Discussion in 'Global Maps - Feedback & Discussion' started by Kenneth, Feb 15, 2016.
i can take a look, not gonna spend much time on it though
ive seen similar glitches with displacements in other maps, notably there was a synergy map which had this issue and it was rather hilarious to escape from the map, I'm not sure why it happens but water seems to be a factor in phasing through displacements, and its MUCH EASIER to go in through water than get out iirc.
fun factlets, but yeah this map should be fixed with some playerclipperinos if someone can be bothered
yeah that was what machine said about decompiling.
Zane tested both routes and said it was about the same time.
But still it's a broken map
let me do it. i already did it with freezingridge_go_fix_v4_by_netcode_final_pls_stop_it
by simply putting noclip boxes into the map to block scs (effort)
kz_panda should not be on global.
Visual Clarity - The lighting and textures used in the map must be clear enough for competitive runs. Avoid the use of dark rooms, overly obstructive visuals in the path of the map (e.g. foliage), flashing lights, a combination of textures/lighting that is overly vibrant and textures that negatively affect depth perception (e.g. UnlitGeneric textures that aren't affected by lighting). Clip brushes used around models should accurately represent their appearance.
Limited Randomness - The map must not overuse inconsistent mechanics such as perfect bunnyhops. This also includes any shortcuts in the map. The map should reward skill rather than streaks of luck.
Port Adjustment - If the map is a port, it must be evident that the jumps have been adjusted for CS:GO.
Good Level Design - The map must have good level design. This is at the judgement of the global map testing team. Please refer to the design guidelines below for specific details.
Length - The map should have reasonable length when completed as fast as possible. As a general rule; the longer the better. A map that takes longer than 1 minute to complete on a speedrun is expected.
Difficulty - The map should maintain the same difficulty throughout. If not, then the difficulty should scale up, with the more difficult jumps later in the map. As an example, there should not be a 'Death' jump in an overall 'Easy' map.
Innovative Gameplay - Your map should provide a unique gameplay experience. Be creative with your mapmaking. A map that is extremely simple, repetitive, or uses jumps from other maps is less likely to be accepted.
Enjoyment - While 'fun' is subjective, it is expected that your map is tested extensively with other players. Test with more competitive KZ'ers to make sure the map is enjoyable to run (e.g. if the map is easy, then ensure that it flows well and runs comfortably). Avoid using annoying mechanics such as glass floors and oddly shaped slants.
Visual Appeal - As much as gameplay matters, the map needs to look good.
Obvious Intended Path - The path to complete the map should be fairly obvious to the player. It's okay for players to have some trouble finding their way on their first run-through, as long as the path is nothing ridiculous or easily fixable.
Longjump Room - Having an LJ room in a map is appreciated by many players. Make sure it is accessible at the start of the map.
The main issues I see with the map are Limited Randomness, Inconsistent Difficulty(I remember as a brand new player who didn't even know how to pre, I could do the first half of the map then I randomly got stuck), and Visual Appeal.
Also no pandas if I recall correctly, missuse of good name.
I'd like kz_date2 to be global
xc_tones - I ported this a while ago. I'm curious as to why this hasn't made its way onto the global list.
It was full of broken shortcuts, and didn't work properly on servers. Don't remember why though.
As stated in the description:
"Implemented a trigger based checkpoint system to ensure you're taking the intended path. It's literally impossible to finish the map using any large skips."
I see, my bad I'm on mobile and my phone doesn't like to load steam websites. I think I remember this, and if I remember correctly the map still didn't work properly on servers. I'm sure someone will check it out.
can this piece of shit map that is just a perf grind get removed and with this chair method i found its just ridiculous
(thanks to tophat) at the end i was given a negev and setup one of the chairs at the end ontop of the sandbags so you could basically just run to the end instead of going around outside. you could possibly do this with a usp but that would take a lot longer and way more precise
floating knife 2spooky4me
Didn't that map have a button that kicked everyone from server? Also from what remember it seemed like the regular path wasn't super obvious so even when trying to do it people couldn't finish it and people were playing it like a puzzle making sure they hit the specific parts.
oh yeah that's the one. how could I forget
I have updated main post to reflect more current global map maintenance. And I'd also like to point out @eightbo 's post on the first page about how maps evolve over time and how much I agree with it, in many ways.
Status on kz_camembert? Seems like he got feedback, updated but never got more and nothing ever came of it?
Also anyone know what happened to blixx updating timescape? http://www.kz-climb.com/index.php?threads/kz_timescape_zero.1987/ Posted he was going to upload the next day and its been like 3 months now im starting to get worried
He got more feedback on camembert but didn't respond in any way. Follows his trend of every other map he made. And unsure about timescape.
What was wrong with timescape? I did enjoy that map, cant remember anything being wrong with the map
Separate names with a comma.