I Turned Emesis Blue into a Playable TF2 Map

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Published 2023-07-31
Finally: Conagher Slaughterhouse has become real. Well, real in TF2 anyway.

----- SPOILERS FOR EMESIS BLUE! -----

After watching Emesis Blue and noticing that certain scenes looked a lot like a map I made, I was inspired to turn the Conagher Slaughterhouse segments into a playable map. And after being contacted by Fortress Films and offered the custom assets, I decided to make that map as close to the movie as possible. And thus, cp_emesis was born. I'm sure I missed a few minor details on my first version (whether on accident or on purpose), so if you have any sort of feedback or nitpicks that can be used to improve the map, let me know!

Emesis Blue:    • EMESIS BLUE [SFM]  

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Outro music by liledix4:    • 🎵 Graze the Roof ︱ PvZ 2 — Modern Day...  

I'm still working on the official rules for the map, so feedback on that is good as well. Once I learn VScript I'll try to implement some of the more fun changes, like Pyros having SMGs, Soldiers having a single rocket that does a ton of damage, Demos having pistols, and other stuff like that. I'll also probably do a gameplay video or two similar to that of cp_fnaf, so look forward to this map (eventually) getting played

All Comments (21)
  • @manologamerss5801
    The spy definitely shouldn't be able to use the Spy-cycle in this map. If he had it in the movie, he just wouldn't have been burned at all.
  • @erikm8373
    Respawn timer set to 2 hours, and you have to sit there and wait out the whole timer to simulate going insane while trapped in a horrific state between life and death.
  • @Gatorade_Man
    I feel like defenders should get pyro. Seeing that he plays a huge part of that side
  • @basil6501
    If you plan on tackling the 'below the elevator' content, you could simply have the elevator play a sound and teleport the players to the otherwise unreachable area.
  • Adding the mutated scout as a boss would be crazy. Also non Euclidean stuff could be done with teleports/portals but idk if portals like in the game portal are possible in tf2
  • @ozvoid1245
    In the room with the hooks, you could replace the tables with crates so players could take cover behind them. Hooks could still hang from the ceiling but just higher up so they don't disrupt gameplay.
  • @luckyclubs1658
    "how did you know he wouldn't shoot you in the head" "i didn't"
  • @yeetboi1938
    emesis blue in tf2 has always seemed like a strange case to me
  • @defectivenull
    HI, i like your map so far. But i have a few suggestions that could drastically improve it. First off, and this is the most important thing i'll likely say here. I noticed the map has no fog. This REALLY hurts the atmosphere you're going for. What i'd recommend is use one fog controller entity for the outside. (Tip: set the fog color to be the same as the skybox color) and then use several indoor fog controller's in particular to help with lighting contrast. If you set the fog color to something dark like say, a dark blue or red, and then set up your fog start and fog end settings so that they're a good distance apart, you'll notice that their colors will start blending and mixing with your light colors, and everything will look a lot darker and therefore contrast nicely with your lights. The second problem i noticed is with your lights, specifically which types of lights you used. In general i noticed quite a few too many regular "light" entities in your map, and while they're certainly fine for most regular tf2 maps, when you're doing something with so much contrast like emesis blue, it's generally a good idea to avoid them. For cases like the tunnels for example, what i would do is use a light_spot entity set to a really high inner and outer angle like 270, and then edit the brightness and falloff settings to make it look closer to the original. Even when you do have to use regular light entities it's best to keep them to the "quadratic" setting and try to have the smallest possible brightness value. you can actually see this in emesis blue itself. One of the problems with porting materials and models directly from SFM is that it actually supports pseudo/fake PBR materials. I don't actually know if Emesis Blue uses them but that would explain why porting over many of the models/materials doesn't work, bump mapping actually works fine in tf2, it's just not used that often by valve. Finally, i noticed there doesn't seem to be any env_cubemaps in your map at all, this really hurts it as HDR helps light sources look even brighter, as well as actually giving the water some reflections, in the topic of entities you can use. I'd recommend also getting acquainted with the color_correction entity, try playing around with it by placing it and then using the command "colorcorectionui" in-game. It'll help things along greatly as well. If you need some help with any of this just send me a DM in discord: Clarity#4239
  • @thewoodpeckers655
    If this turns into a map showcase channel I’ll be double subscribing. G-guys I meant I like it 🤦‍♂️
  • I think the one critique I could give is that while Conagher Slaughterhouse was mostly 2fort it did have a lot more rooms like the church, freezer, and projector room, and the tunnels where the governor was to name the more notable locations. I assume these were sacrificed due to the non-euclidian geometry (and the fact it is never show where these connect) but it would be cool to see those added if you or someone else updates the map further but as is this is amazing as is.
  • @EmiZero167
    Fortress Films inspired a lot of people with Emesis Blue and now these people are making their own tributes and references to the movie with FF actually supporting these projects (for example giving the assets) which is pretty cool!
  • @dr.ludwig8189
    Isn't it weird how I watched Emesis Blue for the first time today, then Great Blue suddenly makes a video related to it? Almost like he's living in my walls or something...
  • I would like to say maybe make it so while soldier has one rocket in his launcher, the rocket moves faster and deals more damage. Pretty much the direct hit if there was no splash damage decrease and instead a magazine decrease.
  • @Misuune
    If anything this map would benefit massively from some color correction which can easily be done in game via "colorcorrectionui" command after which you can save your results and embed them onto your map via "color_correction" entity. Though you have to go for a compromise making a "one size fits all" as this a 2004 game engine and not a professional movie editor. As for the bumpmaps, the reason they don't look so bumpy in game is due to the fact a "light" entity just doesn't tend to bring out that much detail out of them than say a light_spot or a env_projectedtexture. SFM doesn't allow you to create anything more than a fancier version of env_projectedtexture and so because of that the bumpmaps just look more bumpy in there. But as a side note it also can come down to the bumpmap texture itself, some are by nature more rough and detailed and others less so.
  • @Tblaster00
    I really think that for fun and as a strange test, the classes should spawn in their normal starting positions for the movie for each section, heavy spawning in front of the elevator, engie in the main slaughterhouse area, demo near or inside the gate enclosure, especially since you made the scanner work. probably wouldn't be balanced but I think it would be interesting if possible.
  • @joemcduck2748
    For the elevator, maybe have it teleport you to the other elevator, this avoiding the non-Euclidean clipping
  • @Double_Jae
    This is SO COOL! Emesis Blue is undoubtedly the best SFM project ever, and this recreation of the map seems really faithful!
  • Emesis blue is a masterpiece. And so is this, all your videos actually, keep it up
  • @Gabri_Lovecraft
    Honestly, more than anything, the way the map looks and plays feels a lot like the spy movies TF2 was inspired by. The chaotic and cartoony nature of TF2 kind of makes you forget it's inspired by spy media, apart from, well, the Spy class, but this map's lighting, atmosphere and method of objectives makes it feel like an alternate universe that went more into that spy direction.