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Old 05-09-2011, 02:10 AM  
heyo
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Unhappy 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 9 months to develop, 1 for planning, 3 for playtesting an undetailed version, and the rest for detailing. Many custom textures and models...
 
Last edited by heyo; 05-17-2012 at 08:21 PM. Reason: Version 1 Release
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Old 04-14-2012, 03:58 AM   #60
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Nice map and thanks for the models.
 
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Old 04-14-2012, 06:57 AM   #61
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Quote:
Originally Posted by Penguin View Post
interesting that tree trunks and leaves are separate models. Any insight as to why you did it that way?
It's the same in hl2ep2. I'm not sure why, maybe it could be something to do with shadows?

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Old 04-14-2012, 12:41 PM   #62
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Quote:
Originally Posted by Bermuda Cake View Post
It's the same in hl2ep2. I'm not sure why, maybe it could be something to do with shadows?
That sounds right. You'd want to disable self-shadowing on the leaves, but still let them cast shadows on the trunks.

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Old 04-14-2012, 12:47 PM   #63
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Having it seperate also gives you the versatility of rotating the leaves on the same trunk models for different appearances, or using just the leaves to simulate larger distant vegetation, or using just the trunk, etc.

Though maybe he did it to prevent rendering order problems due to the transparency in the leaves.

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Old 04-16-2012, 03:56 PM   #64
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FYI this puts the props in the same directory as another set of props that someone else released a while back, so be careful you know whose "jungle" props you're using and who you're attributing them to.

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Old 04-17-2012, 10:28 AM   #65
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IMO the best practice for props is to place them in a "props_mapname" folder if they were created for a specific map, or a "props_username" or "username/props_type" folder for those not specific to a map.

Kudos to Heyo for releasing them all the same. Thanks.

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Old 04-29-2012, 01:15 AM   #66
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Quote:
Originally Posted by Penguin View Post
That's awesome of you.

interesting that tree trunks and leaves are separate models. Any insight as to why you did it that way?
The reason for separating the models is I compiled the leaves with "$constantdirectionallight" turned on. This makes it so its harder to see the seams where each 2d plane of leaves comes together.

I didn't want the trunk to be shaded like that though. Cause it gives it a bit of a fullbright look, makes it lose the hard shadowing.

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Old 05-17-2012, 08:22 PM   #67
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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.

Download:
http://dl.dropbox.com/u/3845726/mapd..._borneo_v3.zip

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Old 05-18-2012, 12:39 AM   #68
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Maybe it's the trees and the images that get me but this reminds me of legend of zelda games on outside areas

I'll be conducting gametests to this map this weekend on my community servers, i'll let you know how they go.

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Old 07-01-2012, 06:35 PM   #69
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Just noticed some things while playing it:
Fadedistances:
https://dl.dropbox.com/u/54434157/ma.../v3/fade_1.jpg
https://dl.dropbox.com/u/54434157/ma.../v3/fade_2.jpg

Stuck in displacements:
https://dl.dropbox.com/u/54434157/ma..._in_disp_1.jpg
https://dl.dropbox.com/u/54434157/ma..._in_disp_2.jpg

Some ugly edges:
https://dl.dropbox.com/u/54434157/ma.../v3/edge_1.jpg
https://dl.dropbox.com/u/54434157/ma.../v3/edge_2.jpg

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