KZ-Climb

KZ Climb Community Website

Jul
17
Hey everyone,

Due to the lack of demos being uploaded, there hasn't been any videos being produced. If you want that to change, I encourage you to submit demos to kzclimbgo@gmail.com

Break's kz_pineforest run is just slightly faster than linus' time, but still not enough to be the sub-2 minute goal. Hopefully in the future we'll see it happen. Enjoy.



Thanks, Zach47
Jul
11
Hello KZers,

The KZTimerGlobal Dev team has been working on a replacement for the existing global database in KZTimer. The new replacement is a web API that can be reached via http, making it available to plugins, browsers, mobile apps, and any web-enabled devices.

Main features:
  • Support for all movement-based game modes
  • Global Jumpstats
  • More robust and easier to maintain global record system
  • Allows anyone to request an API key and read from the global DB
Potential future uses:
  • Global ranks and tags
  • Showing player improvement
  • Save settings across servers
We welcome any feedback on the API or its potential uses.

Beta:

A beta of the API and the sourcemod plugin that uses it are currently deployed across multiple servers. These servers are sending KZTimer times (both pro and tp), ownage jumpstats and godlike PB jumpstats to the API. The following servers are currently running the beta API:
  • All House of Climb KZTimer servers
  • Super Fun Climb Club | GLOBAL | KZTIMER | 24/7 (steam://connect/119.252.189.7:27270)
  • [KG] KZ Climb | !ws !knife | (steam://connect/151.80.111.219:27055)
  • [GSA] KREEDZ EUROPE [KZ Climb|Global|Timer|128tick|FastDL] (steam://connect/89.163.162.206:27015)
  • [GSA] KREEDZ EUROPE VIP [KZ Climb|Global|Timer|128tick|FastDL] (steam://connect/89.163.162.206:28015)

As an example, Zach47 has created a toplist for jumpstats using the jumpstat data collected in the beta API:
www.jacobwbarrett.com/kreedz/jumpstats.html

We are monitoring the API’s health and will reconfigure to support higher loads in the future. Once the next stable version is ready, we’ll be able to add more servers to the beta. As this is a beta, data may be wiped on release and the plugin and API are subject to change.

The Future:

Over the upcoming months we’ll be working hard on the goals listed below:
  1. Continue to develop and improve the API
  2. Reconfigure KZTimerGlobal plugin to use API
  3. Work together with so0le to update kzstats.com
  4. Create a website similar to KZStats to hold the new data
  5. Look at integrating other plugins into API (SimpleKZ, CKSurf, InfTimer )
  6. ??
  7. Profit
If you have any ideas or want to help, please let us know!

Thank you,
Chuckles and the Global Team
Jun
21
Hey everyone,

As you can tell from the title, DanZay has become the newest member of the development team for KZTimer. He’s made videos, streamed gameplay, tested maps, made maps, and is now becoming part of the development process. His most notable work is his separate KZ plugin called SimpleKZ.

With the addition of DanZay to the global team, we are looking towards future improvement in KZ and it's coming features and updates.

DanZay’s programming talents and KZ knowledge will be pivotal on a number of exciting upcoming projects that we have planned. Stay tuned for more details soon!

The Global Team now consists of the following members:

Sikari:
  • Developer
Chuckles:
  • Developer
DanZay:
  • Developer
Zach:
  • Tournament Planning & Scheduling
  • Leading the Map Testing Team
Zpamm:
  • Ban Management
The following people are supporting in supporting roles:
  • Funk
  • Klyve
  • So0le
  • Sachburger

Thank you,
Sikari and the Global Team
Jun
11
Hey everyone,

I made this video specifically because Shard asked me to make it. It's not my intention to take over the KZ-Climb Youtube channel. If someone wants to become a video editor for KZ-Climb/KZTimer, leave a message or pm me your work.

Shard's run is 12 seconds faster than b0utamine's run as of June 11th, 2017, which is rather impressive on a map that's been around as long as this one. Enjoy.



Thanks, Zach47
Jun
07
Hey everyone,

As some of you may know about through the KZ Discord, I recently went through and rejected or approved the remaining maps that were stuck in limbo. The maps rejected do have the opportunity to resubmit if they'd like. However, there is a question that I need answered by the community: "Who does map testing?"

Currently, the map testing team consists of @Lillen and @Krushed. I myself was a part of the map testing team before I started taking on administrative roles. Now, having only two map testers makes it difficult to have a majority vote for a map to be approved. Rather, it's either they're both for it or it gets rejected.

So, a solution that I'm wanting from the community is for those interested in being a part of the map testing team to apply. If you have experience map testing, have made maps yourself, or have a way of showing your knowledge and interest in KZ Map testing, please follow the example submission below:

Steam ID/Steam Profile: STEAM_0:1:11374239
Discord Name: ijust#0316
Experience: Served multiple months on the Map testing team, approved/rejected multiple maps. Have helped mappers with issues with Hammer. Worked with Hammer in Source and Global Offensive.
Other: I've been playing KZ for almost 3 years with multiple global records, so I believe I know how to judge maps fairly.

If this sounds like something you're interested in, please apply below.

Thanks, Zach47
May
30
Hey everyone,

There's plan to be a tournament soon (hopefully late June). It will be in SimpleKZ rather than KZTimer, but this will be discussed later when we get a full announcement.

This is a call to anyone who wants to help or participate in tournament production.

If you'd like to be a:
Caster (Like Zpamm or Finckelton in the last tournaments)
Twitch Moderator (To help explain KZ during the tournament)
Production Assistant (Help with running the actual tournament. Server management, twitch editor, etc...)
Individual Player Streamer (As in, you would stream whoever X is in the 1v1. This is for those interested in watching just a single player)
Designer (Overlays, images, logos)

then leave a response below. Message me on steam if you have any questions.

Some requirements:
Caster - Fluent English. Able to talk to a large crowd (Last tournament reached 1300 viewers). Advanced knowledge of KZ + maps + history.
Twitch Moderator - Basic knowledge of Twitch.
Production Assistant - Advanced knowledge of Twitch (how twitch editor works, how to use rcon/sourcemod control for a server)

If you have questions, let me know.
Thank you.

Edit: I've edited the Caster requirement to what I'm looking for.
May
28
A classic map for this weeks ROTW, last week as everyone saw was kind of a wash due to overall inactivity on kzstats. Shoutout to @kohze for beating one of the longer standing records on one of the oldest maps in kz history.



Thanks @PlastiS for doing the video.

This posting will be my last posting as an active member of the global team and video team. As some may know I've decided to step down from my current position, due to a variety of reasons. First and foremost is just lack of motivation. I simply have been volunteering my time and energy to this community as a passion project since I have been in the CSGO kz community from nearly the beginning I gave back in the best ways I could. But now I find myself not caring for kz as neither a player or a community member and to me, I can't justify putting the time and effort to maintain the expectations I set for myself.

When I started in the global team I joined because I found there was a void in the community and the regression of the community as a whole. I made it my goal to get kz to a place better than I found it and I hope I did just that. I encourage anyone with a passion for kz to give back (kz-climb youtube or global team) because without this community I wouldn't have met many people that I consider as friends today.

Good luck in the future fellow OSsloth's you may still see me around, just in a less official capacity. <3

-Sachburger "cashburger"
May
15
Sorry for the delay but real life got in the way.

Congrats to @Carrier for his first Pro global on such a hard map. He beat the previous record held by @eightbo for nearly a year. I know he put time and effort into running this map and even a few chokes, including this run ;) he had to pause a few times to calm down his shakes (I tried to edit them out). Anyways, now everyone can enjoy a lovely combination of Carrier strafes, slight demo desync, pauses and chokes that ultimately ended up with a global time.



Send your records to kzclimbgo@gmail.com
May
07
@Orbit here (not clickbit) with a fairly clean run on a long and strafe heavy map. He beat the previous time by just over 2 minutes. It is always nice to have variation of featured runs as the only other submitted demo to me was Linus on kz_ext_bblocks, a map we already had a vid on the channel for. In the end, it is a nice run on a good looking map... enjoy!



Honourable Mentions
@mistersisterfister improving a former ROTW on trashsurf
@Ivan (i think thats the right one) taking back module
@nykaN getting that sub 50 on kz_gfy_final
@EphNey clicking on gurk
@Fr0ggy hopping on watertemple
@linus just doing linus things
@b0utamine on exoteric (what i personally wanted as ROTW but no good recording, cry everytime)

May
03

Macrodox and you: Linus, the ban and unban.


Last week, Linus was banned automatically by Macrodox for having a ‘perf rate’ of 90%+. The community was shocked and the global team scrambled to figure out what we should do.

After a few days, we determined that the likelihood that Linus was cheating was very low, and that a bug was the likely culprit. With the help of the community, the bug was discovered and documented (Thank you Sach, Haru, Carrier, Squared, Potts, GameChaos, Kohze, Zpamm). This post is the explanation of that bug, and how we believe Linus ended up getting 90%+ perf rate.

Macrodox: a primer

Macrodox is a plugin that has been around since 1.6 that is designed to catch obvious cheaters. It does this using two methods: analyzing jump counts (scroll patterns) and tracking a player’s bhop success rate.

Jump counts
The jump counts are established by counting the number of times a player issues a jump command and releases that jump command between when macrodox updates its calculations. If you tap space bar every time you land, your jump counts will be all 1s. A normal scroll number is around 5-12, although this can vary greatly between players. There are 30 total jump counts saved by macrodox, although only 26 are shown using !bhopcheck.

Bhop success rate
Bhop success rate, or perf rate, is calculated using a formula that gets executed every time macrodox updates its calculations. Here is the calculation that occurs:

When a player joins the server, their bhop success rate is set to 0.33, or 33%

When a macrodox calculation occurs, the bhop success rate is set to:
If bhop is a perf:
( current bhop success rate * 9.0 + 1 ) / 10.0

If bhop is not a perf:
( current bhop success rate * 9.0 ) / 10.0

For example, if a player has 20% perf rate:
If they get a perf, their new bhop success rate will be
( .2 * 9 + 1) / 10 = .28 = 28%

If a player misses the perf, their new rate will be:
( .2 * 9 ) / 10 = .18 =18%

Or, if a player has a 85% perf rate:
If they get a perf, their new bhop success rate will be
( .85 * 9 + 1) / 10 = .865 = 86.5%

If a player misses the perf, their new rate will be:
( .85 * 9 ) / 10 = .765 = 76.5%

You can see that this isn’t a true average and punishes players more as they approach 90%. (Missing a perf at 85% gives you 85% -> 76.5% whereas missing a perf at 20% gives you 20% -> 18%)

When it updates
Macrodox updates its calculations of jump counts and bhop success rates every time a player starts a jump and is on the ground. That means that the jump counts are not incremented until this calculation happens. This condition turns out to be the cause of the bug that may have caused linus’ ban.

Here’s a diagram to illustrate (credit to Zach47)
[​IMG]
http://i.imgur.com/M9bGqK9.png

Macrodox: the bug

There are three flavors of the bug all caused by the same issue: macrodox only updates its calculations when a player starts a jump and is on the ground. So if a player never meets this condition but effectively fails a bhop, that failure is not counted. As a result, a player can miss many jumps in a row but their bhop success rate will not go down. The three conditions where this happens naturally are:
1: Bhopping into teleport triggers
2: Bhopping up a surf ramp
3: Grinding WJs.

Grinding WJs
Let’s take the third option - grinding WJs - as an example. Here’s the behavior of a played grinding WJ’s that would trigger the bug:

(Diagram credit to Zach47)
[​IMG]
http://i.imgur.com/Lqm2yrf.png

1: Player runs off of a block (Note, because the player didn’t jump off of the block, no macrodox calculation occurs)

2: Player jumps in the air using the bind or spacebar, but too early, missing the perf. This jump increments the jump counter silently.
-Because the player isn’t on the ground, no macrodox calculation occurs

3: Player lands on the ground

4: Player teleports back to block and repeats the process N times (let’s say 4 times)

Then, the cycle ends when a player gets a perf:

1: Player runs off of a block
-Because the player didn’t jump off of the block, no macrodox calculation occurs

2: Player lands on the ground and jumps in the same tick
-Because the player is on the ground and the player started jumping, the macrodox calculation is triggered!
-The jump count is set to the total number of jumps that have occurred since the last calculation, in this case N or 4.
-The bhop success rate goes up using the formula.

As long as a player follows these events, their perf rate would only go up, and their jump counts would show the number of attempts the player made to try to get a perf.

Here’s a video of Sachburger using this method to have his bhop success rate only increase:


Now let’s look at linus’ macrodox ban record:
Scroll pattern: 1 3 6 3 6 7 1 1 2 2 1 1 7 1 1 3 1 4 7 6 1 4 3 13 1 1 1 3 1 2, Avg. scroll pattern: 8.257684, Avg. speed: 288.185729, Perfect jump ratio: 90.57%

If we assume that the described method was used, then we can see that the numbers above 1 are actually the number of attempts it took for linus to hit a perf using only the space bar, or the number of attempts before he hit space bar after he landed, thus triggering a macrodox calculation and decreasing his bhop success rate. Not all of the jumps in this scroll pattern have to have used the bug, but in order to reach 90%+ there would have to be around 15 perfs in a row.

This WJ method only works with the bind or with jump bound to space bar, because if a player scrolls when they hit the ground, they’re very likely to jump after they’ve landed, this triggering the macrodox calculation.

So, that’s it?

Well, not really. In order for this bug to continue to raise a player’s bhop success rate, that player must only jump before hitting the ground, not after. If the player hits the jump after they have landed, the macrodox calculation is triggered and the player’s perf rate decreases. This is difficult to do, but we don’t have a lot of data to show how difficult this really is. Many of the players who think Linus did cheat point to the fact that jumping only before you land is very difficult, and doing it consistently may be roughly as hard as timing the jump on the perf itself. However, we have had several players try this bug and come very close to 90%.

We have created a non-global test server for you to try this WJ technique and try to get autobanned for 90%+ bhop success rate. Please join the server by typing “connect kztimerglobal.com” into the console and giving it a try.

We look forward to your feedback and are happy to answer any question you might have on macrodox.

Thank you,
Chuckles

P.S. While I’ve called this a bug, it is only a bug in so far as it leads to these three edge cases. The code is working as written.