Counter-Strike 2

Counter-Strike 2

kz_zxp_function3
27 条留言
GR 2018 年 7 月 10 日 上午 10:52 
Any way to ensure the puzzle don't bug after you collect 3 pieces? Sometimes you run the map and reach the red booster to find out you can't pass.
Тыкипитыки 2016 年 2 月 25 日 下午 10:59 
Good work, mate
zp  [作者] 2016 年 2 月 2 日 下午 4:10 
@gldsp

yeah i understand, it was my fault to focus too much on look and not enough on gameplay. Im working on new project for gameplay you will see soon hopefully. Thanks for the review
Fafnir 2016 年 2 月 2 日 上午 2:49 
@zxp

Pros:
Environment.Its really beautiful.
Collect 4 things and go back--->nice idea

Cons:
Boring.Only LJ blocks and normal ladders+bhop. Nothing really new in this map.

You should study some ideas in kz_insomnia_v3. That map doesnt have many type of jumps(only LJ and multi) but it has many really hard and skilled jumps,not only LJ Blocks.
1stick1 2016 年 1 月 27 日 下午 5:13 
im bad at this game

zp  [作者] 2016 年 1 月 25 日 上午 5:46 
yeah check out kzclimb for updates, its all patched up. It was a tp menu exploit, but now if done in the new map version your run basically expires.
& no prob Пустослов (4)
адмирал передоз 2016 年 1 月 25 日 上午 4:19 
NICE =D THX FOR THIS MAP
CAMMA 2016 年 1 月 24 日 下午 4:34 
Well that explains why it's a bit buggy, sometimes it kicks me sometimes it doesn't. How weird. Also I believe Rebmaa found a very glitchy shortcut towards the end of the map. Long drop to a bhop booster. Teleports you to the kz room with the multi bhop blocks. I don't know how it works though
zp  [作者] 2016 年 1 月 24 日 上午 8:12 
must be the anti-pre, I didn't add anything for bind as I dont mind people using it.
Mandrake 2016 年 1 月 24 日 上午 4:35 
Camma, i didn't play the map yet, but i think it a anti-lj bind block, just like in kz_retribution
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CAMMA 2016 年 1 月 23 日 下午 3:08 
Err so why does it kick me to the floor when I use the CJ bind at any of the long jumps? I'm confused :S it must be the anti bhop doing it?
zp  [作者] 2016 年 1 月 23 日 上午 7:49 
I dont think theres any anti-cj bind in map, im not sure how to make that. And i dont know why, but I just like how single touch plays, though alot of ppl disagree. The main reason for multis in the near end area is to save resources. Theyre mostly single combos and for each would need a reset trigger. So this is helps give less of a reason for a server to crash from precache overflow. I do agree with you though, and thanks for the feedback.
CAMMA 2016 年 1 月 23 日 上午 7:22 
Agree with Danzays points.

Love the map overall, I agree on the statjumps though, it's a bit repetitive. I really don't like the use of single touch and anti CJ bind simply to make the map more difficult. There are other ways to make the map more difficult. I wouldn't say the map is death difficulty but it just rules out more players completing it. The best players will single touch the bhops anyway. let the plebs multi. Lol.

I also don't understand why the bhop blocks in the 2nd? Last room are multi but the rest in the map are single touch? They are the easiest ones in the map? Ehhhhhhhhhhh

Nice job overall though, it's beautiful.
zp  [作者] 2016 年 1 月 23 日 上午 4:18 
ooh okay like a the strafe wallks in kz-reach first b--hop section, gotcha I'll probably work on a purely gameplay oriented map soon. Appreciate all the awesome feedbacks
DanZay 2016 年 1 月 23 日 上午 4:09 
I used 'tech' in lack of a better word. But basically I think the map is saturated with just straight LJ blocks or whatever numbered jumps. I'd like to see more obstruction, not necessarily combos. A good example is the last jump to the end timer and the boost b-hop section - heavy strafes around obstacles and more interesting gameplay than just straight jumpstats which a couple of rooms comprise entirely of.

I hope I'm making it easier to understand and not more confusing. It's a fairly subjective complaint I suppose but maybe something you can take on board.
zp  [作者] 2016 年 1 月 23 日 上午 3:51 
thanks for taking the time to give legitimate feedback. I agree with the least favourite room, I'd left it a bit unfinished and was considering removing it, but it had alot of 'tech' gameplay compared to rest of map. I'm not sure exactly what tech gameplay is, but I'm assuming its combo climb stuff?

Yeah I tend to implement power jumps to a fault, & I know, I remember from bhop_son lol, the long transitions. I will work on this especially. Concerning the red booster part this is important, I've personally not had a problem testing so it may be because multiplayer server. Did you grab all three puzzle pieces prior, and was it the latest map version? Anyways, if you have any more helpful gameplay tips please do add me or let me know to add yu.
cheers
DanZay 2016 年 1 月 23 日 上午 3:46 
NVM about the teleporter at the end. You don't wanna know what stupidity occurred...
DanZay 2016 年 1 月 23 日 上午 3:19 
A technical masterpiece. Absolutely beautiful. The room with the two massive trees is my favourite. The end room is nice as well. Least favourite aesthetically is the room before the 672/880 jump - maybe because of the weird orange texture at the bottom of the walls?


Gameplay wise (smh at kz-climb thread):

The first bhop block [i.imgur.com] can be crouch jumped and perfect b-hopped as a skip.
I can't do this WJ [i.imgur.com] without a perfect if my life depended on it.
There's too much focus on strafing/jumpstats for my tastes - more tech?
My legs are sore from running down hallways.
The b-hops and boost hops are well balanced and reward good strafes.

Also I'm lead to believe there's a flaw with the red-booster teleporter because on 2/3 times I ran the map, it didn't work teleport me and RIP run.
robert 2016 年 1 月 23 日 上午 3:00 
well done mane
zp  [作者] 2016 年 1 月 23 日 上午 2:58 
sup dzy
DanZay 2016 年 1 月 23 日 上午 2:06 
cool
zp  [作者] 2016 年 1 月 23 日 上午 12:31 
fixed! @0xfffffffff
smx 2016 年 1 月 22 日 下午 11:02 
good map with awesome textures, sadly no way of beating the WJ block on nopre, love it
zp  [作者] 2016 年 1 月 22 日 下午 8:48 
thanks :]
pr3da 2016 年 1 月 22 日 下午 2:27 
The last screenshot is just awesome, nice work on textures/lightning!