Rumble

CP Rumble 2023-05-06

ics

http://ics-base.net
aa
Jun 17, 2010
841
543
Rumble - Rumble in the jungle!

Rumble in the jungle! It's time to shine your guns and reload! BLU team has been digging up some gold but they want to expand their operation. They want to take over the RED's logging facility, their spying satellite and their whole base!

This is a 3CP map, meaning that RED will defend and BLU attacks. BLU must capture all points in order and RED cannot recapture them. Once all points have been captured, BLU wins. If time runs out, RED wins. Questions? No? Then go play!

This map uses following assets:

Borneo pack by Sean "heyo" Cutino
Mayann project detail props & soundscapes by Tim 'YM' Johnson
Minecart custom animations by Sheltr
Smaller control point pylons by Hakk1tus

Have fun and enjoy!

Note! This map is not yet finished. I uploaded this to the workshop to have more proper gameplay testing with it. I will update this map several times during the coming weeks so please report all issues and bugs you find! Thank you!
 
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Mess About

L7: Fancy Member
Jan 16, 2017
413
178
29j9qde.jpg

this door is blocked though
RYqLIxY.jpg
 

Spring

L1: Registered
Jan 24, 2017
3
2
Have spent some time on it but not nearly enough for a proper "review" but these are some of the things I noticed.

This window is not flush against the wall.
rhCHy7v.png

This stairwell does not have any clipping.
eymuH3f.png

Overall too dark, could maybe use a light on the wall or something similar.
dqg1Ncf.png

Wierd shadows/light.
a5G8aBI.png

Possible to stand on top of this tree.
MrmTD09.png

Aswell as this one.
fC7sqdc.png

This tree is way too dark, can hardly see any details.
mwxkfko.png

This ramp is very steep.
1RFAXww.png

It would be good to add some sort of visual indicator that there is a route here, an arrow, sign etc.

VEItRfS.png

This area feels somewhat missplaced, it's not in the path towards any control point and pretty big in size.
H0wt1MQ.png


Overall I enjoy this map alot, the detailing is great, could be b8 rather than b1. Would love to properly playtest this with players, I've just jumped and ran around it a bit.
 

ics

http://ics-base.net
aa
Jun 17, 2010
841
543
Thank you all for the feedback, ill put it for good use. Also, thanks to everyone who playtested the map yesterday. I was impressed all the kind words said and i got plenty of new ideas how to improve the map. I already fixed many things in one small update on the workshop but i started working another one today.
 

Diva Dan

hello!
aa
Mar 20, 2016
1,034
1,954
You should totally use some of the rocks that AsG_Alligator made, it would be a quick swap and look fantastic in the bright setting you have! [link]
34938-2dfb958a869284d8d8fc14057a4c44e2.jpg


EDIT: Also, you should totally up the scale of your water textures
 
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ics

http://ics-base.net
aa
Jun 17, 2010
841
543
Updated map to b3 and changes are as follows:

- fixed hovering window
- fixed getting out of the map bug
- fixed building sentry on a tree
- fixed getting on top of some trees to hide
- fixed stairs having no collision
- fixed invisible wall, should have been chicken wired one
- fixed getting onto some rooftop edges
- fixed getting at some windows high up
- fixed being able to stand in "thin air" at few spots
- fixed last point giving 3 mins more time to cap
- Changed time awarded from point capture to 4 minutes (was 3)
- Added 3DSKYBOX to make map surroundings have more depth
- Added more signs to guide the players
- Fixed wrong soundscape playing near C capture area
- Fixed few props being too dark and wrongly lit
- Extended capture points A and B capture areas a bit
- Disabled fog for now
- Improved bot navigation file
- Fixed one minecart having wrong wheel spin speed
- Fixed crack in the house wall on the right seen from BLU base
- Fixed ceiling window not appear to have a glass, now it does
- Fixed few texture errors and retouched some
- Nodrawed few additional faces
- Added many flowers and further vegetation
- Added proper sound for waterfall
- Added some more lighting to some areas
- Improved clipping in certain areas
- Adjusted some props fade distances
- Removed cart tracks that didn't make sense in control point map
- Repositioned one spectator cam for cap C
- Fixed few texture/model pop in bugs
- Fixed ones ramp not being so steep
- Improved clipping (bumping into) against certain models and corners
- Improved 3Dskybox visual look
- Improved lighting on certain areas
- Adjusted control point 1 capture area slightly
- Detailing improvements
- Lots of miscellaneous fixes

Read the rest of this update entry...
 

ics

http://ics-base.net
aa
Jun 17, 2010
841
543
Big update (under the hood)

- Fixed a lot of props fade errors
- Fixed many console errors about vphysics
- Fixed window near C area from fading
- Added additional arrows to guide players in certain places
- Added some details between A and B points + other areas of the map
- Added additional visual improvements
- Adjusted some lighting on some areas
- Lots of other small improvements
- Lots of things i cannot remember to list

Read the rest of this update entry...
 

ics

http://ics-base.net
aa
Jun 17, 2010
841
543

ics

http://ics-base.net
aa
Jun 17, 2010
841
543
The images you were watching just a moment ago were from the older version, which i build with payload tracks in mind. I actually did a payload map out of this after the current one with night theme, rain and thunder with lightnings. It is also on the TF2 workshop at Steam, but i didn't post it here on TF2maps.net

I updated the screenshots here to recent ones. Thanks.
 

ics

http://ics-base.net
aa
Jun 17, 2010
841
543