The first thing I thought of when thinking of tf2 camera systems was fnaf, good to know we're just all naturally on the same page. Fnaf always manages to sneak it's way in somehow.
the """trickstab""" at 16:53 is absolutely hilarious once you see cyber's POV, because due to source shenanigans i could totally see the other spy getting the stab.
There’s a few reasons I can come up with: - Pyros, Soldiers, and Demos would be OP on this map: just hold M1 when 3 Spies show up and airblast if they get too close, set up sticky traps on the doors with the Scottish Resistance in case the doors fail, or just abuse splash rockets to shoot everything up. - Medic’s Uber of any kind = gg ez. All the Spies being forced into melee range makes it even easier to farm Uber. - Scouts, despite the claustrophobic design of the map limiting his movement, can easily cancel the power-out strats of the Spies with his speed. He can also just pick off 1-2 Spies *and* fall back if his teammate dies with no risk.
To add to the reduce the round timer suggestion, Ultimate Custom Night uses 45 seconds per hour, so setting the timer to 4 minutes 30 seconds could be a solid setting to try out-adjusting to 5 minutes or 4 minutes depending on how the test goes.
but do i blame them? no! if i were forced to do the same stupid game modes for years and i never got a bath i'd probably get a be a bit irritable at night too.
On one hand, If you hate how casual plays, then it’s nice to have other options, But with so many to choose from you’re bound to spend more time *looking* for something to play than actually playing Edit: *You’re 🤓
You could give Red "TF_COND_TELEPORTED" during blackout to improve visibility for Spies. It'll spawn the teleporter dust at their feet as they walk around.
Both of these replies misunderstood what op said. He said that the DEFENDERS should be more visible that way the spies can see them easier in the blackout.
@@melsuppatlol4565 The guy was talking about making the security guard more visible to the attacker, but with how strong attacker are currently, I don’t think it’s necessary until the pendulum swing the other way.
@@toophoot2757 yall misunderstanding, blackout is to disorient RED, but currently it disorients both RED and BLU. RED being given the tele'd condition would make RED players more visible to BLU players when BLU is capitalizing on blackout.
I feel like adding some way to repair the vents/glass during the power out can help, so taking power out is a bit more risky, due to the fact if you fail and they repair the stuff, you waste even more time, idk
Attackers should be able to change into "Specials" like a Scout to be like a Foxy but can't kill and a Soldier to be tanky but slow, but only one special can be used at a time and only at the last minute of the round. This gives some more customization to the strategies of the attackers, and when more maps are added, Spys are the default attacker, Solder with Stock Shovel is the tank, and Scout with Sandman and Atomic Punch is the detraction, Scout can only use the Atomic Punch one time for the whole last minute. And the different attackers give upsides and downsides just by existing, both specials cannot cloak but one is fast but unable to kill and one is tanky but slow and the Spys can disguise as a soldier or scout to fool the defenders, giving the disguise kit a reason to exist in the custom gamemode
Would be cool if attackers had some other option. I'm thinking a slow melee heavy. No disguise, no insta-kill, but a huge distraction. Would be a nice change of pace from all three attackers filling the same role. It would play the same part as the likes of the phantoms in 3 or rockstar Bonnie in custom. Very unlikely to kill you, but helps the team by forcing your attention away.
I feel like theres some ways you could make this lean more on horror by putting the guards at more of a disadvantage like lowering visibility when the lights are on, making some buttons be activated by melee only ect. I also think that having to manage the power would be pretty cool alongside preventing the points from getting capped but that probably would be too much. Also making the animations move slower/freeze might be something interesting to try out. I'm just throwing shit at the wall honestly, have fun making this
ok, I'll be honest. This game mode is hands down an instant classic and we will definitely see it booming in the upcoming weeks. The gameplay looks not only fun, but also fair and balanced and it's clear how much effort you put into designing it to flow just right. I wouldn't say I like fnaf, but this is something else and imo much better. Good job Blue, way to go! (now plz give me some more hide and seek. It's the best brain-melter when I'm trippin balls on that zaza in the evening)
ehhhh, i'm not so sure about the fair part, the spies won every round and it looks like the guards can be very vulnerable to just being bumrushed. gamemode does look cool though but yeah
I just finished watching the first part and reading the comments how to improve the map even further. Man this turned out so well! Really makes my fan heart jump
Wish some Vscript/gamemode coding I imagine there could be actual rules put in place to ensure that the rules are followed for like a community server or the like
12:52 to 13:07 then 13:20 to 13:29 i have only one thing to say to this. what, de frack- (edit: also i cant wait for this map to release and find a server thats just this map 247, i'd play that all the time no joke.
i'd love to see how you implement the balance, and yeah shorter timer sounds good, in the og fnaf games the nights got shorter and shorter, started at 6 in 1 then like 3:25 in ucn if i remember correctly lol.
You should add a Foxy replacement, basically the idea is, it's a demo who can only walk by charging, but if the does manage to get close he will get crits
I'm pretty sure Blue meant that the knife was their only option for combat, but they could still use the revolver for breaking grates and deactivating power.
A strategy that could make it more defender sided is for the defenders to go into spawn when the office gets swarmed. This gives the defenders at least 6s to kill the spies before they get to cap the point.
But do I blame them? No! If I were forced to sing those same stupid songs for 20 years and I never got a bath, I would be a bit irritable at night, too.
It's been years I've heard this. Ever since Gmod from the oldest content that the "Vanessa Crew" have made, there are quite a few creators out there in TF2 made modes for TF2 including some Devs made it in the game. Though it was then "somewhat removed", but you brought it back. Ah, good times.
The spies should definitely be able to get into the camera room so if someone is too focused on them they can get stabbed, and also so defenders can't just camp in there.
Honestly I'd like to see some special things added like not being able to move while a camera is on you and the person is actively in the room, maybe it stops when your the last one left on either side so you can't just trap and kill the spies Revising, the spies should be able to cloak and move so it can also be a way to get rid of cloak, this would also simulate "movement" that can happen while your in cams
So long as the Spies are still able to cloak I think it's fine. This would largely just help for stalling the Spies, which is much better than catching all 3 Spies in the same room and winning automatically.
With the right weapon restrictions, I think this type of map would be most fun if both teams can choose any class. Thie gamemode has the same medieval / zombies issue of melee hitrig being blocked my teammates.
I think it could be interesting to see what other classes could be on blue. Like maybe a medeival mode soldier that trades speed and utility for melee damage and a potentially powerful team buff, or a medigun only madic that completely sacrifices offensive ability for support, like Balloon boy or the phantom animatronics
That sounds like a great idea but to make it so that you don't hear the kill or see it in the killfeed everyone would have to be spy with YER and somehow disabled disguises
Feel like giving the defenders small tasks to do outside of the control point room every once in a while would be a good way to change up the gamemode pace and not make it so turtley.
The animatronic team needs a buff. Maybe make it so that the camera's are not protected by the spawn, so that when someone is checking the cameras they are vulnerable.
MatPat is going to have a mental breakdown with trying to fit this TF2 gamemode into the FNAF Timeline
True
Scout could actually make sense within the fnaf lore
@@leeroyjenkins4456 the bonk of '87
LOL
Is pyro secretly a animatronic.
The first thing I thought of when thinking of tf2 camera systems was fnaf, good to know we're just all naturally on the same page.
Fnaf always manages to sneak it's way in somehow.
.
its*
it's with the ' means "it is"
🤓
@@AvgCooki haha it is way
“I always come back”
Free Five nights at Freddy
the """trickstab""" at 16:53 is absolutely hilarious once you see cyber's POV, because due to source shenanigans i could totally see the other spy getting the stab.
My man’s had cl_interp 10
@@HoneeyMothI need to know… the fuck is this and isn’t it… well banned in casual.
Free Five nights at Freddy
I would love to see an overview of each class in this mode, and why they're banned/modified.
.
Normal heavy is probably banned because of His minigun
There’s a few reasons I can come up with:
- Pyros, Soldiers, and Demos would be OP on this map: just hold M1 when 3 Spies show up and airblast if they get too close, set up sticky traps on the doors with the Scottish Resistance in case the doors fail, or just abuse splash rockets to shoot everything up.
- Medic’s Uber of any kind = gg ez. All the Spies being forced into melee range makes it even easier to farm Uber.
- Scouts, despite the claustrophobic design of the map limiting his movement, can easily cancel the power-out strats of the Spies with his speed. He can also just pick off 1-2 Spies *and* fall back if his teammate dies with no risk.
@@KusanaG11 Oh yeah that makes sense
@@KusanaG11 Also don't forget it would be too easy for medic to just heal the defenders
To add to the reduce the round timer suggestion, Ultimate Custom Night uses 45 seconds per hour, so setting the timer to 4 minutes 30 seconds could be a solid setting to try out-adjusting to 5 minutes or 4 minutes depending on how the test goes.
Free Five nights at Freddy
The merceneries do tend to get a bit quirky at night.
but do i blame them? no! if i were forced to do the same stupid game modes for years and i never got a bath i'd probably get a be a bit irritable at night too.
Heavy! Throw it back!
Oh god... The buff mercs showing their abs to Tick Tock by joji...
@@capootiscrepitoos I hate how i read this in medic's voice. Of all the ones I could of chosen
Free Five nights at Freddy
Beakless Toy Chica got me actin up
Bro I sound like phone guy wtf no way
12:56
How is it you can learn so much about a person from a single question?
Anyway for me the beak should stay on, just isn't the same without it
Obviously beakless is the superior version duh.
beakless is for closet furries
beak is for straight up furries
For me, it's both.
Sane people representative here - what the fuck?
Beakless
13:00
"The beak would be poking your abdomen like the entire time."
I mean... he's got a point.
Alternative gamemodes in tf2 have always seemed like a strange case to me
On one hand, If you hate how casual plays, then it’s nice to have other options, But with so many to choose from you’re bound to spend more time *looking* for something to play than actually playing
Edit: *You’re 🤓
@@kbtvstudios9528 *Yu’rire
weapon reskins
@@Spoingus_BarnApple yirroeasocfajdfkdashfjloejñasmlkfhdkjaoñjsñdjiaojfldssoihasidjhasoñidfhasodhflowiehlohdawoish isdadjpawod*
Free Five nights at Freddy
You could give Red "TF_COND_TELEPORTED" during blackout to improve visibility for Spies.
It'll spawn the teleporter dust at their feet as they walk around.
it kinda defeats the purpose of the blackout tho
nah the whole purpose of the original FNAF was the idea that you have no idea where they are. you have to find them via cameras and act accordingly
Both of these replies misunderstood what op said. He said that the DEFENDERS should be more visible that way the spies can see them easier in the blackout.
@@melsuppatlol4565
The guy was talking about making the security guard more visible to the attacker, but with how strong attacker are currently, I don’t think it’s necessary until the pendulum swing the other way.
@@toophoot2757 yall misunderstanding, blackout is to disorient RED, but currently it disorients both RED and BLU. RED being given the tele'd condition would make RED players more visible to BLU players when BLU is capitalizing on blackout.
I feel like adding some way to repair the vents/glass during the power out can help, so taking power out is a bit more risky, due to the fact if you fail and they repair the stuff, you waste even more time, idk
"Beakless because the beak would be poking your abdomen" My man, he understands.
Can’t wait for this to be added into the casual playlist. Would be absolute mayhem.
Nah Medic vs engie mode. that would be awesome
Attackers should be able to change into "Specials" like a Scout to be like a Foxy but can't kill and a Soldier to be tanky but slow, but only one special can be used at a time and only at the last minute of the round.
This gives some more customization to the strategies of the attackers, and when more maps are added, Spys are the default attacker, Solder with Stock Shovel is the tank, and Scout with Sandman and Atomic Punch is the detraction, Scout can only use the Atomic Punch one time for the whole last minute.
And the different attackers give upsides and downsides just by existing, both specials cannot cloak but one is fast but unable to kill and one is tanky but slow and the Spys can disguise as a soldier or scout to fool the defenders, giving the disguise kit a reason to exist in the custom gamemode
It'd be cool if you somehow had the attacking team have the mvm robot skins
5 Night's at Great Blue's is a fate worse than death
Would be cool if attackers had some other option. I'm thinking a slow melee heavy. No disguise, no insta-kill, but a huge distraction. Would be a nice change of pace from all three attackers filling the same role.
It would play the same part as the likes of the phantoms in 3 or rockstar Bonnie in custom. Very unlikely to kill you, but helps the team by forcing your attention away.
"Okay guys, toy Chica with or without the beak?"
Plato, Aristotle, and Socrates.
I opened this video and out of nowhere I got a TF2 Ad from mannco store
I got completely confused, I swear, I've never seen in my life a tf2 AD
Man has added more content to tf2 in one video than valve has in years
I feel like theres some ways you could make this lean more on horror by putting the guards at more of a disadvantage like lowering visibility when the lights are on, making some buttons be activated by melee only ect. I also think that having to manage the power would be pretty cool alongside preventing the points from getting capped but that probably would be too much. Also making the animations move slower/freeze might be something interesting to try out. I'm just throwing shit at the wall honestly, have fun making this
ok, I'll be honest. This game mode is hands down an instant classic and we will definitely see it booming in the upcoming weeks. The gameplay looks not only fun, but also fair and balanced and it's clear how much effort you put into designing it to flow just right. I wouldn't say I like fnaf, but this is something else and imo much better. Good job Blue, way to go! (now plz give me some more hide and seek. It's the best brain-melter when I'm trippin balls on that zaza in the evening)
ehhhh, i'm not so sure about the fair part, the spies won every round and it looks like the guards can be very vulnerable to just being bumrushed. gamemode does look cool though but yeah
@@terg7822 yeah fnaf kinda falls apart when you give the animatronics proper strategy and cooperation
@@terg7822 all these rounds the guards were fighting 2:3, so wanst really a fair fight
Five nights at Weapon reskins
five nights at 2fort
10:57 what a brilliant idea to bodyblock a shotgun user with 62hp
15:22 "I would never be trickstabed" ~ Raw
The fact that TF2 characters were used so much in old FNaF SFM animations makes this even better
"The beak would be poking your abdomen the entire time", omfg 🤣
23:58 and here we see through source spaghetti a humble blue spy disguises as a blue heavy
Edit: unless that's intended because it happens a few times
it is an intended feature, spies can disguise as their own teammates
@@radman1602 thank you for informing me
It might be worth coding everything related to the rules in vscript, so the map works as intended right out of the box.
im gonna troll people by A-posing while they check the cams
it's AWESOME to see how far you've come with this map!
MatPat: So guys, golden freddy is actually Heavy from tf2
it probably wouldn't work the way you've intended, but id love to see the chaos that would be playing this map on a full 24 player server.
spycrab army
i like how some of the people are able to easily see the buildings and other players in the dark
This is so bonnie chica
epic freddy sauce
The only thing missing is a slightly purple-skinned man to run around and make 5 kids rage quit
FNAF gamemode in TF2 have always seemed like a strange case to me
I just finished watching the first part and reading the comments how to improve the map even further.
Man this turned out so well! Really makes my fan heart jump
Wish some Vscript/gamemode coding I imagine there could be actual rules put in place to ensure that the rules are followed for like a community server or the like
The red spies are getting cheeky by using spring lock animatronic suits
Beakless Toy Chica, hands down.
This looks really fun, kind of amazed no one has done this before.
I'd love to see this again, possibly with more people involved for some real chaos!
im pretty sure they couldn't until now, i think vscript updates allowed this to happen
Today I Learned: Great Blues PFP is NOT one of the penguins of madagascar.
This so cool man. Must be gratifying to create something and have friends enjoy using it
Now we just need a plugin to change blu team into animatronic models lol
Missed opportunity to call this "Five Nights at Fortress 2".
12:52 to 13:07 then 13:20 to 13:29
i have only one thing to say to this.
what,
de frack-
(edit: also i cant wait for this map to release and find a server thats just this map 247, i'd play that all the time no joke.
Can't wait to have some fun times here. I hope it becomes real popular
That's where spy wants to be.
i'd love to see how you implement the balance, and yeah shorter timer sounds good, in the og fnaf games the nights got shorter and shorter, started at 6 in 1 then like 3:25 in ucn if i remember correctly lol.
it was 4 minutes 30 in ucn but your point still stands
New TF2 content to get .e out of depression
The jumpscare should just be the grilled cheese image
"They don't look at the cameras" -famous last words
Before this, there was fnaf map in slender fortress.
This game mode can also be nicknamed Mann Vs Schpee, since it's the perfect game mode for the return of the Schpee
You should add a Foxy replacement, basically the idea is, it's a demo who can only walk by charging, but if the does manage to get close he will get crits
Great Blue : "The Spies can only use their knives"
Also, Spies, in the same video : (use invis, disguises and sappers... and revolvers)
I'm pretty sure Blue meant that the knife was their only option for combat, but they could still use the revolver for breaking grates and deactivating power.
Tbh, the game seems WAY too Spy sided...
the camera system being operated by gun is tf2 lore accurate
this gamemode looks like so much fun and the map is very professionally designed which makes this video a real banger to watch
A strategy that could make it more defender sided is for the defenders to go into spawn when the office gets swarmed. This gives the defenders at least 6s to kill the spies before they get to cap the point.
If the defenders used any kind of scummy tactics there would be no way for the attackers to win at all
I love the quote:
"I can't trickstab i'm not bonnie i'm chica"
Implying that chica doesn't know how to trickstab but bonnie somehow does
I would love to see another video using this concept.
More love in this game mode than Valve to TF2.
The animatronic characters here, do get a bit quirky at night.
*Spy doing the Conga*
They trickstab
But do I blame them? No! If I were forced to sing those same stupid songs for 20 years and I never got a bath, I would be a bit irritable at night, too.
of course blue likes beak chica
great blue is truly a great map maker!
I can't believe this was in the gigaleak, the amount of cut tf2 gamemodes is insane
It's been years I've heard this. Ever since Gmod from the oldest content that the "Vanessa Crew" have made, there are quite a few creators out there in TF2 made modes for TF2 including some Devs made it in the game. Though it was then "somewhat removed", but you brought it back. Ah, good times.
this game mode would scare the crap out of me when it goes dark
Thanks for not jumpscaring me lol (I wouldve screamed so loud you could hear it through the comments)
Absolutely would love to see some more of this, very fun to watch
Imagine if Valve releases a FNAF themed summer update
in Round 2 he's now Great Red
alt channel name idea: Great Red
The spies should definitely be able to get into the camera room so if someone is too focused on them they can get stabbed, and also so defenders can't just camp in there.
Honestly I'd like to see some special things added like not being able to move while a camera is on you and the person is actively in the room, maybe it stops when your the last one left on either side so you can't just trap and kill the spies
Revising, the spies should be able to cloak and move so it can also be a way to get rid of cloak, this would also simulate "movement" that can happen while your in cams
So long as the Spies are still able to cloak I think it's fine. This would largely just help for stalling the Spies, which is much better than catching all 3 Spies in the same room and winning automatically.
-_-
WAS THAT THE BACKSTAB OF '87?
Imagine Freddy about to jumpscare you then you just pull out a metal bat and a gun
Wow, they said they would have an update and it is glorious.
I can't wait to run this on my 16v16 DM RTD skial server.
2:54
And here we can see the *PROPER* way to deal with animatronics that do get a bit quirky;
You punch em
This aint fnaf, its just a bunch of british people robbing an american chuck e cheese
The spy is french
You have my support if you wanted to make another video about this map!
This was awesome! Would love to see more
With the right weapon restrictions, I think this type of map would be most fun if both teams can choose any class.
Thie gamemode has the same medieval / zombies issue of melee hitrig being blocked my teammates.
Adding a comment to say, this is already looking fun af. I can't wait to play this in Contractors
I think it could be interesting to see what other classes could be on blue. Like maybe a medeival mode soldier that trades speed and utility for melee damage and a potentially powerful team buff, or a medigun only madic that completely sacrifices offensive ability for support, like Balloon boy or the phantom animatronics
Reminder that Fnaf came out 9 years ago
Honestly half of the mechanics of this make me think it could work even better for a TF2 Amongus
That sounds like a great idea but to make it so that you don't hear the kill or see it in the killfeed everyone would have to be spy with YER and somehow disabled disguises
Alternative title: FNAF but the night guards have had enough
Feel like giving the defenders small tasks to do outside of the control point room every once in a while would be a good way to change up the gamemode pace and not make it so turtley.
can't wait until its on the workshop.
Can't wait for Swipez, Starykrow and Mr Paladin to triple team the office and completely wreck the guards
seeing swipez as freddy in this gamemode will be terrifying
Raising walls in doorways to “freeze” the spy in the room when the camera focuses it could be an interesting mechanic if you go further with this
FNAF and TF2 are like Peanut butter and jelly, they both go hand-in-hand in how well they cross and mix with each other.
The animatronic team needs a buff. Maybe make it so that the camera's are not protected by the spawn, so that when someone is checking the cameras they are vulnerable.
"I'm not gonna jumpscare you, don't worry"
"THIS is Five Nights At Freddys"
AAAAAAHHHHH
Massive shoutout for giving your Spies silly little outfits