PL Borneo rc4

By Heyo

  1. heyo

    heyo L2: Junior Member

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    Pl_borneo is set in secret facilites in the jungles of Borneo. The map is a single stage payload map with 4 areas of battle.

    I've been working on this map for about two years total, and I think the new rc1 version is much improved. I'd like to thank Matt "vhalin" Leahy for both running playtests and helping to design the new version of the map.

    Many custom textures and models had to be created for the jungle theme. It was really tedious work making all the foliage but I hope it was worth it. Hope you enjoy the map!

    Please leave feedback, comments, and suggestions.

    If you would like to use the jungle assets for your own map, here are the files:
    http://dl.dropbox.com/u/3845726/mapdownload/jungle_assets.zip
    Feel free to use them in your map, just give credit.

    Special thanks to tf2maps.net for playtesting the map in gamedays.



    --CREDITS--

    Sean "heyo" Cutino

    Matt "vhalin" Leahy



    --CONTACT EMAIL--
    heyo2490@yahoo.com
     
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    Last edited: Dec 12, 2014
  2. HellJumper

    aa HellJumper

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    That would be nice. Or construction themed *cough*.
     
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  3. Freyja

    aa Freyja Help I'm trapped in this post

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    Nevermind.

    Looking forward to how you do this. I have lots of pictures from my trip to Borneo itself if you ever need reference pictures.
     
    Last edited: May 9, 2011
  4. tyler

    aa tyler snail prince, master of a ruined tower

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    I like the idea to change this to payload. It just wasn't working as a CP map.

    Almost like he might be using placeholders. Since it's an alpha.
     
    Last edited by a moderator: May 9, 2011
  5. Freyja

    aa Freyja Help I'm trapped in this post

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    I know, I know!
    But I'm always a fan of starting early!
    I haven't played it yet, so what other feedback can I give? Visual!
     
    Last edited: May 9, 2011
  6. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    Isnt that rock just a bumpmap or something? If it is an actual texture, it looks kinda ugly i think. Also, blowing it up to power their weapons? What "Power" does a shotgun need?
     
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  7. Rexy

    aa Rexy The Kwisatz Haderach

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    Nerfed, because I'm a dummy. We weren't even on the same page :(

    Continue.
     
    Last edited: May 9, 2011
  8. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    No, i mean, that radioactive rock. I thought that was some kind of bump texture or lighting thing or something for another texture, not one in itself.
     
  9. tyler

    aa tyler snail prince, master of a ruined tower

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  10. Rexy

    aa Rexy The Kwisatz Haderach

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    What can I say, I clearly don't understand the English language very well. Or read enough!

    Here's a picture of a bear with a really long tongue!

    [​IMG]
     
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  11. Wilson

    aa Wilson Burial by Sleep

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    [​IMG]
     
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  12. Languid

    Languid L5: Dapper Member

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    You guys are dummies
     
  13. Doctor Paprika

    Doctor Paprika L4: Comfortable Member

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    If I had played on it longer, I could give a bit more feedback, but one thing you might want to do it add a rail and clip it off by the Red spawn so defenders don't fall into the death pit on accident.
     
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  14. heyo

    heyo L2: Junior Member

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    Updated to a7.

    changes
    -Redid most of area 1
    -Made first 2 areas longer
    -Buffed defensive positions in general
    -Added resupply cabinets to forward spawns
    -lots of smaller changes
     
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  15. heyo

    heyo L2: Junior Member

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    a8 changes

    -Redid final red spawn, the spawn now has a route to the outside and directly to the roof
    -buffed defense more
    -added more depth to most of the areas
    -moved the cart's starting position back slightly
    -lots of changes
     
  16. heyo

    heyo L2: Junior Member

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    Updated:

    -Took away the roof at the final point.
    -Redid the interior of the final point, made it so red team has a one way door to the outside in the back, made a flanking route on the other side.
    -Moved red's first forward spawn and got rid of their second forward spawn, now red keeps this first forward spawn until the second point is captured.
    -Made the bridge the cart passes over in the second area skinnier.
    -Removed ledges on sentry spots so SGs will have a better view.
    -Removed blue's left entryway into the third area, it was over powered compared to the other entrances.
    -Made blue's flanking route up the hill to behind the defensive building in the first area smaller.
    -Extended part of the track in the building at the end of the first area.
    -Extended part of the hillside that the cart moves up in the final area.
     
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  17. theharribokid

    aa theharribokid

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  18. heyo

    heyo L2: Junior Member

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  19. theharribokid

    aa theharribokid

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    yeah, pretty sure I have HDR off
     
  20. heyo

    heyo L2: Junior Member

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    Updated:

    -Buffed defense in general in all areas except last.
    -Added a defensive bridge over blues flanking route in area 1.
    -Got rid of blues pathway up the hill behind the SG building in area 1.
    -Made red upper defensive platform large in area 1.
    -Moved red's forward spawn forward.
    -Added an upper ledge in area 3 that connects blues entry to the area to reds building.
    -Added paths up to red spawn from the low space in which the cart falls into the pit at final.
    -Turned the 1 way door at reds final spawn into a 2 way door.
     
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