[Watch the Youtube video of Jungle Breach v0.8 updates here: https:\/\/www.youtube.com\/watch?v=ndKu6ujmLgY](
With the community demand for new and unique maps running high, I wanted to share an update on my 'Jungle Breach' portal project, and take a moment to say thanks a ton to everyone who tried the map and shared their experience while the map was in v0.6.
Special thanks to TheBrokenMachine and other streamers who organized servers and got their communities inside of the map to try it out at scale.
I've been combing through video, live chats, and posts, gathering feedback, tweaking the map, making improvements, and adding new features. Reception has been generally positive so far, and I'm still super passionate about the project.
More than 2,300 objects come together to create this unique-to-BF6 jungle biome (this object count was closer to 1,000 back in v0.6). It has come a long way since I originally shared it a few weeks ago.
If you are in a hurry and want the 0.8 updates condensed into 95 seconds, I would urge you to go and watch the new Jungle Breach 0.8 Youtube video that will take you through everything.
If you have the time and want details, here are the new changes, fixes, and features included in 'Jungle Breach' 0.8, which is playable with the codes ZP54S (Breakthrough) and ZKVRR (Conquest).
[Two tanks battling over objective D in a Conquest match. At first, I thought tanks were overpowered and just kind of crazy to include on the map. But, I ultimately decided it was too fun watching the jungle be destroyed over the course of a Conquest match. ](
Conquest Mode Support: I'm not sure all of the spawns are working 100% as intended, but the map is playable in both Conquest AND Breakthrough. Thanks to ViperStudiosAndy for both of his templates which make projects like this possible. For the time being, there are four capture points: the U.S. Border Wall, Ruins, Command Post, and Pond. Eventually, I'd like to add a fifth and maybe sixth capture point; I'm just not sure what they would be yet.
[One of the entrances to the new 'Ruins' objective, which sits near the center of the map. Sorry – tanks \(probably\) won't fit inside! ](
New Ancient Ruins: An old passthrough section that previously had a unremarkable shack in it now contains full ancient ruins. Thanks to u/ALLHmac, whose walls in project WT31 inspired this idea. This area has been added as an objective in both Breakthrough and Conquest. In Breakthrough, Sector 2 boundaries have been expanded as a result of this addition, allowing new mid-game routes through the jungle.
[The extended 'Command Post' objective, which sits in a flowery meadow in the South West corner of the map.](
Extended Command Post: The Command Post that functions as a capture point in both game modes has been doubled in size, given some visual TLC, and additional defensive measures have been added to make this objective a more balanced fight from multiple attack angles.
[A thick area of jungle in between the 'Pond' and 'Command Post' objectives, great for stealth and careful advances. Or – camping, lol. ](
Additional Cover and Concealment: New cover and concealment has been added to multiple places on the map; especially near the U.S. Border Wall and Pond objectives. The Jungle has been made 'thicker' in several areas, also, making stealth around more of a possibility. This was a popular request from multiple users.
[The massive AA gun attached to the U.S. Border Wall objective, which can quickly transform the landscape by cutting down trees.](
New Stationary Weapons: Defenders near the Pond and U.S. Border Wall now have multiple mounted weapons to assist with holding objectives, including machineguns, guided rockets, and one of those massive AA guns tilted down a bit, which can cut down trees and is quite entertaining to unleash on attacking forces. Thanks to u/Away-Sail-1720 who requested this originally over in r/Battlefield6.
[The redesigned wastewater Canal area, which is Sector 1 in Breakthrough and Team 2's spawn protection area in Conquest.](
Wastewater Canal Rework: The wastewater canal (The attacking team's spawn area in Breakthrough, and Team 2's spawn in Conquest) has been reworked to include additional details and a slightly different layout, including a second footbridge to cross to the other side, additional flora, and repositioned rocks to allow for easier bot navigation and vehicle operation.
[Sunlight shining through the canopy onto Pax Armata troops defending the 'Ruins' objective.](
Improved Lighting: Any of you who have played Portal maps know that the lighting sucks on indoor or in-shade spaces. And those of you who have tinkered inside of Godot / Portal SDK know that we have exactly zero tools to add or work on lighting. So – that leaves creators with sunlight as our only lighting asset. I was able to improve the lighting on the entire map simply by being conscious of where my larger canopy trees were placed, and where shadows were cast. These adjustments made for an overall brighter and more attractive experience. It's actually kind of fun to see the lighting change as a match progresses and more and more trees are knocked down.
[One of the new areas of jungle that were previously inaccessible \/ out of bounds.](
Extended Playable Area: Several play areas have been expanded. Most notably, a previously visible, but out-of-bounds section of Jungle has been opened up to allow for safer defensive spawns. Multiple previously out-of-bounds sections of cliffside have been opened up, giving attacking Snipers another option to provide support. Some other boundaries have been expanded to provide slightly wider-angle attack options. I've also added several spots that are only accessible with a bit of climbing or by us
ARKO_STREAM - Map votes
Frostbite supremacy.