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heyo

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  1. heyo

    pl_borneo

    Figured I'd post this here now, since it's in a pretty much finished state after some big changes. 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. I'd like to thank Matt "vhalin" Leahy for both running playtests and helping to design the map from version 4 on. 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 Also, If you would like to use the jungle assets for your own map, here's 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. Download: https://dl.dropboxusercontent.com/u/3845726/mapdownload/pl_borneo_rc2.zip Credits: Sean "heyo" Cutino Matt "vhalin" Leahy Screens:
  2. Cp_Tidal is set in a facility on the bayside. It's set at night time and I tried to create a cool view of a suspension bridge across the bay. I chose to keep each side similar in architecture so the whole map would fit together and feel like one cohesive modern facility. It's a 5 cp linear push map with battles across rooftops and in alleys. There's a lot of ledges to look down and defend/attack from. I've been working on it off and on since January 2010. For this map I spent a lot longer balancing gameplay and trying to make the areas fun than my I did for previous works. This time I let the maps design evolve more out of the playtests rather than just my head, so I think it plays a lot better than my older maps. It's balanced for 24 players. Version 3 update: For version 3 I tried to reduce the overall bland look of the colors of the map. People felt like it had too much sameness in the textures used throughout. I made interiors way warmer in light than exteriors to make it look more exciting lighting-wise. I made some buildings have different textures than the rest to add some variety. I added a new metal wall texture which I used on some buildings. I also changed the shape of some of the roofs. They seemed to be too boring and boxy shaped before. I'm pretty happy with how it is now at least visually, but there's always room for improvement. I wanted to post the map here on MapCore to get some of your guys feedback on the visuals before I release version 4. Here's the download link: Dropbox:http://dl.dropbox.com/u/3845726/cp_tidal_v3.zip Screens:
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