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's the files:
[url]http://dl.dropbox.com/u/3845726/mapdownload/jungle_assets.zip[/url]
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
[b]Version 2 Changes[/b]
-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.
[b]Version 3 Changes[/b]
-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.
[b]Version 4 (RC1) Changes[/b]
For this update we redid a lot of the map. Basically, we opened up a lot of the areas because it was too restrictive before. We also made many areas more interesting, by adding highground, more routes, etc. It's pretty much a different map than it was before.
Here's a general description of the changes:
-Moved blue spawn at 1st back, so there's now a lot more open space in the area.
-Added a route behind the left building in 1st
-Made more space on the cliff highground in 1st
-Added a route behind the 1st capture point building and knocked out some of the walls
-Added a drop down route in 2nd that avoids snipers
-Moved the terrain wall back in the flank route in 2nd so there's more space
-Widened the tunnel
-Redid the bunker area inbetween 2nd and 3rd entirely, there's now a second floor and a lot more space
-Added a highground area in the middle of the yard before 3rd
-Added a route to the highground area from the bunker in 3rd
-Added a roof flanking route around 3rd building
-Redid 3rd building so there's a lot more space and more highground
-Redid the yard before final so there's more space.
-Raised the ceiling in final
-Made final a lot bigger with more routes
[b]Version 5 (RC2) Changes[/b]
-Changed the shack building in 1st into a watch tower, players can no longer go on top of the building.
-Added more stairs to the side route in in 2nd, so blue has more options.
-Moved red's forward spawn to a different location further back from 2nd point.
-Opened up the space around the cart tracks in yard before 3rd.
-Moved blue's final forward spawn further up.
-Opened up the space in the yard right before the final building interior.
-Modified the placement of health and ammo packs in general.
[b]Download:[/b]
[url]https://dl.dropboxusercontent.com/u/3845726/mapdownload/pl_borneo_rc2.zip[/url]
[b]Screens[/b]
[IMG]https://dl.dropboxusercontent.com/u/3845726/borneo_small/pl_borneo_rc10001.jpg[/IMG]
[IMG]https://dl.dropboxusercontent.com/u/3845726/borneo_small/pl_borneo_rc10002.jpg[/IMG]
[IMG]https://dl.dropboxusercontent.com/u/3845726/borneo_small/pl_borneo_rc10003.jpg[/IMG]
[IMG]https://dl.dropboxusercontent.com/u/3845726/borneo_small/pl_borneo_rc10005.jpg[/IMG]
[IMG]https://dl.dropboxusercontent.com/u/3845726/borneo_small/pl_borneo_rc10010.jpg[/IMG]
[IMG]https://dl.dropboxusercontent.com/u/3845726/borneo_small/pl_borneo_rc10012.jpg[/IMG]
Something about those trees is...off. I can't put my finger on it. They sorta remind me of Wind Waker.
This map still looks awesome.
This looks fantastic.
It's always nice to see a new TF2 theme very well executed.
I love it.
I'll be surprised if this doesn't get in-game
The lighting outdoors seems kinda off. Might be overused, but some rain I think would look good aswell.
Anyway, damn right impressive work
looks incredible, but the outdoors seem a little strange, too bright? cant put my finger on it
I'm not a fan of the leaves on the trees and the foliage/grass detail sprites, they look out of place, like they've been ripped out of a different game. Not that I'm saying you did but yeah. You know I think it's the contrast of dark and light patches on the grass & leaves. It doesn't reflect the lighting of the map well. Other than that, looks good. Seems strange for it to have changed from desert to forest but i'm sure we'll get used to it.
Foliage looks too cartoony, keep at it
Oh man those trees
INSTANT BONER.
The foliage reminds me of Zoo Tycoon 2 for some reason.
Anyway, it looks pretty. I like it.
Yeah, the colour of the leaves are too saturated, it looks a bit out of place, I would suggest using a milder shade.
Whoa, cool map! I think the reason why everybody thinks the trees are off is that they stand out too much because they are brighter green than everything else.
EDIT: Ninja'd
Submit it to valve, if it goes in as an official map, i will play it.
We need more maps like this. With green in it. I'm getting so tired of all the dull and earthy colors we have. I'd play this all the time if it were official.
It looks more akin to Skyward Sword's "water painting" art direction rather than TF2's, but it's still a really great looking map in its own.
Somehow the outside area reminded me of Spyro, no idea why.
Looks great, good work.
holy jesus on a toast with butter and salt this looks amazing
i just have one thing to say though, the exterior lighting seems to lack contrast.
yay! spring map!
I like this.
Because of trees.
TREES!!! Good job man, but I have to say what everybody is saying about the outdoor lighting
I really like the refreshing feeling of the map. Good work!
I am in love with this, a lush, green map instead of fucking grey EVERYWHERE? Yes please. Thank you for this c:
I will def try to get this map on my server, looks amazing.
That is pretty damn awesome, Heyo, best of luck towards getting that officialized!
Looks like something Valve would've made. Great work!
I convinced an admin to put this map on a server.
I played the map with him then.
I liked it, he liked it, everyone who joined liked it.
You have done well.
it's very nice
Gorgeous AND well-designed. Fun to play and look at.
Great work.
I remember playing this a while ago. Nice job with the detailing.
Sorry, you need to Log In to post a reply to this thread.