cs_jungle by Shiroko

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Map Info

  • 0 ratings
  • 2292 views
  • 487 downloads
  • added Tue May 10th 2005
  • updated Sun Oct 26th 2025
  • more content for: Counter Strike Source

Map Description

A large jungle map, CTs raid a terrorist camp in the jungle. Reminds of militia and siege only in a jungle setting.
Last beta release, tell me if you find more bugs.

Discussion

Posted by Shiroko on Sun Mar 13th 2005 at 11:05pm
[Author]

O.K.

Thanks for all the comments.

Few things:

All the models have been created for this map.

The canabis field will lose the clippings in the next version.

Orpheus, I didn't really understand. What didn't you like? or what let you down?

-Shiroko
Posted by Agent Smith on Sun Mar 13th 2005 at 1:00pm

I'm curious as to whether you made the models yourself, or if they were
made by a friend or something, because they look pretty damn good. If
they are part of a free pack or something you should post it here.
Posted by Orpheus on Sun Mar 13th 2005 at 12:35pm

Sadly, this seems like one of those rare example of a map not delivering after looking at its previews.

perhaps it will be salvaged before its completed. i am gonna put this one on my watch list. i am curious to see if the author knows good advice from self desires.
Posted by Gorbachev on Sun Mar 13th 2005 at 11:17am

Edit: oh, and I don't want players with plants sticking out of them so that's why the clipping's there.
I highly recommend taking the clip out...it may look a tiny bit funny,
but it's more of a frustration and it actually looks and feels worse
not being able to traverse within the plants. Most plants in HL games
are walk-through able and it's really tacky and frustrating when you
can't and there's no real trunk to block logical movement.
Posted by brett5010 on Sun Mar 13th 2005 at 3:29am

Hence your texture for your waterfall was custom correct? I have no experience in that area. -_-;
Posted by Shiroko on Fri Mar 11th 2005 at 11:19am
[Author]

Didn't quite understand what made your waterfall not work. All I have
is a scrolling unlitgeneric texture there and some env_smokestack in
the top and bottom.

Quite simple actually.

-Shiroko
Posted by brett5010 on Fri Mar 11th 2005 at 10:56am

If I may ask, how did you get the waterfall working properly? My
attempt semi-succeeded but would only seem to prove worthy at a
particular scale.
Posted by Shiroko on Fri Mar 11th 2005 at 10:17am
[Author]

O.K. Newer version uploaded.

Same URL for download:

http://faq.dune2k.com/cs_jungle.html

Fixed some texture alignments, added some clip brushes to avoid getting
stack in decoration in the middle of a firefight. Added nav areas in
radar. Made bridge static.

But I can't solve the bot lag.

All in all I don't think I'm gonna change much more. This map has been
tons of work and I have to settle on quality in some places. If I could
get it into CSS I'd probably put time to polish some of the artwork
that is lacking. But I don't even know if they take maps. Let alone
this map which is isn't a classic CS style map.

-Shiroko
Posted by Shiroko on Thu Mar 10th 2005 at 9:31pm
[Author]

Well, texture alignment is bad in several spots, those are side
problems and easy to fix. Texture quality on inside isn't super
impressive as well, but it's above my ability right now. The inside
obviously looks awkward compared to the outside, you can't it all right
(Well, not without a team backing you up).

Clip brushes are there to stay, I don't think they trouble too much, but I'll try making them look more natural.

Waterfall has awkward angles, but those are rather minimal, and extra
layering it won't add too much and is meaningless. There's more to
improve and I'll release a first fix soon.

-Shiroko

Edit: oh, and I don't want players with plants sticking out of them so that's why the clipping's there.
Posted by ReNo on Thu Mar 10th 2005 at 1:39pm

Did a quick critique for you...

User posted image

1. Without meaning to sound overly harsh, my first impression when
spawning was "is this the same map?!". The interiors here really are
the weakest point of the level, due to hugely simplistic brushwork and
textures that just don't look right. I appreciate that they are custom,
and its nice that it gives the map a unique look, but they just don't
look very realistic. I actually thought it was looking more like XIII
than CS:S at this point. I dunno what to suggest really - new textures
would help, but I understand if you are against doing this. Less boxy
brushwork may be enough, but I dunno what you can really do with a log
cabin...

User posted image

2. The texture on the stair fronts repeats really badly. Typical
problem and easily fixed - just offset the horizontal alignment by
random numbers (do so for 4 steps or something then just clone) so it
looks nicer.

User posted image

3. Pretty awkward looking line along this rock wall behind the T base. Try and break it up somehow.

User posted image

4. I expected to be able to walk through these plants and was quite
suprised to find they were solid. I think others would feel the same,
and reckon they would be better if you could walk through. Might look a
bit wierd having a player model with plants going through them of
course :wink:

User posted image

5. Watch your texture alignment, particularly in a location as obvious as this.

User posted image

6. Loved the fog around the canopy, nicely handled.

User posted image

7. Its a well done waterfall (and first I've seen in source actually,
so kudos) but from this angle it looked a bit wierd. Too thin I guess,
and having the spray only at the front looked awkward. Perhaps you
could have "layers" of the waterfall texture to make it look thicker?

User posted image

8. I assume this was the CT spawn or something? Anyway, you should have
a visual barrier rather than just an clipping brush; should be easy
enough to put a knocked down tree or fence or something. Displacement
surface in the background looked pretty poor too, lots of sharp angles
despite the texture suggesting it should be smoother.

User posted image

9. Another case of invisible barrier syndrome, though perhaps one that is less easy to solve.

User posted image

10. I was beginning to grow weary of these long forest paths by this
point. While yes, they do look great, there is nothing that really lets
you differentiate between them all. Perhaps you could try and "theme"
the paths a little to make them more unique - a small mostly dried up
river with the odd pools of water, a dank, misty one, etc... Not only
are they hard to tell apart, but they take quite a while to navigate
without offering the player any route choice while following them.
Obviously its less integral in CS to have as many routes as in DM, but
its still nice to offer the player the occasional choice. As it stands
it felt like the map was just 2 areas (compound section and waterfall
section) linked up with two paths, which doesn't exactly lend itself to
hugely interesting gameplay. That said, I didn't even test it with
bots, so I could be wrong.

All in all its a map with some awesome potential, but I felt a little underwhelmed while playing it.