Borneo
Borneo | |
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Basic Information | |
Map type: | Payload |
File name: | pl_borneo
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Released: | July 2, 2015 Patch (Gun Mettle Update) |
Developer(s): | Sean "Heyo" Cutino Matt "vhalin" Leahy |
Map Info | |
Environment: | Jungle |
Setting: | Daylight, overcast |
Hazards: | Payload Cart explosion, Pitfall |
Map Items | |
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Map overview | |
Map Stamp | |
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Supporters Leaderboard |
“ | I am melting!
Click to listen
— The Medic feeling the jungle's humidity
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” |
Borneo is a community-made single-stage Jungle-themed Payload map. It was included in the Gun Mettle Update.
The setup timer is 1 minute and 15 seconds.
A portion of the money made from the sales of the Gun Mettle Campaign Pass goes to the authors of the map.
Borneo was contributed to the Steam Workshop.
Contents
Locations
Note: If you are having trouble with finding the locations listed here, see the Helpful overview section to see their exact position marked on the map.
The following locations are described from the BLU perspective.
Checkpoint A
The cart starts outside the BLU Spawn and runs past a small shed, and underneath a raised catwalk near a small house. From there, it goes through the Maintenance Building.
- BLU Base: The First BLU Spawn is small with one resupply cabinet and three exits. One on each side, and one in the front where the cart is.
- Shed: The shed is to the right of the track. Inside is a small health kit.
- Small House: The house on the left is raised above the ground, and has a bridge to the Maintenance Building. Inside the house is a large ammo kit, and a medium health kit.
- Maintenance Building: Outside the second point is a house-like structure with the first checkpoint underneath an overhang. Inside the building itself is a medium health and ammo kit.
- Second BLU Spawn: Also apart of the Maintenance Building is the Second BLU Spawn, which becomes active once checkpoint B is captured. Next to the Second BLU Spawn is a secret passage serving as an exit.
Checkpoint B
From the other side of the Maintenance Building, the cart moves forward and takes a left turn besides a grey coloured structure. Once turned, it climbs up a small wooden bridge over a ditch to the checkpoint, which is located in front of a concrete tunnel going through the Hill.
- Grey Structure: The grey-coloured building has a drop-off which looks out onto the Bridge over the Ditch. Inside the building is a large ammo kit and a medium health kit.
- Ditch: A deep trench extends underneath the Grey Structure and the Bridge. Players who drop down into it can climb back up near the Grey Structure, where it leads them straight to the second checkpoint. Along the way are a medium health and ammo kit.
- Bridge: The cart ascends a wooden bridge as it passes the Grey Structure.
- Tunnel Entrance: In front of the entrance to the Tunnel is the second checkpoint. To the left of the checkpoint is an entrance into the Hill Interior that allows for access to more tactical vantage points as well as alternate routes for players.
- Hill Interior: Inside the facility is a small hallway that leads to the next area past the Tunnel. There is also a stairway to a balcony overlooking the second checkpoint. There is also another hallway that leads into the interior of the Tunnel.
Checkpoint C
Past the Tunnel, the cart arrives in a large open area and heads forward towards a large garage structure where checkpoint C is held. Along the way is a resupply room for both teams.
- First RED Spawn: RED's first spawn is underneath the Hill Interior shortcut, through an unmarked metal door. It closes down following checkpoint B's capture.
- Third BLU Spawn: The Third BLU Spawn is at a wooden platform between the Hill Interior shortcut and one of the entrances to the Giant Garage. BLU is relocated here once checkpoint C is captured.
- Giant Garage: The Giant Garage is a three-story structure with three floors of catwalks and medium and small health and ammo kits. Inside it is the third checkpoint at the other end. There are entrances on the second floor from the sides, and a main entrance on the first floor through which the track passes. The track exits through the right side; two more exits are in the front on the second floor.
Checkpoint D
From the Giant Garage, it is a straight path to the cart's target: a hatch in the RED Base down into a pit full of explosive barrels. Along the left and right sides are a few smaller structures with various pickups.
- Roadside Garage: Located opposite the Giant Garage across a dirt path, it contains a large health pack.
- Hut: An elevated shelter located next to the third checkpoint, it leads to the Right Entrance. Found near it is a medium health pack.
- Casali Building: Connected to the Roadside Garage via a metal platform. The Casali Shafting Co. structure has several small health and ammo kits around the structure. Its distinguishing feature is a watchtower found atop it.
- RED Base: The BLU cart's main target is a hatch at the center of the facility. The facility itself has several vantage points for RED team members ranging from barrels for cover to catwalks with small walls to duck under. There are two side entrances leading inside and one main entrance for the cart.
- Left Entrance: This is the left flank inside the RED base. It leads to a hallway that is directly connected to the RED spawn.
- Right Entrance: The right flank to the RED Base. It leads to a small holding and storage area located at the ground floor of the RED Base.
- Second RED Spawn: All the way in the back of RED Base is the final RED Spawn, which RED begins using once checkpoint B is captured.
Helpful overview
1.Shed 2.Small House 3.Maintenance Building 4.Grey Structure 5.Bridge 6.Hill interior 7.Tunnel 8.Giant Garage 9.Right Entrance
Blue/red diagonal lines: Blu/Red first spawn Blue/red double diagonal lines:Blu/Red second spawn Blue/red double diagonal lines w/ a circle: Blu/Red third spawn
Yellow circle: First checkpoint Blue circle: Second checkpoint Pink circle: Third checkpoint Area in front of the Red second spawn: Final checkpoint
Strategy
![]() | “Sun Tzu's got nothing on us!” This map's Community strategy page is a stub. As such, it is not complete. You can help the Team Fortress Wiki Community Strategy Project by expanding it. Notes: None added |
Update history
July 2, 2015 Patch 1 (Gun Mettle Update)
- Added Borneo to the game.
- Fixed an exploit related to the final control point and dropped weapons on Borneo.
- Updated maps have been compressed to save space.
- Fixed an exploit allowing players could get outside the map.
- Fixed an exploit related to the final control point and dropped weapons.
Changelog
RC1 Changelog 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 in-between 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
RC2 Changelog
- 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.
RC3 Changelog
- Expanded the space in the yard after the 1st.
- Removed the large pillar in the interior flank route after 1st.
- Added more doorways lining the tunnel after 2nd opening up the space more.
- Completely reconstructed the building housing the 3rd point, added in a third floor, expanded the space, etc.
- Removed roof flank route that went over 3rd building.
- Reconstructed the left entryway into final building, the entrance is now further to the side of the building.
- Widened the right doorway into final building.
- Removed the window that allowed defense to see the right entry into final.
- Expanded the space of the right entryway into final.
- Reconstructed some of the geometry next to the final point.
- Removed the pillars in final.
RC4 Changelog
- Removed side entrance in the forward defensive holding building at 1st.
- Removed 3rd story entrance into the 3rd point house.
- Cut off part of the 3rd story level in the 3rd point house. (It does not overlook the left entry anymore.)
- Added covered walkway up to the defensive highground on the right side of the final point.
Trivia
- Borneo is an island in Southeast Asia, and is home to the Borneo lowland rain forests ecoregion, hence the map's jungle design.
Gallery
External links
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