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CS_Jungle

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
Contents

CS_Jungle (Map)

Reviews
StoPCampinGn00b 15:53, 22nd Feb 2015 Map Moderated - de_dust2 Comment - My Review Verdict - Needs Fix, 2/5 Other [TR]Map Submission Rules Staff Contact The Hive's StaffMap Reviewers Description Tutorials
Level 21
Joined
Jul 6, 2014
Messages
6,791
Ok,thats a decent description.Just add some screenshots and a features list.
You should also say if the map is protected or not
 
Level 32
Joined
Apr 2, 2013
Messages
3,954
Hi Danor, I've hosted and played your map on Battle.net with five other people. I have a few things to say.

The combat system in this map was very tedious. Other maps pull off the whole manual ranged attack feature, but your missing an element of this. The way to attack is to stop where you are, then shoot an invisible projectile. I understand these are supposed to resemble modern bullets, but the you don't have to be tactical to kill someone one on one. We also don't know how far the thing shoots. I suggest you make the spell length longer, add more information about the mechanics, and have a visual indicator of where the projectiles are.

Other things such as the items and abilities worked well. It encourages competitive play. It's good that you made the map based off of objective game modes along with no sharing vision to allow for cooperative play, but with the combat system like this, the others in the game stated it was boring.

The terrain was average. I'm not quite sure if you aimed to replicate a counterstrike map, but nevertheless, it wasn't decorative. I'm not saying to add a lot more doodads, but if more fitting doodads, say modern war like doodads, were added, it would make the map look better.

You could also definitely add extra details that are not doodads. A custom selection circle and health bar are great examples on how to improve a map visually without updating the terrains or decor.

It would also help if you added a version number so players will have an easier time distinguishing a version from another.

Overall, this is a great concept, but it really is missing things players love. You used 686.75 KB. You have a lot of space to add different sub maps and imported material.

Verdict: Map set to await update. It will automatically be set back to pending once it is updated.
 
Last edited:
Level 4
Joined
Feb 9, 2014
Messages
32
i like your map but you should change bomb site to the right side of near ct area so that the terrorist will hard to get in there and ct will easily defend it. Also remove aura on shoot.

Thanks for trying the map, I am glad you enjoyed it!

1. I agree that the aura look quite ugly, but previously, people have suggested that I would add something that indicates were bullets are heading.

If I find out how, I will sometime try to shrink the aura so It does not take so much place visually.

2. About the bombsite, I will probably have to rearrange some terrain in order to make the bombsite more protected in the CTs favour.

I will to try the find a better way to indicate where bullets head, and look into if there is a good way to improve the placement of the bomb-site. I also will fix a music error I found myself, which cause you to hear regular warcraft music for about one second between jungle track replays.
 
Level 4
Joined
May 26, 2015
Messages
57
hi there, nice map you got there but the aura seems disturbing while shooting and smoke grenade are not too cool or they just uglier on your map. I suggest use combat knife(Breath of Fire) and replace it on smoke grenade. Also remove ct_spawn and use revive system and wait them to revive for 20 secs or 1 minute and you should make harder the the terrorist. The terrorist will prevent the counter terrorist to come and rescue hostages and also counter terrorist will prevent the terrorist to planting the bomb. But change the place the bomb site and put it near counter terrorist spawn.
 
Level 4
Joined
Feb 9, 2014
Messages
32
hi there, nice map you got there but the aura seems disturbing while shooting and smoke grenade are not too cool or they just uglier on your map. I suggest use combat knife(Breath of Fire) and replace it on smoke grenade. Also remove ct_spawn and use revive system and wait them to revive for 20 secs or 1 minute and you should make harder the the terrorist. The terrorist will prevent the counter terrorist to come and rescue hostages and also counter terrorist will prevent the terrorist to planting the bomb. But change the place the bomb site and put it near counter terrorist spawn.

Thanks for testing the map, since all who reviewed the map lately want to remove the aura I have now decided to do so, it will be harder to avoid bullets but it will make the map seem more realistic.

On your other suggestions, I will keep the spawns as it is. When you die you automaticly select your spawn-building and all you need to do is press T in order to train your unit. I did not really understand exactly what you meant with combat knife, but I agree with you that smoke is the worst ability in the map and if I find something cool that is the spell I will replace.
/Danor
 
Level 4
Joined
Feb 9, 2014
Messages
32
When I scroll down the camera lowers, and when I scroll up, it will never go back to its far view again. Pls fix it.

Thanks for letting me know about this problem!
I have added a "-far" command so you can zoom back to normal zoom.
In new version I also improved terrain a lot by adding custom jungle cliff and tile. It look a lot better now visually imo, since the cliffs have allowed me to remove over 1000 grass doodads.

Keep it good dude
Thanks!

In the version 1.3 I improved the bomb-unit that the terrorist plant. It is now smaller and on top of the bomb-site. The previously version blocked unit from being able to move around the site after I added fence.

I am also working to improve map by adding a new bomb-site (A-site) and removing the zombie-testing mode to reduce file-size. This will be updated soon.
 
Last edited:
Level 32
Joined
Apr 2, 2013
Messages
3,954
Hey, Danor, sorry for the extreme wait. The map is problematic by it being unbearably laggy when playing multiplayer. The issue you have are the leaks which mostly are center of region ones.


  • CtTryPickBomb
    • Events
      • Unit - A unit Acquires an item
    • Conditions
      • (Unit-type of (Triggering unit)) Equal to Navy SEAL
      • (Item being manipulated) Equal to C4 0001 <gen>
    • Actions
      • Game - Display to (All players) for 7.00 seconds the text: |cffff0000The Bomb ...
      • Item - Move C4 0001 <gen> to (Center of Region 010 <gen>)
Location Leak

  • PlantBomb
    • Events
      • Unit - A unit enters PlantBomb <gen>
    • Conditions
      • (Unit-type of (Triggering unit)) Equal to Terrorist
      • ((Triggering unit) has an item of type (Item-type of Item)) Equal to True
    • Actions
      • Floating Text - Create floating text that reads Planting... above Bomb Site 0002 <gen> with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
      • Wait 2.00 seconds
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Triggering unit) is in (Units in PlantBomb <gen>)) Equal to True
        • Then - Actions
          • Floating Text - Destroy (Last created floating text)
          • Game - Display to (All players) for 7.00 seconds the text: |cffff0000The Bomb ...
          • Sound - Play No_mercy_Hipis_1227409429 <gen>
          • Trigger - Turn on Defusing <gen>
          • Hero - Drop Item from (Triggering unit)
          • Item - Move C4 0001 <gen> to (Center of Region 010 <gen>)
          • Unit - Create 1 Bomb for Neutral Passive at (Center of Region 017 <gen>) facing Default building facing degrees
          • Countdown Timer - Create a timer window for MyTimer with title Bomb Explodes in:
          • Set MyTimerWindow = (Last created timer window)
          • Countdown Timer - Show MyTimerWindow
          • Countdown Timer - Start MyTimer as a One-shot timer that will expire in 45.00 seconds
        • Else - Actions
          • Floating Text - Destroy (Last created floating text)
          • Game - Display to (All players) for 7.00 seconds the text: |cffff0000The terro...
Multiple Location Leaks


  • BombenterRegion
    • Events
      • Unit - A unit Loses an item
    • Conditions
      • (Last dropped item) Equal to Item
    • Actions
      • Wait 70.00 seconds
      • Item - Move Item to (Center of Region 007 <gen>)
      • Game - Display to (All players) for 7.00 seconds the text: |cffff0000A new C4 ...
Again, location leak

  • BombExplode
    • Events
      • Time - MyTimer expires
    • Conditions
    • Actions
      • Sound - Play No_mercy_Hipis_1227409429 <gen>
      • Trigger - Turn off Defusing <gen>
      • Countdown Timer - Destroy (Last created timer window)
      • Wait 2.00 seconds
      • Player - Add 50 to Player 7 (Green) Current lumber
      • Player - Add 50 to Player 8 (Pink) Current lumber
      • Player - Add 50 to Player 9 (Gray) Current lumber
      • Player - Add 50 to Player 10 (Light Blue) Current lumber
      • Player - Add 50 to Player 11 (Dark Green) Current lumber
      • Player - Add 50 to Player 12 (Brown) Current lumber
      • Special Effect - Create a special effect at (Center of PlantBomb <gen>) using Objects\Spawnmodels\Human\HCancelDeath\HCancelDeath.mdl
      • Special Effect - Create a special effect at (Center of Region 001 <gen>) using Objects\Spawnmodels\Human\HCancelDeath\HCancelDeath.mdl
      • Custom script: set bj_wantDestroyGroup = true
      • Unit Group - Pick every unit in (Units in BombShower <gen>) and do (Actions)
        • Loop - Actions
          • Unit - Explode (Picked unit)
          • Wait 6.00 seconds
          • Game - Display to (All players) for 12.00 seconds the text: The terrorists C4 d...
      • Wait 7.00 seconds
      • Unit - Create 1 Bomb Site for Neutral Passive at (Center of Region 022 <gen>) facing Default building facing degrees
Unit Group Leak
Point Leak
Special Effect Leak

  • HostageDead
    • Events
      • Unit - Hostage (Male) 0000 <gen>'s life becomes Less than 900.00
    • Conditions
    • Actions
      • Unit - Make Hostage (Male) 0000 <gen> Invulnerable
      • Unit - Change ownership of Hostage (Male) 0000 <gen> to Neutral Passive and Retain color
      • Unit - Set life of (Attacked unit) to 100.00%
      • Unit - Order Hostage (Male) 0000 <gen> to Move To (Center of Region 011 <gen>)
      • Game - Display to (All players) for 12.00 seconds the text: The hostage has bee...
      • Wait 60.00 seconds
      • Trigger - Turn on SaveHostage <gen>
      • Game - Display to (All players) for 6.00 seconds the text: The hostage has reg...
Location leak.

  • HostageIsSafe
    • Events
      • Unit - A unit enters Region 009 <gen>
    • Conditions
      • (Triggering unit) Equal to Hostage (Male) 0000 <gen>
    • Actions
      • Sound - Play fighter_plane_squadron_Mike_Koenig_1917709101 <gen>
      • Sound - Play Yes_SoundBible_com_1345875982 <gen>
      • Unit - Unhide Helicopter 0007 <gen>
      • Unit - Order Helicopter 0007 <gen> to Move To (Center of Region 009 <gen>)
      • Unit - Change ownership of Hostage (Male) 0000 <gen> to Neutral Hostile and Change color
      • Unit - Make Hostage (Male) 0000 <gen> Invulnerable
      • Unit - Order Hostage (Male) 0000 <gen> to Move To (Center of Region 009 <gen>)
      • Wait 1.00 seconds
      • Floating Text - Create floating text that reads I can hear the soun... above Hostage (Male) 0000 <gen> with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
      • Wait 3.00 seconds
      • Unit - Hide Hostage (Male) 0000 <gen>
      • Wait 2.00 seconds
      • Floating Text - Destroy (Last created floating text)
      • Unit - Order Helicopter 0007 <gen> to Move To (Center of Region 014 <gen>)
      • Unit - Move Hostage (Male) 0000 <gen> instantly to (Center of Region 011 <gen>)
      • Game - Display to (All players) for 12.00 seconds the text: The hostage has bee...
      • Player - Add 50 to Player 1 (Red) Current lumber
      • Player - Add 50 to Player 2 (Blue) Current lumber
      • Player - Add 50 to Player 3 (Teal) Current lumber
      • Player - Add 50 to Player 4 (Purple) Current lumber
      • Player - Add 50 to Player 5 (Yellow) Current lumber
      • Player - Add 50 to Player 6 (Orange) Current lumber
      • Wait 5.00 seconds
      • Unit - Hide Helicopter 0007 <gen>
      • Wait 55.00 seconds
      • Game - Display to (All players) the text: The hostage has res...
      • Unit - Unhide Hostage (Male) 0000 <gen>
      • Trigger - Turn on SaveHostage <gen>
Point and location leaks.


Also do note that FarCommand and PlayerDie can be merged for efficiency, but those are always optional.


I set this to needs fix where it will be awaiting update. Should you update it, it'll go back to pending for another check over. Good luck!

References:
http://www.hiveworkshop.com/forums/triggers-scripts-269/things-leak-35124/
http://www.hiveworkshop.com/forums/trigger-gui-editor-tutorials-279/memory-leaks-263410/
 
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