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.
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
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.
@@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
@@manitoba-op4jx What your describing is closer to Puss n Boots. Its 1960s Americana with heavy inspiration from Studio Ghiblis Hayao Miyazakihe. Smidge of cassettepunk for most maps. Intel rooms and such. Big dose of Dieselpunk for MvM.
@@awesomesillymanI think it’s an interesting case in how lighting can alter things, realistically simulated lighting can make something stylised/block colour look oddly realistic
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.
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.
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!
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.
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.
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!
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."
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.
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.
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.
@@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.
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.
@@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.
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.
@@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)
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.
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.
"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.
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
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)
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...)
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
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.
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!
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.
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!
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.
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_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
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: th-cam.com/video/UHP7G6PKoPA/w-d-xo.htmlsi=AVSCfosIQ177VGZ4
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
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.
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
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.
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.
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 ❤
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
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.
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!
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.
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!
Im a huge fan of Valve's source 2 engine. Ive been using HLA's hammer, material editor, and modeldoc to make really nice scenebuilds that i use for making SFM posters using the version of SFM hla's modding tools have included.
I really like how the source two version is a lot cleaner and just in general great, but parts of it look very overdone or shiny (not in the literal sense) for the sake of doing it better. You can see it in the comparisons at the very end, where red glow from the CP banner and the lights are missing, which makes it feel like its a CS2 map, not a tf2 map and something that I would 100% miss, and often then rather have the tf2 version. Really cool port though!
The glow around the lights you describe is unrealistic because ceiling lights only shine light one way. The light you see on ceilings in this port comes from other lights bouncing off of surfaces and then hitting the ceiling (and is thus more realistic). Source 2 does a phenomenal job at doing this thanks to raytracing.
Junctions layout would probably work better for Defuse in CS than a TF2 map
I've thought about that
I always thought this. Junctions always felt cramped for a TF2 map
a version of this on the workshop with bombsites enabled would be sick for community servers
Easy peasy, sandvich squeezy!
Same with 2Fort
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.
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
@@TriflingToadYou mean community gamemodes? Cause plenty of community maps were/are added to cs. I mean Anubis is in the pool right now
@@h20gamez He is? Call a lifeguard, quick!
Valve moment
Cs2 is miles ahead of tf2. Play a new game.
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.
Nooooo really ?!?😱😲🤯 I thought it was as easy as pressing a Button that can also fix the bot problem😒.
@@ninjadanoite1560 i just thought basically the same thing as the video but with so fewer steps bruh
No, it's the hammer editor that is shit.
@@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
It's a TH-cam comment, shlawg is shouting out to *what* croud?
Shiny and bright TF2 maps are aesthetic af.
gotta love how realistic these textures look like sometimes
tf2 textures aren't realistic at all, that's the point of them. they're detailed and well-crafted.
It’s perfectly in-between realism and over-stylization
@@manitoba-op4jx What your describing is closer to Puss n Boots.
Its 1960s Americana with heavy inspiration from Studio Ghiblis Hayao Miyazakihe.
Smidge of cassettepunk for most maps. Intel rooms and such. Big dose of Dieselpunk for MvM.
@@awesomesillyman they are real life photo textures painted over, so they are real life like in that regard lol
@@awesomesillymanI think it’s an interesting case in how lighting can alter things, realistically simulated lighting can make something stylised/block colour look oddly realistic
At least there's no phlog pyros in CS2 so the map would probably be fun to play
No phlog? 😢
@@LEDsis true there is no phlog☹️
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.
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.
A few modifications in the lighting could be made.
Yeah, he should've used cooler lights for the blue side of the map, oh well
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!
Thank you for the comment ❤️
TF3 as a port to Source 2 would make so much sense
Valve’s first 3 game
It would make more sense if it was Team Fortress: Local Aggression, like CS:GO, as they fear the number 3
@@LEDs Valve's first 3 game should be half life 3.
I really want it to be TF2:2
Ik youre joking but they'd rebrand it to just "Team Fortress" as in its THE definitive TF game@parkeddoor
What’s interesting, is that junction is probably one of the few Tf2 maps that would work as a bomb diffusal map
True
You just really wouldn't be able to do anything with point C - not many Counter-Strike maps have a third bomb site.
12:53 "Say that again?"
One more funky detail
among us
sussy metal hatch
@@LEDsdetell
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.
Valve, please port.
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.
@@HOTD108_you won’t be very happy with tf3…
@@HOTD108_ , please choose csgo_legacy in beta versions and connect to community servers
Knowing them... lawsuit on the poor guy
@@HOTD108_You can still download it...
0:59 bro touched the grass from Half life 2
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!
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."
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.
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.
mat_phong 0 is the default configuration iirc
@GHProductionss default is mat_phong 1, any dx level lower than 9 cant support phong shading though
Thanks for letting me know, I’ll have to look into this
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.
@@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.
LED NEVER MISSES HE ALWAYS COOKS
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
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.
Is it just me, or is the tf2 community improving like practically everything tf2 related?
A lot faster than Valve, at least. There’s only so much Robin can do solo.
@@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.
@@carverer wait so Robin’s not even working on TF2 anymore? What’s he up to now then?
@@Wolvenworks Robin is a head. Not a full-time dev.
@@Wolvenworks he worked on Half Life Alyx, maybe he's working on Deadlocks or another VR title
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.
One of the best comments I've read, thank you so much ❤️
@@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)
1:37 LED is in an open relationship i cant believe it
real
what?
polyam gang
Good one
Just ran around in it! It is such a trip to play a tf2 map in CS2. I appreciate your hard work!
Thanks!
I love that you ported junction, that map's a masterpiece (aesthetically, and only aesthetically, ykwim)
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.
2:37
Small detail:
Demoman actually has SWAT cosmetics, and after transition he becomes Counter-Terrorist, neat
A man can dream....
Thanks for giving us some outlook on what could've been.
"Job well done" - Engineer
It all looks nice but the best thing about Source 2 are
PCCs (Parallax Corrected Cubemaps)
The most precious thing i want in TF2
2:31 Is that the Caravan Palace robot?
Didn't think I'd see a caravanp reference in this comment section LOL
bro you're a genius
Valve will literally build an actual port before they port TF2 to S2.
At least the _Borealis_ will finally have a place to dock.
PBR is such a PITA but damn it look good when it's done.
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.
Lighting is huge!
"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.
Well said.
Insane amount of work here. Great job, you can do a lot with these skills!
Thank you!!!
TF2 needs to come to Source 2, Valve is sleeping on oil.
It feels like a flashbang dude, map became very shiny. Never expected that but hey, good job!
26:40 TIL the game distinguishes between "capture point" and "control point"...
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!
least hard working tf2 youtuber:
its funny how this is structured like a how-to video so we can all port our own version of junction
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
I hope valve offers this guy a job
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)
Brah It is difficult to imagine a better resume
Clicked to see the map, stayed to see the porting process.
Really interesting video :3
Glad to hear!
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...)
You can also record an action (Window > Actions) for repetitive stuff. and assign it a keyboard shortcut
Thanks for the tip 👍
Yeesh, I remember the days when Hammer was "WorldCraft"
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
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.
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!
34:55
Valve : Nah I’m lazy
God dude, I remember doing all of this shit back in the day with hammer and modding.
Absolutely nutts you ported that.
Now port a CS2 to Source 1.
This aesthetic would be amazing for tf2! Hopefully Valve sees this!
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.
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!
People who refuse to accept that TF2 needs Source 2 should be locked up.
Anyways...
Great job and great video mate!
Thank you! I agree, Source 2 is beautiful and works incredibly well for TF2
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.
As a mapper, no thanks. I don't want to learn Source 2 Hammer.
@@ViciousVinnyD Source has unknown file types and codes that are outdated since the 19th century. Everything would improve.
Just imagine TF3 on Source 2 released!
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
its not only lighting, you are completely disregarding efficiency bonuses that come with a better overall engine
@@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
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: th-cam.com/video/UHP7G6PKoPA/w-d-xo.htmlsi=AVSCfosIQ177VGZ4
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
Glad I can help!
Why is Valve making deadlock in the first place
Not even gabeN knows, we're doomed
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.
Money
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.
Fantastic video I very much enjoyed it and appreciate your, and other mappers and developers work
cs2 should have random crits
Agreed
this is amazing! excellent work
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
10:28 "There are still a few more things I need to wrap up,"
Alright buddy, I see what you did there.
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.
Legend has it, people contributed to Blender in order to better create pron, so...
Similar vibe.
@@lillywho seems like that generally over time, people's horniness has been the one thing keeping the entire artistic industry afloat
@@idoblenderstuffs 📯💯
Knew from the community post that it was gonna be this exact topic. Can't wait to watch!
Just make TF3 already Valve
34:51 the contrast in the lighting in the locker room is just cream
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.
The S2 port makes the map feel refreshed, and renewed. Amazing job with it!
Thanks!
if Valve was making a TF2 map in Source 2, it would have somehow taken them 4 months
if we had devs that work's like this dude, with pleasure and enjoyment...
Something that's greatly needed in game/map dev
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
Perish
Death.
yes
agree
agr
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.
TF2 in source 2?
*What do you call that? TF2²?*
(TF)²4
@@LEDs Team Fortress on the fourth power?
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 ❤
Glad I can teach/inspire aspiring Source mappers!
So Team Fortress 2 2
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
wait theres 5 versions of Hammer now?
And for mapping in Half-Life you use Hammer 3
Something like that
Not to mention Hammer was once called WorldCraft which also supported Quake 1 & 2.
Man, thank you for going the effort not many people may say it but we do appriciate your work
Not many people do but I appreciate it when they do. Thank you 😊
@@LEDs you are welcome
what if source2 was called freaky2 and made every game freaky too
The teasers make so much sense now!
Looks awesome, goddamn. I always loved how TF2S2 looked, I really wish Valve would _port_ TF2 to S2
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.
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!
@@LEDs That’s entirely fair. Hopefully we’ll get to see more medium-length content like this in the future from you!
bonus points if you found the original PSDs for the textures in the big leak archive and edited those
I didn’t have to for this project because I already had all of the source material I needed from GCFScape
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.
Looks great, congrats, great video to show the differences between the engines
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!
Thank you as well!
Hot damn that is so much work o_o you even created custom soundscapes, you madlad ! :D GG !!
man, this game really is timeless, especially in terms of visual fidelity and design. Also, that was one hefty and informative video!
Glad you enjoyed it!
it's my favorite childhood map and it's looks so beautfiul now god damn, so beautiful
your work is amazing and is presented impeccably. thank you
Thank you!
Every time i see Junction in any way, shape or form. I feel pain
Im a huge fan of Valve's source 2 engine. Ive been using HLA's hammer, material editor, and modeldoc to make really nice scenebuilds that i use for making SFM posters using the version of SFM hla's modding tools have included.
Tf2 source 2 Update By Valde...
I can see The Heaven😂
Out of all maps you pick fucking junction, lmaoing rn
I really like how the source two version is a lot cleaner and just in general great, but parts of it look very overdone or shiny (not in the literal sense) for the sake of doing it better. You can see it in the comparisons at the very end, where red glow from the CP banner and the lights are missing, which makes it feel like its a CS2 map, not a tf2 map and something that I would 100% miss, and often then rather have the tf2 version.
Really cool port though!
The glow around the lights you describe is unrealistic because ceiling lights only shine light one way. The light you see on ceilings in this port comes from other lights bouncing off of surfaces and then hitting the ceiling (and is thus more realistic). Source 2 does a phenomenal job at doing this thanks to raytracing.
dude, a map in black and white where the only colors that can be seen are red and blue would be crazy
Seriously impressive stuff, and a great job on explaining it, just like all of your videos. Also, your voice is very soothing. :>
Hey, thanks!