The Problem With Getting A Map Into TF2

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Published 2024-04-15
What could go wrong when your scale of testing in TF2 goes from dozens to hundreds of thousands? Turns out, quite a bit.

A quick explanation of the challenges that can arise when mapper gets their project in and what you can do to help mappers make better maps, and help make TF2 a little bit better in the process.

A big fat disclaimer: This video is inherently coming from a place of privilege, getting a map in is an amazing feeling, and seeing players on that scale running around your map is incredibly affirming, this topic is only intended to explain the other side of things and hopefully get everyone on the same page.

Check out Baxter by nesman here:
tf2maps.net/downloads/baxter.12602/

tf2maps.net/

CLICK THE LINKS
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Steam Workshop: steamcommunity.com/id/UEAKCrash/myworkshopfiles/
Discord: discord.gg/Ghc44d9mBg
Twitch: twitch.tv/ueakcrash
Twitter: twitter.com/UEAKCrash
Patreon: patreon.com/UEAKCrash

All Comments (21)
  • @UEAKCrash
    Let me know what you think of this style of video, featuring a community map while I rant about a topic. I have a LOT of ideas for videos, but the visual side of things is usually the most time consuming part, so something like this would potentially let me crank more things out quicker.
  • @FBombFitzgerald
    Ha, amazing timing! I just did a birthday event with my Discord, and we played Shoreleave on Uncletopia. The whole time everybody was commenting how awesome a map it was, and how insane it is that it hasn't been added yet. I guess all we can do is make videos showcasing your work, and voting in the workshop...but who knows how much Valve even factors that in. Keep up the great work Crash!
  • @FaultyTwo
    To those poor souls who had used Hammer Editor, you are like Sisyphus, except the boulder is glued at the bottom and the mountain is 90 degree steep upward.
  • @nocturnalnyxxx
    love this style of video! you honestly should talk more about this kinda stuff so more people understand how it works, it would be really nice to have more places to map test on honestly
  • @KimFareseed
    I remember when Cashworks got added, and things that never were broke before, just broke. Played the map for years, and suddenly the spawn barriers were gone. Playing some in active development (alpha/beta) maps on community servers feels like a catch 22, it makes me want to try whatever I can to find things that could break, so it can be forwarded to the mapmaker, the earlier it is cought, the sooner it can be dealt with. But also scared of the potential ban from said community servers for breaking server rules over using map exploits, for succeeding in finding those exploits to report, to begin with.
  • @bakscratch
    Me trying to fix Camber forward spawns for 3 weeks
  • @Glubbable
    During my time working on TF2 stuff, like Slender Fortress, it made me to develop the mentality to think about the many possible ways a player could break anything within the map or within the gamemode itself. While yes, it sucks that people will eventually discover flaws in your designs, it helps to sometimes put yourself in the mind set of a player that is seeking out said flaws. Basically, proof reading your own work before publishing since it's not always the creation process itself that's the problem, but the said human element that gets introduced.
  • @rainofda0w024
    I like this style of discussion along side the maplogs, gives a show of a cool map and also gives a bit of show into your thought process with things, and honestly i think it would be good for the mappers to talk about how it works and such and why map testing is important or other topics
  • @roberthunter6122
    I wish I could make decent TF2 maps, but holy cow it's difficult...
  • @foxxxy4963
    TBH after making and testing my own map I can understand how hard task is mapping in TF2
  • @alecp6265
    I spent a couple years mapping during the pandemic and it is indeed a long, difficult, thankless job. It's ultimately a lot fun and I plan to start back up soon, but I can't understate how unexplainably hard it all is. Not only is there a litany of technical challenges, balancing gameplay is extremely delicate and oftentimes very frustrating. So I just want to echo just how crazy difficult it is to map. Not just to get a map in TF2, just make maps at all.
  • @MuuToo
    Erm actually every mapper should know exactly where every single OoB point is, they built it. Get skill issue'd. In all seriousness, I really appreciate this type of video. Leaving feedback can be a bit scary and seem futile, so giving us insight of how the community can help is great!
  • @vooshoos
    I'm glad you're somewhat back to making maps. You're an iconic and respect member of the community, and i really enjoy hearing about the niche things you discover as problems and have to say about them. I really learn a lot each time.
  • @WhitePenguin
    Style of this video is excellent, the fact that there's a community map in the background is very cool. Keep it up crash!
  • @madamepestilence
    I'm so glad I grabbed a sub a while back to be able to see the mapmaker's perspective of this game; I appreciate your explanations as a casual player more than you prolly realize
  • @nutitoo
    crazy timing, because i'm currently working on a map that i hope i'll finish before summer. Thanks a lot for all your tutorials and this video
  • @SleepyEngi
    I didn't know about the map testing servers, that sounds awesome, think I'll try to join up on some of them.
  • @ccamneh
    hey crash! ive really appreciated your insights on mapping (both from a design and community angle). it really makes me appreciate the new maps that come into the game! (ps. are more gavle videos coming soon..?)