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HD youtube video: http://www.youtube.com/watch?v=pfmskm2TNlc&fmt=22
Pl_jungle is finally out. It’s an alpha version of what the map is going to be. Alpha 1 includes the first stage of the map, and final project is going to be a 3 stage payload map.
I’ve been working on it since September 2008, it contains a huge amount of custom content, and it’s going to contain more on next stages. All custom content has been created by me, but I would want to thank those guys from www.interlopers.net and www.tf2maps.net who helped me in the modeling process. In the beginning, all vegetation models were animated, but Source engine can’t handle that amount of dynamic props, so I’ve made them all static, that would also help the people with low-spec computers to run it better (it would run smooth in all non prehistoric computers). It also was supposed to have some particle effects, that I’ll add in future versions.
Now some map story:
The map takes place on a desert island in the middle of the ocean, RED team have made a secret base in it. But BLU satellites took a pic of the island and discovered a RED heavy eating his sandvich on the beach. So BLU team prepared their pimp pirate ship and traveled to the island with a 10 megaton bomb. Here’s when you take part of it, join RED and defend the island, or join BLU and bomb it. It’s your choice!
-2nd and 3rd stage
-Add particle effects with leaves falling from trees.
-Detail the ship with cannons and other stuff
-Optimize it more.
I’ve been inspired by Metal Gear Solid 3, Crysis and Far Cry, there’s a reference to MGS3, I’ve placed some frogs all around the map, try to find them! (don’t cheat ¬¬).
UPDATE pl_jungle_a1b: I've uploaded a fixed version of the map. Please dowload this one and delete the old one.
-Payload is now solid to bullets and sentries
-Fixed engineers able to build in water
-A tree without collision
-A soundscape not playing correctly
-Tweaked the RED base hologram
-Fixed grass texture (was showing another instead)
-Fixed minor displacement gap
-Some people not getting reflections to look propelly
Pros: Very well made, flow is amazing and so is ambience. Detail put to this map blows me away, it is f****ing amazing!
Cons: Some a bit unfair sentry spots for defence.
Improvements: Other than fixing the sentry spots, no.
Notes: This is one of the best Payload maps out there.
We (my clan) love the map but there is one incredibly major flaw in the design which will be easy to fix and MUST be fixed in order for this map to be playable. The first few times we played it wins swung between blue and red. Once this flaw was discovered, Red defends 100% of the time absolutely guaranteed.
Leading to the final cap point there is a "rock bridge" that spans the canyon walls . Demos and soldiers can easily rocket jump up there. But behind the bridge (on the Red side) is a series of rocks on the left. Whilst it is quite difficult (the second crouch jump needs to be absolutely perfect in order to get it to work) a patient engineer can crouch jump and get on top of the dirt bridge. Once there they can establish sentries that cover attack from both sides and cannot be seen. You can even build a sentry INSIDE the truck of a tree that is up there on the right (the barrels stick out and that is it).
Ubered demos cannot destroy it: even if you survive those shooting down the tunnel AND if you can push the cart forwards enough to get around it and into the open the demo cannot see anything and has no idea where to put stickies.
The only hope is spies sing the teleporter, but the multiple engineers instantly kill any who manage to come through.
If this issue is fixed then this map would be dramtically better. Note that if necessary I can provide screenshots.
There are a number of fixes are all very easy:
- Paint the top of the dirt bridge as "no build"
- Restructure the rocks so they CANNOT be climbed
- Move the bridge/rocks so they are far enough apart that you can no longer jump between them
Other than this killer exploit we like the map!
The map is beautiful and is a really nice break on the eyes from the usual desert/industrial themes.
The balance is horrible and there are some major problems.
Being an alpha this is understandable, but it needs some major changes. Specifically the tunnels need to be widened, you can't even get past the cart in most places which allows 1 red pyro and engy to completely shut down the tunnels, and since the cart HAS to go through the tunnels, that means red wins 100% of the time.
There are even a few points outside where you can't get around the cart without being blocked by rocks or falling off a ledge.
I'd actually suggest maybe making the cart only move outside and leaving the tunnels as a sort of alternate/shortcut route.
Another major problem, and I honestly don't know how to fix this, is that with all the plants and stuff engies can build super stealth SGs that you can get killed by 5 times and still have no clue where they are, since the deathcam shot is just a big green blob ;)
Point positif :
Map trés belle.
Aucun bug map .
Aucun interet niveau strategique, les spy et les snipers s'en donnent a coeur joie.
C'est le bordel, on se perd très facilement.
On sait pas dans quel sens va la map.
Le wagon arrive bien a bon port, mais au final ya pas d'intérêt ( rien qui explose)
10/20 pour moi
10/10 pour les graphismes
0/10 pour l'interet et strategie ig