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Offline Tournament #12 + Adding maps

Posted by 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

rush_ruins
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
ny_jumpmap
obkz_quick - one cannot back from finish to the start by map means only
p3_speed
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_bhop_longjumpz
rn_minivalley
rn_stepblock - difficulty imbalance
rs_grassblock
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_blackNwhite
Sat_hns_oldtown - texture conflicts on bhops
Sat_simple
sdmz_snow - slides are imbalanced
sector_hiddenworld - bhop and general blocks looks very similar
sector_speedfactory
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