Kreedz Jumping

Game mode when you racing with other players to finish a maps as fast as possible. Its comes from Counter-Strike 1.6 and was named in honor of creator
Our community will help you with passing the maps with your friends, set new records, participate and win in tournaments.

Last server records
Pro Nub

[CS16] Offline tournament #12 - 12 demos

Posted by Russian Federation Kpoluk 18 Nov 2019 in 16:45
Before exposing the results of tournament we're glad to announce a New Year mappers contest! Until December, 15 you should upload your winter map in a special form here and fulfill all our requests. Prizes will be defined at the end of year, but you can make an idea about them by our offline tournaments. Maps that pass our check will be considered as winners (if someone does better than the rest he will be more winner :) ), and others will get some VIPs. We highly recommend you to read our article for mappers, there is a lot of important information. As a special recommendation for contest - do not make it too hard.

Talking about tournament - thanks to all participants, we have very good demos as winners, though speedruns are pleasant to watch anyway. If you want to replace your VIP1 with higher but shorter VIP, just write here in comments. Kazakhstan mlSaNce as a mapper gains 30 rubles for every players, 360 rubles in total. And one more time - don't forget that places are distributed according to amount of Exp, not by run's time.

Tournament results:
1 place - Taiwan Penguin (60 Exp) - 500 rubles, already has VIP4
2 place - Serbia promax (29 Exp) - 300 rubles, 4 weeks of VIP1
3 place - Taiwan rasit (28 Exp) - 200 rubles, 4 weeks of VIP1
4 place - Latvia additional (27 Exp) - 4 weeks of VIP1
5 place - Russian Federation flajok (26 Exp) - 4 weeks of VIP1
6 place - Georgia vennsli (25 Exp) - 4 weeks of VIP1
7 place - Russian Federation Kpoluk (24 Exp) - 4 weeks of VIP1
8 place - Georgia Tevzadze (23 Exp) - 4 weeks of VIP1
9 place - Russian Federation Faite (22 Exp) - 4 weeks of VIP1
10 place - Brazil ttle (21 Exp) - 4 weeks of VIP1
11 place - Serbia urosh_h (20 Exp) - 4 weeks of VIP1
12 place - Bulgaria Kris (9 Exp) - 4 weeks of VIP1


Taiwan Penguin done in 01:44.46 WR! 1 place 60 Exp Watch
Serbia promax done in 01:45.88 2 place 29 Exp Watch
Taiwan rasit done in 01:46.63 3 place 28 Exp Watch
Latvia additional done in 01:52.84 4 place 27 Exp Watch
Russian Federation flajok done in 01:58.79 5 place 26 Exp Watch
Georgia vennsli done in 02:03.65 6 place 25 Exp Watch
Russian Federation Kpoluk done in 02:04.48 7 place 24 Exp Watch
Georgia Tevzadze done in 02:07.59 8 place 23 Exp Watch
Russian Federation Faite done in 02:15.11 9 place 22 Exp Watch
Brazil ttle done in 02:23.74 10 place 21 Exp Watch
Serbia urosh_h done in 02:24.17 11 place 20 Exp Watch
Bulgaria Kris done in 02:24.47 12 place 9 Exp Watch
Watch all demos

[CS16] Release #154 - 24 new records

Posted by Russian Federation Kpoluk 16 Nov 2019 in 09:51

Armenia all1aNce

mls_snowvalley done in 02:54.99 WR! (02:56.97 Iceland rawe) 1 place 31 Exp Watch

Estonia c0c0n

kz_kzlt_femtobhop done in 01:43.32 (01:35.55 Serbia promax) 2 place 29 Exp Watch

Bhutan chorogons

kzsca_flyingcarpets done in 01:44.27 WR! 1 place 60 Exp Watch

Norway Creep

kzee_xenon_f done in 00:55.48 WR! 1 place 60 Exp Watch

Russian Federation knyaze

blockig done in 02:28.57 1 place 30 Exp Watch
frigid done in 26:41.47 1 place 30 Exp Watch
kzsca_sonic_h done in 06:20.90 (12:30.38 Russian Federation knyaze) 1 place 0 Exp Watch

Poland Okazys

kz-endo_slide_svn_steep_x done in 05:19.76 WR! (06:19.62 Poland Okazys) 1 place 30 Exp Watch

Taiwan Penguin

bhop_platinum done in 01:25.65 WR! (01:26.64 Taiwan Penguin) 1 place 30 Exp Watch
zink_speedblock done in 01:24.76 (01:25.07 Taiwan Penguin) 1 place 0 Exp Watch

Iceland rawe

ad_luhop_h done in 01:10.37 (01:17.32 Russian Federation intrider) 1 place 30 Exp Watch
cnd_asgdevespeed done in 01:20.93 WR! (01:21.87 Serbia promax) 1 place 60 Exp Watch

Russian Federation REMBO5

hb_Zzz done in 02:58.66 WR! (03:39.39 Norway Creep) 1 place 31 Exp Watch

Russian Federation S_R

ksz_fastclimb_v3 done in 01:47.79 (01:50.59 Russian Federation WhereIsMyPanda) 1 place 1 Exp Watch

Russian Federation topoviygus

dyd_62units done in 02:04.52 1 place 30 Exp Watch
fu_sane done in 03:53.23 WR! 1 place 60 Exp Watch
gbc_script_destroman done in 06:20.29 WR! (08:16.12 Armenia all1aNce) 1 place 60 Exp Watch
gbc_script_mimic_m done in 01:01.88 WR! (01:03.87 Belarus throttle) 1 place 60 Exp Watch
holy_lame done in 03:56.44 WR! (04:30.74 Israel kappA_^) 1 place 60 Exp Watch

Japan vadimzoredd

slide_pyk_forge_ez done in 01:16.35 (01:06.53 Russian Federation flores) 3 place 28 Exp Watch

Sweden witcher

kz_ea_caveclimb_e done in 05:25.27 (04:19.11 Russian Federation -Gow-) 2 place 29 Exp Watch
kz_kzdk_tropicisland done in 01:58.60 (02:02.34 Norway Creep) 1 place 30 Exp Watch
kz_kzsca_oasis done in 04:10.32 (03:19.07 Russian Federation GoDfreee) 5 place 26 Exp Watch
sn_nanoblock[easy] done in 03:46.74 (04:28.67 Iceland rawe) 1 place 30 Exp Watch
Watch all demos
Rejected demos - +jump;wait скрипт
Deleted demos

[CS16] Release #153 - 50 new records

Posted by Russian Federation Kpoluk 14 Nov 2019 in 18:19

Bulgaria tasi

bhop_unithop done in 01:15.63 (01:00.07 Russian Federation Dolphin) 4 place 27 Exp Watch
cd_kartbhop done in 02:22.59 1 place 30 Exp Watch
dsk_antiquebhop done in 01:42.72 1 place 30 Exp Watch
dumbleblock done in 02:24.31 1 place 30 Exp Watch
em_newbieee done in 03:58.59 1 place 30 Exp Watch
etl_spacebhop done in 05:00.01 1 place 30 Exp Watch
etl_stageblock done in 01:32.63 1 place 30 Exp Watch
fu_evening done in 07:10.91 (05:08.33 Norway Creep) 9 place 22 Exp Watch
hm_carrera done in 03:31.45 1 place 30 Exp Watch
hm_hallez done in 04:40.43 1 place 30 Exp Watch
hm_speedlight done in 02:53.11 1 place 30 Exp Watch
ins_cactus done in 02:04.92 (02:00.26 Russian Federation S_R) 2 place 29 Exp Watch
ins_fuji done in 04:22.71 1 place 30 Exp Watch
ins_iceblock done in 02:17.21 1 place 30 Exp Watch
ins_white done in 03:30.73 (03:10.19 Armenia all1aNce) 4 place 27 Exp Watch
jro_colorclimb done in 02:12.98 1 place 30 Exp Watch
jro_goldbhop done in 01:52.73 1 place 30 Exp Watch
khj_abbybhop done in 01:55.97 1 place 30 Exp Watch
KraXXXel_2013 done in 01:42.23 1 place 30 Exp Watch
ksz_fastmountain2 done in 02:29.07 (02:01.51 Lithuania MEEL) 7 place 24 Exp Watch
ksz_roundlevels done in 02:37.32 (02:02.73 Iceland rawe) 4 place 27 Exp Watch
kz_anubis done in 03:18.90 (02:36.89 Serbia promax) 8 place 23 Exp Watch
kz_dbh_pipehop done in 02:24.30 (01:54.84 Russian Federation KUQi) 5 place 26 Exp Watch
kz_ins_insilio done in 27:44.39 1 place 30 Exp Watch
kz_stonehenge done in 03:57.49 (02:36.93 Russian Federation RoN`) 3 place 28 Exp Watch
kz_summercliff2 done in 07:04.45 (04:53.40 Russian Federation -Gow-) 2 place 29 Exp Watch
kz_to0nride done in 05:34.63 (03:59.47 Russian Federation -Gow-) 4 place 27 Exp Watch
kzarg_natureclimb done in 01:46.04 1 place 30 Exp Watch
kzcj_city done in 02:09.88 (01:10.75 Lithuania MEEL) 2 place 29 Exp Watch
kzcl_speedxmas2010 done in 02:19.51 (01:49.88 Iceland rawe) 2 place 29 Exp Watch
kzcn_bhop done in 13:38.41 (02:47.40 Russian Federation Xednay) 6 place 25 Exp Watch
kzfr_bk_bhopblock done in 01:54.56 1 place 30 Exp Watch
kzge_egypt done in 02:13.84 1 place 30 Exp Watch
kzhu_fastrock done in 01:55.79 1 place 30 Exp Watch
kzkg_desertspeed done in 02:08.36 1 place 30 Exp Watch
kzkg_speed_nightblock done in 03:05.38 1 place 30 Exp Watch
kzkg_xmas_2010 done in 02:36.89 1 place 30 Exp Watch
kzlt_blockmania done in 03:00.89 (02:36.42 Armenia all1aNce) 4 place 27 Exp Watch
kzro_bhopbl0ck done in 02:53.48 1 place 30 Exp Watch
mls_snowvalley done in 04:15.57 (02:56.97 Iceland rawe) 3 place 28 Exp Watch
nk_cave done in 01:42.82 1 place 30 Exp Watch
nk_facilitybhop done in 01:51.93 1 place 30 Exp Watch
nk_tierrablock2 done in 01:49.05 1 place 30 Exp Watch
notkz_bhopcolour done in 04:15.23 (03:20.24 Heard and Mc Donald Islands HaMMa) 2 place 29 Exp Watch
notkz_kreedz4fun_holohopz done in 01:44.85 1 place 30 Exp Watch
rpz_downfall[race] done in 01:01.04 1 place 30 Exp Watch
rs_grassblock done in 02:11.88 1 place 30 Exp Watch
smk_2012 done in 01:45.69 (02:14.89 Russian Federation DON_SIMON) 1 place 30 Exp Watch
smk_zink_himmelbjerget done in 01:56.65 (01:23.32 Israel kappA_^) 5 place 26 Exp Watch
zink_speedblock done in 01:42.37 (01:25.07 Taiwan Penguin) 8 place 23 Exp Watch
Watch all demos

Offline Tournament #12 + Adding maps

Posted by Russian Federation Kpoluk 10 Nov 2019 in 19:56
Winner of our previous tournament have just got their money (except MEEL, he refused), and we're already starting the new one. A few days ago we posted map teaser, and now you can finally play rush_ruins by Kazakhstan mlSaNce on your LAN or our Average server. And again special tournament upload will be opened for a week, so anyone can upload his demo (don't forget our recording demo rules).

First place will get 500 rubles, second 300 rubles, third 200 rubles. All participants will receive VIP1 for two weeks (or prolongation of VIP if they already have it). Mapper will get some amount of money for each participant too. The last day when upload still be opened is November, 17th.

Also our LAN server was updated today - after last CS update there were problems with downloading of demos list, sometimes it went in cycles and file grew up to gigabytes of the same data. It looked like freeze on server start. A few other subtle but important things about demos list were fixed too.

And here is one more portion of maps from cosy:

Hard maps

sdmz_townz_e - incorrect angles of teleports; teleports not separated structurally from the rest part of the map
six_minihard - one can NULL textures with hook; texture conflicts on bhop blocks

Average maps

noz_daza - 240 lj block at the end of easy map
noz_pillars - one cannot back from finish to the start by map means only
nw_complex - one cannot back from finish to the start by map means only
obkz_quick - one cannot back from finish to the start by map means only
py_spiral2 - difficulty imbalance; one cannot back from finish to the start by map means only
pyk_egyptianez - disoreder structure of archive; for some reason map tries to look like av_degyptianez, but has a lot of running and copy-paste of primitive blocks
qn_innconexo - bhop is harder than climb
qn_protagoras - no hp booster
ri_warmblock - imbalanced jump at the end of long map
risk_LANparty - clip brush blocking sc; invisible obstacle along translucent wall; texture conflict on the window-sill
rn_stepblock - difficulty imbalance
rs_m_climbing - clip brush blocking sc; one cannot back from finish to the start by map means only
rs_valleycave - one cannot back from finish to the start by map means only; no hp booster
Sat_badtemple - difficulty imbalance; one cannot back from finish to the start by map means only; no hp booster
Sat_hns_oldtown - texture conflicts on bhops
sdmz_snow - slides are imbalanced
sector_hiddenworld - bhop and general blocks looks very similar
sjarken_orange - one cannot back from finish to the start by map means only
skitz_aztec - clip brush blocking sc
skz_coldjump - no hp booster
skz_willywj - incorrect angles of teleports
sld_bside_avalley - texture conflict on moving wall near the start
sld_bside_redhills - two texture conflicts in tunnels; inaccurate brush docking

Rejected maps

pd_treejump_v2 - poorly structured: two small trees, one can leave map borders even without hook
py_spiral - poorly structured: small rooms with recurring jumps
projumpz_colorblock - different names of bsp and archive; poorly designed: white wills, black floor and randomly colored blocks
mt_coldty - critical flaw: teleport leads to the tunnel where player get stucked without duck
mt_fallen - poorly structured: the first part is just copy-pasted block, the second part is copy-pasted bhop stage with texture conflicts on all blocks; difficulty along the map rises from easy to average
mtd_mariobhop - fps issues cause of flickering light near the respawn
nb_noob_avst, nb_summer_nights - poor structure and incoherent design
noz_sections - poorly structured and designed
one_way - poorly desgined: texture conflicts on bhop blocks, stages with one or two textures, wrong visibility range on a spacious map
Sat_mie2 - a lot of clip brushes and teleports blocking sc; teleports not separated structurally from the rest of the map; wj at the end is imbalanced
ph_host_3blocks - the idea of using hostages is good, but it forces event "All hostages have been rescued" and then new round starts, i. e. map is unplayable without special plugins; difficulty imbalance
R1_CrazyButton_3 - poorly structured and designed; file bkz_goldbhop.wad added to the archive
ramboxen_for_kzfr - almost identical to kz_rambo_xen
Sat_goodtogo - difficulty imbalance and NULL textures on rock route; two-texture desing of grid route; one cannot back from finish to the start by map means only; no hp booster
skm_bl0ck_pv - the second room from kzr_rushclimb

Interview with XaeroX + Tournament teaser

Posted by Russian Federation Kpoluk 8 Nov 2019 in 20:12
If you built any maps for Counter-Strike/Half-Life then you probably know that there are several map editors from independent developers which can be used for these games instead of Valve Hammer Editor. For example, J. A. C. K. (also known as Jackhammer) or Q3Radiant. Not everyone knows it, but the developer of the Jackhammer editor is XaeroX and he introduces new features and fixes bugs very actively. We have successfully contacted him and made a small interview. We hope that you will see more of such interviews on our site in future. :)

* Interview was translated from Russian and may contain some translation inaccuracies.

lxr: Tell us about you. What is your name and what do you do?
XaeroX: My name is Alexander, I do a lot of stuff but my primary activity is C++ programming.

lxr: C++ programming is cool. Are you self-taught or did you study it at some school/university?
XaeroX: My way in C++ began while studying at school in 2001 when I found out that Half-Life had been written using it. After that I downloaded SDK and started to learn it deeply and it was cool for me.

lxr: What hobbies do you have?
XaeroX: Development of games and game engines is my primary hobby.

lxr: When and how did you get the idea to make a map editor?
XaeroX: I got this idea very long time ago but I had not got enough skills to implement it until 2013 when I learned the Qt4 framework and understood that the time has come :)
I wanted to give people a "Hammer" with extended options, because all those years I had been watching modders suffering without simple yet useful editor features.
I also needed an editor for my own game engine. Previously I used Q3Radiant but it was too raw and uncomfortable for me; moreover, people did not want to learn a brand new editor in contrast to Hammer which was an accustomed editor in our community.

lxr: Do you have any plans to add support for Source Engine?
XaeroX: There were such plans in the beginning and I modified a parser of FGD files to prevent crashes on Source-specific features, also i added import and export for VMF files. But after that, the progress in this direction was stopped because I needed to add a lot of stuff like support for Source models and textures, Input and Output system, and the most important thing - "Displacements". Besides, Source is not very popular in our community. However, I do not lose hope that this feature will be finished someday.

lxr: Yeah there is a lot of work with adding support for Source engine, but what about Plugins. Do you have any plans to add plugin system and the corresponding API which will bring us an ability to extend features of the editor via plugins?
XaeroX: Jackhammer already has got the plugin system. For example, editor knows nothing about Half-Life or Quake 2 and it uses plugins to work with resources of these games. The same situation is with the importing and exporting MAP, RMF and VMF files. At the same time plugins are not flexible enough to implement such features as "Displacements" in Source Engine. This is the main reason why I modify API from time to time and it breaks compatibility with older versions, so I plan to release Plugin SDK but currently it is not stable yet.

lxr: Do you have a roadmap where users can see information about updates?
XaeroX: At present I update only the Beta version of the editor on Steam, and it is updated automatically for all the clients who enabled the Beta. I hope that a new version will be released soon, but at any rate all the new features are initially added to the beta version.
Here I post information about new features (in Russian).
From time to time I update this steam discussion.
Also it is common practice to post news on Steam after the release version has been updated.
We have not got a roadmap but we have a private bug tracker where I register bugs and suggestions from users. Also I do not set any deadlines for the updates, because currently J.A.C.K. is not a primary project.

lxr: OK, for our users we added an article How to enable Beta in the Jackhammer where I also wrote about current features in beta. Where can we write about found bugs or send our suggestions?
XaeroX: Everyone chooses a convenient way for themselves. All bugs and more or less reasonable suggestions I add to our bug tracker. I do my best to fix fatal bugs as soon as possible, especially those of the released version.
The most reliable way to send a bug report is to use our forum thread (in Russian).
For the suggestions we use another thread (in Russian).
Of course I do not guarantee that complicated features will be added, but I add almost all minor things. I visit Steam community very rarely, so if you want to send your request there, then it is more reliable to send me a private message that I need check it out.

lxr: Tell us about your current projects.
XaeroX: At present our most important project is Perilous Warp - an old-school 3D-shooter. It is still under development and it was not much advertised outside of our community. The second project is a game engine, Volatile, which is being used for our shooter. By the way J.A.C.K. was developed for these projects too. The engine is private now and I think that it will interest only old-school players and developers (others have got Unity and UE4). If you are interested in our projects you can check out this thread.

lxr: Wow! Old-school shooter is a cool thing. Do you give players an ability to jump and duck in this game? :D
XaeroX: Sure. Besides we give an ability to save the game everywhere and skip all the cutscenes. And by the way there is no health regeneration. ;)
We are inspired by Quake 2, Half-Life, Unreal and the almost domestic game Chasm: The Rift (from Ukrainian developers).

lxr: Will you add support of some exotic and interesting movement techniques like bunnynhop/rocketjump or something similar?
XaeroX: Not in singleplayer. But in multiplayer we are going to pay attention to movement tricks for sure. Initially our game is to be released without multiplayer and it is going to be added later; however, the network code in the engine is already written.

lxr: Are you developing Volatile Engine from scratch? What problems do you have in this work?
XaeroX: Yes, Volatile is not based on any third-party engine but of course we use some algorithms and approaches from idTech engines. The main problem is always the same - lack of free time to implement all the desired features.

lxr: Why are you building Volatile from scratch instead of using some ready-to-use engines?
XaeroX: I started to develop my own engine in 2003 and at that time it was trendy and modern approach. I was captured by the process of making huge multi-component system which integrates Rendition, Sound, Physics, Network code, Gaming logic and many other things. That is why I did not think of using a complete engine developed by others despite the fact that it could definitely be of better quality. If I had taken a third-party engine I would probably have lost 90% of satisfaction from the development of our game.

lxr: By the way, talking about your projects, you must have finished some which you can tell us about, must you not? ))
XaeroX: I am more a developer than a designer, so usually I finish projects where the code is more important than the content. :)
For example, here is Wolfram - a remake of Wolfenstein 3D:
Or Headcrab Frenzy, "Casual mod" for Half-Life 1:

lxr: Nice. Maybe you have something to say to our community?
XaeroX: I am very glad to see people who respect classics and popularize it among the young. Guys, you are cool! ;)

lxr: Thank you XaeroX :) I hope we will arrange another interview in the future, when your shooter is ready :) Good luck!
XaeroX: Many thanks to all of you!

* * *

We are glad to inform you that on this Sunday we start a new Offline Tournament with new map by Kazakhstan mlSaNce. To warm up your interest he prepared a special teaser, check it out:

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