de_congo by slayera@sbcglobal.ne

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Map Info

  • 0 ratings
  • 5183 views
  • 1046 downloads
  • added Fri Dec 31st 2004
  • updated Fri Dec 31st 2004
  • more content for: Counter Strike Source

Map Description

De_Congo is a defuse map where the terrorist must plant the bomb to dam up the river and the CT's must prevent it. The falls are working wil suck players and barrels down. Look for the ropes to climb high. Use the terrain and trees as cover.

Discussion

Posted by smerf on Thu Apr 26th 2007 at 7:54pm

I like the look of this map. good eye candy. alot different than most other maps i play.
Posted by $loth on Thu Apr 27th 2006 at 3:50pm

This is a great map, i've played it a few times now, it could do with some optimization though I have gotten lower on official CS: S maps.
Posted by homogenous on Fri Feb 18th 2005 at 5:29pm

Looks magnificent, but 29 fps? Maybe want to use some hint brushes...
Posted by willow on Wed Feb 16th 2005 at 11:37pm

I like the idea and presentation of the map, however how it plays is another story. I've played this many time on my clan's server, and the gameplay is very random on it. If the gameplay was alittle more controlled with how the teams can move, it could be a great map I feel. Also some deviation in the ground's "terrain" could really help.
Posted by Random on Sat Jan 1st 2005 at 4:39pm

Pretty fun map could use some more work. I really like the ambient jungle sound you have playing too it adds a nice feel. Also you've got good architecture, and it's a pretty unpredictable map altogether.
Posted by Myrk- on Fri Dec 31st 2004 at 4:28pm

I said about this map in the forum post. Could be very good but needs a lot of work. In my eyes it's half done.
Posted by Myrk- on Fri Dec 31st 2004 at 3:05pm

OK I had a go on this level. To be honest, I really liked it. It needs alot of work, but I think you have the basis of a good level.

Firstly you need to understand- you don't need to do crappy trees with brushes anymore, there are model trees which look really good. At the top of the waterfall you should use loads of model trees. You'll find only 4 of the tree models have green leaves as skin number 3 (oak_tree01.mdl, tree_deciduous_01a.mdl and 02a.mdl and tree_poplar_01.mdl). Use these loads and also learn about the repeating grass sprites that appear on certain grounds.

Also- niggly problems I found:

You don't seem to know what or how to use cubemaps. You need on on your water surfaces to make the reflections the right colour. Your rope bridge is a bit iffy- the slats that you walk on are hovering. Your waterfall texture is really crap and has a crappy scroll to it, all flickery. Your dustpuffs you've use to make the waterfall spray need work. Theres a few wierd random cravaces that look a bit wierd, you need to line up and make that skybox a bit more complex to make them look better. Use the distant tree models (the tree line, I know they are all dead trees but it will look better) for the skybox.

The main issues with this map summed up=

<BLOCKQUOTE dir=ltr style="MARGIN-RIGHT: 0px">
You need to do more displacement on your rocks. Use the Noise subcommand on displacement to make them a bit more jagged.

You need to sort out them ropes, they really are crappy.

You need to sort out your foliage and niggly problems.

You need to make the lighting better. I suggest making it day time and bright so to get more contrast in the map. Maybe make the fog a bit more severe too.

[/quote]
Posted by habboi on Fri Dec 31st 2004 at 3:04pm

Yes its cool and i had similar idea but you have managed to make it work quite well only thing is the bridge looks as though the wood is floating in mid air?

apart from that well done ;)
Posted by The_6th_monkey on Fri Dec 31st 2004 at 3:04pm

Looks cool.....needs cover though because anyone below will have no cover what so ever in a fire fight
Posted by Myrk- on Fri Dec 31st 2004 at 2:44pm

LOL You do realise anyone with Service Pack 2 can't unzip your file? Its blocked!

[edit] Your lucky winRar can unzip it... but normal built in windows zipper doesn't work on it.