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Usually the TF2 maps I make for people are very straightforward in nature: just solve the puzzles and beat the obstacles to move onto the next room. But what if instead, I made a map that seems completely normal on the surface but is actually meticulously crafted to gaslight the players and make them think they're going insane? That's what I wanted to test out with what is probably the funniest and most rage inducing map I've made to date. "What do you mean the puzzles make no sense? You already solved the room! Better remember what you did, though, because if you can't beat what's on the other side of the door on your first try, you'll have to do it again!"
Special thanks to @TheWhatShow, @zenithzv and @fishstickonastick-gaming for putting up with my trollage and staying mentally intact for long enough to beat the rooms :)
Download the map: gamebanana.com...
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Thumbnail by YoshiBobby, amazing work with it as always! Also thanks to CyberWizard, raw, SeaRavioli, and Casulal_M for being my guinea pigs. Without people to test the maps on it'd be super hard to know if they work as intended so the extra torment is always necessary to refine them to be as effective as I want.
To give some insight into the development process for one of these, because I know a few of you were curious (SPOILERS FOR THE VIDEO): I originally got the idea for this one from the pyramid section in the last escape room. When FishStickOnAStick was trying to figure out what lit the torches, I thought it would be really funny to just gaslight him into believing completely fake solutions, but I didn't want to ruin the integrity of the escape room since it was meant to be more serious so I decided to save the idea for later. However, I did think it would be a really funny gimmick for a troll map, so I decided to combine it with an incredibly difficult room immediately afterward to force players to constantly redo the room with no solution, slowly making them go crazy as they do different things to open the door each time. Believe it or not, the first version of the map was even less fair and had to be toned down - the bots were completely invisible and there were torches in the map (like in the last escape room) that would randomly light after a set period of time. However, the two people I had test that version eventually just started watching the torches because they were too obviously fake. Plus, they acted as placebo "mile markers" that helped players remember exactly what they'd done in the room last time, so it was easier to tell that things weren't adding up. That's why I made the door not only blocked from view but also completely silent in the next version, that way there was no easy way to narrow down and remember everything you did last time. That worked absolutely perfectly with the two testers, so I made a few minor changes and did the real runs. The numbers and Pyros at the end were actually last minute additions that I thought would make for some funny moments, which both ended up paying off amazingly. Sorry if that's a bit of rambling, but I had a few people asking how I make these work perfectly as intended each time so I thought it'd be interesting to break down the thought process!
To the people that think that I'm just gaslighting these poor fellows for my own personal amusement: in my defense, your honor, it was pretty funny. For real though, yes it was a bit cruel at times but I promise it's not mean spirited. Everyone here fully understands it's for fun and have all told me they enjoy the maps, even the troll ones.
5 сен 2024