TF2 & The Beauty Of Details

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What makes a game so good?

Music by Karl Casey @ White Bat Audio

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What did you all think? Am I onto something, or am I crazy?

LucidMakesVideos
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4:17 There's a crucial correction to be made here: the places BLU and RED are fighting over were never meant to _be_ useless, just to _look_ that way to outside observers.
Every release map has some highly valuable or dangerous tech hidden beneath the seemingly ordinary rural or industrial exterior. That's what we're actually fighting to control, the barns and gravel pits and decrepit factories are all just a front for a spy war.
Gravelpit's last point has a doomsday laser device perched on top of its tower. The points that we're required to capture beforehand are a radio tower and a set of satellite dishes and radars: it's the targeting system.
Each base in Granary conceals a salvo of huge missiles underneath a retractable ceiling, overseen by a control room with a map of the world that has several points highlighted. It's not a deserted granary, it's a nuclear launch site.
Stuff like the 2fort wooden cows aren't there as a joke, they're there to fool distant passersby into thinking the RED fort is just some barn, while in reality it's housing a massive secret base with a collection of computers, audio/film reels, maps and intelligence underneath it. All locked behind a great steel vault door with a comms system beside it. Why would that be there if this really was some old barn?
Of course maybe the mercs (and the players themselves) were meant to be clueless pawns who were never told what they were really fighting over, but the idea that TF2 was just two idiots fighting over gravel was a retcon.

the_Red_Star
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I think one of my favorite design aspects to classic tf2 maps is how as the game progress and Red gets pushed back their spawn rooms become more and more properly built, as opposed to forward spawns that seemed put together last minute

Mehetti
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Lucid caught trying to backstab razorback sniper, asked to leave the Gravel War

itsKyee
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Shout-out to the mouse cursor at 5:13, we appreciate his presence

Ledplous
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I remember in the early days of tf2 I would set up my sentry, tele, dispenser etc in the intel room of 2fort and just...play like a sleepy contract security guard. I'd be on another screen, check in periodically, maybe do a sweep every few minutes. Being in that intel room as the sole engineer on the team was so immersive. The character was designed to do that, the environment reflected it, and it felt somehow cool and important just to sit there and wait for spies.

cactuz
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1:29 "Why on earth is there a massive hole in the middle of the map?" communal toilet

fenn_fren
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4:53 Lucid caught backstabbing a sniper with razorback.

NarantsatsraltOrgil-yo
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"A game that feels like home" 12:25 absolutely so true, this game has been my safe resort after rought times in life for so long

starfire
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I like the context of Embargo, it makes it so the mercenaries are not just tied to the gravel wars and are...well, mercenaries that sometimes work for other people with other objectives. Yeah that conflicts with RED and BLU lore and tf2 lore as a whole but it still gives the 1960's spy vibe, and i am all for it.

DoutorSeuMadruga
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The nice thing about tf2 objectives, is that the setting makes them make sense. Trying to blow up the opposing teams base or capture intel about them makes perfect sense. Even capture points makes sense, because you are playing as a hired mercenary in a petty feud, and you don’t care what you need to do, as long as you get payed for it

longjimthealmighty
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The subtle buildup when talking about the Ilios hole to then conclude with the same idea applied to TF2 made me genuinely go "ooooh, as I realized what you were doing. Wonderful writing right there

zetaroko
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Really solid point on how world building is hardly the focus in modern shooters

Technicals
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I still get this feeling a lot. I still go through some maps and notice new things about them, and i always end up full of joy. My childhood favourite map, sd_doomsday, recently surprised me with a detail I hadn't noticed. If you stand in the water under the australium, you can look through the boards outside the map to see a whole river that runs into the horizon with building surrounding it. Not to mention that the map itself is meant to be a coverup for a nuclear test launch, where they're offering the "first monkey to be sent to space, " that ends in "tragedy" when the rocket "accidentally crashes into one of the teams' bases." It's details like this that make me love the game.

the_gordo_L
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I’d like to Argue that Embargo is more Similar to Comics vibe than the games aesthetic, now wether that is a good or bad thing boils down to preference, I like to See Embargo as something akin to a side story from the TF2 comics something the Mercs would get involved in cause of stupid reasons

deadrisinfan
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Great video Lucid. I wanna add on to how many layers the artstyle itself has when it comes to maps and world building. Most if not all of the original TF2 maps are mainly inspired by 1890s-1940s Industrial/Agricultural environments which have been abandoned years ago and inhabited by RED and BLU. The only time you see anything in the maps inspired by 1960s are the spawnrooms, bases or final capture points. Examples of this being the intel room in 2fort, the final point of dustbowl stage 3, granary's initial spawn rooms, Well's intel rooms, etc. This is why things like posters, calendars, cars, tools, etc. are all from the 1930s/1940s era, not 1960 (except for the trains). For the mercs, these locations they fight in are already old and falling apart.

NotASealZebra
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Now after watching this, I kind of want a video series of someone talking about the lore and details of TF2 maps, be it old maps or more newer ones, it just all sounds very interesting


Also there's something funny with the calming Animal Crossing music with all the gun fire and screams of a 2Fort match

Mtheawesome
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I never thought someone could sound so poetic when describing a game like TF2, but you always surprise me (and make the game sound intriguing lol)

Creakstar
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I've talked with friends about it and while pl_embargo does many cool things with v-script, its focus on presentation and personality really made it feel less like a tf2 map and more like one of those slow story rides you'd take your sibling on at disneyworld lol.

raflcoopter
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It's hard to believe you got through this whole video about the amazing worldbuilding through detail in TF2's maps without mentioning mvm_decoy

Sirebellum