically. Especially Mossrock's Blu spawn takes the cake. (Monster Bash is a close second)

    • @LEDs
      @LEDs  Місяць тому +23

      I didn’t mention the Halloween or Christmas maps, but there are some great candidates there as well

    • @irregularassassin6380
      @irregularassassin6380 Місяць тому +3

      I think DeGroot Keep's spawn rooms are also really good, especially Blu's. Lots of nice storytelling in that one, plus it has two exits, and even training dummies for target practice!

  • @MrRobotrax
    @MrRobotrax Місяць тому +91

    I think the bland spawnrooms is an intentional choice to push players out into the battlefield. Most of the nice looking spawns are the ones that you have to wait in during setup.

    • @Mantafirefly
      @Mantafirefly Місяць тому +16

      That's probably a fair assessment, but one can't help but feel in some cases that the forward spawn rooms are kinda squeezed in as an afterthought, since it's an easy mistake as a map maker to think that spawn rooms aren't as big as they really are.

    • @JAIBADRIVISHAAL
      @JAIBADRIVISHAAL Місяць тому +1

      badwater spawn , slow fall damage kills lol

  • @sheacorduroy5565
    @sheacorduroy5565 Місяць тому +13

    I’m still bummed they never used the class specific spawns. It’d be so so cool to have a dedicated sniper spawn on some payload maps.

    • @LEDs
      @LEDs  Місяць тому +3

      Agreed

  • @user-vn3mh7xv5h
    @user-vn3mh7xv5h Місяць тому +8

    You know, emesis blue tried to warn us about the respawn machine

  • @evankim2406
    @evankim2406 Місяць тому +25

    10:22
    Looks like he's in the barrel today.

  • @snackermantm105
    @snackermantm105 Місяць тому +11

    9:17 Bloodwater version has that door... and it was very brilliant idea, also everyone would go to that way too.

  • @ArazNebiza
    @ArazNebiza Місяць тому +112

    0:08 you could also pick a good map and talk about it for 12 hours

    • @LEDs
      @LEDs  Місяць тому +39

      Never

    • @realshaperio
      @realshaperio Місяць тому +8

      badwater​@@LEDs

    • @JohnJones-mp3in
      @JohnJones-mp3in Місяць тому +2

      ​@@LEDs dustbowl

    • @AForceGaming
      @AForceGaming Місяць тому +3

      @@LEDs Do you know what video he's referencing ?

    • @damsen978
      @damsen978 Місяць тому

      Everything about TF2 has been talked about already. Coverage about the game has been burnt into a crisp.

  • @neondead2.0.15
    @neondead2.0.15 Місяць тому +21

    I knew that this benches had something wrong with them. Good to finally know what exactly.

  • @bliponthe
    @bliponthe Місяць тому +25

    2:51 🪨

  • @user-jx7jd7bl4k
    @user-jx7jd7bl4k Місяць тому +22

    You forgot to mention it feels eternity in there and it's longer than you think.

  • @yourdemiseishere
    @yourdemiseishere Місяць тому +37

    I like a lot of the non immersive spawnrooms because you basically are walking out of a small building or functionally a closet, anything that isn't a small generic functional box or really small like the 5cp one ways, but something like the chinese koth map is a great storage room.

    • @irregularassassin6380
      @irregularassassin6380 Місяць тому +8

      Kong King's spawn rooms are alright, but imagine if they were speakeasies with poker tables! Something to fit the early neon-noire aesthetic of the map.

    • @LEDs
      @LEDs  Місяць тому +5

      Kong King could definitely be much better.

    • @TheTdw2000
      @TheTdw2000 Місяць тому

      @@irregularassassin6380 Nah, too much detail for something you spend maybe 5 seconds in, tops.
      For BLU payload and A/D spawns detail can go a long way because you have to sit in there for upwards of a minute, but there's no point in making spawns look nice if you're just going to walk out of there the second you spawn in.

  • @ShadyParakoopa
    @ShadyParakoopa Місяць тому +7

    I always loved Thundermountains Spawnrooms, with how several of them have nice views of the map, or they have a window where you can peak and see ''your team'' (the models) doin funny stuff

    • @LEDs
      @LEDs  Місяць тому +3

      Yeah, they're nice

    • @TaRAAASHBAGS
      @TaRAAASHBAGS 15 днів тому +2

      The pool lanes look so cozy. Like an alpine lodge resort with your buddies.

  • @pux0rb
    @pux0rb Місяць тому +18

    Forward spawns are empty for a reason. They're meant to be light on visuals so that the only thing in your immediate vision is the spawn door. The final spawn rooms on 5cp maps are often just a bare room and don't allow you back inside in order to subconsciously keep gameplay flowing. This is the same reason why maps are more detailed in the playable space but nearly everything out of bounds is empty fields. It can actually hurt readability to have too much detail in spaces, and the source engine has a strict brush and faces limit, so sometimes mappers have to keep less important areas sparse for that reason.

  • @king5327
    @king5327 Місяць тому +43

    The 5cp spawn rooms only unlock when you control the middle and forward point. They're nerfed precisely to avoid the home field advantage that the defending team gets. It's inconsistent.
    Also by making the rooms exit-only they can avoid complicated door logic since the door just needs to open when someone's inside. The hypothetical entrance clip doesn't have to be toggled on and off based on which point is active (which could potentially get the door stuck open), or risk someone being able to enter a spawn point behind the points that are being contested.

    • @quantumgoosey1535
      @quantumgoosey1535 Місяць тому +2

      Also what if there isn't an engineer? How is the team supposed to "just take a teleporter"

    • @dkskcjfjswwwwwws413
      @dkskcjfjswwwwwws413 Місяць тому +2

      some maps have the forward spawn spawns located 1 point behind, so when you capture mid you spawn at your 2nd point, when you capture the enemy teams 2nd point you spawn at mid
      i dont see why oneway doors are necessary on maps like these other than to prevent hiding in spawn in comp, but coldfront is in no way a 6s map and its full of oneway spawns, and process IS a 6s map and yet the spawnrooms are exploitable, you can actually hide in a forward spawn even after you lose the point, and ive seen a dude actually do that. as far as i know, this has never caused an issue in an actual 6s match
      oneway doors feel like a very aggressive way to prevent engineers from playing the game until either team gets pushed back to last

    • @redstonewarrior0152
      @redstonewarrior0152 Місяць тому

      Tell me why badlands 1st forward spawn is always unlocked then.
      And its got a resupply cabinet.

  • @vectormanforever
    @vectormanforever Місяць тому +19

    It is a vague memory, but one of the past favourite spawn rooms had to be from a lost and forgotten custom map call "Koth_basement_v4"
    Was made by a L4D2 mapper. The Tf2 maps they made were always very... unique. Basement was one of the most claustrophobic in a serious way maps I've ever seen. They also worked on a 5cp map that was 5 different skyscrapers and a territory control map where the red spawn was a lighthouse directly in the middle. I was their only playtester at the time, but I vividly remember these maps and how you could tell a l4d2 mapper made them, they felt so damn weird. But the l4d2 philosophy of "making saferoom interesting and fun to exist in for long periods of time carried over to the spawn rooms.
    I really wish I could tell you where to find them, but it is all lost media. The download link is gone, but you can still find vids of the skyscrapers and the basement.

  • @HerraHissi
    @HerraHissi Місяць тому +6

    For engineer: most spawn rooms let you build just outside the door so you can stand inside and refill your metal by either changing a weapon or binding `item_loadpreset 0` to a key and pressing it. It's really trivial to have one direction spawn rooms when the Eureka effect can also teleport you in with ease.

    • @LEDs
      @LEDs  Місяць тому +3

      Some maps like process have func_nobuild brushes in the way so you can’t build while holding the door open. The eureka effect is definitely a good way to get around it though

  • @ignaciomercadovillagra9119
    @ignaciomercadovillagra9119 Місяць тому +4

    An outrageous fact is the Halloween version of Badwater, bloodwater, has it's side exit available to go through

  • @JaySea04
    @JaySea04 Місяць тому +4

    the doors are one way on 5cp so that it doesn't make the point easily defendable. If the team defending mid on badlands had constant access to a resup cabinet you would just never be able to retake it lol

  • @Kimo_uwu
    @Kimo_uwu Місяць тому +5

    This is simply incredible! I love your videos, the way you find little details in tf2 maps and also tell us some interesting facts really captures me. Good video, LED

  • @yoshyfoods
    @yoshyfoods Місяць тому +9

    The mad milk 40 seconds in had me take a double take

  • @slurrygeyser8133
    @slurrygeyser8133 Місяць тому +1

    this was such a great video, good insights and really funny clips and tidbits that complement the narration without distracting from it

  • @GringoEtEva
    @GringoEtEva Місяць тому +7

    the moan at the "show love" mention 💀

  • @ethosaur
    @ethosaur Місяць тому +3

    Great video, im gonna keep in mind all this when making spawnrooms from now on

    • @TauzzaTaue
      @TauzzaTaue 29 днів тому

      hello ethosaur, funny seeing you again :]

  • @TheOblomoff
    @TheOblomoff Місяць тому +4

    I love spawn buildings in Planetside 2. It's a design challenge to accomodate a 4v10 fight and 40v40 at the same space, and give protection from all kinds of vehicles. They are almost open, giving view advantage to defending side. And lack of details whisper: don't sit in the spawn room, go out!
    Tech plant spawn building has an underground pipe system, which gives access to an entire base. But it's also sort of hidden out of normal sight when you run out, which makes the normal way out more popular. Isamir underground bunker facilites have many temporary spawns; lighted arrows on the floor to show the way; ability for attackers to shut the main doors, so defenders are forced to take the vents out. Interesting base to play on.

    • @misham1213
      @misham1213 Місяць тому

      The vehicle protection part usually doesn't work, and I'd argue all other locations don't have much more detail than the spawns

    • @Loolilol
      @Loolilol Місяць тому

      Ngl, desperately fighting your way out of your spawn room as the timer until the facility is capped ticks down truly is a feeling everyone should experience once. Espetially if they make it.

  • @mpdacey
    @mpdacey Місяць тому

    I love your videos. They are well researched and informative along with having plenty of comically exaggerated examples supporting your points. Keep it up!

    • @LEDs
      @LEDs  Місяць тому

      Thank you!

  • @tommykibbleton
    @tommykibbleton Місяць тому

    this was a really fun video!!! i was thinking about this topic the other day with how some of borneo's spawnrooms look, and how you could add detail to then in order to flesh them out and give life into otherwise boring rooms. i imagine some spawns are rather baren due to either optimisation or then being added late into development, or even afterwards during playtesting, thus not receiving as much attention. even some very old maps have interesting layout changes (dustbowl didn't have the dropdown on stage 2 blue spawn and the stairs right outside red's shortcut on stage 3, hence why they sometimes feel a lil strange), so i imagine it'd be a pain to decorate an entire spawn only to rearrange everything or scrap it entirely.

  • @scantyer
    @scantyer Місяць тому +36

    I think Dustbowl's spawn rooms are also really great aesthetically. It really shows the early-tf2 era art-style that they talked about in the developer commentary, where at the start you see more "natural" settings with BLU and RED trying to disguise their operations but as you go further the mask starts slipping off... and you see in dustbowl as it gets more and more industrialized. In this case the spawn rooms having giant missiles underneath them.
    Also, Hydro's spawn room underneath the satelite dish is very unique. It's a long, round corridor that doesn't ressemble anything else in any other map. Even though it's a bit barren, it gets points for being unique.
    I love little topics like these and I think that map making in source engine is an art form, I wouldn't mind more videos talking about small and overlooked details like these.

  • @letal6123
    @letal6123 Місяць тому +12

    3:00 because it's a balancing feature. In 6s there's such a thing as "sacrifice", or just "sac". Basically to avoid stalemate, while pushing into enemy last, one of your player can rush in, get destroyed, switch to sniper to get some space and try to drop enemy medic, or spy to make unexpected play. There's a period after sac, when pushing team has to play 5v6, and it gives a chance for enemy team to countersac or make any play with lower risk. To switch you need to get into spawnroom, you need someone to open a door for you, or sac by yourself. If fowardspawns would be open all time, there won't be any risk at all, becuase enemy team won't know about 5v6. and basically there's no risk at all for pushing team, cuz thier player can get back into fight real quick, instead of waiting "15 seconds to respawn". Also. It will be a nightmare for flank players to play behind enemy lines, when there is fully working resuply room for enemies. There's no cabinet, but resuply bind exists. (also you can build as engie in foward anyway, just don't leave it fully). (no fowardspawns = stalemate, 5cps are stalematy enough in pubs already, cuz pablo.2017 and his friends are building 5 sentries on mid)

    • @pepperonipizza8200
      @pepperonipizza8200 Місяць тому +1

      Almost sounds like 5cp is an inherently flawed game mode.

    • @jbomb06
      @jbomb06 Місяць тому +1

      @@pepperonipizza8200its flawed for casual.

    • @letal6123
      @letal6123 Місяць тому +1

      @@pepperonipizza8200 5cp does not work in casual, because heavy, engie and sniper presents on map all the time, w/o class limits. But in 6v6 it's the most balanced and fun gamemode. Back-n-forward action.

    • @redstonewarrior0152
      @redstonewarrior0152 Місяць тому

      But the walk to the forward spawn is like 7 seconds.
      And it will be another 7 seconds back.
      It's such a long walk that visiting forward spawn might as well be respawning. You just don't have to deal with the +-5 seconds spawn waves can induce.
      The logic is kinda flawed.
      By the way, how do people deal with the fact that badlands has a forward spawn that can always be accessed and holds a resupply cabinet?
      How does that work?

    • @letal6123
      @letal6123 Місяць тому

      @@redstonewarrior0152 you counted it wrong: ~6 seconds to sac, 15 to spawn and another 10-15 just to walk to the frontline again (if u want to offclass u swap to spy or sniper, not just to scout or solly). Istead of 7 to rocketjump/run as scout to spawn, and switch.
      Badlands is not being played in comp since like 2017 ig.(?) Even tho, some maps has special versions just for comp. Like, granary_pro is more optimized for 6s, has some objects moved/removed, badwater_pro for highlander has 1 more forwardspawns, and new routes, prcoess splash fixed. So when comp tf2 oldheads were playing badlands, they most likely used badlands_pro version of the map w/o this forwardspawn bug and some other features, like fixed splash on spire.

  • @YellowDice
    @YellowDice Місяць тому +5

    5cp makes sense tbh it would give forward spawners way too much advantages so making them "boring" is intended.

  • @imconfused6955
    @imconfused6955 Місяць тому +1

    My favorite has got to be the player destruction map that came last smissmas. The spawnrooms there are gorgeous and interesting.

  • @LivingRacoon
    @LivingRacoon Місяць тому +1

    Great, informative, entertaining video as always :D
    I think it'd be interesting if you made a video on the original six maps that TF2 launched with (2Fort, Dustbowl, Granary, Well, Gravel Pit, Hydro), how they've changed, and what we can learn from analyzing TF2's map design and art style back in 2007 compared to now.

  • @user-zf5qd2el8z
    @user-zf5qd2el8z Місяць тому +1

    I really love the trippy stuff bhind the one blue spawnroom on the Vutville

  • @angriestpotato1777
    @angriestpotato1777 Місяць тому +2

    I didn’t know a rant about spawn rooms could be THIS entertaining

  • @lemonsqueezexd5468
    @lemonsqueezexd5468 Місяць тому

    It's great seeing someone else who enjoys looking into this games little map details. This game really is one of the most interesting mp games even from a map design standpoint

  • @XxguaxinimxX.
    @XxguaxinimxX. Місяць тому +1

    Because I *only* play attack/defense, I know some funny details you can do in the spawns of basically every map of the game mode. Here's a big list:
    Dustbow: - in the first stage (blue spawn) you can be on top of a lantern in that right corridor with the rail, as soldier, demo, etc..
    - in the second stage (red spawn) you can be at the top of both of the resupply cabin as heavy, spy, etc... Just get on the bench and crouch+jump into a metal bar in the wall
    - in the last stage, you can do the item above in the blue team!
    Mountain Lab: in Blue Spawn, you can be at the top of the "wood frame" of that inner metal door as heavy, spy, etc... The jumps are quite tricky, but you can do partner taunts there, too!
    Egypt - in the first stage (blue spawn) you can be at the top of the resupply cabin in a way that looks like you're floating. You can do partner taunts while "floating" too, but he hitbox is quite precise, so people will eventually fail at the taunt, and that's funny!
    - in the first stage (red spawn) you can be stuck in a corner by jumping into a torch (using some boxes or the height of the stair). Partner taunts works too and it's good to confuse new players.
    in the last stage (blue spawn), in the right door, you can jump into the middle of the pillars to exit the spawn faster while the door is going down. Just saying this because I rarely see other people using this and I think it's useful.
    Gravel Pit: in the blue spawn, if you know you're gonna lose the game, you can do a rocket jump / sentry jump to be at the top of a "light pole". Nobody looks up there!
    Junction: - At the blue spawn, you can be at the top of both resupply cabin by doing some jumps and strafes. You can further jump to a light switch to be in a even funnier place.
    - At the blue spawn, going towards A, there's a computer that is not solid, you can hide there and do partner taunts as well.
    - in the red spawn, you can switch loadouts if you are in the base but not in same room as the resupply cabin. I wonder why that happen...
    Gorge: - in the first blue spawn, you can be at the top of the resupply cabin as heavy, engi, etc.. And even above the vent for soldier and scout.
    - you reach the second blue spawn as pyro with the detonator. Additionally, there's a tree right after the spawn that you can stand on it, as any mobile class. Nobody looks up there, and you can camp the point and the spawn from there.
    Mercenary Park: - In the first blue spawn, you be at the top of the resupply cabin as heavy with the GRU. You can also reach the metal bars at the ceiling as pyro with the detonator.

  • @itaybron
    @itaybron Місяць тому +1

    The Halloween version of Badwater has a second door on blu's second spawn point

  • @AsG_Alligator
    @AsG_Alligator Місяць тому

    Another point to make about specifically first spawns for blu in a/d cp and payload maps is that players are gonna spend a while there twiddling their thumbs waiting for setup to end. Its great to have some "player enrichment" for BLU to pass time with. Visuals help, but so do random things like adding stuff for players to jump and climb onto, or physics props to mess around with or even a deathpit for people to hurl themselves into for fun.

  • @Ben_diez
    @Ben_diez Місяць тому +1

    Mountain Lab and Gravel Pit are so comfy

  • @TangoStar
    @TangoStar 10 днів тому +1

    Something that I still find that's important about a spawn room is how long it takes for you to actually leave it. Almost no spawn room suffers from this problem, but Egypt noticeably has you waste much time walking to get anywhere outside the spawn room, specially BLU. Stage 2 is the most noticeable, for if you want to leave through the small door, you have to walk all the way through, and you are not even allowed to build a teleporter. I find this much annoying!

  • @BicBoi1984
    @BicBoi1984 Місяць тому +1

    I feel like the forward spawns in Badlands are also tailored to their environment (for the most part). It's in middle of no where so it make sense for it to not have any tech and just be an empty ass room. And I'm purely talking aesthetics, im sure there are balance reasons too.
    And one more thing, if the map maker made every single spawn point in a map, as opposed to usually focusing on making the last point special looking, then that would destroy the charm I feel like. If everything was designed to feel special then nothing would...

  • @philo23
    @philo23 Місяць тому +2

    9:10 there's a halloween version of badwater that includes a door here and it's soooo much better. I've never understood why its not on the normal version too...

  • @user-lh7mt7zo7l
    @user-lh7mt7zo7l 27 днів тому +1

    Blues second spawn on dustbowl was so bad that they added a drop down on the left because it was really easy to sticky spam the trench and then move into spawn camp. It happened all the time on ps3

  • @JcFerggy
    @JcFerggy 26 днів тому +3

    Real talk; What is to stop the community from patching these maps ourselves? Fix all the issues like you had mentioned in Dustbowl video, then host them on a private server? Maybe make a git of development so there is a hub for patch notes and version history.

    • @LEDs
      @LEDs  23 дні тому +1

      Some people have done this to a limited extent, but I don't think it's worth the hassle just to play on community servers unless you run a large chain like Uncletopia or something

  • @KaygeeFromNanotrasen
    @KaygeeFromNanotrasen Місяць тому +2

    Would be interested to see remakes of these maps' spawns in a competition or something

    • @LEDs
      @LEDs  Місяць тому +1

      It would be!

    • @FilthyActs
      @FilthyActs Місяць тому

      Tbf a lot of the competitive pro versions of maps have some of these changes, main one coming to mind is the second exit added to the second blu spawn on badwater

  • @z_monty
    @z_monty 11 днів тому

    Great video, subbed

  • @JaguarFiend
    @JaguarFiend 11 днів тому

    Nice video. You can't go back into the spawns for 5CP by design. It has an effect on the pace of the game. One interesting exception to this rule is the forward spawn on badlands which DOES let you back in and has a resupply cabinet, but it's off to the side in what is considered the flank. You could argue that it entices certain traffic patterns across the map.

  • @MrGermandeutsch
    @MrGermandeutsch 7 днів тому +2

    0:35 - You just *_had_* to do that on purpose, didn't you?

    • @LEDs
      @LEDs  9 годин тому +1

      ya

  • @TheGreatestWorldFox
    @TheGreatestWorldFox Місяць тому

    If I recall correctly, back in the day, changing class triggered a suicide anyway (no swift switch if you're in the spawn room area), so it's only the resources or loadout change issue for these old 5-CP maps. Teleporters are also optional there due to how important spawn-to-point timings being adjusted regardless of what the players do as the contested point changes is.

  • @youngthinker1
    @youngthinker1 Місяць тому +1

    I agree with the window thing, and the resupply cabinet.
    If the only players which can take advantage of a respawn room are those with binds which will automatically restock them or change loadouts, then that's a failure on the map designers' part.

  • @egg_ox
    @egg_ox Місяць тому

    The comp version of Badwater (and Bloodwater also does) uses that door on Blu's second spawn

  • @LordRemiem
    @LordRemiem Місяць тому +1

    2fort has that funny hole on the floor as a spawn """door""" for one of the spawns. It's just hilarious to drop behind an enemy passing by and backstabbing him 😂

  • @MegapiemanPHD
    @MegapiemanPHD 10 днів тому

    A lot of spawn rooms don't have much detail since players don't spend much time in them as they spawn and B-line it directly to the door. Usually the most detailed spawn rooms are blu spawn for maps with setup time. Multiple doors is always a good idea but it's more important that they lead to separate areas that can't be covered from the same spot.

  • @MuffinTheCat
    @MuffinTheCat Місяць тому

    I'm not a tf2 mapper, but this video made me interested in making spawn rooms, but not just for maps, but just on their own tbh

  • @jecksfoxofficial
    @jecksfoxofficial Місяць тому +1

    I like your videos about tf2 maps and mechanics, even if its just walls or doors

  • @llmkursk8254
    @llmkursk8254 Місяць тому

    Shoutout to Hardwood BLU first spawn. One of the few times I made sure to convince other people to turn around, and admire the vista.

  • @sycorax9142
    @sycorax9142 6 днів тому

    2:56
    I got nothing for this video except for this part.
    You can still change equipment, just don't move, because it will force you to respawn automatically.

  • @tealdohrprotogen
    @tealdohrprotogen 2 дні тому +1

    Mountain lab rocks because there's a can with physics

  • @theodorethewyvern2640
    @theodorethewyvern2640 Місяць тому +1

    If you can sneak over to that borneo spawn room, it is one of the easiest to spawn camp

  • @trolleybus5107
    @trolleybus5107 Місяць тому +2

    0:34 Surprised that no one talked about this
    Edit: I stand corrected lmao

  • @ll_esha
    @ll_esha 11 днів тому

    I think that locker room props are an important design choice, it allows people to immediately feel "safe". That is because this prop is never used outside of the spawn rooms. Resupply cabinet is another staple of a spawn room, but I think the more the better.
    Immersive designs are obviously good, but we shouldn't neglect significance of other symbols (locker rooms) that are connected with the feeling of a spawn room.

  • @reeceulf
    @reeceulf Місяць тому

    My headcannon for the Thunder Mountain is that it's all imagined from the mind of an asylum patient in a padded cell. You can see the real world seeping in through the facade when looking up at the ceiling in BLU's spawn room to find the white padded tiles.

  • @A_Nick
    @A_Nick Місяць тому +1

    In gamemodes like payload and attack/defend, the spawn room is a permenant checkpoint. Once BLU capped a point, RED cannot reverse it.
    But in 5cp, the spawn room is temporary, it can be changed back and forth. Therefore, I don't think it is fair to compare them directly.

    • @LEDs
      @LEDs  Місяць тому

      It makes engineer less useful

  • @Anonymous-cn9ow
    @Anonymous-cn9ow 4 дні тому

    Although, not an official map, Bricktown became one of my favourite maps just because of the spawn room.

  • @frog2098
    @frog2098 Місяць тому

    On some competitive versions of the badwater 2nd attacking spawn, that door you mentioned does actually work. I played it a few times in highlander and it was good. Should be in the normal map

  • @KimFareseed
    @KimFareseed Місяць тому

    The first forward spawn on cp_badlands is an anomaly, as you can enter it whenever you feel like doing so.

  • @lexyboi1461
    @lexyboi1461 Місяць тому +1

    the scout at the end lol

    • @LEDs
      @LEDs  Місяць тому

      🥛

  • @oiytd5wugho
    @oiytd5wugho Місяць тому +2

    "I know that the one-way nature of this door is intentional [...] but I don't understand why"
    *They are not resup rooms. It's just a spawn.* The reason they exist is to skip the walk across the map and sustain pressure on the team defending last. If you could go back in to resupply or switch classes that would be a reward for capping mid and second, instead of something to make the mode fast and fun. It's 5cp, you just don't play this mode like that, it's not viaduct
    You _can_ "hold" the door from inside for someone and it happens in sixes on rare occasions, but that's balanced out by the fact you need to dedicate a respawning player to the task.

    • @oiytd5wugho
      @oiytd5wugho Місяць тому +1

      Ok, and then you talk about leaving the spawn as it is and using teleporters?
      Like, that's just not how the game is designed, you're supposed to be back in the fight after a few seconds from respawning. You kinda allude to the point that this change would increase the viability on engi on 5cp (aside from his use on last and full battle-engi otherwise) but it's viability by necessity, not because the class is suddenly more fun. Like, if you need a teleporter to play the game, that leads to whining about nobody playing engi, not players choosing engi because the map is fun to play for him

    • @LEDs
      @LEDs  Місяць тому

      Agree to disagree

  • @robbie_the_mastermind2176
    @robbie_the_mastermind2176 2 дні тому

    “It’s an eternity in there.” - emesis blue

  • @ssharkiggo6432
    @ssharkiggo6432 15 днів тому +1

    You know the community went insane after no updates when youtubers make 10 minutes video about spawnrooms

  • @notabene9804
    @notabene9804 Місяць тому

    Spawn room flavor matters alot cause in a game like tf2 you're gonna see it alot. But I like how you brought up Upward last, which has those details despite it being a point most players will be rushing out of. It doesn't become a padded cell when you're trapped in here by the enemy team, but feels like you're trapped in an office, so ig not much better, lol.

  • @damsen978
    @damsen978 Місяць тому +2

    3:12 You missed the Eureka Effect.

    • @LEDs
      @LEDs  Місяць тому

      I did

  • @Extendedklips
    @Extendedklips Місяць тому

    So, idk if someone mentioned this, but the pro version of badwater actually uses that blocked off door as an extra spawn door. And yes its very nice to have sometimes

  • @quantumgoosey1535
    @quantumgoosey1535 Місяць тому

    9:07 but because this spawn is only available after you've capped the second to last point, your team has so much control over the area in between the next point and spawn that if someone is spawncamping they had to do a major flank

  • @filelost9194
    @filelost9194 Місяць тому +1

    I think all spawn rooms, or at least areas accessible before the round starts, should have little build zones for offensive engineers to actually do something before the round starts

  • @pepperlonelypizza22
    @pepperlonelypizza22 5 днів тому

    The one way spawnrooms for 5cp maps is to make it harder for engineers to turtle the further forwards they are. Otherwise stalemates would become even more common in an already rather stalemate-y gamemode.
    Removing forward spawnrooms forces the team to rely on an engineer teleporter, which can be difficult considering how fluid the gamemode is and how large the maps can be. Nobody wants to spend most of the time running all the way back to the front. This would make last pushes almost impossible and specialists like Heavy even less viable on 5cp.
    I do agree with your point on their barren and one door entrance, though. It makes it far too easy to spawncamp, which might be intentional to make it harder to defend (?). But it's simply not fun to experience.

  • @smivan.
    @smivan. Місяць тому

    3:12 I think you overlooked the approach that I personally use with one-way (and no-restock) spawnrooms, - having a loadout change keybind will respawn you with full ammo, so as long as you can build within reach from spawn entrance, lack of supply/door is not a problem.
    It is very much a non-obvious and stupid mechanic though.

    • @LEDs
      @LEDs  Місяць тому

      Some spawnrooms have func_nobuild brushes surrounding the bottom of the door, making this impossible.

  • @lilchris9cmb
    @lilchris9cmb 22 дні тому

    I heard that Valve allowed map makers to place invulnerable buildings in maps, and I wonder if that would be a decent way to help prevent spawn camping on certain maps.
    Similar to TFC having the spawn room sentry guns as the enemies were able to go inside if the door was open.

  • @duel_clip
    @duel_clip Місяць тому +1

    9:16 this is actually a thing on the pro version of this map

  • @titicaca.
    @titicaca. Місяць тому

    good looking spawn rooms are especially nice because you spend the entire setup time in there, at least on blu team

  • @l2_linksklix
    @l2_linksklix Місяць тому

    Of course they are important, especially on dustbowls because you, gonna see this room a LOT

  • @ahilltodieons
    @ahilltodieons Місяць тому +1

    "As far as spawn rooms go, that's all I have to say..."
    Somehow, I doubt that

    • @LEDs
      @LEDs  Місяць тому +1

      There’s always something to expand upon 😉

  • @boinqity4621
    @boinqity4621 Місяць тому +1

    the reason many 5cp maps have one way forward spawns is because quite frankly most of them are not for casual mode and are not balanced around casual mode. having a forward resupply cabinet that you're able to freely enter whenever you want is honestly broken in some cases to the point where loadout binds that let you bypass the lack of cabinet are actually a bit contentious in comp. also not having forward spawns would be an absolute nightmare for 5cp and wouldn't work with the gamemode. its supposed to be a back and forth but with no forward spawns if a team wins one team fight they can pretty easily steamroll from their last all the way to the enemy's last

  • @Ommelanden
    @Ommelanden Місяць тому

    I guess some mappers forget that aside from workshop images or videos, this is every players first experience of any given map
    Making spawnrooms good is even more important for blue in asymmetrical gamemodes, as setup times can be very boring with nothing to do for blue

  • @snipuhh__enthusiast2736
    @snipuhh__enthusiast2736 22 дні тому

    Me? I'm a simple man. Just a guy. I think my favorite type of room design is the "safe room"
    An employee break room, a spawn room, you name it. Just a small decorated little space where you can take a break from it all, shielded from whatever oposes you, temporarily.
    This video is truly for me

  • @AmaroqStarwind
    @AmaroqStarwind Місяць тому +1

    My favorite spawn rooms are the ones in Team Fortress Classic, because they have security turrets. You never know what kind of exploits people will come up with.

  • @zeusthefox1585
    @zeusthefox1585 6 днів тому

    Dustbowl was not left unchanged.
    Area 2's Blue spawn at launch only had the one way into the small mine tunnel.

  • @tailez606
    @tailez606 11 днів тому

    If I had to guess, I think most of the asymmetrical capture point maps have bland designs in Red and quirky designs in Blu because Blu has to wait for Red to set-up for a minute, so there's some interesting bits and bobs to look at while waiting.
    Most likely originally the spawn rooms were bland for both teams. Also serves a purpose of getting Red out of spawn, since it's kinda visually boring in there.
    Now for the situations where it's the opposite, or the spawn rooms are decorated very differently on otherwise symmetrical maps, I have no idea.

  • @tekiteky
    @tekiteky 11 годин тому

    "Use a teleporter" - 9 spy class in my team says YES

  • @tekky1202
    @tekky1202 Місяць тому +1

    ngl I play engineer quite a lot, and the lack of resupply cabinets in some spawn rooms drives me crazy.

  • @Pokets
    @Pokets Місяць тому +1

    I'm glad someone finally brought more attention to these horrible spawns

  • @taylorgwynn
    @taylorgwynn Місяць тому +3

    Tbh you kinda lost me with that one-way spawn complaint