I used to make TF2 maps...

preview_player
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...but I rarely finished any of them. These are the ones that came close, though, so let me know what you think!

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You see on the workshop "turbine but better" all the time, and this man was brave enough to make "turbine but worse"

toxic_shrm
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For the CTF map, the fullbright isn't caused by the lack of lighting, it's caused by your map having a leak. You can tell because you can still see the skybox even when way outside of the map

Le_Codex
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ngl, that last ctf map with the huge pit looks like it could be fun as hell to play.
image all the deaths from falling into the pit due to splash damage or airblast. i wouldn't even be mad.

highway_roadkill
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If I ever make a map my number one rule will be
1 - NO INVISIBLE WALLS

The feeling of frustration when I'm denied the ability to go where I wanna go is inexplainable

fortnitesexman
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I don’t know why but everything is 10x better when you can climb through the vents

kittencorp.
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DUDE THAT FISSURE ONE SOUNDS LIKE SUCH A GOOD IDEA
There is like, 1 other map I can think of that has something like this
Actually 2, one has a small cliff side and the other is on a cliffside
So if you finished this map it would be at least 2x better than those two maps!

bbittercoffee
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That ctf map looks AMAZING! Please finish it, I would play it so often!!

PajamaPantsStudios
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Note: You should make breakable windows with a completely transparent window texture, since the one with the cross-hatch is Bullet Proof glass.

grande
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I rember I'd make maps for games.... Sometimes they were just erased when I reinstalled the game to fix something.

elitely
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for some reason spybase feels like it'd be a great quake 3 arena map

toxxythetrash
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19:22 i actually was doing some "blueprints" and i had come up with something similar, now idk if i should do it because i could get accused of copying the idea you had.

ghartuckt
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I swear to God I've played on that first map, that's dope as hell

crolaa
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Where can i download them?
I love these types of maps, more geometric, devtextures, like the first one.
If i can get a download link or a place where i can find more maps like this id be very thankful.

RayanfhoulaBR
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The final one looks awesome I think you should finish it and play it with subscribers or something

flameboy
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This reminds me of times I used to map for TF2
Fun times... until I lost passion and got burned out, holidays ending didn't help much

spring_nottheseason
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6:01 I’m gonna go out on a limb and guess your friend is either fat magic or likes fat magic

derpyquagsire
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Feedback on vsh_lab_1: I like how it has several different spaces each with their own deal, but also with a kind of unifying theme in those ramps and catwalks linking everything together. It seems like a pretty solid foundation!

What I'd look for next would be visual communication. The most important aspect of that is to make things look like what they do. No-build terrain can be rough and broken, or full of gaps, or any way of _looking_ difficult to build on. Damaging water can be green and toxic, or brown and sludgy, or hot and boiling...

Beyond that, you can keep building the sense of place by further developing the different themes of each room, with textures and maybe a little more modeling and props. That helps players stay oriented to where they are and where they're going - think of the difference in 2Fort between the mid bridge, and the back courtyards, and the upper decks, and the lower tunnels...

Maybe the desk room could take on an office look, like the indoors or “secret base” areas of some other maps, with appliances and light fixtures and windows to conference rooms and the “outside”.

Maybe the water room could take on more of a warehouse look, with the water platforms becoming storage crates around the floor, maybe some of them leaking laboratory waste out into the “water”, maybe some cranes and rigging up in the air.

The “outside” space could develop with fences looking out onto alleys between buildings, with Saxton Hale's spawn as a sort of front gate. (You wouldn't need a whole elaborate grounds – the alleys could turn corners before getting very far.) On the functional level, a catwalk or balcony along the front of the building would allow for shooting down into the courtyard, but also give Saxton Hale another entry option, jumping up onto it.

The rocket room would be a good place for a flashy centerpiece, if you wanted to make one. Building on the lab theme, you might turn the rocket into a big electric Tesla coil thing.

The ramps and catwalks throughout the map could become the metal grating style seen in some of the indoor maps, helping serve as a sort of aesthetic link between the different spaces.

EzraBradford
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Seriously, Spybase is PHENOMENAL. If you set up a server for us to play it, I would have a blast!

PajamaPantsStudios
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Bro I remember you showed me that first one.

casulal_m
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"Underground War" Holy hell that brings back memories I spent forever on that game.

brbdogking