Jungle

toutfou

L3: Member
Sep 8, 2008
136
16
Can't comment on gameplay aspects as I've just had a run around by myself, but it's truly a visual feat!! Real nice work pulling that off Spike, I was really dubious in your first WiP thread, totally wasn't expecting it to kick this much arse :)

/bow
 

Spike

L10: Glamorous Member
Feb 13, 2008
716
82
Thank you all for the feedback. I've been playing the map and it needs some tweaking. From the feedback I've recived it runs well on low-end machines, so optimizations is not a big problem.

One of the map problems is the tunnel, I'll widen it. Also the size of the map is another problem. I'll be making some zones smaller so you don't have to walk too much.

I've made a picture of the layout and changes I'm going to make. For those who played it I would like to know what do you think about the changes and if they are going to fix gameplay issues.

pljunglea1c0001.jpg
 
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Tinker

aa
Oct 30, 2008
672
334
Both not being able to build in bushes and shoot through them? I'd only make it so they can't shoot through, hiding as whichever class in the bushes is one of the big charms of this map, at least for me.

Also, why cut the going down to the beach path? It made for some pretty cool fights, with BLU getting the necessary advantage anyway.

Otherwise, good plans. I'm looking forward to this map.
 

Mar

Banned
Feb 12, 2009
607
63
Wow, its so pretty and TF2ish at all! This is aaaaaaaaaaaaaaaaaaaaaaaawwwwwwwwwwwwwwwwwwwwwwwwwwwssssssssssssssssssssssssssssssooooooooooooooooooooooooooommmmmmmmmmmmmmmmmmmmmmmmmeeeeeeeeeeeeeeeeeeeeee!

But it is pl, so it gets infinity -1 points.


EDIT: so in my own server, I got a very nice FPS, not sure how it will work with more people on.

The tunnels are horednous. There is no skill in that area, and I imagine that the spam would make this area impossible to move up. And I don't even want to start thinking about a kritzkreig in there.

PS. Are those flower props! I've been looking for those for a while, (I realize that it is custom content.) Are you planning to release a custom content pack? You have tons of stuff there, and it would be a shame if your map was the only one that could use that.
 
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Feb 14, 2008
1,051
931
This map looks brilliant, especially in the jungle parts, however I can't say the same thing for the ship. It just looks like a great ruddy lump of wood, and I hope you change it (perhaps based more on modelling?). I would also suggest adding some lights in the dark overhangs, because those areas seem extremely dark.
 

Noggin

L5: Dapper Member
Nov 17, 2007
226
48
I ran around it, its looking good tho needs a lot of work...

- its a very narrow pathed map
- too much foliage
- the grass/foliage sprites rotate (as theyre 2D), maybe replace with simple models?
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
816
I found out that in its current state (without the shortened cap 1 route) the map does fine until it went out of the mine again. The reason is because those sentries are barely reachable. This can be a pain for spies as there is just no way to easily reach and sap them. If that is fixed the cart at least should move up a bit easier.

Further, i have some suggestions in control point placement.
CP 1 should remain where it is now, i like the battle at that spot and it was quite balanced to me.
CP 2 should move just in front of the mine exit. Then you can also open a 2nd route (the ? marked route on your map for example) to make the 3rd cp a bit easier.
Maybe add a 4th CP that goes back to the beach on the left of the image you have. And place a ship for the red team there. Then when CP 3 is capped you can make them move to that ship and the bomb goes into that ship and blows it up. If you do this ensure that the 3rd CP is not too close to their respawn.

I also noticed that even though the beach is a big and easy walk arround its not allways fun to use it. You can easily end up behind the enemy team as spy which can make it a bit overpowered. I think you should have limited access and have that area opened only after cp 2 or 3 is capped.

For a 1 stage map i think 4 cps usualy is best as 3 cps usualy couse the map being a bit short. Especialy when routes easily cross each other which makes routes shorter. 4 cps ensures a longer fun game.
 

Quaz

L1: Registered
Nov 19, 2008
2
0
Very nice map.

I think it would be cool if for the final stage the bomb was dropped into a volcano or something.
 

DaFatCat

L3: Member
Apr 19, 2009
129
11
Looks really great! Seems like it would be hard to get the TF2 look and feel into a jungle setting, but you pulled it off pretty well.
 

gamemaster1996

L13: Stunning Member
Sep 30, 2009
1,064
134
On megaupload i had them but then i had to reset my team fortress 2 files.
 

simoneaolson

L1: Registered
Apr 14, 2010
13
8
Oh god, please don't abandon this map. Its been more than a year already since the last update but it has enormous potential :'(

At least give us a beta! Spike we need you!
 

EArkham

Necromancer
aa
Aug 14, 2009
1,625
2,774
You can try contacting him on the interlopers.net forums, since I think he's more active there. I sent a PM to him there if I could use some of his props for my artpass entry, and he was very prompt to respond.

Kep