TF2's Spawn Rooms

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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.

Special Thanks:
• The Nubing and ToasterWafflez for help with skits

#tf2 #teamfortress2
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I am now cursed with the knowledge that the badwater benches levitate

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

FrogInShorts
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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.

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

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

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

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

genghisdingus
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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.

sheacorduroy
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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.

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

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

ruzgar
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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

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

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

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

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

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

ghhn
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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.

yourdemiseishere
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8:25 If the other entrances are blocked, as well, this will make spies unable to attack the nests that are always built right outside of the spawn at the second point.

gaidencastro
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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.

puxrb