Junctions layout would probably work better for Defuse in CS than a TF2 map
@LEDs6 ай бұрын
I've thought about that
@SanityDrop6 ай бұрын
I always thought this. Junctions always felt cramped for a TF2 map
@itsame_L6 ай бұрын
a version of this on the workshop with bombsites enabled would be sick for community servers
@lillywho6 ай бұрын
Easy peasy, sandvich squeezy!
@cameronpower78356 ай бұрын
Same with 2Fort
@mrexplo6216 ай бұрын
damn its really interesting to see tf2 map in cs2 but its sad that both games are not in best shape rn. just waiting to see bots banned to play tf2 and vscript/pulse added to cs2 for community maps to shine once again.
@TriflingToad6 ай бұрын
valve has been trying to hide community maps for a long time EDIT: i mean the community servers button, it's a lot harder to find now than it was in older CS games
@h20gamez6 ай бұрын
@@TriflingToadYou mean community gamemodes? Cause plenty of community maps were/are added to cs. I mean Anubis is in the pool right now
@SneedFeedAndSeed6 ай бұрын
@@h20gamez He is? Call a lifeguard, quick!
@kelet-studios6 ай бұрын
Valve moment
@pootispiker28666 ай бұрын
Cs2 is miles ahead of tf2. Play a new game.
@ThatOneDudeThatLikesPurple6 ай бұрын
look, i always knew that making a videogame map was hard, but watching this whole video made me realise that creating a map (or atleast. making one pleasant to the eyes of the player) was *ACTUALLY HARD.* shout out to the developers that take hours and hours for creating such good maps.
@ninjadanoite15606 ай бұрын
Nooooo really ?!?😱😲🤯 I thought it was as easy as pressing a Button that can also fix the bot problem😒.
@ThatOneDudeThatLikesPurple6 ай бұрын
@@ninjadanoite1560 i just thought basically the same thing as the video but with so fewer steps bruh
@Leosalvaje_6 ай бұрын
No, it's the hammer editor that is shit.
@Ty1220966 ай бұрын
@@Leosalvaje_ as someone who has made gmod maps, original hammer is so god awful dogshit, source 2 hammer is actually fun to use from the little i've used it
@0lmectf25 ай бұрын
It's a KZbin comment, shlawg is shouting out to *what* croud?
@TheJukebox.6 ай бұрын
At least there's no phlog pyros in CS2 so the map would probably be fun to play
@LEDs6 ай бұрын
No phlog? 😢
@rolansamson78196 ай бұрын
@@LEDsis true there is no phlog☹️
@MattOHaver6 ай бұрын
As someone who has mapped with the Source engine for over 15 years off and on as a hobby, I just want to say I love your videos. Your style of documenting your learning process is a great tool for current and future mappers. Please keep at it! I learned more from the first 15 minutes of this video alone about certain topics (e.g. animated textures and detail textures) than I have reading Valve documentation, watching hundreds of tutorials, and asking for help on various mapping Discords. Much thanks!
@LEDs6 ай бұрын
Thank you for the comment ❤️
@oliverkky6 ай бұрын
TF3 as a port to Source 2 would make so much sense
@LEDs6 ай бұрын
Valve’s first 3 game
@parkeddoor6 ай бұрын
It would make more sense if it was Team Fortress: Local Aggression, like CS:GO, as they fear the number 3
@Capiosus6 ай бұрын
@@LEDs Valve's first 3 game should be half life 3.
@Hack--rz1io6 ай бұрын
I really want it to be TF2:2
@Dr_Dan_6 ай бұрын
Ik youre joking but they'd rebrand it to just "Team Fortress" as in its THE definitive TF game@parkeddoor
@DR.Narbacular6 ай бұрын
my only issue with this port is that it feels too warm compared to the source 1 version, i miss it's cold blue parts, especially near blu's spawn seen in 34:37. other than that, all of this looks so fantastic and great, and i'd say it's definitely an upgrade. as a source/hammer nerd, i enjoyed watching this all the way through.
@ViciousVinnyD6 ай бұрын
Agree, the variety of lighting was lost in this port. Now everything has the same generic warm white. I'm happy to put that aside though for just how helpful this video is for future mappers.
@pedrourbano5016 ай бұрын
A few modifications in the lighting could be made.
@someguy91755 ай бұрын
Yeah, he should've used cooler lights for the blue side of the map, oh well
@godslayer90006 ай бұрын
This has been an excellent weekend for me, nearly all of my favorite content creators have posted fantastic videos, especially elated due to a long week of 9-5 internship. Thank you for being one of them.
@Extendedklips6 ай бұрын
What’s interesting, is that junction is probably one of the few Tf2 maps that would work as a bomb diffusal map
@LEDs6 ай бұрын
True
@dogman154 ай бұрын
You just really wouldn't be able to do anything with point C - not many Counter-Strike maps have a third bomb site.
@ruzgar13726 ай бұрын
12:53 "Say that again?"
@LEDs6 ай бұрын
One more funky detail
@csongorkovacs46966 ай бұрын
among us
@tmanbonkenbills89606 ай бұрын
sussy metal hatch
@rileyyyyh4 ай бұрын
@@LEDsdetell
@JarvisDezvoltator6 ай бұрын
LED NEVER MISSES HE ALWAYS COOKS
@shallmow6 ай бұрын
Valve, please port.
@HOTD108_6 ай бұрын
And make original TF2 lost media in the process? No thanks. Remember, Counter Strike: Global Offensive was actively removed from both the store AND people's private libraries when Counter Strike 2 launched. CS:GO is now lost media.
@lilhoptherapper1236 ай бұрын
@@HOTD108_you won’t be very happy with tf3…
@shallmow6 ай бұрын
@@HOTD108_ , please choose csgo_legacy in beta versions and connect to community servers
@aguynamedluis92666 ай бұрын
Knowing them... lawsuit on the poor guy
@TeamCraftable20046 ай бұрын
@@HOTD108_You can still download it...
@Felasonic126 ай бұрын
Is it just me, or is the tf2 community improving like practically everything tf2 related?
@Wolvenworks6 ай бұрын
A lot faster than Valve, at least. There’s only so much Robin can do solo.
@carverer6 ай бұрын
@@Wolvenworks You mean Eric Smith, right? He's the only guy at Valve still working on the game outside of Joshie, the lone outside contractor. But otherwise yeah, I agree.
@Wolvenworks6 ай бұрын
@@carverer wait so Robin’s not even working on TF2 anymore? What’s he up to now then?
@Splarkszter6 ай бұрын
@@Wolvenworks Robin is a head. Not a full-time dev.
@nickosman15566 ай бұрын
@@Wolvenworks he worked on Half Life Alyx, maybe he's working on Deadlocks or another VR title
@MinecraftLD106 ай бұрын
So for a reference, Source 1 does have its own reflection ( gloss/smooth/rough ) map, which is the phong exponent, which is how Source 1 understands matte and smooth materials, with the phong mask telling the strength of the reflection highlight. Now TF2 doesn't use this much as far as I know, while Half Life 2 very much does.
@GHProductionss6 ай бұрын
mat_phong 0 is the default configuration iirc
@anchorbubba6 ай бұрын
@GHProductionss default is mat_phong 1, any dx level lower than 9 cant support phong shading though
@LEDs6 ай бұрын
Thanks for letting me know, I’ll have to look into this
@Tiftid6 ай бұрын
TF2 uses phong shading extensively. I wrote a guide which lamented the fact that phong-shaded models can't receive shadows from their environment in any way, shape or form, and that included a (very long) list of all the phong-shaded models in TF2. Additionally, mat_phong 1 is the default.
@MinecraftLD106 ай бұрын
@@Tiftid Does it use the maps to do so however or just a value? Based on what I saw, some environment models at least lacked the additional map data and just used a value.
@TheCascadeKing6 ай бұрын
0:59 bro touched the grass from Half life 2
@LambdaVids2 ай бұрын
least hard working tf2 youtuber:
@TheRealDuskSky6 ай бұрын
This is really Cool!! This has honestly got me wondering what a level like Mercy Hospital, or Dead Center would look like in Source 2 now lol
@DJTHED6 ай бұрын
Ah, this whole map porting journey is pretty nostalgic for me when I did this with Badwater into Unity. It's how I learned how to work with modern rendering features, many of which you went over with Source 2. I will tell you this, when it comes to Box projected cubemaps, even something like Overwatch will have visible seams on the floor where two of them meet. I was getting pretty OCD about it in my Badwater map port, but when I noticed that Overwatch technically had that same issue, and it's something I had never noticed it until I went out looking for it, I was put at ease. Do not fret, your average person will not notice these kinds of seams unless they are on a too reflective and smooth material, or they're someone like me who stared at the floor for hours finding these kinds of spots, which most people are for sure never going to do to that extent!
@LEDs6 ай бұрын
Yeah, it was actually bothering me a lot. Like, I was thinking to myself "Should I do this? Remove that one? Add one here?" etc. But you're right, I just gotta accept the limitations of cubemaps and be happy with the idea of "good enough" as opposed to "perfection."
@zephyr11815 ай бұрын
I didn't see closely in the video - Could you allow them to overlap so that the boxes are bigger? That is, say a box of size 5 is used for the projection, but only influences triangles within a box of size 1.
@bingbing-ti2rv6 ай бұрын
Dude... I know nothing about mapping or coding, but honestly your videos are awesome and really helps me understanding mapping and sharpen my eye whenever I play a game of TF2. The amount of efforts & time you put into your videos and mapping, are just crazy ! You truly are an example, you are the definition of determination and passion.
@LEDs6 ай бұрын
One of the best comments I've read, thank you so much ❤️
@bingbing-ti2rv6 ай бұрын
@@LEDs I'm just being honest, I know nothing about computers / dev work / mapping etc, I've been playing TF2 for over a decade now and thanks to you I understand a lot more the physics behind props and maps and I bet I'm not the only one who feels this way, plus you work extremely hard until you find bugs then proceed to even fix them, you deserve recognition. Valve should hire you as an official mapper, or at least give you a special item (like a "Geniune Mapper Medal" like they do for comp players (the tournament medals in Geniune quality), or even that unique hat they gave to only 2 guys in the entire world, for finding major bugs and helpng to fix them, I don't remember that hat's name)
@jimbobur6 ай бұрын
Any notes you made about your workflow/toolchains for doing this (as well as the video) would be a great starting point for devs (community and/or Valve) to streamline/automate some of the painful manual parts of the porting process.
@LicheyLost6 ай бұрын
Valve will literally build an actual port before they port TF2 to S2.
@stevethepocket6 ай бұрын
At least the _Borealis_ will finally have a place to dock.
@Valued_Member_of_the_Community6 ай бұрын
Just ran around in it! It is such a trip to play a tf2 map in CS2. I appreciate your hard work!
@LEDs6 ай бұрын
Thanks!
@weabowoshi6 ай бұрын
1:37 LED is in an open relationship i cant believe it
@spidext6 ай бұрын
real
@absentspaghetti45276 ай бұрын
what?
@romangiertych51986 ай бұрын
polyam gang
@NotFine5 ай бұрын
Good one
@ethoatom6685 ай бұрын
I've always found it fascinating how much lighting can carry a scene or photo. It's insane how modern the port looks despite using the same props and base textures as the original from 2009.
@LEDs5 ай бұрын
Lighting is huge!
@oiytd5wugho6 ай бұрын
I love that you ported junction, that map's a masterpiece (aesthetically, and only aesthetically, ykwim)
@AmaroqStarwind6 ай бұрын
7:23 Anti-glare CRTs are a thing. Some CRTs are given a special coating in the real world which makes them a lot less glossy, significantly reducing glare and making them easier to do work on in a wide range of lighting conditions. They were often used in industrial and military applications. 22:21 Some Source 1 mods have actually implemented this themselves.
@randomguywholikesstuff65366 ай бұрын
2:31 Is that the Caravan Palace robot?
@obolikus6 ай бұрын
Didn't think I'd see a caravanp reference in this comment section LOL
@nickosman15566 ай бұрын
bro you're a genius
@IllyasArt5 ай бұрын
"But I don't think it is a problem, considering how good it looks ingame." I gotta say, this is how a game dev thinks. If it works, looks good, and doesn't break the game at all, who cares if it isn't perfect? Honestly, if you look at the source code for even the most polished game, you'll realize how held together with duck tape every game project is, regardless of who made it.
@LEDs5 ай бұрын
Well said.
@prosto_a_user6 ай бұрын
2:37 Small detail: Demoman actually has SWAT cosmetics, and after transition he becomes Counter-Terrorist, neat
@TheLazyJAK5 ай бұрын
Insane amount of work here. Great job, you can do a lot with these skills!
@LEDs5 ай бұрын
Thank you!!!
@ArchLars5 ай бұрын
"Job well done" - Engineer
@Killoer6 ай бұрын
A man can dream.... Thanks for giving us some outlook on what could've been.
@JayTheHuman06 ай бұрын
25:58 why not make something like a bucket, make the object hold a number that can go up to 60, every second that the trigger is on add a number into the bucket, if the trigger is not on decrease the the number in the bucket per second
@LEDs6 ай бұрын
You might be onto something. Perhaps a math_counter could be used as the "bucket" that empties through a logic_timer that is only active when players are not touching the capture trigger. While capturing, a different logic_timer turns on that adds to the bucket.
@_PatrickJnr6 ай бұрын
It's always cool seeing people port TF2 to Source 2, I've been doing so on and off for a few years in s&box and CS2, Amazing work LED!
@JamesGroom6 ай бұрын
26:40 TIL the game distinguishes between "capture point" and "control point"...
@b199312285 ай бұрын
I never make a map myself, but I always love seeing map makers going through their lovingly made maps and its progress. Keep doing the great work, we appreciate it. (Even though I can only comprehend half of what you guys are going through lol)
@cliffwalker4596 ай бұрын
It all looks nice but the best thing about Source 2 are PCCs (Parallax Corrected Cubemaps) The most precious thing i want in TF2
@itz-Ender5 ай бұрын
The S2 port makes the map feel refreshed, and renewed. Amazing job with it!
@LEDs5 ай бұрын
Thanks!
@TheSUPERWIND20235 ай бұрын
TF2 needs to come to Source 2, Valve is sleeping on oil.
@KT_KITR6 ай бұрын
It feels like a flashbang dude, map became very shiny. Never expected that but hey, good job!
@genethebean75976 ай бұрын
The map is gorgeous! But I think it's too warm in a number of parts. The fluorescent bulbs used in S1 are colder than real bulbs, but setting the bulbs to a colder temperature would get them closer to the original. And in the rooms with natural light casting that blue-ish hue, I think it makes sense to just turn the fluorescent bulbs all the way off and let that blue light take over the scene
@copperhead58585 ай бұрын
its funny how this is structured like a how-to video so we can all port our own version of junction
@bonzairob6 ай бұрын
12:05 creating transparency maps from alpha transparency: you can do Layer > Layer Mask > From Transparency to do it in one click :') (or even assign it a keyboard shortcut in Edit > Keyboard Shortcuts...)
@bonzairob6 ай бұрын
You can also record an action (Window > Actions) for repetitive stuff. and assign it a keyboard shortcut
@LEDs6 ай бұрын
Thanks for the tip 👍
@Marshimized6 ай бұрын
i've never played TF2 and have only put in a couple hundred hours into CS over the years, but watching this process was really interesting. the final map looks amazing, you killed this!
@Nicklas76 ай бұрын
Just imagine TF3 on Source 2 released!
@FurryWrecker9115 ай бұрын
Watching all the material editing took me back to my college days of messing with Unreal Engine and making custom materials in Photoshop CS6. I feel like I'm 19 again seeing you do this!
@r.g.thesecond6 ай бұрын
PBR is such a PITA but damn it look good when it's done.
@aznmike29045 ай бұрын
This is a really cool video man not just because you port the map to S2 but because you show and explain how you do this stuff. I was going insane trying figure out how to do certain things from source 2 Unreal engine but this video came in clutch
@LEDs5 ай бұрын
Glad I can help!
@MoraceaeFicus5 ай бұрын
Brah It is difficult to imagine a better resume
@elronman5 ай бұрын
God dude, I remember doing all of this shit back in the day with hammer and modding. Absolutely nutts you ported that.
@Emrald_Scout5 ай бұрын
I hope valve offers this guy a job
@TacticalDraws6 ай бұрын
This is amazing, well worth the hours it took to produce. Thank you for showing us how beautiful and time consuming porting a TF2 map into Source is.
@MajatekYT6 ай бұрын
It would be simply phenomenal to see TF2 updated to the Source 2 engine - even if Valve only does the initial basic build, and the community has to do the rest. This video is proof enough that the talent in the community is there.
@Rune.6 ай бұрын
bonus points if you found the original PSDs for the textures in the big leak archive and edited those
@LEDs6 ай бұрын
I didn’t have to for this project because I already had all of the source material I needed from GCFScape
@abdullahx375 ай бұрын
34:55 Valve : Nah I’m lazy
@GttiqwT5 ай бұрын
this is amazing! excellent work
@novostranger6 ай бұрын
Why is Valve making deadlock in the first place
@flooku9875 ай бұрын
Not even gabeN knows, we're doomed
@stupidgenius424 ай бұрын
I’ve played it, it’s really good and a very different concept from TF2. Not able to say much else, but I could invite you to a playtest.
@miguelpereira9859Ай бұрын
Money
@mopishlynx2323Ай бұрын
I would say money; however, Valve has an unlimited supply of money bc of Steam. I think they made Deadlock bc the devs thought ppl would like it, and ppl do! I like it a lot, and im excited for full release.
@s_callahan6 ай бұрын
Clicked to see the map, stayed to see the porting process. Really interesting video :3
@LEDs6 ай бұрын
Glad to hear!
@mastergame13116 ай бұрын
Now port a CS2 to Source 1.
@LimeMaxx6 ай бұрын
10:28 "There are still a few more things I need to wrap up," Alright buddy, I see what you did there.
@bandek42976 ай бұрын
People who refuse to accept that TF2 needs Source 2 should be locked up. Anyways... Great job and great video mate!
@LEDs6 ай бұрын
Thank you! I agree, Source 2 is beautiful and works incredibly well for TF2
@ViciousVinnyD6 ай бұрын
If it means better performance and easier content creation then sign me up! If it's nothing more than shiny surfaces with inferior performance, I'll pass thanks.
@ElmeriThePig6 ай бұрын
As a mapper, no thanks. I don't want to learn Source 2 Hammer.
@bandek42976 ай бұрын
@@ViciousVinnyD Source has unknown file types and codes that are outdated since the 19th century. Everything would improve.
@kart_monkey6 ай бұрын
if Valve was making a TF2 map in Source 2, it would have somehow taken them 4 months
@jumpingbacon5 ай бұрын
Fantastic video I very much enjoyed it and appreciate your, and other mappers and developers work
@puzzlepuddles67126 ай бұрын
i feel like instead of shoving maps down the source 2 engine, mappers should instead focus on mastering the source 1 lighting, because you can get the same product with a bit of ambient lighting trickery. you can simulate raytracing by just putting lights in places that would logically get lit up by ambient sources. spotlights allow you to concentrate a light beam within a small area, which allows you to practically draw shapes on surfaces. but no, most of the maps i see have bland white lighting. I want people to THINK about where they place their lights and/or cubemaps. overall, the skill ceiling is high with lighting and it's something i don't see talked about in hammer map design
@Valerie_IdiFlesh6 ай бұрын
its not only lighting, you are completely disregarding efficiency bonuses that come with a better overall engine
@puzzlepuddles67126 ай бұрын
@@Valerie_IdiFlesh i'd love to play tf2 on the new engine, but we gotta make do with what we have now. though lighting seems to be the biggest topic people have been talking about
@LEDs6 ай бұрын
Source 1 uses the Blinn-Phong reflection model for lighting/reflections, whereas Source 2 uses a PBR system. They are completely different, so no, you cannot get the same product in Source 1. This video from a couple years ago by 3kliksphillip is basically as far as you can get with Source 1, although it was made using CSGO's branch of Source: kzbin.info/www/bejne/i3mzaHpshbCihqMsi=AVSCfosIQ177VGZ4
@kreuner115 ай бұрын
idk about photoshop, but in GIMP there's an "alpha to selection" feature which let's you fill another layer using the alpha channel of a layer, it's pretty easy to make transparencies like that, but it's the same as exporting the alpha channel seperately
@GnomeKr5 ай бұрын
I still dont get it why Valve haven't made an open contract for all TF2 map and content makers to port as many things as possible to Source 2 and if the thing they ported is actually usable in game and has been proven to work - they'd got paid a small amount for their work and would receive a special badge, showing off how much they contributed to porting this game into the new engine
@NFMynster6 ай бұрын
As an old Source Engine modder - absolutely insane effort and I love to see so many tools still developed by the community. The modding community relies so much on these - this brought back some great Source modding memories for me, so thank you!
@LEDs5 ай бұрын
Thank you as well!
@Spartan_Tanner6 ай бұрын
wait theres 5 versions of Hammer now?
@NoCement6 ай бұрын
And for mapping in Half-Life you use Hammer 3
@LEDs6 ай бұрын
Something like that
@wadmodderschalton57636 ай бұрын
Not to mention Hammer was once called WorldCraft which also supported Quake 1 & 2.
@Hazrd245 ай бұрын
Looks great, congrats, great video to show the differences between the engines
@idoblenderstuffs6 ай бұрын
wait isnt red eye the same guy who made those super ugly fnaf "adult" models? i might be remembering wrong but i know that name. funny to look around now and see hes made several crucial tools to the source engine community when i knew him for something quite yucky lol.
@lillywho6 ай бұрын
Legend has it, people contributed to Blender in order to better create pron, so... Similar vibe.
@idoblenderstuffs6 ай бұрын
@@lillywho seems like that generally over time, people's horniness has been the one thing keeping the entire artistic industry afloat
@lillywho6 ай бұрын
@@idoblenderstuffs 📯💯
@buddysadventuregame12554 ай бұрын
Man, thank you for going the effort not many people may say it but we do appriciate your work
@LEDs4 ай бұрын
Not many people do but I appreciate it when they do. Thank you 😊
@buddysadventuregame12554 ай бұрын
@@LEDs you are welcome
@_GhostMiner6 ай бұрын
TF2 in source 2? *What do you call that? TF2²?*
@LEDs6 ай бұрын
(TF)²4
@_GhostMiner6 ай бұрын
@@LEDs Team Fortress on the fourth power?
@oakley47354 ай бұрын
Although it’s not really the same, your explanation and dive into how you worked on this project and the outcomes of it really does remind me of InfernoPlus in the absolute best ways. PLEASE keep making stuff like this because it is invaluable insight and entertainment.
@LEDs4 ай бұрын
This project was a rare case of me investing a TON of time into something specific, more than I already do for seemingly "little" things that I'm sure you've already seen. I honestly loved doing this and would love to create Source 2 TF2 maps, but it's extremely demanding, and I can't afford spending all of my time focusing on this stuff. I may still upload Source 2-related stuff in the future though. Thanks for the comment!
@oakley47354 ай бұрын
@@LEDs That’s entirely fair. Hopefully we’ll get to see more medium-length content like this in the future from you!
@Shuflduf6 ай бұрын
cs2 should have random crits
@LEDs6 ай бұрын
Agreed
@vivvy12345Ай бұрын
this makes me really respect those who work on ports of any sort. The tedium would drive me insane
@Velkro.6 ай бұрын
what if instead of team fortress 2 it was called freaky fortress 2 and instead of shooting at eachother you shoot inside eachother and be freaky deaky
@randomguywholikesstuff65366 ай бұрын
Perish
@arandomcommenter4126 ай бұрын
Death.
@cameronwebb56216 ай бұрын
yes
@tmanbonkenbills89606 ай бұрын
agree
@yaaqelo6 ай бұрын
agr
@-M-2-5 ай бұрын
For the storage of capture progression, could math_counters be used? 2 counters and two capture triggers, one for each team's capture progression per cap point. Setting their max value to the time in seconds it would take to fully cap a point, then for every second someone is on the cap point, add one to the value *(or maybe add 0.25 every quarter second or 0.1 every tenth to make it a smoother increment)*. If the opposing team enters instead, start subtracting to remove the progress from one, then when it reaches zero, enable the opposing cap trigger and adding to the other counter. Maybe a 3rd counter for "teams present" if both teams are on a point to then halt cap progress on both sides, disabling the capture triggers if the separate "teams present" counter hits 2. I'm unsure if CS2 can have animations as hud elements overlayed but there might be something there to add the progress bars at the bottom, connecting the counter to the animation frame that matches the progress speed. The logic might get messy with overlapping triggers but I think it could work
@LEDs5 ай бұрын
There are probably ways
@MythicTF26 ай бұрын
I'd absolutely love a Source 2 port but its better to not get hopes up for it. There's just so much shit in TF2 that would essentially need to be re-made from the ground up. While it would help the game's bloat and de-spaghettify the game, it would take even longer than CS2 did which in the grand scheme of things isn't that "useful" considering TF2 only has roughly 20-40k actual people playing it. The best thing Valve could do for it is find dedicated community members and hire them as contractors while enforcing Valve's standards and let them create a TF2 S2 port, which again would take years.
@iamraat5 ай бұрын
This aesthetic would be amazing for tf2! Hopefully Valve sees this!
@federalbureauofinvestigati27256 ай бұрын
Just make TF3 already Valve
@sergiogd74186 ай бұрын
dude, a map in black and white where the only colors that can be seen are red and blue would be crazy
@komrade_gagarin6 ай бұрын
So Team Fortress 2 2
@Madcat13315 ай бұрын
It's amazing how your explanations make hours of painstaking work seem simple and intuitive to grasp
@bmmyes6 ай бұрын
what if source2 was called freaky2 and made every game freaky too
@StupidWaluigi6 ай бұрын
Knew from the community post that it was gonna be this exact topic. Can't wait to watch!
@riccokane15 күн бұрын
Respect! Lots of work, and well done.
@risa14676 ай бұрын
Just reading all those assets dedicated towards every nook and cranny of these maps goes to show how much Valve cared for TF2. Is it just me, or does anyone else feel that way? From the self-illuminated Spytech machines to chicken wire fences; they knew what they were doing.
@Raid_5 ай бұрын
22:40 btw, Valve also does their best to hide it, but if you pick up an interactive glass bottle in HL: Alyx (which itself has crazy liquid shader work), and you move it around the room, you can spot exactly by the reflections where the cubemaps start and end. IIRC komander karl made a tiktok about it.
@stellarr15 ай бұрын
100% serious when I say that watching this video stressed me out, I can't imagine the amount of work here. I recently just got done with a big source project I've been working on & it drove me crazy as someone who's already quite experienced with the engine. Bravo, LED
@LEDs5 ай бұрын
Thank you 😊
@wozniakowski12176 ай бұрын
man, this game really is timeless, especially in terms of visual fidelity and design. Also, that was one hefty and informative video!
@LEDs6 ай бұрын
Glad you enjoyed it!
@Povilaz6 ай бұрын
Looks awesome, goddamn. I always loved how TF2S2 looked, I really wish Valve would _port_ TF2 to S2
@aranyak18816 ай бұрын
34:51 the contrast in the lighting in the locker room is just cream
@Sebi21694 ай бұрын
if we had devs that work's like this dude, with pleasure and enjoyment...
@LEDs4 ай бұрын
Something that's greatly needed in game/map dev
@bennypetro93036 ай бұрын
As someone whos learning s2, your souce2 videos have been some of the most helpful resources to use. Thank you for showing how stuff works and how to apply things ❤
@LEDs6 ай бұрын
Glad I can teach/inspire aspiring Source mappers!
@ginger41036 ай бұрын
34:40 if they do properly port it it would be awesome but i heard source2 ruined bhopping in CS2 and i'm kinda scared that it can change a lot for TF2 knowing that it has so many movement stuff like; rocket jumping, trimping, force a nature boost etc.
@LEDs6 ай бұрын
It's likely that TF Source 2 would have its own Source 2 branch, just like CSGO did
@db3xo5 ай бұрын
I clicked this video with the intent to see Source 2 TF2. I learned about Map Building, Texture Roughness and the way Source 2 Handles Lights, Cubemaps and Reflections.
@leplubodeslapin6 ай бұрын
Hot damn that is so much work o_o you even created custom soundscapes, you madlad ! :D GG !!
@meaty24065 ай бұрын
Seriously impressive stuff, and a great job on explaining it, just like all of your videos. Also, your voice is very soothing. :>
@LEDs5 ай бұрын
Hey, thanks!
@ChanceJacksonCJ6 ай бұрын
This is badass, good work!
@LEDs6 ай бұрын
💪
@MrCanberry6 ай бұрын
your work is amazing and is presented impeccably. thank you