Borneo

PL Borneo rc4

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Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,697
2,581
It's the same in hl2ep2. I'm not sure why, maybe it could be something to do with shadows?

That sounds right. You'd want to disable self-shadowing on the leaves, but still let them cast shadows on the trunks.
 

EArkham

Necromancer
aa
Aug 14, 2009
1,625
2,774
Having it seperate also gives you the versatility of rotating the leaves on the same trunk models for different appearances, or using just the leaves to simulate larger distant vegetation, or using just the trunk, etc.

Though maybe he did it to prevent rendering order problems due to the transparency in the leaves.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,697
2,581
FYI this puts the props in the same directory as another set of props that someone else released a while back, so be careful you know whose "jungle" props you're using and who you're attributing them to.
 

EArkham

Necromancer
aa
Aug 14, 2009
1,625
2,774
IMO the best practice for props is to place them in a "props_mapname" folder if they were created for a specific map, or a "props_username" or "username/props_type" folder for those not specific to a map.

Kudos to Heyo for releasing them all the same. Thanks. :)
 

heyo

L2: Junior Member
May 14, 2008
71
59
That's awesome of you.

interesting that tree trunks and leaves are separate models. Any insight as to why you did it that way?

The reason for separating the models is I compiled the leaves with "$constantdirectionallight" turned on. This makes it so its harder to see the seams where each 2d plane of leaves comes together.

I didn't want the trunk to be shaded like that though. Cause it gives it a bit of a fullbright look, makes it lose the hard shadowing.
 

heyo

L2: Junior Member
May 14, 2008
71
59
Just updated the map to version 3, here's the changes:

-Got rid of flanking route under building in the first area. This was causing that building to be an undefendable chaotic place for red to be. Now they can have more control over it.
-Removed window facing blue's spawn on red's defensive building in the first area.
-Extended initial timer by 30 seconds.
-Cut off a route into the building in area 3 with dynamic doors. The doors open once the point is captured. This should allow red team to more easily defend this area which was getting rolled over by blue.
-Widened the main door that the cart passes through into the final building.
-Added more player spawns in red's first spawn. Players were spawning into each other.
-Changed around a few health pack locations.
-Made some interior lights more yellow to add more contrast between inside and outside.

Download:
http://dl.dropbox.com/u/3845726/mapdownload/pl_borneo_v3.zip
 

ics

http://ics-base.net
aa
Jun 17, 2010
841
543
Maybe it's the trees and the images that get me but this reminds me of legend of zelda games on outside areas :)

I'll be conducting gametests to this map this weekend on my community servers, i'll let you know how they go.
 

heyo

L2: Junior Member
May 14, 2008
71
59
Made some changes to final. Hopefully this will allow attacking players more freedom of movement.
pl_borneo_v4_test20002.jpg

pl_borneo_v4_test20001.jpg

pl_borneo_v4_test20000.jpg
 

GPuzzle

L9: Fashionable Member
Feb 27, 2012
638
414
Holy shit heyo's back.
 

re1wind

aa
Aug 12, 2009
644
588
move the yellow pillar to the new position to block blue somewhat from spawn camping instead of pushing the cart.

green areas ore questionable in terms of space, and purpose.

orange pillar should be removed completely imo.

purple/bordeaux indicates that the actual pit should be made larger.

borneo_overpaint1.jpg



Overall i still feel that the red's spawn doors are too close to the actual point, and too easily camped. for comparison look at the final point of pl_upward, pl_badwater_basin, pl_goldrush, etc. I'm not saying that you should copy their layouts, but that you should take notice of the distance between the final cap points and the red spawn doors. the only map that i can think of off the top of my head where red's spawn doors are close to the final point is 3-2 on dustbowl, yet even there blu never really has access to the doors themselves, just the platforms they emerge onto just behind the actual cap point.
 

Bloodhound

L6: Sharp Member
Jan 3, 2011
316
489
I still have no idea why the heck your pit is open.

Every new player is falling in there at least once.
He will probably not fall in there again, because he learned from his mistake.
But to be honest, it's not his mistake, it's YOURS.

There is no official map where the pit is open, so of course he won't expect it to be in other maps.
And the worst thing about the pit is, that it's directly below the main position of the defending team. They are likely don't even see it, before it's too late.

I really don't know why you stick too this obviously bad idea of an open pit.
After falling in there, the player will think about how stupid the mapper is and how bad this map is and how bad it is designed and that his KPD is screwed and that it's not his mistake and so on.

I think you got my point. He'll probably not vote the map again in the next mapvote.
Since humans tend to remember negative impressions better then good ones.
 

Bloodhound

L6: Sharp Member
Jan 3, 2011
316
489
Yes, upwards pit is open, that right.
But you can't really call this a usual payload pit, which borneo has.
Upwards pit is more like a crater or something and really obvious, which borneos pit isn't.
 
Oct 6, 2008
1,949
446
Yes, most of us who do play this map don't like the open pit at the end - there's no way to defend the cart from behind - you can demoknight charge to victory!

You could have a node just before the pit that would open the gate - that would up the tension - gate closed now it's open - instead of just a single open hole.
 

heyo

L2: Junior Member
May 14, 2008
71
59
I have put a door on the pit.
pl_borneo_v4_test30005.jpg




Also I reworked the new final route.
pl_borneo_v4_test30002.jpg

pl_borneo_v4_test30003.jpg

pl_borneo_v4_test30004.jpg
 
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