You've done it! You've saved the rare and endangered Pyroshark. Found only in small holdout populations in the wild - after the Sniperbots drove them from their native Teufort - it truly brings a tear to my eye to see these majestic creatures thrive once again.
I started making TF2 content 8 years ago. It wasn't on RU-vid, it was on this meme app called iFunny. The name I went by? "TF2_PyroShark" - I'm glad my people finally have a home.
Imagine if someone just combined all of the koth maps with all of their capture points Edit: Oh God I think Ghost Fort is a koth map, this will be undistilled hell Edit 2.1: The undistilled part is the tf2 devs exploding immediately upon the creation of this map. You know people will meme about their deaths.
@@HeyGrouch 2fort but it's just spiral, the intel room, and that one spawn room that doesn't work. I would suggest 2fort but it is just the bridge in a white void, but that already exists. I would also suggest 2fort but it is just the sewers, but that also exists. I am going for broke here with the "remove stuff" gimmick. cp_2fort That is the entire prompt. It can be attack/defend or it can be control points. 2fort but the intel rooms are replaced with cp_dustbowl. I just want whoever manages to get to the intel room to realize that they now need to treck even farther through all 3 stages of dustbowl to get the intel at the last point. And of course, red will still have access to all of the dustbowl spawn rooms, even on the blu side of the map.
3:57 yooo I think that’s me placing that teleporter! That’s my favorite cheeky tele spot on Harvest and that’s my old cosmetic loadout! I had no idea so much carnage ensued after that! chexoporter moment
That's the Ghost of Harvest Past. Legend has it he was a tryhard trying to own noobs on a Harvest server, when out of nowhere he died to a random crit from a free to play. People say he got so salty, part of his body refused to die and stayed on Harvest forever... It's just an old legend though...
Is there any way for the water level to slowly rise as time goes by in game? I think the Harvest Water map would be interesting if it started out dry and then started raining and slowly flooding to the rooftops. Enjoy your content:)
A) I think a mashup of harvest tower and harvest water could be pretty cool B) on the topic of water I now really think some more heavily water based maps in the main game would be cool
if you want to play as melee scout on harvest water for some reason, use the atomizer since it will always mini-crit in water as long as you arent touching the ground plus it grants a third jump
I have been playing this server almost everyday with my friend and I remember joining this server which was usually empty, and then realising a bunch of people on the server so... I might of been on a server with Grouch.
Me too!!! I originally had a different Spyro 2 song for each section of the video, but the audio felt way too cluttered so I took it out. It was the main theme for the intro, Sunny Beach for HarvestTower, and Magma Cone for HarvestWithATwist. I love those games so much- HUGE part of my childhood
I'm fully convinced the working fire extinguishers on turbine was purely inspired by that one image of that F2P sniper shooting the extinguisher with his SMG while on fire.
In theory harvest tower creates a really interesting power system where you have to get a heavy on the point controlling and defending the tower so you can get a heavy on it to have a direct advantage with a direct damage upgrade with the health and ammo kits on the point
Harvest_tower : They’re gonna have to glue you back together IN HEAVEN! Harvest_water : *muffled drowning noises* Harvest_twist : They’re gonna have to glue us all back together IN HELL!
It is possible to have multiple water pools at different heights. Water in Source is just a special brush. The mapper probably just didn't want to block out the spawns.
@@HeyGrouch Expensive water at different heights visible from the same place will visually glitch is what he probably meant. This can be worked around by using uglier cheap water (no reflections, no fog visible outside so is either fully opaque or fully transparent), or designing it so the height variation cant be seen at once but those options don't seem ideal for this map.
i thnk my personal favorite design-wise would have to be harvest tower, solely because of the parts of other maps lodged in the ground like they just fell out of the sky, explaining why the tower from hightower is suddenly in harvest
You can tell that guy's a good mapper not by the multiple maps he's gotten officially added to the game, but by the fact that he managed to flood an existing map with water _and then_ fix all of the areaportals inevitably crossing the water surface.
I've tried to do stuff like this before on my own and every time I would end up with crazy glitches I didn't even understand. Erk is not only super talented, but super cooperative and dependable :)
I found a reel cool spot on harvest tower. Go to the cwnter tower and ricket jump backwards once you reach the ramp then you are on the point and it sends you at a health pack
4:11 not actually true, you can have multiple water levels, I can even prove it with a custom map, however I think some jump maps already do this. This is because water is made the same way a wall is in hammer, it's a block, just instead of being solid it makes you swim.
Random fact ; youcan actually have different water level in source, even completly different volume that defy physic maw The only restriction is that all water volume must have the same surface angle
fun fact about the damage from the spinning buildings - that isn't a result of gmod-style collision damage, that's actually an arbitrary value you set in the func_rotating used to spin stuff like that (pretty sure it's ~5 by default? but it does that damage every tick) if you disabled the damage completely, then the building would essentially just freeze whenever someone touches it from the side, which is somehow even jankier (but also waaayy less funny) source: i made a "rotating center" version of 2fort (and 4fort from tf2c)
@@HeyGrouch if i get a copy of the bsp i could fix that up rq for ya + whatever other small adjustments youd want (assuming the prolific mapper u wrangled for these memes has better things to do lol). this video reminded me of how fun it is to shttpost in hammer so i wouldnt mind spending a bit of time helping out
4:13 correction: Expensive good looking water will only break visually if there's different water levels visible from the same spot, so it is technically possible. You can use less good looking cheap water to bypass this (no reflections n other quirks) or have the different water levels not visible from the same spot (wouldn't be possible on harvest). 5:03 correction: this can be disabled but the blocking will still apply. (there may be a proper blocking fix with vscript i havent looked into yet)
From what I know of tf2 mapping, the speed at which that building spins isn’t related to how much damage it deals. Rotating surfaces like that aren’t something intended for tf2 maps to have, so if you add one, your options are a bit limited because the physics won’t work very well. Either you make it stop rotating when it hits someone, make it damage whoever it hits, or make people who get in the way just clip through it. I don’t know every mapping technique out there, so maybe there are other options, but I can at least confidently say that the amount of damage the building deals when it hits someone is something erk set, and is independent of the building’s speed.
What if the spin speed of the buildings was tied to the difference between time remaining? The less time your team has left, the less opportunity you have to actually ever recover any health and if you're leading over your opponent, their health building is slowed giving them an easier time at keeping up assault. Hell, tie the speed of the center building to total time remaining too - the cumulative total of both teams' pushing effort also means the building spins quicker too, until you're both at 10 seconds remaining and even a perfectly fired huntsman arrow gets yanked out of the air by the impact of the doorframe. As time goes on, assault gradually gets led more and more by soldiers and demos managing to land perfectly through the hole in the top, while defensive options would have you praying you have an engy that can sentryjump and set up a teleporter for heavies and medics, and/or a scout or pyro who can properly knockback and harass the explosive-jumping classes into missing the jump and being slaughtered against the slant instead.