Borneo

PL Borneo rc4

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heyo

L2: Junior Member
May 14, 2008
71
59
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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Freyja

aa
Jul 31, 2009
2,994
5,813
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.
 
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tyler

aa
Sep 11, 2013
5,102
4,621
I like the idea to change this to payload. It just wasn't working as a CP map.

It looks pretty cool!
But that rock doesn't look like it'll suite jungle at all!
Almost like he might be using placeholders. Since it's an alpha.
 
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Freyja

aa
Jul 31, 2009
2,994
5,813
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!
 
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Rexy

The Kwisatz Haderach
aa
Dec 22, 2008
1,798
2,533
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?

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

Continue.
 
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Rexy

The Kwisatz Haderach
aa
Dec 22, 2008
1,798
2,533
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!

beartounge.jpg
 

Doctor Paprika

L4: Comfortable Member
Apr 24, 2011
150
53
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.
 

heyo

L2: Junior Member
May 14, 2008
71
59
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
 

heyo

L2: Junior Member
May 14, 2008
71
59
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
 

heyo

L2: Junior Member
May 14, 2008
71
59
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.
 

Harribo

aa
Nov 1, 2009
871
851

heyo

L2: Junior Member
May 14, 2008
71
59
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.