Map Name - teamjungle / Author - Timm / Map Filename - teamjung.zip

Reviewed by Oswald - May 23, 1999

 

 

Layout - Score 5

It's time to go "teamin' in the jungle", be ready for anything. This is a long and winding canyon map, shaped similar to the letter "S". There are cliffs and grassy hills hugging the canyon walls, making for some great elevation changes. There are many ways to make you way to the other side of the map. Be ready to use the trees and crates to protect you from stray bullets and to change elevation. The floor of the map seems to have most of the action when gameplay starts. With very few objects on the map layout, the lines of fire are very clear. I do feel as if the gameplay is a bit unbalanced, as most of the fighting takes place on the ground, near the center of the map.

Textures & Sky - Score 5

Basic and simple textures used throughout the entire map help to make a good looking map. At the time this map was created, there was a new texture introduced (if you know which one, email me). Browns and green dominate, while the wood texture of the crates helps to break these colors up. The author notes, "You'll also notice that the grass textures are 3x bigger. This will help frame rate on non-3dcard machines." Suislide helped out, to create the blue sky you see used.

Prefabs - Score 4

This map is full of wooden crates which are multifunctional. Almost anywhere you walk on the map, you will see crates strewn about or stacks of crates. Some of the stacks will provide access to higher areas of the map, while also aiding in cover when taking fire from the opposing team. Since this is a jungle, there should be more trees. But the trees that are growing throughout the map, which like the crates provide cover and access to higher levels on the map. Unfortunately, I did happen to stumble upon a dead area located under one of the sniper rifles. I was attempting to access the higher portions of the map when I jumped and missed the tree. I fell and was wedged between the tree and the walls of the map. There was no way out except waiting for the enemy or killing yourself.

Sounds - Score

N/A

Lighting - Score 5

Not much in the way of lighting. You get the feeling of a bright afternoon, as most shadows are limited on the map. Most are found underneath trees or cascading off the sides of the hills and sides of the map. Gives off a nice effect. Also, it looks like there is an unwanted lighting effect on the stacks of crates. You will notice an reddish tint coming from one of the big base crates. Although this does not affect the game, it does look a bit unnatural and out of place.

Playability - Score 7

Here is another example of great r_speeds. Overall, teamjungle averages between 300-600 on r_speeds. If you happen to stand in one of the corners, you will get speeds in excess of 1000. This one area will not detract from the overall gameplay.

Teamplay - Score 6

Talk about fast, unbridled gameplay, you got it with teamjungle! This maps easily provides action for 10-12 players, comfortably. Teams spawn at both ends of the map make their way to the middle, on all different levels with guns blazing. Snipers tend to hang back and stay low to provide cover fire on the unsuspecting enemy. Be very careful and DON'T STAND STILL because you will definitely pay with your life. If you don't see the enemy in front you, they are probably above you on the hilltops, which also pose a hazard to your health. It is possible to snipe on this map, make sure you stay low and watch your back. There are usually more then one way to get where you are and if you are not careful, you will find yourself dead. This map is very wide open and most players had success with the MP4 and MP5/10.

DM - Score

N/A

Originality - Score 7

I wish we would see more maps along this simple style. With all the maps taking place inside buildings and on city streets, this map is a welcome change to a map rotation. I have also noticed this map running on many servers. This map feels like some of the other outdoor maps like the Cliff series and the recently released, deep canyon. Although I don't think we will see it, an updated version of this map would be a hit. With computer systems becoming faster and graphics improving, the author could add more "effects" to create the desired effect we are all looking for. Don't get me wrong, this is a nice change from the "city fraggin" which is all too common.

General Feel - Score 6

As the author himself says, "I am NOT happy about this map", but it is a fun map to play. There are areas which could use some improvement to help make this a better map. The river Timm had thought of using would have been great, "but it made the game too slow." Is this a map who's time has come and went? You decide. It is fun to play, even if it is lacking todays map standards. "I decided not to include any fancy stuff, as I wanted to keep the r_speeds low (too bad I didn't do too well)", Timm says. Take that for what it is worth and download this 736k file for some fast paced action.

Final Rating - Score 5.3 (45/8)