cs_jungle

cs_jungle

Re: cs_jungle Posted by satchmo on Wed Jan 26th 2005 at 7:36pm
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HL2/CS meets FarCry? :)

The waterfall and the swamp look great, and the tree models are quite fitting. However, the rock cliffs could use some more work. They need to look more three-dimensional. Right now, they appear flat and feel like props on a movie stage.

What about some mist in the jungle? Do you already have some sound effect for jungle noises (birds and monkeys and stuff)? Also, I assume you plan to add sound effect to the waterfall too, if you haven't done so already.

Good looking map so far.
Re: cs_jungle Posted by $loth on Wed Jan 26th 2005 at 7:42pm
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Very nice :) I would say to make the grass in the first pic a bit bumpier and to make the waterfall a bit wider. The lighting could be toned down a bit and add some fog :)
Re: cs_jungle Posted by Desert Gunner on Wed Jan 26th 2005 at 7:55pm
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I think everybody else covered most of the problems, but i have one: the cliff texture is too repetitive. Stretch it out more.

I love the trees!

Keep it up man!!! :D
Re: cs_jungle Posted by Shiroko on Wed Jan 26th 2005 at 8:58pm
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Well, grass is still HL2 texture. I'm having trouble with repeatative rock textures I can't seem to handle yet. I'll try covering them with more overlays later on. Fog will be added as soon as I figure out the right entity (or go look for it).
Thanks for the comments so far.
Re: cs_jungle Posted by parakeet on Wed Jan 26th 2005 at 9:42pm
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Welcome to the jungle , We got fun and games , ^_^ lub that song = P. Anyways nice use of the trees , If this is hl2 ? i think they have better fog.. not certain though
Btw sounds can Make , Break or do nothing to a map. Use it wisely , use it well, or just dont deal with it = P
Re: cs_jungle Posted by mike-o on Wed Jan 26th 2005 at 11:36pm
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Definitely get a better cliff texture.
Re: cs_jungle Posted by cloudsofthought on Thu Jan 27th 2005 at 4:14am
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The tree models look pretty bad imo, I hope they're still being worked on. The leaf textures need a lot of work/replacement - too blurry and bright green.
Re: cs_jungle Posted by Shiroko on Thu Jan 27th 2005 at 11:17pm
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I know the leaves are too green. What I need is a way to prevent them from bring too bright on one side and too dark on the other. Suggestions are welcome. (Edit: O.K. It seems I don't have this problem, but something makes some of the branches look dark because of the model itself)

Only one tree model for now, and it would be scrapped as well as the only rock model that is for now.

I got the sounds covered, HL2's dam water sound works good enough for the fall, and there are tons of birds, snakes and other stuff for the jungle.
Re: cs_jungle Posted by WatchDog on Mon Jan 31st 2005 at 1:12pm
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Need a new sky box can see the corners. And some dark areas would be good but other wise i cant wait to play
Re: cs_jungle Posted by WatchDog on Sun Feb 27th 2005 at 11:03am
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It feels like Socom i love all the foliage and i hope the level is big
Re: cs_jungle Posted by Shiroko on Thu Mar 10th 2005 at 10:52am
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I'm almost done with the map, it is playable but needs refinement.

Screens, download and stuff:

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

If anyone run it on a server it will be great, I'll probably rent one to run a test soon.

-Shiroko
Re: cs_jungle Posted by ReNo on Thu Mar 10th 2005 at 11:43am
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Wow, thats looking really nice! Great to see a CS map with such a fresh look to it :smile: I'll give this a try later today.
Re: cs_jungle Posted by KoRnFlakes on Thu Mar 10th 2005 at 12:21pm
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Great to see a CS map with such a fresh look to it
thats what I was thinking.
Re: cs_jungle Posted by thursday- on Thu Mar 10th 2005 at 12:45pm
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Compared to alot of CS:S maps out there, none of them touch this visually. Quite simply stunning.
Re: cs_jungle Posted by ReNo on Thu Mar 10th 2005 at 1:39pm
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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.
Re: cs_jungle Posted by Shiroko on Thu Mar 10th 2005 at 9:31pm
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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.
Re: cs_jungle Posted by Shiroko on Fri Mar 11th 2005 at 10:17am
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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
Re: cs_jungle Posted by brett5010 on Fri Mar 11th 2005 at 10:56am
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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.
Re: cs_jungle Posted by Shiroko on Fri Mar 11th 2005 at 11:19am
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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
Re: cs_jungle Posted by brett5010 on Sun Mar 13th 2005 at 3:29am
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Hence your texture for your waterfall was custom correct? I have no experience in that area. -_-;
Re: cs_jungle Posted by Gorbachev on Sun Mar 13th 2005 at 11:17am
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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.
Re: cs_jungle Posted by Orpheus on Sun Mar 13th 2005 at 12:35pm
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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.
Re: cs_jungle Posted by Agent Smith on Sun Mar 13th 2005 at 1:00pm
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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.
Re: cs_jungle Posted by Shiroko on Sun Mar 13th 2005 at 11:05pm
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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
Re: cs_jungle Posted by Myrk- on Mon Mar 14th 2005 at 10:45pm
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Is it possible to use the models for other maps? Or are they restricted for now?
Re: cs_jungle Posted by Shiroko on Mon Mar 14th 2005 at 11:50pm
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Possible, there's a readme in the download with exact info on this matter.

-Shiroko
Re: cs_jungle Posted by DrGlass on Wed Mar 16th 2005 at 4:59am
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I gave it a run around, I liked the outside and I think the water fall was a very nice touch.

I didn't like the Terrorist house, the scale seemed wrong and it was
far to empty and blocky. The windows were also quite strange,
they looked like some one had painted green all over them.

I also hate player clips, I think its a lazy way out of finding a
solution to baring the player from getting to places you dont want them.

Also, as a sde note I think you need more weed there, that seems like so little pot to get in so much trouble over.

I liked the look and feel but it was too HL1ish, simple brush work and too much empty space.
Re: cs_jungle Posted by Shiroko on Wed Mar 16th 2005 at 10:15am
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I honestly thought the problem is hostages, not a couple of canabis plants...

-Shiroko
Re: cs_jungle Posted by Junkyard God on Wed Mar 16th 2005 at 11:08am
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try to make some fallen down trees on parts where players get blocked by and ?nvisible wall' it migth look better and it'll certainly make it more interesting.

rest looks good, haven't played it yet.

don't mind the open spaces though, lots of maps have them and the maps without them are just filled with litle cans and litter mostly witch is not visible on low-end machines anyway :smile:
Re: cs_jungle Posted by KoKo5oVaR on Wed Mar 16th 2005 at 1:23pm
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Special mention for your models and textures, it s quite rare to see hl?mappers making that for their maps, you have gained all my respect ^^
Re: cs_jungle Posted by DrGlass on Wed Mar 16th 2005 at 8:01pm
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I agree, and your right... I forgot about the hostages (hehe).

models are great.

fix up the house and this could be a really great map.
Re: cs_jungle Posted by Spartan on Wed Mar 16th 2005 at 8:13pm
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Throw in a few dinos and you have yourself a sequal to Turok.
Re: cs_jungle Posted by Shiroko on Sat Mar 19th 2005 at 7:21pm
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Another new version, semi-final. Should solve some of the problems you
talked about. And in 3 days if nothing comes up I'll release final
version.

-Shiroko
Re: cs_jungle Posted by Orpheus on Sun Mar 20th 2005 at 12:32pm
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<DIV class=quote>
<DIV class=quotetitle>? quoting Shiroko</DIV>
<DIV class=quotetext>

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

-Shiroko
</DIV></DIV>

just a general comment of my observation. when i looked at the screens i said "f**king wow" then i read Reno's critique and the joy was deflated substantially.

i am reserving final judgment to see if you address Reno's findings. i trust him more cause he has less to gain by his views.
i can be persuaded to do a followup critique, but i already read his findings, my views might be biased now.
Re: cs_jungle Posted by Shiroko on Sun Mar 20th 2005 at 4:05pm
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I believe I fixed all but two of his comments.

Suggest you download and see the map. (Only 13MB zipped, decent speed download)

Frankly, say the map is crap, but after you play it. This would be like
reading a movie review and telling people the movie sucks. =)

Anyway would be better if you download and find some new bug as I'm nearing final release.

-Shiroko
Re: cs_jungle Posted by ReNo on Sun Mar 20th 2005 at 4:06pm
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I've downloaded it, I'll take a look in a bit and post my thoughts.
Re: cs_jungle Posted by Orpheus on Sun Mar 20th 2005 at 4:46pm
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I was genuinely amazed at the sights, but having no gaming experience in cs what so ever, i could not fathom the map at all. it was literally an endless maze of foliage.

shame really, a map like this would play HLDM so well, to waste it on cs is..

anyways, i liked the detail, was nice to see someone put so much time into their creation.

consider doing something worthwhile next with this style. a jungle DM map would be great.
Re: cs_jungle Posted by ReNo on Sun Mar 20th 2005 at 4:52pm
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Orph, stop claiming CS is a waste. Just because you don't happen to like it doesn't make it any less of a game.
Re: cs_jungle Posted by Orpheus on Sun Mar 20th 2005 at 5:02pm
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<DIV class=quote>
<DIV class=quotetitle>? quoting ReNo</DIV>
<DIV class=quotetext>Orph, stop claiming CS is a waste. Just because you don't happen to like it doesn't make it any less of a game.
</DIV></DIV>

what am i supposed to do, sing praises? its horrible.

i give as much credit as i can considering. the fact that someone disagree's is not important at all. he ASKED my opinion, you want me to be a liar?

cs is a waste of time IMO, and no amount of tact will alter that viewpoint.

if you want, i can lie..

clears throat

"uh, yeah, its great, nothin better. i wish cs would be around forever."

there.

jeez, if i am not allowed to say its horrible, then why are we here? :sad:
every time i see a great mapping potential wasted on cs, i cringe. i cannot help thinking, "how this would have been so much better" :rolleyes:

[edit] this has nothing what so ever to do with this map, or its author, but i am insulted that Duncan would ask me to not clearly say what i feel. Honest, brutally honest feedback has been our trademark since day #1.
Re: cs_jungle Posted by Shiroko on Sun Mar 20th 2005 at 6:04pm
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...shame really, a map like this would play HLDM so well, to waste it on cs is..
Umm.... that's usually what I think to myself when seeing a good DM
map. DM is waste of time, it's fun for a few rounds but duller in the
big range. And the server count would testify just what an odd view are
you in the gamers crowd.

Anyway, if anyone wants to make a Deathmatch map out of this concept,
I'd happily give him the source art in order to see what would come out
of a DM_Jungle.

(Any takers, E-Mail me)

-Shiroko
Re: cs_jungle Posted by Orpheus on Sun Mar 20th 2005 at 6:07pm
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no hard feelings. i am still a bit miffed at Duncan, but we have survived worse and remain friends.

i am, and will always remain a faithful HLDM fan.
Re: cs_jungle Posted by Jinx on Tue May 3rd 2005 at 4:49pm
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Team Fortress beats them both ;p I can't wait for Fortress Forever.

DM can be fun, though tbh I find HL2DM pretty awful compared to the original. I hate the guns, especially the grav-gun.
Re: cs_jungle Posted by ReNo on Tue May 3rd 2005 at 4:52pm
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Errr, that didn't really seem worth the bump to be honest mate :biggrin:
Re: cs_jungle Posted by Shiroko on Tue May 10th 2005 at 9:45am
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Well, it was certainly a much more decent bump then this is it?

:smile:

-Shiroko

(I usually don't bump, but just couldn't resist now)