2Fort Jungle

CTF 2Fort Jungle 1.0

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..::GooBaLL60

L1: Registered
Mar 4, 2017
14
4
2Fort Jungle - The classic layout of 2Fort re-imagined in a jungle themed environment.

Here it is, the long-awaited jungle themed version of 2Fort. It's sort of a sequel to Snowfort, though for this map I started entirely from scratch, using only the original 2Fort and Mercenary Park as references. Have fun!

This was quite an ambitious project, as I ended up being only 2 brushes away from the hard brush limit that Source enforces (8,192 brushes). Unfortunately this left almost no room for optimization, so hopefully performance isn't too bad.

(Warning: space ants may be encountered.)

Images:
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Asd417

Sample Text
aa
Mar 20, 2016
1,412
990
You should cut some beams because there are way too many and it's noisy. You can use the spare brushside for putting down areaportals. As it is right now, running this with 24 bots causes fps to drop below 30 and bots have no cosmetics. Try making some surfaces to have repeating textures.
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,041
1,482
I ended up being only 2 brushes away from the hard brush limit that Source enforces (8,192 brushes)

u wot m8
 

..::GooBaLL60

L1: Registered
Mar 4, 2017
14
4
I have to be selective about what parts I turn into props. The thing with turning map geometry into static props is that I lose a great amount of lighting accuracy. Vertex lighting isn't great for big props unless you subdivide them to oblivion, and the prop lightmaps only work well when all of the UV information doesn't go outside of the texture and nothing overlaps. Even for the handful of props that I did do this with, the lighting still doesn't 100% match the surrounding brush's lightmaps. If it weren't for these shortcomings, then you bet I'd be turning everything I can into props.
 

MegapiemanPHD

Doctorate in Deliciousness
aa
Mar 31, 2012
1,858
1,201
I know this is just a reskin but here's some feedback anyway:

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-clip your stairs
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-I think you can find either a blu version or a neutral gray version of this chair in the download section20200220164813_1.jpg
-these vents block movement, removing collision would just let stickies be hidden in them. I'd just remove them or have them set flat into the wall
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-Long pipe doesn't touch the wall on this end and has collision that blocks jumping unlike on the red side. I'd just remove it to be honest.20200220164924_1.jpg
-Clip these grates smooth
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-remove collision on the vent exit
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-can hide stickies in this prop, but a bullet block around it
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-can hide sentries and/or stickies in the foliage in that dark corner
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-remove collision from this sign
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-remove collision
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-remove collision
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-clip these pipes smooth
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-remove collision on this light
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-remove collision on these pipes
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-remove collision on these pipe exits
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-clip your stairs
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-something about the dark wall texture and light water color looks off to me here
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-don't really like how these sewer entrancement props clip into the corner like that
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-misaligned water texture
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-you can hide sentries and teleporters in this rock under water. Also I get the idea behind the push trigger here to keep players away from the waterfall but honestly it feels kind of jank. I'd suggest pushing the waterfall back into unplayable space and have some kind of wood barrier or grate blocking playspace
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-remove collision of the intel sign for both red and blu
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-clip these arch alcoves smooth
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-Why is there grass and plant life down here when no sunlight can reach it? I don't think anything would actually grow there. Also those pillars could use with some clipping to smooth them out. Perhaps make them smaller so the clip isn't as noticeable.20200220165815_1.jpg
-dark around here
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-remove collision from the props on this wall (vents, hose, sprocket)
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-Demos can easily hide stickies in the foliage in this hole. Put a bulletblock brush across it to stop that and have it line up with blu side20200220165945_1.jpg
-clip smooth
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-some weird glitch here where the boards at the doorway vanish at different angles. Might be an area portal issue if you have one there.
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-remove collision on hose
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-This area looks real nice
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-remove collision on light
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-Clip not only these stairs but also the ledge next to it
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-the spotlight here seems a bit harsh. Could be how the textures bounce the light around.
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-Why are there windows that look directly at a brick wall? Doesn't make any sense. Either put a room back there or just remove em
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-put a blockbullets brush across the gap in the brushes where this prop is so demos can't hide stickies in the lil alcove

That's all for now, hope it helps somewhat. The map looks great imo at the moment but I do worry about how the framerate would be for some players with all the details in it.