Idea: The explanation for the water flush kill is that RED is redistributing water for later anti-fire measures.
@mizublackriver7021 Жыл бұрын
Or overwhelming pollution
@diskdriven38 Жыл бұрын
Crash, i just want to say that your videos about tf2 mapping singlehandedly made me start mapping myself. Your dev logs were just hypnotizing to watch, seeing a map made from scratch was just fascinating to watch, and your tutorial videos gave me the courage to give it a shot, now i'm almost at version b1 of my first map and it's all thanks to you and your tips on this awesome hobby that is mapping.
@UEAKCrash Жыл бұрын
That's awesome to hear! Definitely a big part of why I do them is to lift the veil a bit and show the process, not only so players can see the work involved, but hopefully inspire others to take it up as well! I'm glad they did that for you! Congrats on getting a map to b1!
@bestestbread Жыл бұрын
6:49 when something feels convoluted, I usually like to see how many routes I can merge. Basically making 2 hallways into a room,(or having just one hallway.) This usually helps me simplify the layout without changing too much fundamentally!
@dhet8897 Жыл бұрын
Dude, I can't thank you enough... Right now I'm working on 3 tf2 moda (and 1 hl2 mod), and I do maps for those, thanks to you! I remember my first tf2 map koth_boiler, it was heavily made using your tutorials, dude, thank tou so much! And your map will be gorgeous! Good luck Hammer editor is under our control being, thanks to you
@UEAKCrash Жыл бұрын
Glad to hear they helped get you going! 🤘
@dhet8897 Жыл бұрын
@@UEAKCrash You're doin' good lad 🌻🌻🌻
@Casapillar Жыл бұрын
3:50 Hey that's my teleporter! Maybe make it slightly sloped where the tele was so buildings can't be placed but you still get that small height cover?
@UEAKCrash Жыл бұрын
It was a hilarious hold
@KimFareseed Жыл бұрын
I do hope this can be compleated for winter next year.
@railsrust Жыл бұрын
Starting to look really good. I will say that I love maps that have lots of water on them. It really changes the dynamic, and also helps to shake things up when the Neon Annihilator is viable for Pyro as a defense measure.
@theaccount27 Жыл бұрын
Can’t wait for the payload section
@UEAKCrash Жыл бұрын
Hoping to get to start that soon!
@Eterneon Жыл бұрын
I really enjoy this kind of content about TF2. It’s a nice break from just standard TF2 gameplay commentary; it really allows you to take in what goes into the mapping process and philosophy. I’ve recently begun working on my own KOTH map using a lot of the advice you’ve given in your old tutorials. The most challenging aspect thus far has been coming up with a design at all. This series has already given me much inspiration for my map. I look forward to seeing the progress of Gavle. Thank you for all the information you provide to the public about this!
@r.g.thesecond Жыл бұрын
Breaking News: Creator of Trainsawlayser likes to kill players in creative ways
@kinnebian Жыл бұрын
watched the docu from the last video, was solid! thanks for the great devlog!
@ex-caliburn-real Жыл бұрын
I can already see wonderful sentry spots, cant wait for this to be finished!
@BeatCrazey Жыл бұрын
funny demoman caber 11:27
@UEAKCrash Жыл бұрын
That was an Uber drop, as well! I hadn't seen it until I watched the demo back
@MrPepp Жыл бұрын
Great to see more devlogs. You are sadly still not pronouncing the "ä" part of "gävle" correctly though XD
@UEAKCrash Жыл бұрын
I'll slowly get there, by the end of the series I'll have it down, lol
@LandoBoi Жыл бұрын
I'm going to be keeping up with this devlog series. keep going strong!
@sharpshot404 Жыл бұрын
Have you considered trying to design a hybrid map? Capture a point, and unlock a cart to push. Might be fun to see it work in TF2 with some vscript tests.
@UEAKCrash Жыл бұрын
This one will be one stage control point and the second stage payload, which is only possible to get the HUD right with vscript. But the capture a point to unlock the cart to push does seem like a fun idea
@sharpshot404 Жыл бұрын
@@UEAKCrash I would love to see hybrid work in this game. If anyone could make it happen, I think it’d definitely be you!
@henryattfield8979 Жыл бұрын
When is the next test? I've missed the last few as it's usually midnight for me when you have them.
@UEAKCrash Жыл бұрын
We're skipping this week, so the next one will likely be Dec 1st
@kR-qj7rw Жыл бұрын
3:40 how much of that hold was the tele and ledge and more people not used to a new map common tele spots My nobody sugestión would be yo keep positions for a boxed tele being protected but maybe lower the wall ? So the red team can get sniped and potshotted more easily so they don't just sit on the top?
@floofykxtty Жыл бұрын
very awesome, keep up the great work
@Rift_cz_sk Жыл бұрын
6:15 idk if this would work but maybe add an one way door that spawns or activates there?
@ecfbem Жыл бұрын
Make last a dustbowl bunker 👌 cool focal point opportunity as well
@chom15 Жыл бұрын
structured like a dishonered map👍good thing
@wildwilly356 Жыл бұрын
your the only workshopper not making slop you make somethign worth a damn
@UEAKCrash Жыл бұрын
Tons of people are making great stuff, many of the people taking the most flak on the workshop are the same people who have made iconic stuff in the past and are still doing so. There's just a lot of focus on the negative right now.
@normalhuman4951 Жыл бұрын
Could you make the sewer tunnels wider so spies have an easier time living? (I'm a spy main)
@UEAKCrash Жыл бұрын
I'm thinking in the next version I'm going to add some more open rooms attached to them so there will be more space inside of them. Soldiers and demos are crazy strong in there because there's no place to get away from the splash damage
@724Mouse Жыл бұрын
They won't want to jump down into the sewer to walk back up, each team will be looking for access to their own slight height advantage there, near last. The sewer really appears to me to subtract from the playability of the above (main) routes. I don't like how gigantic the distances are for the (flank) main routes, and I don't like the medieval sign for detail on the map. 7000 hour scout I am in agreeance the layout needs work, in multiple places. A positive is it's a triumph of path visibility, that's been done well, so don't lose it
@UEAKCrash Жыл бұрын
It's only an A2 so there will be a lot of big changes to the layout coming still. The medieval sign is just a placeholder for now, the detailing will be a swedish village. That's just there to block a bit of a sight line. That main big flank going to last has been completely gutted and rebuilt, it's a lot better now, but still a little long, we'll see how it plays in testing. Thanks for the feedback, though!
@mtierney46 Жыл бұрын
Ive played a map with a similar last
@Yarch0Unfire Жыл бұрын
battle royale style gamemode?
@Coolyo420 Жыл бұрын
can the engies build in the big body of water in the dropdown? also the spawns look easily spawncampable with 2 demos the sniper spot being too op for the engie spot is ok cuz if a pyro has a flare gun he can easily annoy that sniper which will make him switch to the darwin's shield which means a spy can get him
@UEAKCrash Жыл бұрын
As of now they can build there but I can always remove the ability to. To be honest I think most maps spawns are pretty campable with two demos, haha. That said, I'm definitely looking to make the exits more interesting, and in turn improve them in that way.
@Coolyo420 Жыл бұрын
@@UEAKCrash How can I participate in testing these legendary maps?
@UEAKCrash Жыл бұрын
We do them most Friday nights, I send out the announcements on my discord and Twitter, but the former you'll get a notification about. We're skipping this week though!
@Coolyo420 Жыл бұрын
thank you
@Wicked_Fox Жыл бұрын
We need someone to host a server that plays custom workshop maps only and you can request for them to add a new workshop map in rotation. Can someone do this please?
@liamsandersonmusic Жыл бұрын
I think it be a cooler concept if the map had the control points and payload in the same stage