It would’ve been easy to just recreate the FNAF1 map in TF2, implement the camera mechanics and call it a day as a fun little community trade server map, but the fact that you went all out to not only make this a balanced and gameplay-focussed map but one that sports it’s own fully unique gamemode is amazing. Awesome work!
On one hand if you like how a Freddy works but hate how it looks it's nice to have another option to choose from. But on the other hand, reskins usually look like they would function differently from their counterpart.
The other reason mappers use different file names for every version they publish (even if it's a single minor change) is that you can't have two versions of the map with the same name. Otherwise clients who played the old version will get "Map differs from server" errors. There's no way to fix this except for the client to manually delete the old map from their tf2 folder. When you name a light, the light needs the ability to turn off, so an additional lighting state needs to be baked into the map. To prevent compile times going astronomical the devs decided to not bounce lighting from named lights, leading to what you saw in game. Bonus fact: the reason cubemaps break when you change the filename of a map is that the internal file structure of the bsp contains a folder with the map name. This folder contains the cubemaps. If you somehow manage to rename that folder when renaming the map you can actually make it work without recompiling in Hammer.
Doesn't TF2 download and replace the map file if it's different or does it purely just check if the file path itself is valid? And, if the mapmaker continuosly updates their map does it just fill the player's of the map's game with outdated junk files?
@@pwf2k TF2 doesn't support replacing the map file if it's different, it just throws an error if there's a different map with the same name. I presume it checks the hash of both files to see if they match before loading you into the game.
I feel like theming it around something like a warehouse of aggressive MvM robots and changing the name would give it potential to be added officially someday
I'm surprised you didnt cover the reasoning behind the change from the attackers being any class to being melee-only heavies, especially considering those fans that could be shot thru but the attackers no longer having guns
Spies were fun for stealth but were super easy to kill. I want encountering the animatronics to be at least somewhat scary, which you just don't get with a class with 125 HP that can only kill you from behind.
@@Great_Blue makes sense and that's roughly a long the lines of what I figured, I was more so stating I'm surprised it wasn't directly mentioned in the video
@@Great_BluePardon my ignorance, but is there really no way to change a player's stats (such as hp and speed), not even with VScript? You could perhaps have spies with higher than normal HP. I didn't really play it myself, but from the videos, the stealth seemed like a very interesting part of it.
@@Great_Blue but spies were really scary and made the game seem so interesting, you had a animatronic who could hide by cloaking, disguise as your teammate, sneak up on you, and oneshot you if you werent careful. And we also had the freedom of using any class, not just spy to be sneaky. But you ruined it by not only restricting the gameplay to 1 class only, but the one whos also the slowest
you should think about making the hallway lights (the normal outside ones) a lot darker/nonexistent so the door lights have a much bigger effect on gameplay
That'd probably just make defending the hallway impossible. Nothings forcing the Heavies to wait at the door either, they can just run in before they have the time to turn on the light
a-posing scout would be an extremely effective bit on this map. especially if you keep an eye out for the red light on the cams and stop to stare straight into them whenever you're being looked at
Animatronic Reskins in Five Nights at Freddy's have always seemed like a strange case to me. On one hand if you like how an Animatronic works but hate how it looks it's nice to have another option to choose from. But on the other hand, reskins usually look like they would function differently from their counterpart. And I've always thought it would be neat if cool looking animatronics like Rockstar Freddy had more of an identity than "Its Freddy but a rockstar" So I took a large number of animatronic reskins currently available in the series and gave them their own set of stats ranging from "Slightly modified sidegrade to the original" to "Completely new animatronic idea that's not balanced at all but a ton of fun."
With the obvious humor that comes from importing Fnaf into TF2 aside, this is kind of a wonder of game design and it’s been super cool to see this map and concept evolve over the better part of a year. Great stuff.
It would be really cool if there was a mode where the "animatronics" include one Cloak and Dagger spy with like 1 HP. Maybe even make it so he can't cap. Maybe even make it so he lights up when the lights go out se he can't abuse his watch to just camp the switches? IDK how'd that be accomplished, but the idea popped in my head and sounded cool. It could be the "Golden Freddy" of the animatronics and reinforce the defender's paranoia when they move out from the office.
The light thing is probably about baked lighting. When you name it, you're telling the engine that it probably will be moving/changing in some way, so it doesn't bother with baking better lighting.
the portion where you broke down the map elements like the lighting problems, the abbreviation meanings, and even the points where you showed how you set up the atmosphere was really interesting towards me. I've always wanted to try to design a map but on top of not knowing how to design objects in a 3D space or where even to start the language just always seemed important, what with tr_walkway_rc2, erebus_v2, egypt_final... I just found the whole segments of you explaining map details interesting to me.
While certainly an interesting concept, cosmetics and some weapons the robots were never intended to use end up being massively buggy, so it would really cause a lot of seemingly unfixable headaches. Not to mention, robots have really fucking loud footsteps.
There should be a server command for this map that lets the attacking team players do the A Pose/Civilian Pose/Reference Pose because it would be spooky as hell to see an A posing heavy staring you down from the cameras
How cool would it be to have 4 distinct classes as the animatronics. Heavy for Freddy, charging demo for foxy that you gotta shut the door for. Melee soldier for Bonnie. Melee pyro for Chica
Weapon Reskins in TF2 have always seemed like a strange case to me. On one hand if you like how a weapon works but hate how it looks it's nice to have another option to choose from. But on the other hand, reskins usually look like they would function differently from their counterpart. And I've always thought it would be neat if cool looking weapons like the maul had more of an identity than "Its the Homewrecker but for rich people" So I took a large number of weapon reskins currently available in the game and gave them their own set of stats ranging from "Slightly modified sidegrade to the original" to "Completely new weapon idea that's not balanced at all but a ton of fun." For this video at least I'm only going to be modifying weapons that are relatively cheap and easily obtainable so it can keep the pay 2 win to a minimum. Basically if its under a key in backpack.tf (tm) or it's directly craftable then its gonna be fair game. I'm also not going to be touching the Original, either of the pyroland weapons, or the Holy Mackerel since even though they're technically reskins, they have enough unique functions that make them notably different from their counterparts. All right lets go. The Three-Rune blade is a really cool looking weapon that just doesn't do it for me. Like sure if you hit somebody with a sword in real life they're probably gonna bleed. But if you made a sword that's so poorly weighted that you're guaranteed to hit yourself if you miss your target then you'd probably be better off not even forging the sword in the first place and just hurling chunks of iron at people. So hear me out, we've already got Demoknight but we don't have Scoutknight. I've always thought it would be really cool if the Three-rune made scout functioned kinda like Demoknight. You have a lot more health, better damage and range, and a slight movement speed buff in exchange for scout taking his medieval roleplay very seriously and refusing to use any non-medieval weapons. Scoutknight would effectively be a sidegrade to Demoknight by trading off health and shield resistances for better movement and secondary utility. I'm actually surprised we don't have a second melee subclass in TF2 already with how much time went into Demoknight. And the Three-rune seems like the most obvious weapon change to make to make that a reality. The Holy Mackerel is notably different enough from stock because the killfeed tracking hits function. However, the Unarmed Combat does basically the same thing as the Holy Mackerel so it does count as a reskin. The Unarmed Combat's basically a meme weapon so I'm not too concerned about making it competitively viable or anything, but I do wanna make it fulfill its role as a funny weapon by giving it funny stats. Since you're slapping people around, why not give it a knockback effect. The knockback wouldn't be much, but you'd be able to get kills with this pretty well just by juggling people around. It would be kinda annoying to fight against but the idea of slapping people off a cliff is funny to me, so I personally like the changes regardless of how effective they may be. The Nostromo Napalmer is technically not a reskin from stock because if you have the entire item set equipped you do more damage against scouts who are wearing the entire alien set, but only like 5 people have ever gotten use out of that specific stat so I'm willing to make an exception. Most of the flamethrowers right now reward you for being as close to your target as possible. So I thought it would be interesting to make a flamethrower that's the opposite, where it has increased flame distance but reverse falloff so you have to keep your target at the maximum possible distance to get the most damage. The increased flame speed would also give the flames more range since their calculation is based on time in the air instead of distance, so essentially its not as much of an ambush tool as much as it is a spacing tool. I have no idea how good or bad this would end up being because its such an "out there" concept, but I think this would be more of a high skill ceiling flamethrower to add to the game, and it would also work well in the Nostromo due to how the original version works in Alien. The Postal Pummeler has such a random design for an Axtinguisher reskin. Like sure, a mailbox as a melee is cool and all, but why make it a reskin to the Axtinguisher of all things. So if not an Axtinguisher reskin, what would a mailbox do? Mail has to travel to reach its destination and a lot of mail travels by air and yeah this is a pyro market gardener. There's not much explanation with this one, the only thing in note is that I added a deploy speed bonus to both negate the jetpack's long holster animation and to give you more time to hit targets with the detonator's smaller jumps. Other than that, I feel like pyro could use a market gardener and these are stats that would be a lot of fun in TF2. And it would make it doubly function by making the mailbox theme make more sense. The Maul is another really cool looking weapon that ends up being boring because of its stats. Because of how futuristic this thing looks, I'd expect it to do something more high-tech than just being a building smasher. So what if we inverted the homewrecker's damage against enemy buildings to provide buffs to friendly buildings instead? What I'm thinking for the Maul is that you'd be able to whack friendly buildings to make them operate a little bit faster. That means sentries would fire faster, dispensers would regenrate ammo and heal faster, and teleporters would take a little bit less time to recharge. This is of course a significant buff to Engineers, so just to make it a bit harder to keep buildings overclocked, the firing speed penalty would probably be necessary. Pybro's currently a great niche that's limited to a single weapon type, and since teamwork based playstyles should be widely encouraged in a game called "Team Fortress 2", getting pyros more option to help out friendly engineers would be a super great addition. The Bootlegger and the Wee Bootie's are 2 weapons that only exist because of their item sets. But even though the Wee Bootie's are consistent with its set, the Bootlegger doesn't really make sense in its context because its set doesn't really work well with any of the shields. So, what if we made it work with Stickyjumping? The new bootleg would effectively be a combination between the Manntreads and the Gunboats, but the Demoman instead of the Soldier. I don't think this really needs that much explanation since there are already similar weapons in the game that you can use as an example if you would wanna imagine how these would work, but having the bootlegger be demoman gunboats would both make a lot of sense and appease a lot of community members, so I think that's a good route to take with them. So then what would the Scottish Handshake be since its part of the same set as the Bootlegger? Yeah, its the demoman market gardener, pretty much copy and pasted from soldier. There are way too many reasons why this makes sense and I'm not the first nor last to come up with this idea, but I will get it out there that I thought about this change years ago before it became popuralized, so yay for being a hipster I guess.Overall making this set focus more on stickyjumping would give demo the proper counterpart to soldier's airborne armament set, which I think the game could certainly use. The Nessie's Nine Iron makes no sense because it completely ignores its source material. In the obscure indie game called "Golf", you don't use golf clubs as swords, even though it would probably make the sport much more entertaining to watch. Golf clubs are used to hit a ball to make it go flying into the air. So the Nessie's Nine Iron should be able to hit players to make them go flying in the air. Basically I'm changing this from an Eyelander that can collect heads to a knockback based sword that also has a sandman projectile built in. Demoknight option that has a launchable projectile would make for a very unique playstyle, since even though you're sacrificing a big chunk of your damage, the projectile range and ability to control what direction players are launched in would make this weapon pair incredibly well with hazard heavy maps. This one is definitely "out there" as far as the stats go and I'm not sure how effective it would even end up being, but it would be a lot of fun to use if nothing else.
Brilliant map, very well made. One issue, however, is engineers. I think it was a great idea to limit their sentries to tier 1 or minisentries, but the engineers that use the gunslinger can upgrade other engineer's sentries to tier 3, which pretty much breaks the balancing.
Love the work you put into this map. One addition I'd like to see, since you've put so much effort into the sounds, would be to have the jumpscare sound effect followed by static when the Blue team wins to match the 6am jingle when the Red team wins.
it would be a little neat to have one scout for the blues. it might be weird to balance but there is always atleast one fast animetronic in fnaf that runs. but ive never made a game so i wouldnt know the balancing.
I played on a server with plugins to prevent any class other than heavy, and playing as heavy, and ONLY as heavy without any demoknights or even scouts, was P A I N . Also you can essentially make it so the attackers can ONLY attack from one of the vents if you close certain doors. Also defenders can turn off the power before the round starts to put the power on cooldown!? Whyyyyyyyyyyy is there a COOLDOWN in the first place for turning off power dear GOD-
I’m surprised even with the advent of vscript that nobody has made a control points or any other kind of gamemodes with the same attack/defend basis, that has controllable doors and security cameras
outside of competitive matches I don't think it would really get any use, and even then you'd probably be missing out on a teammate (if somehow this made it into highlander spy would be less shit though)
This hits different at 3am after an agonizing bout of indigestion. Besides that, the sheer amount of effort you have put in is truly beyond commendable. Continue to fly high and fly far Great Blue!
Hey, I don't know if you're aware, and someone may have already told you about this, but there is a way to NOT be Heavy on attacking. In the part where you're dying on loop until you choose everyone's favorite Russian-turned-animatronic, if you choose to play as Demo with a shield, you can shield charge out of the stage, which I think is the killzone. Now, because of the fact that Demo's grenade launcher isn't allowed and his stickybomb launcher is already replaced by the shield, all he can really do is Demokinght if you at least have a sword, which, lets be honest, you probably do even if you haven't unlocked Eyelander because most of Demo's other melee options are swords. Anyways, poor attempts at sarcasm aside, this still makes the BLU team a little too powerful, since now at least one of the animatronics are faster, and can now one-hit kill in a larger range. Since I've never made a TF2 map, I don't know how you would fix this, but I think it could be possible. Still, it's a great map! I really love it, but I did have an idea while writing this. Maybe you could have BLU's spawn just behind the stage, with one way doors that enter into either the main stage or an added pirates cove, as a purely stylistical feature. (yes, I know that's not a word, but it should be IMO) In the end, it's your map and it's still made wonderfully! Keep up the good work!
Fun lighting fact : The reason the lighting is so rough when you set it to a toggleable source, is because it has to change from the baked in lighting, which cannot dynamically change, to a well.. dynamic light. It becomes rough, that pitch black wall and so on, but if it was allowed to do the same calculations baked lighting does it'd have to do it constantly since dynamic lights can turn on/off and even move, meaning your framerate would die.
Looks good. It's a remarkable thing to make. I'm gonna be interested in trying it out when vscript arrives. As of right now I think this video shows all that I need to know. You could be omitting a few secrets but we'll see.
I'm excited to play this map. One just like this one was already made and is currently in skial Zombie Escape severs called ze_Peter_Griffin's_Burger_Emporium and is a direct paste of FNaF 1 and 2. Unironically extremely fun to play on with 64 player servers and nails the dark and creepy atmosphere if you want examples and mechanics to draw from. Also perhaps reskinning all of BLU to be robots or animatronic variants would be very fitting
Hey man, don't worry about this being your first map. It's amazing that you finished a map that you're happy with and was able to take and execute on player feedback to get there (which is difficult because you have to figure out the solution yourself since players never have the correct solutions). Good work!
I played the map with a random guy who was hosting. It was very fun and at one point we had 10 people on each team. I think the most fun I had was when it was 5v5 or so. I think if people were try-harding then 3v3 would’ve been the optimal. It is hard to overstate how awesome the ambient noises were, they really contributed to the atmosphere along with the environment. Gave me some 2014 nostalgia. The map was also most fun when people embraced unique classes/weapons. I loved defending the vent as huntsman sniper. We had a few people on red at one point stack level 3 sentries and it was very unfun to play against. Most of the time people embraced the honor rules though. At times I wished I could play a class other than heavy on blue but just being able to change melee provided some serviceable depth.
This map goes pretty hard. I like it a lot. I like how it melds both games together into something unique and cool. This video is also a nice reference point in terms of how things can change over time with feedback and capabilities. Btw if you ever do want to make another fnaf styled map, it would be interesting to see the fnaf 3 location be a tf2 map
Would it somehow be possible to theme the health pickups? Like make the small ones pizza slices, the medium ones a half of a pizza in an open box, and the large ones a full pizza box? I think it would add a nice little touch!
i've never even played tf2 but god is this video interesting, the map is great and the effort you put in to make it balanced as a playable game mode and not just a map recreation is amazing.
*BUG REPORT* Not sure if you'll see this but there is a bug with turning the Power back on. In my testing I noticed the button that turns on the power only activates when hit by a melee attack, which is fine with most classes, but since Engineer has his wrench disabled it's impossible for him to turn the power back on.
The only touches i could suggest are domination sounds. Adding the jumpscare when you get dominated, the happy freddy giggle when you dominate someone, and the low freddy laugh when the domination gets broken would be neat touches if possible.
In regards to the changes made to the building layout, it's important to remember that none of the buildings in the first three FNaF games are actually sensibly laid out, and are entirely made for the gameplay first and then just decorated to look passable as 'a room in the building'. Hell, the second game's pizzeria lacks a kitchen, and all of its party rooms are sandwiched between a security area with vents big enough for a kid to stand up in and the parts and service room which is very out of the way compared to the stage where the animatronics would actually be most of the time. Half of the first game's map is dedicated solely to long hallways, and 3 is _only_ long hallways though admittedly in that one's setting it makes a little bit of sense; and none of them fit neatly into a rectangular building floor plan. You don't wholly notice this during gameplay because it works fine for gameplay, that being what it's meant for, but when you're making a recreation with changes already needed and where you're intended to actually _walk_ this place which was never meant to be explored in first person, then it's definitely worthwhile to make the place make a little more sense. Even if the vents remain man-sized and at ground level.
Possible good tactic: Defense all engineer Rescue ranger (Secondary) Eureka Effect Sentries at the doors, teleporters in random spots (some near the two buttons that open the breaker door, along with 1-2 sentry at the aforementioned buttons)
Great work! however I see one flaw with the map, you know the ‘celebrate’ poster you added? You should make hitting Freddys nose play a honk sound effect like it does in FNAF.
I played a decent amount of rounds and from what I got from them is this: + It is very fun when played right - It is pretty easy to shut the left office door and maintenance door and to just camp the maintenance vent (Maybe a vent that leads straight to the office would be a way to solve that as it would encourage diverse non-office door usage, or maybe remove the door so it's not before the power button, other than that the storage side rarely saw action other than someone stopping a heavy from entering the vent) + It is wonderfully stressful watching a heavy cap as you are close to respawning - Engies should not be able to build although weapons like the stickies make for interesting gameplay but does contribute to the first maintenance problem - Another issue is that cams are basically useless due to the speed of the blu players Note: The average team composition was about 3v3 and I think that is a really good size. Heavy only is a great choice but I wish there was a way to make them slower somehow
This probably wasn't intentional, but the biggest impression I get from this video now is that "I hope you run out of power IRL" should become a new phrase.
Maybe a gamemode that works with this is zombie escape or super zombie fortress because zombie escape has a fnaf family guy map and i this it cam work that way
I miss the Red Emergency Lighting when the power was off, it gave the feel that the building was basically running off some kind of backup generator that only had enough power for the lights.
I think it’d be so fun if you added a map based on the Fnaf 2 layout, but instead of there being no doors the vents have doors that close at normal speed and the huge hallway has a massive door that closes really slowly.
this looks SO cool, and released just in time to capitalize off of the hype of the movie. i cant wait to relive my childhood horrors in noneother than team defense fort the second
what could add even more atmosphere to the power outage event is if you found a way to replace the texture or something on the lights to "turn them off" so to speak.
the sound is really cool. Don't know if the ambiance being louder based on of how close blu is to the office was inspired by the fnaf 3 ambience system or not, as it is an actual mechanic in that game, but is a really neat addition nonetheless.
I really like this, as a hardcore FNAF fan I approve. Also one Idea I has is having the attackers be MVM robots, since ya know animatronics. Just a cosmetic thing :D
btw the reason why changing the light to be toggleable doesn't cast bouncelighting is that its no longer a baked light. real time bounce lights arent a thing in source. its not even a thing in source 2. so you have to chose between baked or dynamic (light the toggleable light)
Regarding version numbering, it's an interesting subject to discuss because while the approach you use is moderately common, there's tons of different standards, especially in the realm of software development; just a whole number version system is, indeed, somewhat less than optimal, but there's a *lot* of variations on purely numbered versioning systems. Decimal places occur a lot, and yes can even appear in filenames, with a relatively common approach being major version.minor version.hotfix/patch or build number. Often for development versions under these systems, you'll see 0.x.x version numbers. Just using a build/revision number flat-out is also somewhat common, particularly for early development, presumably because it's simple but also still pretty granular (since any given project will typically have a large number of builds before being "finished"). Ultimately what the "ideal" version numbering scheme is depends a lot on what you're doing, and there's a lot of different options!
My biggest suggestion for this gamemode for when you lock down vscript enforcement on classes is this: Differentiate the animatronics by classes. Freddy: Heavy - Melee only. Gains speed and capture rate once the power is out. Bonnie: Soldier - Melee only. Speed and jump height increase? Idk tbh. Chica: Sniper - Default melee and Jarate. Foxy: Demo - Default melee and tide turner. Golden Freddy - Spy without revolver. Springtrap - Default Pyro (jk) Security guards- Engineer, Scout, Medic? I had a lot of fun seeing how people did zombie infections classes, I can’t help but imagine how it could apply to your amazing gamemode.
Blue: *gives us a great example of the audio of the map*
Scout: "PLaY BaLL"
Oh there’s my ball
I love my ball :D
Got my ball back 🥹
home-freaking-run!
B O N K
It would’ve been easy to just recreate the FNAF1 map in TF2, implement the camera mechanics and call it a day as a fun little community trade server map, but the fact that you went all out to not only make this a balanced and gameplay-focussed map but one that sports it’s own fully unique gamemode is amazing. Awesome work!
"they had us in the first half, they had us"
I played the map with my friends and defending is way too easy because I was playing by myself.
Relatable😔
Like an empty custom night...
well you can't lose if your opponent is yourself
freddy fazbear CPU is added in if playing alone in new update, he has 59500 health and goes 'har har, har har har --- har har har har har'
Me replaying FNAF 3 night 1 (literally nobody's there) 50 times like a coward:
The "bring a shotgun to Freddy's" MFs never expect the animatronics to bring miniguns.
but the animatronics are locked to melee...
Freddy Fazbear reskins in FNAF have always seemed like a strange case to me
five nights at badlands
fnad
@@rasciii shut up I will jumpscare you
On one hand if you like how a Freddy works but hate how it looks it's nice to have another option to choose from. But on the other hand, reskins usually look like they would function differently from their counterpart.
@@rasciiiSo I decided to make up new stats for several Freddy reskins and will now share them with you all.
The other reason mappers use different file names for every version they publish (even if it's a single minor change) is that you can't have two versions of the map with the same name. Otherwise clients who played the old version will get "Map differs from server" errors. There's no way to fix this except for the client to manually delete the old map from their tf2 folder.
When you name a light, the light needs the ability to turn off, so an additional lighting state needs to be baked into the map. To prevent compile times going astronomical the devs decided to not bounce lighting from named lights, leading to what you saw in game.
Bonus fact: the reason cubemaps break when you change the filename of a map is that the internal file structure of the bsp contains a folder with the map name. This folder contains the cubemaps. If you somehow manage to rename that folder when renaming the map you can actually make it work without recompiling in Hammer.
Yo megascatter bomb you should make a vid of the bots
Doesn't TF2 download and replace the map file if it's different or does it purely just check if the file path itself is valid? And, if the mapmaker continuosly updates their map does it just fill the player's of the map's game with outdated junk files?
@@pwf2kthe map files are pretty small, so it doesn't rlly matter
@@pwf2k TF2 doesn't support replacing the map file if it's different, it just throws an error if there's a different map with the same name. I presume it checks the hash of both files to see if they match before loading you into the game.
I feel like theming it around something like a warehouse of aggressive MvM robots and changing the name would give it potential to be added officially someday
mvm_fnaf
I'm surprised you didnt cover the reasoning behind the change from the attackers being any class to being melee-only heavies, especially considering those fans that could be shot thru but the attackers no longer having guns
Spies were fun for stealth but were super easy to kill. I want encountering the animatronics to be at least somewhat scary, which you just don't get with a class with 125 HP that can only kill you from behind.
@@Great_Blue makes sense and that's roughly a long the lines of what I figured, I was more so stating I'm surprised it wasn't directly mentioned in the video
@@Great_BluePardon my ignorance, but is there really no way to change a player's stats (such as hp and speed), not even with VScript? You could perhaps have spies with higher than normal HP. I didn't really play it myself, but from the videos, the stealth seemed like a very interesting part of it.
@@sharpshark1158 I feel like at that point you might as well give Heavy the ability to backstab himself
@@Great_Blue but spies were really scary and made the game seem so interesting, you had a animatronic who could hide by cloaking, disguise as your teammate, sneak up on you, and oneshot you if you werent careful. And we also had the freedom of using any class, not just spy to be sneaky. But you ruined it by not only restricting the gameplay to 1 class only, but the one whos also the slowest
you should think about making the hallway lights (the normal outside ones) a lot darker/nonexistent so the door lights have a much bigger effect on gameplay
Agreed
That'd probably just make defending the hallway impossible. Nothings forcing the Heavies to wait at the door either, they can just run in before they have the time to turn on the light
a-posing scout would be an extremely effective bit on this map. especially if you keep an eye out for the red light on the cams and stop to stare straight into them whenever you're being looked at
i see that for the past few months fnaf has been a strange case to you
Five nights at Freddy's has always been a strange case to me
This running joke has always been a strange case to me
This strange case has been a running joke of a strange case
I like how the map started not looking at all like the fnaf 1 map then it just becomes the map with a big ass hallways to the office
But one the other hand Great Blue gotta still add the highlander setting and correct posters to the map
Animatronic Reskins in Five Nights at Freddy's have always seemed like a strange case to me. On one hand if you like how an Animatronic works but hate how it looks it's nice to have another option to choose from. But on the other hand, reskins usually look like they would function differently from their counterpart. And I've always thought it would be neat if cool looking animatronics like Rockstar Freddy had more of an identity than "Its Freddy but a rockstar" So I took a large number of animatronic reskins currently available in the series and gave them their own set of stats ranging from "Slightly modified sidegrade to the original" to "Completely new animatronic idea that's not balanced at all but a ton of fun."
Lmfao
With the obvious humor that comes from importing Fnaf into TF2 aside, this is kind of a wonder of game design and it’s been super cool to see this map and concept evolve over the better part of a year. Great stuff.
You absolutely nailed the vibe of this map, it looks amazing. I’ve never been a fan of fnaf, but this actually looks like fun to play.
It would be really cool if there was a mode where the "animatronics" include one Cloak and Dagger spy with like 1 HP. Maybe even make it so he can't cap. Maybe even make it so he lights up when the lights go out se he can't abuse his watch to just camp the switches?
IDK how'd that be accomplished, but the idea popped in my head and sounded cool. It could be the "Golden Freddy" of the animatronics and reinforce the defender's paranoia when they move out from the office.
Sounds miserable to play as
He could also add a Scout to the enemy team to mimick Foxy
“That Freddy is a Bloody- Sentry!- HAHA-explodes”
Just downloaded it
Immediately disappointed Freddy's nose doesn't squeak when you shoot it on the poster
Literally unplayable
Agreed 7/10 too much water
The light thing is probably about baked lighting. When you name it, you're telling the engine that it probably will be moving/changing in some way, so it doesn't bother with baking better lighting.
This shit would've been more understandable than Prop Hunt 💀
I think if the attackers win it should play the fnaf 3 bad ending theme. It's the wrong game but it still has that, "all hope is lost" feel.
the portion where you broke down the map elements like the lighting problems, the abbreviation meanings, and even the points where you showed how you set up the atmosphere was really interesting towards me. I've always wanted to try to design a map but on top of not knowing how to design objects in a 3D space or where even to start the language just always seemed important, what with tr_walkway_rc2, erebus_v2, egypt_final... I just found the whole segments of you explaining map details interesting to me.
This is so well made. I feel how you actually liked doing this map. As old fnaf fan this is so nice to see and give me some warm vibes
Have you considered using robots model for the blue team?
While certainly an interesting concept, cosmetics and some weapons the robots were never intended to use end up being massively buggy, so it would really cause a lot of seemingly unfixable headaches. Not to mention, robots have really fucking loud footsteps.
@@EzekiesAcheron the footesteps would kinda add to it ngl
@@buzzlightyearpfp7641 It would be cool, but it would also kill some of the balance.
There should be a server command for this map that lets the attacking team players do the A Pose/Civilian Pose/Reference Pose because it would be spooky as hell to see an A posing heavy staring you down from the cameras
@@skinwalker69420 based you are a genius
How cool would it be to have 4 distinct classes as the animatronics. Heavy for Freddy, charging demo for foxy that you gotta shut the door for. Melee soldier for Bonnie. Melee pyro for Chica
Weapon Reskins in TF2 have always seemed like a strange case to me. On one hand if you like how a weapon works but hate how it looks it's nice to have another option to choose from. But on the other hand, reskins usually look like they would function differently from their counterpart. And I've always thought it would be neat if cool looking weapons like the maul had more of an identity than "Its the Homewrecker but for rich people" So I took a large number of weapon reskins currently available in the game and gave them their own set of stats ranging from "Slightly modified sidegrade to the original" to "Completely new weapon idea that's not balanced at all but a ton of fun."
For this video at least I'm only going to be modifying weapons that are relatively cheap and easily obtainable so it can keep the pay 2 win to a minimum. Basically if its under a key in backpack.tf (tm) or it's directly craftable then its gonna be fair game. I'm also not going to be touching the Original, either of the pyroland weapons, or the Holy Mackerel since even though they're technically reskins, they have enough unique functions that make them notably different from their counterparts. All right lets go.
The Three-Rune blade is a really cool looking weapon that just doesn't do it for me. Like sure if you hit somebody with a sword in real life they're probably gonna bleed. But if you made a sword that's so poorly weighted that you're guaranteed to hit yourself if you miss your target then you'd probably be better off not even forging the sword in the first place and just hurling chunks of iron at people. So hear me out, we've already got Demoknight but we don't have Scoutknight. I've always thought it would be really cool if the Three-rune made scout functioned kinda like Demoknight. You have a lot more health, better damage and range, and a slight movement speed buff in exchange for scout taking his medieval roleplay very seriously and refusing to use any non-medieval weapons. Scoutknight would effectively be a sidegrade to Demoknight by trading off health and shield resistances for better movement and secondary utility. I'm actually surprised we don't have a second melee subclass in TF2 already with how much time went into Demoknight. And the Three-rune seems like the most obvious weapon change to make to make that a reality.
The Holy Mackerel is notably different enough from stock because the killfeed tracking hits function. However, the Unarmed Combat does basically the same thing as the Holy Mackerel so it does count as a reskin. The Unarmed Combat's basically a meme weapon so I'm not too concerned about making it competitively viable or anything, but I do wanna make it fulfill its role as a funny weapon by giving it funny stats. Since you're slapping people around, why not give it a knockback effect. The knockback wouldn't be much, but you'd be able to get kills with this pretty well just by juggling people around. It would be kinda annoying to fight against but the idea of slapping people off a cliff is funny to me, so I personally like the changes regardless of how effective they may be.
The Nostromo Napalmer is technically not a reskin from stock because if you have the entire item set equipped you do more damage against scouts who are wearing the entire alien set, but only like 5 people have ever gotten use out of that specific stat so I'm willing to make an exception. Most of the flamethrowers right now reward you for being as close to your target as possible. So I thought it would be interesting to make a flamethrower that's the opposite, where it has increased flame distance but reverse falloff so you have to keep your target at the maximum possible distance to get the most damage. The increased flame speed would also give the flames more range since their calculation is based on time in the air instead of distance, so essentially its not as much of an ambush tool as much as it is a spacing tool. I have no idea how good or bad this would end up being because its such an "out there" concept, but I think this would be more of a high skill ceiling flamethrower to add to the game, and it would also work well in the Nostromo due to how the original version works in Alien.
The Postal Pummeler has such a random design for an Axtinguisher reskin. Like sure, a mailbox as a melee is cool and all, but why make it a reskin to the Axtinguisher of all things. So if not an Axtinguisher reskin, what would a mailbox do? Mail has to travel to reach its destination and a lot of mail travels by air and yeah this is a pyro market gardener. There's not much explanation with this one, the only thing in note is that I added a deploy speed bonus to both negate the jetpack's long holster animation and to give you more time to hit targets with the detonator's smaller jumps. Other than that, I feel like pyro could use a market gardener and these are stats that would be a lot of fun in TF2. And it would make it doubly function by making the mailbox theme make more sense.
The Maul is another really cool looking weapon that ends up being boring because of its stats. Because of how futuristic this thing looks, I'd expect it to do something more high-tech than just being a building smasher. So what if we inverted the homewrecker's damage against enemy buildings to provide buffs to friendly buildings instead? What I'm thinking for the Maul is that you'd be able to whack friendly buildings to make them operate a little bit faster. That means sentries would fire faster, dispensers would regenrate ammo and heal faster, and teleporters would take a little bit less time to recharge. This is of course a significant buff to Engineers, so just to make it a bit harder to keep buildings overclocked, the firing speed penalty would probably be necessary. Pybro's currently a great niche that's limited to a single weapon type, and since teamwork based playstyles should be widely encouraged in a game called "Team Fortress 2", getting pyros more option to help out friendly engineers would be a super great addition.
The Bootlegger and the Wee Bootie's are 2 weapons that only exist because of their item sets. But even though the Wee Bootie's are consistent with its set, the Bootlegger doesn't really make sense in its context because its set doesn't really work well with any of the shields. So, what if we made it work with Stickyjumping? The new bootleg would effectively be a combination between the Manntreads and the Gunboats, but the Demoman instead of the Soldier. I don't think this really needs that much explanation since there are already similar weapons in the game that you can use as an example if you would wanna imagine how these would work, but having the bootlegger be demoman gunboats would both make a lot of sense and appease a lot of community members, so I think that's a good route to take with them.
So then what would the Scottish Handshake be since its part of the same set as the Bootlegger? Yeah, its the demoman market gardener, pretty much copy and pasted from soldier. There are way too many reasons why this makes sense and I'm not the first nor last to come up with this idea, but I will get it out there that I thought about this change years ago before it became popuralized, so yay for being a hipster I guess.Overall making this set focus more on stickyjumping would give demo the proper counterpart to soldier's airborne armament set, which I think the game could certainly use.
The Nessie's Nine Iron makes no sense because it completely ignores its source material. In the obscure indie game called "Golf", you don't use golf clubs as swords, even though it would probably make the sport much more entertaining to watch. Golf clubs are used to hit a ball to make it go flying into the air. So the Nessie's Nine Iron should be able to hit players to make them go flying in the air. Basically I'm changing this from an Eyelander that can collect heads to a knockback based sword that also has a sandman projectile built in. Demoknight option that has a launchable projectile would make for a very unique playstyle, since even though you're sacrificing a big chunk of your damage, the projectile range and ability to control what direction players are launched in would make this weapon pair incredibly well with hazard heavy maps. This one is definitely "out there" as far as the stats go and I'm not sure how effective it would even end up being, but it would be a lot of fun to use if nothing else.
Brilliant map, very well made. One issue, however, is engineers. I think it was a great idea to limit their sentries to tier 1 or minisentries, but the engineers that use the gunslinger can upgrade other engineer's sentries to tier 3, which pretty much breaks the balancing.
Love the work you put into this map. One addition I'd like to see, since you've put so much effort into the sounds, would be to have the jumpscare sound effect followed by static when the Blue team wins to match the 6am jingle when the Red team wins.
it would be a little neat to have one scout for the blues. it might be weird to balance but there is always atleast one fast animetronic in fnaf that runs. but ive never made a game so i wouldnt know the balancing.
Demoknight might also work
@@declanrice357 actually that might be better. Since foxy doesn't run for a long time.
@desk_fan_chan Only does 1 charge at 3am, right?
@@desk_fan_chan smart
I played on a server with plugins to prevent any class other than heavy, and playing as heavy, and ONLY as heavy without any demoknights or even scouts, was P A I N . Also you can essentially make it so the attackers can ONLY attack from one of the vents if you close certain doors. Also defenders can turn off the power before the round starts to put the power on cooldown!? Whyyyyyyyyyyy is there a COOLDOWN in the first place for turning off power dear GOD-
I feel like you should put "IT'S ME" on the walls outside of the office when the power goes out, that would be cool, in my opinion
"i hope you run out of power irl" this man just caused the aus wide optus power outage this morning
-FNAF reskins in the fangame community have always seemed like a strange case to me-
On one hand,
-------------------------------
Five nights at Candy's 1 be like
@@PineappleDealer37 I was personally thinking more of Fap Nights at Frenni's
@@segadoeswhatnintendont on one hand? More like play with one hand usually for Fnaf fangames
I’m surprised even with the advent of vscript that nobody has made a control points or any other kind of gamemodes with the same attack/defend basis, that has controllable doors and security cameras
outside of competitive matches I don't think it would really get any use, and even then you'd probably be missing out on a teammate
(if somehow this made it into highlander spy would be less shit though)
Awesome job, man! Hopefully this thing gets some traction because I'd love to see some TF2bers upload gameplay footage of it.
This hits different at 3am after an agonizing bout of indigestion. Besides that, the sheer amount of effort you have put in is truly beyond commendable. Continue to fly high and fly far Great Blue!
Hey, I don't know if you're aware, and someone may have already told you about this, but there is a way to NOT be Heavy on attacking. In the part where you're dying on loop until you choose everyone's favorite Russian-turned-animatronic, if you choose to play as Demo with a shield, you can shield charge out of the stage, which I think is the killzone. Now, because of the fact that Demo's grenade launcher isn't allowed and his stickybomb launcher is already replaced by the shield, all he can really do is Demokinght if you at least have a sword, which, lets be honest, you probably do even if you haven't unlocked Eyelander because most of Demo's other melee options are swords. Anyways, poor attempts at sarcasm aside, this still makes the BLU team a little too powerful, since now at least one of the animatronics are faster, and can now one-hit kill in a larger range. Since I've never made a TF2 map, I don't know how you would fix this, but I think it could be possible. Still, it's a great map! I really love it, but I did have an idea while writing this. Maybe you could have BLU's spawn just behind the stage, with one way doors that enter into either the main stage or an added pirates cove, as a purely stylistical feature. (yes, I know that's not a word, but it should be IMO) In the end, it's your map and it's still made wonderfully! Keep up the good work!
Fun lighting fact : The reason the lighting is so rough when you set it to a toggleable source, is because it has to change from the baked in lighting, which cannot dynamically change, to a well.. dynamic light. It becomes rough, that pitch black wall and so on, but if it was allowed to do the same calculations baked lighting does it'd have to do it constantly since dynamic lights can turn on/off and even move, meaning your framerate would die.
Looks good. It's a remarkable thing to make. I'm gonna be interested in trying it out when vscript arrives. As of right now I think this video shows all that I need to know. You could be omitting a few secrets but we'll see.
I'm excited to play this map. One just like this one was already made and is currently in skial Zombie Escape severs called ze_Peter_Griffin's_Burger_Emporium and is a direct paste of FNaF 1 and 2. Unironically extremely fun to play on with 64 player servers and nails the dark and creepy atmosphere if you want examples and mechanics to draw from. Also perhaps reskinning all of BLU to be robots or animatronic variants would be very fitting
Imagine if animatronics would be here called Animanntronics and would be just MvM robots
Mannimatronics
this looks amazing. this has encouraged me to get into map making myself im going to play this with my friends today.
NEW SCREAM FORTRESS 2024 VSCRIPT GAMEMODE BY COMMUNITY??? NO WAY
Jokes aside, great work. It was so entertaining following the evolution of this map!
Ok listening to this while playing something and forgetting what tf your listening to, cp fnaf sounds cursed as fuck
Hey man, don't worry about this being your first map. It's amazing that you finished a map that you're happy with and was able to take and execute on player feedback to get there (which is difficult because you have to figure out the solution yourself since players never have the correct solutions). Good work!
I played the map with a random guy who was hosting. It was very fun and at one point we had 10 people on each team. I think the most fun I had was when it was 5v5 or so. I think if people were try-harding then 3v3 would’ve been the optimal.
It is hard to overstate how awesome the ambient noises were, they really contributed to the atmosphere along with the environment. Gave me some 2014 nostalgia.
The map was also most fun when people embraced unique classes/weapons. I loved defending the vent as huntsman sniper. We had a few people on red at one point stack level 3 sentries and it was very unfun to play against. Most of the time people embraced the honor rules though.
At times I wished I could play a class other than heavy on blue but just being able to change melee provided some serviceable depth.
so hyped to see people get fnaffed
This map goes pretty hard. I like it a lot. I like how it melds both games together into something unique and cool. This video is also a nice reference point in terms of how things can change over time with feedback and capabilities.
Btw if you ever do want to make another fnaf styled map, it would be interesting to see the fnaf 3 location be a tf2 map
I followed this from beginning to end and honestly the end result is Absolutely amazing
Would it somehow be possible to theme the health pickups? Like make the small ones pizza slices, the medium ones a half of a pizza in an open box, and the large ones a full pizza box? I think it would add a nice little touch!
amazing map design !!
fnaf has always seemed like a strange case to me
make a pirates cove make it so the heavy's can do some thing AND OPEN IT AND A SCOUT WILL attack
i've never even played tf2 but god is this video interesting, the map is great and the effort you put in to make it balanced as a playable game mode and not just a map recreation is amazing.
We need one last update that just adds lines of the Heavy singing the Toreador March >:)
13:44
*BUG REPORT*
Not sure if you'll see this but there is a bug with turning the Power back on. In my testing I noticed the button that turns on the power only activates when hit by a melee attack, which is fine with most classes, but since Engineer has his wrench disabled it's impossible for him to turn the power back on.
I remember seeing some sort of preview for this on your channel a while back. I completely forgot about it, and Im glad you didnt give up on that idea
The only touches i could suggest are domination sounds. Adding the jumpscare when you get dominated, the happy freddy giggle when you dominate someone, and the low freddy laugh when the domination gets broken would be neat touches if possible.
This map has really improved since the beginning! You did a great job on it so far
using soundscapes as a thematical ambience thingy is genious
cant imagine the amount of triggers for sounds though
In regards to the changes made to the building layout, it's important to remember that none of the buildings in the first three FNaF games are actually sensibly laid out, and are entirely made for the gameplay first and then just decorated to look passable as 'a room in the building'. Hell, the second game's pizzeria lacks a kitchen, and all of its party rooms are sandwiched between a security area with vents big enough for a kid to stand up in and the parts and service room which is very out of the way compared to the stage where the animatronics would actually be most of the time. Half of the first game's map is dedicated solely to long hallways, and 3 is _only_ long hallways though admittedly in that one's setting it makes a little bit of sense; and none of them fit neatly into a rectangular building floor plan. You don't wholly notice this during gameplay because it works fine for gameplay, that being what it's meant for, but when you're making a recreation with changes already needed and where you're intended to actually _walk_ this place which was never meant to be explored in first person, then it's definitely worthwhile to make the place make a little more sense. Even if the vents remain man-sized and at ground level.
Possible good tactic:
Defense all engineer
Rescue ranger
(Secondary)
Eureka Effect
Sentries at the doors, teleporters in random spots (some near the two buttons that open the breaker door, along with 1-2 sentry at the aforementioned buttons)
now u gotta turn the blu team into machines
Great work! however I see one flaw with the map, you know the ‘celebrate’ poster you added? You should make hitting Freddys nose play a honk sound effect like it does in FNAF.
I've been waiting for this for so long thx for another amazing video and map
I played a decent amount of rounds and from what I got from them is this:
+ It is very fun when played right
- It is pretty easy to shut the left office door and maintenance door and to just camp the maintenance vent
(Maybe a vent that leads straight to the office would be a way to solve that as it would encourage diverse non-office door usage, or maybe remove the door so it's not before the power button, other than that the storage side rarely saw action other than someone stopping a heavy from entering the vent)
+ It is wonderfully stressful watching a heavy cap as you are close to respawning
- Engies should not be able to build although weapons like the stickies make for interesting gameplay but does contribute to the first maintenance problem
- Another issue is that cams are basically useless due to the speed of the blu players
Note: The average team composition was about 3v3 and I think that is a really good size.
Heavy only is a great choice but I wish there was a way to make them slower somehow
It’s looks more Polished than Vscript official Zombie Mode.
This probably wasn't intentional, but the biggest impression I get from this video now is that "I hope you run out of power IRL" should become a new phrase.
I also hope you make more cool maps like this thanks for making a fnaf map I will show my friends when I am able to
Maybe a gamemode that works with this is zombie escape or super zombie fortress because zombie escape has a fnaf family guy map and i this it cam work that way
I miss the Red Emergency Lighting when the power was off, it gave the feel that the building was basically running off some kind of backup generator that only had enough power for the lights.
I think it’d be so fun if you added a map based on the Fnaf 2 layout, but instead of there being no doors the vents have doors that close at normal speed and the huge hallway has a massive door that closes really slowly.
I cant believe great blue was pregnant with fnaf for 9 months
Delete this comment.
It looks really good!. I also really think that other FNAF maps could be cool too.
I've wanted a fnaf game to have this kind of gameplay, it's cool seeing it discussed
Incredible Artsy Vibe
Amazing Work
Great Details
Good Effort
15:17 don't sell yourself short. This is great. You don't need 6 years of experience for people to even start thinking your stuff is cool.
this looks SO cool, and released just in time to capitalize off of the hype of the movie. i cant wait to relive my childhood horrors in noneother than team defense fort the second
You seriously inspired me because i'm working on a Pyroland map, an actual one besides a re-skin pack that affects every map (only the vanilla one)
The fnaf ambience playing while a attacker is near the office is so cool
I'm glad its finally out! I'm excited to play it
the music cues were a nice touch
what could add even more atmosphere to the power outage event is if you found a way to replace the texture or something on the lights to "turn them off" so to speak.
This must've taken so much work
Just imagine of Valve decided to put this map into the next Scream Fortress event. Crazy thought, I know.
ngl i think this video just inspired me to try making my own map, this looks so cool!
the sound is really cool. Don't know if the ambiance being louder based on of how close blu is to the office was inspired by the fnaf 3 ambience system or not, as it is an actual mechanic in that game, but is a really neat addition nonetheless.
it would be cool if someone made a dedicated server for this map. you know... for people like me without friends
You know what would make this more sense if you make the blu team mercs as their robot counterparts from MVM since FNAF has killer robots.
Can’t wait to see you show off the gameplay.
I really like this, as a hardcore FNAF fan I approve. Also one Idea I has is having the attackers be MVM robots, since ya know animatronics. Just a cosmetic thing :D
btw the reason why changing the light to be toggleable doesn't cast bouncelighting is that its no longer a baked light. real time bounce lights arent a thing in source. its not even a thing in source 2. so you have to chose between baked or dynamic (light the toggleable light)
You should've added when the attackers win, text pops up on the screen which says: "Great job Faz-team! We defeated the guards!"
“If I was a bad security guard, I WOULDN’T BE STANDING HERE DISCUSSING IT WITH YOU, NOW WOULD I?!”
Regarding version numbering, it's an interesting subject to discuss because while the approach you use is moderately common, there's tons of different standards, especially in the realm of software development; just a whole number version system is, indeed, somewhat less than optimal, but there's a *lot* of variations on purely numbered versioning systems. Decimal places occur a lot, and yes can even appear in filenames, with a relatively common approach being major version.minor version.hotfix/patch or build number. Often for development versions under these systems, you'll see 0.x.x version numbers.
Just using a build/revision number flat-out is also somewhat common, particularly for early development, presumably because it's simple but also still pretty granular (since any given project will typically have a large number of builds before being "finished").
Ultimately what the "ideal" version numbering scheme is depends a lot on what you're doing, and there's a lot of different options!
I love the fan art that Mushroom made! it gives me Paper Mario vibes and its so cool!
My biggest suggestion for this gamemode for when you lock down vscript enforcement on classes is this: Differentiate the animatronics by classes.
Freddy: Heavy - Melee only. Gains speed and capture rate once the power is out.
Bonnie: Soldier - Melee only. Speed and jump height increase? Idk tbh.
Chica: Sniper - Default melee and Jarate.
Foxy: Demo - Default melee and tide turner.
Golden Freddy - Spy without revolver.
Springtrap - Default Pyro (jk)
Security guards- Engineer, Scout, Medic?
I had a lot of fun seeing how people did zombie infections classes, I can’t help but imagine how it could apply to your amazing gamemode.
Can't wait to see this added in the next smissmas update.
16:22 jokes on you, i'm from Venezuela! that happens everyday
same thing for mfs in Cuba 💀💀
Feel like blue team should take the skins of the mvm robots
I think the color banding on the lighting would be a lot less intense if you were using HDR. LDR lightmaps are compressed.