Last server records
Pro Nub

Adding maps

Posted by Kpoluk 15 Sep 2018 in 15:16
First of all, a few words about some changes concerning server maps:

  • there are a lot of records on clintmo_pentablock that were set with help of a barrel shortcut. Since the barrel falls after such shortcut, players were able to perfrom boost only a few times. Now all the barrels return back to their places at the moment they start falling down.
  • risk_factory was removed from Average server since one of the shortcuts caused server's shut down (earlier cg_d2block_ez and kz_wild were removed for the same reason).
  • script_blue_x was moved from Hard server to Extreme.
  • we had to delete kz_kzro_deathtales from Hard server, it caused shut down for unknown reason, we will consider this problem later.
  • as nike states, kzua_mk_ashes_d is impossible to finish, but since you've asked to add it, now you can test yourself on Extreme server (and on personal VIP server ofcourse). In case there won't be any records until the end of October, the map will be removed.
This time among examined maps you can find maps from the last XJ releases and some old maps from Cosy:

Hard maps
kztw_jumprun3
qcg_ragequit
fufu_feizhai - in the pursuit of originality mapper made a few jumps too uncomfortable
jro_fortboyard
ccn_abysm2
kzra_coast - it would be better to have textures on the top of balks in the cave, these leaks could be seen even without hook; a lot of risky jumps
kzru_orange[b]hop - thanks to such an original name I had to edit the program for generating .nav files used by bots, as well as bot plugin
slide_ip_upslides (site only)
slide_ip_upslides_h (site only) - the scope is not correctly clipped
JKR_ZuoDieBl0ck_ez - at first mapper successfully was remaking his map to average-hard, but at the end got lazy and didn't check the difficulty of jumps, so a few blocks are almost the same as on hard version, i. e. we have imbalance


Average maps
kztw_uncharted - texture leak; clip brushes dictating the path; missing sprites in the archive; the seria of slides at the end is too long comparing to the difficulty of other parts; planning flaw: one cannot back to start from finish by map means
kztw_b2d_ufwaterrun - near the very first block there is a texture conflict and wrong texture normal
kztw_brick - the scope is not correctly clipped, texture conflicts on bhop, uncomfortable view angle on the teleport at the end
kztw_colorclimb - cosy version of kzno_extemeblock
kztw_gorgeclimb - texture conflicts on breakables; clip brush dictating the path; harsh transition from easy-average climb to average stand up bhop; for some reason res file had info about the map instead of resourse list
kztw_mfa_run_bronx
kztw_portal - a couple of jumps are apparently harder than the rest of the map
kztw_VERTeX
kztw_X-Ray - insertion of blocks stylized as kz_longjumps2 is neither logically nor stylistic compatible with the rest of the map; half the .wad files in archive was excess
kz_gigacave
kztw_rockclimb
kztw_snowbrick
kzra_blackpearl - clip brushes blocking sc; bhop sections are harder than climb
kz_ludo - too much non-detailed stages; a few jumps are imbalanced
hama_timberbhop - at the start of the map mapper tells us that difficulty is easy, but at the middle it's at least average. If you want to increase the difficulty through the map to test newbies (which is kinda specific tactic and not everyone is ok with it), don't lie to them
mls_tabyn
ckz_sepulcher - would be nice to see more details on XJ map, plus a bit more contrasty textures and less teleports blocking shortcuts
bhop_redstars - textrure conflicts on bhops
4u_nature - wrong case of bsp name
b2j_dirtclimb_v2 - null.wad was added to the archive
kzcn_Zefix
ad_natureclimb - bhop blocks have texture conflicts and could be seen from the lower rooms while sinking
kzro_tits - concept of concepts
cnd_asgdevespeed
cosy_cavebhop - teleport under one of bhops is so large that it overlaps one of the blocks of lower stage
kzcn_caves - texture confict on the water; one-texture design; some difficulty imbalance
kzcn_climaxtrip


Rejected maps
kztw_brickbhop - poorly designed, same bhop blocks; texture conflicts on all bhop sections; difficulty is harshly increasing at the end
dyd_minihj_h - bunch of highjumps
as_brainhard - map consists of hidden teleports, unobvious triggers and other dubious attributes of kz, that shoud be avoided; texture conflicts, random texture pick; a lot of visible NULL textures
b2d_speedmap2_bhop_x - too short
gbc_easy_bhop - bhop teleports rotates 180 degrees; teleport to another room is not decorated; the second room is just blocks copypaste
kztw_1man1hp_toiletstairs - poorly planned, same jumps
kzcn_97_carbon - texture leaks; the scope is not correctly clipped; bad blocks docking; loud roar of engines without visible sources; lightning issues
kzcn_97_jumper_hard - indistinct button trigger near the start; first teleport is not decorated; planning flaws: clip brushes dictating the path; there is no way to continue or return after falling in one of the rooms (critical fail)
kzcn_an_onelmstreet_e - same as hard version, poorly planned and designed
kzcn_c21climber - too long before raising bhop blocks; teleports of bhop parts are at the same level as climb sections and not separated from them; teleports are not decorated; random texture pick
kz_hollywood_ez - poorly structured, adding a few monotonous bhops to these letters didn't help a lot
kz_hollywood_x - while climb section is a bunch of risky hard+ highjumps, bhops are not are not even close to hard; pedestal have bhop blocks in them which are high enough to create save spots, but clip brushes block it (which is bad architecture sign), although these brushes could be flown around
jmp_bhopNslide - texture conflicts on bhops and large conflict in the tunnel; too long before raising bhop blocks; most part of the first rooms could be skipped (mapper tried to block this sc with clip brush, but failed)
kztw_b2d_ufdojo - poorly planned: two third of 1.5 minutes is just a straight running


Besides, both Hard and Average mappacks were updated (by the way, now they include site maps as well).