What are the most "Cursed" Hammer/Mapping related images you have.

Malachite Man

L6: Sharp Member
Oct 16, 2015
378
225
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Tiftid

the Embodiment of Scarlet Devil
aa
Sep 10, 2016
602
465
upload_2020-10-11_15-3-1.png

The real cursed tf2 map isn't that which one intentionally tries to create, but that which is created accidentally by one's own ineptitude.

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This one used to be worse, but I ended up with this instead. A shame.

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The angles seem to be a common theme in this one.
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Oh yeah, those!
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Ah yes, the classic displacement wallhack.
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Honestly, this one is a masterpiece. It's even right next to the 3:5 ratio tunnel with an arch for a ceiling.
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Back in the day (and by that I mean about 4 months ago) I had a bit of a habit of making complex geometry and just forgetting to func_detail it.
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Also this.
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This one's kinda subtle too.

Think that's it for now. I might look through my CS:GO maps someday and find more, though.
 
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SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,325
1,866
My brain can't even comprehend a third of these images.
 

Tiftid

the Embodiment of Scarlet Devil
aa
Sep 10, 2016
602
465

Startacker!

WANT ME TO BE REAL? MAKE ME.
aa
Jun 15, 2013
649
1,198

Tiftid

the Embodiment of Scarlet Devil
aa
Sep 10, 2016
602
465

Egan

aa
Feb 14, 2010
1,378
1,724
Buncha stuff from ages ago

the original logic of player destruction before it was turned into a server plugin (and before it was made official in the game).
something like february 2015
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the rd robot ents eventually got models:
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a map i thought would be the talk of the town with all its spinning dancing tf2 character models on april fools day, and it works in a local server, but if you run it on a dedicated server it crashes everyone instantly :pensive:
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i got asked to join a surf map collab (you make 1-2 stages of a surf map, and all the authors pool their content together into one big map), but it was a "april fools joke theme" , so i made the two ugliest stages i could possible make.

surf_froots stage CORN (Corn is a fruit !! )
View: https://youtu.be/LToim8jNzuA?t=274
video playthrough, the music in the background is a soundscape in the map. a 'corn rap' i found on youtube and then destroyed with volume adjustments so it blows out your speakers.
0fp6UAV.jpg



surf_froots stage GRAPES -
View: https://youtu.be/LToim8jNzuA?t=355
video playthrough
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tf2 yu gi oh map circa 2008, discontinued within like 2 days lmao
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from arena_harvest_spooky april fools map, you can apparently use animated images as your map loading screen image
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an in-game picture from arena_just_the_worst - video walkthrough
View: https://youtu.be/WAiQlTt4mww

WXvnHMf.jpg

the effect is bad color correction + a screen overlay that warps the view


this 2011 surf map of mine opts to use a fake sky texture https://gamebanana.com/maps/141822
just so that it can use the one and only real-sky-texture for a 'security camera'
141822d.jpg




graphical error too much geo on bad gpu
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at one point i didnt know how to make displacements so i made 'cliffs' out of brushes
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a sphere of tightly bound geo that looks broken
yMfX0Nz.png


i was trying to make a tool to import spyro geometry into source engine:
here is the info on my website http://mikeegan.ca/webtools/autoextruder.php
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steam related but still kinda relevant
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i once tried making a hl2 mod that was a recreation of jak 2 for ps2
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video gameplay of that 'mod' from 2011 :
View: https://youtu.be/7OjECTi4PfA




the earliest known tf2 mapping pic i have of my own maps
bLzsM9l.jpg

all the little blips out on the water were env_cubemap(s) because I thought to get reflections working youd need to place at each location reflections should be calculated from - ie, 40 env_cubemap per brush, lol


one of my first tf2 maps, i didnt know how light brightness settings worked so id use many-many lights instead:
QWxVNGY.png



i was working on a scooby doo on zombie island map for a while..... a long while actually....
jnvcWZ2.jpg


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scooby doo on zombie island hl2 mission one: castle fight
View: https://youtu.be/MZauzEp7am8


scooby doo on zombie island hl2 mission two: daphne's interview
View: https://youtu.be/jF6w4Fo2sBo




i dont remember what this is:
IV0SXrr.jpg


or if i even made it, sorry if im stealing someone else's thing
1gJ1Rgc.jpg





using prop_dynamic_create on a custom built weird map from 2009:
AQ35oUh.jpg


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--------------------------------

NOT MY MAPS but wanted to include them for posterity:
koth_mindfuck , i think by @fubarFX ?
R1RUUFi.jpg



surf_dicks , a map where you surf along some cylindrical ramps
ycTvPsa.jpg



these displacements in ctf_doublecross are weird
iYm3OFj.png


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this place in cp_jareths_labyrinth https://tf2maps.net/threads/jareths-labyrinth.18938/
aILa9tJ.jpg


hl2 maps be like
KEunk54.jpg
 
Last edited:

True lemon

L3: Member
Feb 20, 2019
132
33
upload_2020-12-29_20-0-1.png

i am an independent overlay, i dont need a brush to live!
 

Tiftid

the Embodiment of Scarlet Devil
aa
Sep 10, 2016
602
465
So I just now remembered the time when I got the black line bug.
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At some point, all of my brushes with tool textures began to render as a black wireframe 64 units above the floor.

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Apparently, medium health kits would also become a black wireframe, but would be totally compressed into this 2D plane 64 units above the floor. For some reason, medium ammo packs were unaffected.

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So, I placed a Sniper model, and the plane of the wireframe changed.

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It seems like some of the Sniper model's bodygroups were compressed into this plane, but not all.

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Have a gander at this rotated, compressed medium health kit.

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I rotated one of the Sniper models and was actually able to see its body.

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I then noticed that the plane of the lines changed based on the camera's position, which it didn't before.

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When I translated one of the Sniper models, the plane of the lines was translated with it.

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By chance, one of the Sniper heads happened to be close enough to the plane of the lines that I could see its body.

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I then thought to rotate that particular Sniper model, which made this happen. It even twitched. Horrifying.

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With enough rotation, I could get something resembling Snipers again.

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Some models were just totally unaffected, like this Heavy and medium ammo packs.

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I then wondered if I could make the Sniper models unaffected by changing their skin - changing it to BLU didn't work, but changing it to RED Uber did.

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Despite hwm/heavy working and hwm/sniper... uhhhh..., hwm/spy just straight up displayed as an error, despite obviously being a stock model.

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I then thought to check hwm/sniper in the model browser - he appeared as a head, but his wireframe wasn't messed up like it was on the actual map.

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I also turned on the 3D Wireframe view - to my surprise, the wireframes of the models weren't messed up here either, even if they were messed up in Shaded Textured Polygons.

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I then went into 3D Flat.

Finally, I restarted Hammer, and the bug was fixed.

I think I know the cause of this. I've been getting hard drive issues pretty often recently, where it fails to read .dll files and stuff, so it's not far-fetched to assume that this incident was some error where my hard drive couldn't read the tool textures, Sniper's textures (except for the head bodygroup and RED Uber skin) or the Spy's model. Still, it gave me some cursed screenshots!