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Pro Nub

Adding maps

Posted by Kpoluk 27 Sep 2018 in 17:46
First of all, let's add inspare to the list of cheaters who got critical number of bans. Next ban will lead to a permanent block and removing of all server records (previous account will be banned too).

Secondly, LAN server had two mini updates. When player used kz_mainmenu 0 he couldn't change Mode in the Main menu, version 4.4.1 fixed it. Also ScrAw found another bug on kz_man_madness: a big platform appeared after going through the trigger near the finish button, so perfroming sc after restart became impossible. Version 4.4.2 is able to reset all such func_wall_toggle after fast restart.

A long time ago we haven't add kz_return cause of texture leaks. And now Jeronimo has fixed it, so meet the kz_return_fix. Note, that this is not the same map, so a demo recorded on fixed version won't be accepted on XJ (until they update the map too, ofcourse). And now let's check some maps:

Extreme maps

mls_illusionary_x - in one of the rooms teleports are not separated logically or by design from the rest part of the map; if there won't be any records by the end of the year, this map will be deleted
mls_cave_h - I've already written about it, but since we give a chance to other extreme maps, let's try it; if there won't be any records by the end of the year, this map will be deleted
hama_bhopp - and one more map which difficulty is gained due to long distances between blocks and superlong nonstop bhop stages; incoherent desing of different rooms; teleports among rooms have no visual representation; there was a compilation log in map archive; if there won't be any records by the end of the year, this map will be deleted
gbc_hb_hoLy


Hard maps

bhop_styleer - clip brushes, blocking sc
cd_666 - clip brushes, dictating path; difficulty imbalance; the first halft of the map is hard, second one is hard-extreme
mls_pal_bhops_h - log compilation in map archive; and again difficulty imbalance on such a short map. All bhops up to last stages are hard-extreme, and at the end difficulty turns to be extreme. And it's not cause of complicated turns, restrictions on duck use etc as it was done on gbc_hb_hoLy, but just because of large distances between bhop blocks. It only has to remove half of blocks and release mls_pal_bhops_x, which will take place near mls_cave_h
gbc_towers2


Average maps

stan_shulbhop - texture conflicts on bhop
gbc_randomclimb - almost the whole map is the same jumps around pillars
gbc_randomblock - no detailing, bare blocks with three textures
gbc_randomblock2 - no detailing, bare blocks with three textures
bhop_arxdukz - clip brushes dictating path; ceiling if lifted up so one can see NULL textures; difficulty imbalance at the end
hama_annihiilation - no hp booster (as was said before, lack of booster makes sence when it directly influences the path and not just the number of times player allowed to fall from the same place)
hama_tooncanyon
hama_to_juhx - difficulty imbalance, one of bhop blocks can be seen through the gap after shifting into the wall
bhop_mann
hama_stairs
mls_hb_Alliance - easy climb part and average bhops; clip brush blocking sc; a few blocks are made func_wall for some reason; planning flaws: no teleport from lj room, one cannot return to start from finish by map means
mls_greenstyle_bh - minor difficulty imbalance; texture conflicts on center parts of bhop blocks; planning flaws: no teleport from lj room, one cannot return to start from finish by map means
mls_axn_hb_Ficaz
mls_icefall_bhop - texture conflicts on bhops at the start; one of bhop stage's teleport is not separated logically or by design from the rest part of the map; planning flaw: one cannot return to start from finish by map means
b2j_g0ldwalk - it should be denied as too short, but let's make an exception for this old map


Rejected maps

bhop_arxdukz_v1 - too short
hama_alkahf - at first map is about to has hard difficulty, some texture conflicts and delays on bhop blocks, bad texture docking and texture leak, but than it turns into total confusion: there are bhop and climb jumps of all difficulties, distances seem to be peeked at random
hama_lavaatree - poorly structured: one nominal tree with blocks around it and minclimb inside (reminds of sn_noobbean of 2004, but shorter); bad brushes docking
mls_night_bh - difficulty imbalance: easy stages are interlaced with average; one can stand at the top of slides, what can be used for sc (and therefore wr will be even faster); one of regular blocks looks the same as bhop blocks; one of the rooms has ledges resembling blocks, but appears to be not reachable; with a lot of colors on the map same highlight is used for both bhop and regular blocks
mls_floppytown_bh - texture conflicts on bhops at the beginning; half of ladders lost their functionality; the whole path is dictated by clip brushes and teleports; violet blocks in the wall and the box; big delay for blocks into the building. In general, famouse tricks and jumps inside houses is a very good idea to remake hns map
malaysia_lava_bh - poorly structured for such a short map; half of the rooms are just blocks copypaste along wall or in a row
skariz_brainhard4, skariz_brainhard5, skariz_brainhard6, skariz_brainhard7, skariz_brainhard8, skariz_brainhard9 - should be a composition of puzzles, but in reality it's just hidden teleports, unobvious triggers and other dubious attributes of kz, that shoud be avoided; design of rooms is either incoherent or filled with random pictures
sb_speedvalley_h - you can assume from the name that it's hard version of sb_speedvalley, but actually it's just a cut-off; at that for some reason rope was stretched in another way that led to making it func_illusionary to avoid sc; also for no apparent reason a few blocks near the finish were made func_illusionary as well
just_firstclimb - poorly structured and designed; texture pick; texture conflicts; bad brushes docking ; clip brushes blocking sc; teleports among rooms without visual representation; high difficulty imbalance; one cannot escape the room with timer in case of fail
muj_floppytown_x - too short; path is entirely dictated by clip brushes and teleports
jiu_brainhard - same as skariz_brainhard series
jiu_spikes - poorly structured for such a short map: the whole beginning is just running; one cannot return to start from finish by map means
gbc_hb_vitinho - bunch of lj and bhop-lj blocks