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#1 |
![]() Join Date: Dec 2007
Reputation: 13
Posts: 10
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pl_borneo
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.
The whole map took me 9 months to develop, 1 for planning, 3 for playtesting an undetailed version, and the rest for detailing. 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. Special thanks to tf2maps.net for playtesting the map in gamedays. Version 2 Changes -Widened right flank entry door to the final capture point room. -Made it so players can now jump up boxes so they havemore access to the right entry door of the final building. -Fixed bug trapping players in red's forward spawn. -Added 5 seconds to the setup time. -Removed hazard tape from bridge that was confusing players making them think it was a fallback zone. -Fixed cart jumping into explosion pit. -Added a few lanterns for more contrasting light. -Changed leaf texture a bit. It's slightly desaturated now and there's a drop shadow between leaves. -Removed a few places players could jump onto the branches of trees. -Changed red flower texture to be more pink, so players will not confuse them with stickies. -Fixed players being able to take damage through blue setup doors. -Added more tree planes to background so it looks like the jungle goes on further if you jump high. Version 3 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/mapd..._borneo_v3.zip Screens ![]() ![]() ![]() ![]() ![]() ![]() ![]()
Last edited by heyo: 05-17-2012 at 06:24 PM. Reason: Version 2 |
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#2 |
![]() Join Date: Jul 2008
Reputation: 435
Posts: 4,308
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Wow, that's sexy looking... love the trees.
I'll have to download it and see if the Bots will give it a run with me. |
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#3 |
![]() Join Date: Dec 2009
Reputation: 7
Posts: 24
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Beautiful.
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#4 |
![]() Join Date: Dec 2007
Reputation: 13
Posts: 10
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Just updated the map to version 2.
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#5 |
![]() Join Date: Nov 2010
Reputation: 0
Posts: 17
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TF2 + Skyward sword.
Looks pretty good. |
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#6 |
![]() Join Date: Dec 2011
Reputation: 2
Posts: 20
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Beautifully done! I feel like I'm going to watch a CG movie just by looking at your photos.
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#7 |
![]() Join Date: Jul 2011
Reputation: 109
Posts: 760
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It really looks like you captured TF2's artstyle perfectly in this map. Beautiful in every way. I saw a couple servers running it and plan to play it soon then.
By the way, would you also happen to be the creator of Harvest, Egypt, and Junction? |
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#8 |
![]() Join Date: Dec 2007
Reputation: 13
Posts: 10
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Yep, that's me. Thanks.
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#9 |
![]() Join Date: Sep 2006
Reputation: 2
Posts: 93
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People on my server love your Map. And me too
Should be official in the future!
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#10 |
![]() Join Date: Dec 2007
Reputation: 13
Posts: 10
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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. |
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#11 |
![]() Join Date: Sep 2006
Reputation: 2
Posts: 93
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yeah nice =)
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#12 |
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Join Date: Apr 2012
Reputation: 0
Posts: 3
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i love the custom textures
but the maps style is too close to the original maps its too familiar already |
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