Counter-Strike 2

Counter-Strike 2

Junglety (Danger Zone)
Rosuav 26 Dec, 2019 @ 5:10am
Loot spawn locations -- ANALYSIS
I've done some analysis on loot spawn locations on the three DZ maps currently available for matchmaking. Junglety falls short on sheer number of spawns, but also on their grouping; it's a lot harder to find a location with high density. This makes matches depend more on luck than on your skill at looting; landing in between regions is nearly as good as landing in a named region.

Industry is spectacular but large. Crane/Docks is quite good but requires two people to coordinate. Radio looks dense on the map, but some of it is vertical space. For the rest, regions tend to sprawl, rather than being coherent.

Annotated maps are available at https://rosuav.github.io/shed/entity_map/ and all my code is open source.

If about 200 additional spawn locations were added, distributed in locations within the green circles in that annotated map, it would make the map more a test of skill (without losing the luck of where you get good loot).
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EcranTactique 5 Jan, 2020 @ 9:21am 
Very interesting analysis.

In my opinion, these are the things I would change about Jungle :

- The West Radio Tower is way too high for no real purpose. It takes 1 minute to get to the top with the « Parkour » things in a 10 minute Danger Zone match. Its way too long. And the fog at the top gives no real advantages. And even the drones have a hard time with it, it’s almost impossible to get a delivery when you are in upper levels or on the floor but behind the tower. I think this radio tower should not be taller than 2 levels. It could have been destroyed and only the bottom is what its left. And at the level 2 (top level), there is no rail guards left (kind of like when you reach the top of tower, you’ve got to take a ladder and there is no rail guard to protect you from falling), just some boxes. Drone deliveries wouldn’t get stuck in this huge useless tower.

- What you called the « Buoy » where you can enter in a cave. This place is way too huge for its own purpose. When you reach the end of the cave, there is the longest ladder in the game and you ask yourself « Was this cave have to be this deep ? ». This cave could be less huge, less width and maybe on 2 levels. You enter from the « Buoy », you are on first level, you can exit from this level from the enter of the « Caves », and near the end of this cave, there are some stairs which leads to a second level with a few rooms, not too big, and then the ladder is smaller to reach the top. And the ladder should NOT come out in the bunker. This is a strategic position and there are often people inside. Ladder should exit in an uninteresting house and move the bunker. On the Blacksite map, you can go from the « Military » to « Radio » through a tunnel, you take a ladder but you are not in the radio building that is strategic. You are in a small uninteresting building next to it.

An other thing that I have not tried enough but I will tell : maybe the hostage rescue points are too exposed. It would be good to had some cover. But I have not rescue enough hostage to tell. I know that on Blacksite map, hostage rescue points are remote and you are not exposed. On Sirocco, one hostage rescue point is very exposed and the other is not.

Either way, you did a good job and it’s great that a community member made a map for Danger Zone and that it is included in the game. It kinds of make me want to make a Danger Zone map but I guess I should first learn to do a normal CS :GO map first. It is a lot of work and you did it. Nice job.
Rosuav 5 Jan, 2020 @ 7:26pm 
The gigantic tower is a gimmick. As long as it's not your sole source of good loot, it's fine being there. I've seen some interesting encounters there - one time, my teammate was up there for quite a while with nothing but an empty Glock, and survived long enough for me to respawn and lend assistance; and another time, the height of the tower created an interesting choice of "descend or risk the Zone". But there needs to be more loot at ground level so it doesn't FORCE you to climb it.

The underground cave, IMO, is a great risk/reward region. There are enough entrances that you can't be sure nobody else will be going in there, but the one labelled "Bunker" should be treated as exit-only (unless you REALLY love descending ladders). Again, though, it would be a better region if it had more loot drops. It's comparable to Sirocco's underground area, but since Sirocco's has quite a lot of loot in it, it's extremely popular. Jungle's underground region usually isn't occupied.

If you want to get into CS:GO mapping, I strongly encourage it! I'm not a mapper, but I've downloaded a number of really *really* cool maps from the workshop and played them. Just be aware that creating a good map is a *huge* job :) It's an artistic project, it's an engineering challenge, it's all kinds of jobs all mashed up together. But I'm sure many experienced mappers will assure you that it's worth it. And having seen and played on some glorious community maps, I have massive respect for their creators.
EcranTactique 7 Jan, 2020 @ 4:01am 
What I don't like in the caves is the room with all the "Stalagmites". I think it's way too big and it's pretty useless area. It's kind of pretty with the light but that's all.
Rosuav 7 Jan, 2020 @ 12:49pm 
It'd be less useless with more loot spawns in it! (Is that really the solution to every problem? No, of course not... just most of them. MOAR LOOT!!)
Rosuav 4 Feb, 2020 @ 3:37pm 
The map update that just landed adds more spawns. For anyone curious to see where they were added and what that does to improve the map, I have some analysis (including images) here: https://rosuav.github.io/shed/entity_map/jungle202002

Thank you michal for the improvement!
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