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Adding maps

Posted by Kpoluk 20 Jul 2018 in 19:35
While less than three days are remaining until the end of the second tournament stage, let's broaden our map list. Regular demo release will happen after tournament, so if you want to have some reserve slots in upload now it's a perfect time to get VIP. Even if you are participating in tournament and going to reach prize-winning place, we will just give you Points. Anyway, don't be shy, use VIP :)

Besides Cosy maps there are a few ones from the last XJ map release in the lists below, although some of them were rejected. Maps from XJ mapper contest will be considered next time. And, finally, according to the last XJ map release we've updated kzblt_dx_blueshadow2 on website and servers (one jump became easier if I'm not mistaken). This means that you should remove an old version from your CS, just search it in cstrike/maps folder or cstrike_downloads/maps.

Extreme map

gbc_script_steep_x - updated version was released in the last xj map release, however instead of reworking it got motley discursive appearance, so we add original version only


Hard maps

gbc_script_destroman
kzra_tebhop - most of the map is not harder than average, but last bhops are suddenly average-hard
kzra_cavebhop - it's not clear where are teleports borders at the start; seems like mapper D3sTiny has no idea how much harder he made the ending


Average maps

gbc_holy_alienstructure
gbc_pacific_afternoon_rmk - while cosy version was already added, xj remake has a few blocks moved and better appearance
ml_canyon
kolobok
ksz_underground
ksz_violin - texture miss
ksz_zuma
kureno_devway_uf
kz-endo_blue
cg_beginner
cg_beginnercav
cg_desertblock
cg_egyptcliff
kz-endo_italianblock_rmk - another maps with stairs-like stages where mapper placed a lot of clip brushes to block shortcuts but some of them still possible
kz-endo_ksz_junkyard - texture confilcts on crossing balks; most of the map is easy, but a few jumps are easy-average
kz-endo_slide_svn_downhill
kz-endo_topspeed
kzarg_bigclimb - inconsistent textures on water
kzarg_cococococo16text2 - what a great idea to insert bhop-lj block as a last jump, failing run at the end is so fun; map name is brilliant as well
kzarg_ih_sandhop - a lot of scaled textures
slide_fufu_reef
ins_white
notkz_kx_bhopaztec_v2_hd - clip brushes dictating the path
notkz_kx_bhopwater
notkz_kx_bunker[-md] - small texture conflicts, not suites for the servers (main route is too short)
notkz_kx_cliffjumping
kzra_arrowtheliar
kzra_aztec
kzra_bekwater - planning flaw: one cannot back to start from finish by map means
kzra_blox
kzra_climbingareas
kzra_cubefun - planning flaw: one cannot back to start from finish by map means
kzra_darkness
kzra_factory
kzra_greycliff
kzra_smallcanyon
kzra_spacerace2
kzra_speedclimb
kzra_suhubhop - the whole map is easy except the last bhop; planning flaw: one cannot back to start from finish by map means
kzra_toonbhopez
kzra_undergroundwinter - difficulty imbalance
kzray_valley
kzra_dustblock - two-textures design on all stages above the first one


Rejected maps

gbc_script_nks_steep_h - see accepted extreme map
kz-endo_aztec - the idea of rebuilding game level is good, but it's hardly can be called a kz map, you just need to press a few button and climb a few ladders
kzmo_thwj_v1 - poorly planned; planning flaw: one cannot back to start from finish by map means
kzra_bhoparctic - poorly planned; monotonous jumps; the scope is not correctly clipped
kzra_helpless - two-textures design; no hp booster; inconsistency of brushes on slide, hence prancing difficulty
rr_2caves_e - not decorated teleports (it's hard to understand where are their bounds, running into the teleport at finish is completely random), small brush inconsistancies, one can see NULL texture of all rooms from the finish, difficulty imbalance
rr_2caves_h - comparing with _e version only a dozen of jumps are made more difficult, hence imbalance became even worse
ae_trixjump - too short, difficulty imbalance
cg_italianblock - kz-endo_italianblock_rmk was added instead (it has better appearance and fps issues sovled)
ce_270x5 - set of blocks
ce_block - poorly planned
cf_metal - fps issues, poorly planned and designed
mkz_weirdjumps_h - bunch of wjs
mkz_weirdjumps_x - bunch of wjs
kz-cruel_ljrun2 - bunch of ljs
ksz_warehouse - half of the map is just lj blocks; a dozen of clip brushes dictating the path; one constantly runs into teleports of bhop stages, which are not separated from non-bhop sections and cannot be seen
kzarg_infinitcave - difficulty varies from easy to average; texture conflicts on bhop and moving door; some teleports are redundant
notkz_kx_bhrese[hard] - too short
kzra_bhopspace_v2 - seems like mapper D3sTiny haven't played his own map, one of the blocks is placed too high, so even if it's possible, difficulty imbalance is too great
kzra_laps - copypaste one room 3 times and call it laps, nice move
kzra_speedmountainez - fps issues
kzra_2boxes1room - huge texture hole at the end of the map
newage_ninja_bhop - not decorated teleports; one can run on bhop blocks cause of low shifting speed; 3 bhop-lj blocks on a small bhop map, at that one is right at the finish
kz-cruel_darkfails - not decorated teleports; last bhop is more harder and longer than previous ones; no hp booster; the scope is not correctly clipped; all three parts of the map have completely different design