kz_colorcode

Discussion in 'Global Maps - Feedback & Discussion' started by Kenneth, Mar 2, 2015.

  1. Schm0ftie

    Schm0ftie CASUAL Mapper

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    The map is pro run completable, you just need to find a way of getting past the moving wall and then find an alternative way to skip orange. I did add it since people asked for a pro way back in the past ( I'm the beginning of this map 6 month ago). The tiled floor is a something you have to look out for.
     
  2. Schm0ftie

    Schm0ftie CASUAL Mapper

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    Fixed all the stuff Ken mentioned and a short cut if found myself. Using Kens sc and mine I was able to complete the map in less then 6 min =)

    Red area changed to be more friendly

    [​IMG]

    Added step to prevent people from running into the teleport trigger.

    [​IMG]

    Changed the moving wall to move faster, longer distance and encourage players to get behind it

    [​IMG]

    That should do it I hope, if you guys find anything else just post it.
     
    Vortex likes this.
  3. oobounds

    oobounds NEW

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    I kinda see what you were going for, but the map has some of the worst level design I have ever seen. Sorry.
     
  4. Schm0ftie

    Schm0ftie CASUAL Mapper

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    Fixed a huge sc in todays update.

    [​IMG]

    I appreciate your feedback. Can you go more into detail so I can improve and do better in future projects?
    What exactly was bad?
    • textures / setting
    • map layout in general
    • jumps
    • cp prev/next idea /usage
    Thank in advance for your time =)
     
  5. Kenneth

    Kenneth KZ-Climb.com Founder Staff Member

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    Damn, I was so close to figuring out that SC. First I tried 380 bhoping to that window, and I managed to do it, but the character model was too fat to fit through the bottom gap. Then I tried surfing up on both sides, but you blocked the top of that. Never occured to me to surf up, and then surf back and around to gain speed!
     
  6. Schm0ftie

    Schm0ftie CASUAL Mapper

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    It would be great if someone could test the PRO way and give feedback. For that prupose I have added the PRO way as a spoiler.

    1. Go the normal way until you get purple color active.
    2. Head towards the yellow button, directly to the moving wall.
    3. Pass the moving wall by pausing your time while it moves through you.
    4. Jump on the right stairs, turn 180 and jump on to the edge of the gap in the wall.
    (see picture 1)
    5. Crouch to see a small light blur, those lights are your way (see picture 2). You will have to move close to the edge of the platforms to be able to see the next one (try and error). Shoot the light to activate a platform for 5 sec (see picture 3).
    6. Now move from platform to platform till you reach the first save spot.
    7. The 2nd part consist of 12 platforms. You will have to hit every shoot with an usp otherwise you risk to fall down while reloading.
    8. You'll reach a 2nd save spot. Go further up by shooting on the lights.
    9. On the roof the way should be pretty straight forward, you want to get to the yellow cube. There are some platforms hidden, so no 360 bhops required.

    Important annotation for failing the platforms:
    If you fail because you jump of and fall you will get teleported to the start. If you wait till the platform disappear you will get teleported back to the last save spot on that route.

    Images for better understanding:
    [​IMG]
    [​IMG]
    [​IMG]

    Hidding a way is bad design, it makes testing and feedback almost impossible and doesn't fit into kz. I won't do that again =)
     
  7. pano

    pano #KZGER Donor KZ Server Owner

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    1. Do you think that the map maker has spent a lot of effort in making the map high quality?

    Yes.

    2. Do you think that this map will be enjoyed by general KZ population? If not, then do you think that there is a role or niche that this map fulfills that a small group of people might enjoy and would be interested in having it be global?


    Controversy incoming. Personally I wouldn't mind having this map in the global mappool. But the fact that there are different routes for a pro and a tp run makes this map very special. You could argue that the tp path consists of intended SCs which creates a precedence regarding our testing criteria.

    3. Do you think that there is interest in having a global record for the map for competition?

    It seems that TP runs will always be faster than PRO runs (correct me if I am wrong, surely I didn't figure out every possible path). So I don't really know if a competitive oriented player would even consider pro running it. Tough question for me.

    4. General feedback (parts you liked, parts you did not like, shortcuts or skips, what you think will improve the map, etc)

    If this TP using wouldn't be essential for this map it would be a YES for me. I really enjoyed the layout and getting the "keys" first. Definitely a good and interesting kz map. Not sure about the global maplist tho.

    5. Do you approve of this map being on the global database?

    Abstain.
     
  8. Kenneth

    Kenneth KZ-Climb.com Founder Staff Member

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    1. Do you think that the map maker has spent a lot of effort in making the map high quality?

    Yes. This map is very high quality and high effort.

    2. Do you think that this map will be enjoyed by general KZ population? If not, then do you think that there is a role or niche that this map fulfills that a small group of people might enjoy and would be interested in having it be global?


    Depends. This map is not at all like a traditional KZ map. But I believe that it is something fresh that most people will enjoy.

    3. Do you think that there is interest in having a global record for the map for competition?

    Somewhat.

    4. General feedback (parts you liked, parts you did not like, shortcuts or skips, what you think will improve the map, etc)

    The concept for this map is one of the most unique I have seen. You gain a "key" each time you activate a color-cube, and then you can only go in the gates of that color. Route optmization for this map will be very fun, since clever TPs can shorten your run time. Clever usage of "Prev CP" and "Next CP" also will shorten your run time even more (this is intended by the map creator, not an oversight).

    The map concept is confusing at first, but the tutorial in the beginning for this map was very helpful. To other testers, make sure to set "gameinstructor_enable" to 1 in console so you can see tutorial messages.

    Overall, this is inarguably not at all a traditional KZ map, but I still believe that it deserves a spot in the global database because it is very high-quality, and it is very unique. It is something fresh that most people will enjoy, and it sets a precedent for more unique KZ maps in the future.

    5. Do you approve of this map being on the global database?

    Yes.
     
    Last edited: Oct 18, 2015
  9. Haru

    Haru PRO

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    1. Do you think that the map maker has spent a lot of effort in making the map high quality?

    Yes. No doubt in that

    2. Do you think that this map will be enjoyed by general KZ population? If not, then do you think that there is a role or niche that this map fulfills that a small group of people might enjoy and would be interested in having it be global?


    As much as I think the map is pretty cool, I don't think it will be enjoyed by the general KZ population

    3. Do you think that there is interest in having a global record for the map for competition?


    No.

    4. General feedback (parts you liked, parts you did not like, shortcuts or skips, what you think will improve the map, etc)

    Very unique concept, but I don't feel that it fits the global records database. The "abuse" of previous and next checkpoints kind of defeats the purpose of kz (jumping/movement). I would recommend servers to add the map to their map pool, as it is a fun map to complete, but not to record on. I will be voting no (for global approval) because of that.

    5. Do you approve of this map being on the global database?

    No.
     
  10. MachineChaos

    MachineChaos Zane Pro Player

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    1. Do you think that the map maker has spent a lot of effort in making the map high quality?
    Very clearly.

    2. Do you think that this map will be enjoyed by general KZ population? If not, then do you think that there is a role or niche that this map fulfills that a small group of people might enjoy and would be interested in having it be global?

    I think that it is a cool map to run for a few times. I quite enjoyed speedrunning it however.

    3. Do you think that there is interest in having a global record for the map for competition?

    Yes.

    4. General feedback (parts you liked, parts you did not like, shortcuts or skips, what you think will improve the map, etc)
    Unique, good textures, good theme. Map generally flows fairly well; I don't particularly like the spiral of red blocks in the center. I definitely think a better job could have been done if the goal was for it to be a puzzle map of sorts, it only took me a minute to realise I had to use the teleport mechanic, (I didn't play the tutorial before running the map so I think it wouldn't be hard at all if I played that.) Overall opinion, solid map, will definitely look forward to competing in this map.

    5. Do you approve of this map being on the global database?
    Yes.
     
  11. MMZ>Kask

    MMZ>Kask I am csgo kz

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    1. Do you think that the map maker has spent a lot of effort in making the map high quality?

    Yes.

    2. Do you think that this map will be enjoyed by general KZ population? If not, then do you think that there is a role or niche that this map fulfills that a small group of people might enjoy and would be interested in having it be global?


    No. More of a minigame than a kz map. The fact that it requires a tutorial, with a console option turned on, will confuse and turn away most players.

    3. Do you think that there is interest in having a global record for the map for competition?


    No.

    4. General feedback (parts you liked, parts you did not like, shortcuts or skips, what you think will improve the map, etc)

    It's unique.

    5. Do you approve of this map being on the global database?

    No.
     
  12. JWL

    JWL Climb Cove Programmer KZ Server Owner Mapper

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    1. Do you think that the map maker has spent a lot of effort in making the map high quality?
    Yes, definitely.

    2. Do you think that this map will be enjoyed by general KZ population? If not, then do you think that there is a role or niche that this map fulfills that a small group of people might enjoy and would be interested in having it be global?

    Yes, it's the only map that feels like a puzzle game.

    3. Do you think that there is interest in having a global record for the map for competition?

    Maybe.

    4. General feedback (parts you liked, parts you did not like, shortcuts or skips, what you think will improve the map, etc)
    It's awesome. It's unique, and looks great. Coolest skybox ever. The concept is neat, and I enjoy some of the jumps. I think this is my new favorite map.

    5. Do you approve of this map being on the global database?
    Yep.
     
    Last edited: Oct 25, 2015
  13. Kenneth

    Kenneth KZ-Climb.com Founder Staff Member

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    This map has been approved for global.
     
  14. Schm0ftie

    Schm0ftie CASUAL Mapper

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    The pro way was not possible since an invisible wall I added in the past to prevent sc did block the way.
    Fixed in todays version, thanks to Smex for finding it.
     
  15. smex

    smex gfyfgt Donor KZ Server Owner Mapper

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    also while hopping around doing ljs i saw the 250 block is actual 251 units

    smex
     
  16. Schm0ftie

    Schm0ftie CASUAL Mapper

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    Why did everyones brain hurt?
    Nice pro time :)
     
  17. Schm0ftie

    Schm0ftie CASUAL Mapper

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    Yeah I can imagine that. I planned a way arround the moving wall for the pro way but then I had that idea with the pause function and I was like "If that works that will be nuts!"
     

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