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111,225 Views • Apr 28, 2024 • Click to toggle off description
To spawn or not to spawn— that is the question.
In this video, I discuss the current state of TF2's spawn rooms and what makes them work.

▶ History of Dustbowl:    • The History of TF2’s Dustbowl  
▶ History of 2fort:    • The COMPLETE History of TF2's 2fort  

▶ My other TF2 stuff:    • TF2  
▶ My TF2 shorts:    • TF2 #shorts  

Special Thanks:
• The Nubing and ToasterWafflez for help with skits

👉 Get 25% OFF your first server: shockbyte.com/partner/LED

▶ My Socials: linktr.ee/LEDs_YT
💬 Discord: discord.gg/4UMFUcYFeM
#tf2 #teamfortress2
Metadata And Engagement

Views : 111,225
Genre: Gaming
Date of upload: Apr 28, 2024 ^^


Rating : 4.969 (56/7,241 LTDR)
RYD date created : 2024-05-22T05:36:33.089397Z
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YouTube Comments - 386 Comments

Top Comments of this video!! :3

@LEDs

3 weeks ago

I haven’t brought it up in a while, but I have a Discord server! I use it to chat with ya’ll and set up events, so hop in: discord.gg/4UMFUcYFeM

101 |

@Sillssa

3 weeks ago

I am now cursed with the knowledge that the badwater benches levitate

1K |

@Fenpoe

3 weeks ago

Valve, please give us an update, PEOPLE ARE STARTING TO TALK ABOUT THE F*ING SPAWN ROOMS.

711 |

@BobHogenProductions

3 weeks ago

you didn't have to make the thumbnail go so damn hard

532 |

@UmbrellaGent

3 weeks ago

The Mountain Lab spawn also has a nice bit of environmental storytelling included, with the airboat apparently being the means by which the BLU team arrived.

452 |

@genghisdingus

3 weeks ago

The basement spawn rooms in 2fort with no spawn points 💀

177 |

@WetSweatySocks

3 weeks ago

The spawn room is where I spend the most of my time in tf2, besides the respawn counter.

209 |

@FrogInShorts

3 weeks ago

Really glossed over the fact Blu first spawns are so detailed are because Blu spends over a minute in them in setup.

24 |

@MrRobotrax

3 weeks ago

I think the bland spawnrooms is an intentional choice to push players out into the battlefield. Most of the nice looking spawns are the ones that you have to wait in during setup.

63 |

@ruzgar1372

3 weeks ago

Spawn rooms are my favorite places in a map aesthetically. Especially Mossrock's Blu spawn takes the cake. (Monster Bash is a close second)

93 |

@user-jx7jd7bl4k

3 weeks ago

You forgot to mention it feels eternity in there and it's longer than you think.

11 |

@yourdemiseishere

3 weeks ago

I like a lot of the non immersive spawnrooms because you basically are walking out of a small building or functionally a closet, anything that isn't a small generic functional box or really small like the 5cp one ways, but something like the chinese koth map is a great storage room.

33 |

@ArazNebiza

3 weeks ago

0:08 you could also pick a good map and talk about it for 12 hours

106 |

@evankim2406

3 weeks ago

10:22 Looks like he's in the barrel today.

22 |

@snackermantm105

3 weeks ago

9:17 Bloodwater version has that door... and it was very brilliant idea, also everyone would go to that way too.

8 |

@neondead2.0.15

3 weeks ago

I knew that this benches had something wrong with them. Good to finally know what exactly.

20 |

@king5327

3 weeks ago

The 5cp spawn rooms only unlock when you control the middle and forward point. They're nerfed precisely to avoid the home field advantage that the defending team gets. It's inconsistent. Also by making the rooms exit-only they can avoid complicated door logic since the door just needs to open when someone's inside. The hypothetical entrance clip doesn't have to be toggled on and off based on which point is active (which could potentially get the door stuck open), or risk someone being able to enter a spawn point behind the points that are being contested.

42 |

@user-vn3mh7xv5h

2 weeks ago

You know, emesis blue tried to warn us about the respawn machine

4 |

@pux0rb

3 weeks ago

Forward spawns are empty for a reason. They're meant to be light on visuals so that the only thing in your immediate vision is the spawn door. The final spawn rooms on 5cp maps are often just a bare room and don't allow you back inside in order to subconsciously keep gameplay flowing. This is the same reason why maps are more detailed in the playable space but nearly everything out of bounds is empty fields. It can actually hurt readability to have too much detail in spaces, and the source engine has a strict brush and faces limit, so sometimes mappers have to keep less important areas sparse for that reason.

15 |

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