Aux' map changes

Discussion in 'Maps Discussion' started by Aux, May 1, 2015.

  1. Aux

    Aux Scrub VIP

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    Hello everyone, my name is Martin "Aux" Laursen, and I'm a CSS mapper.​
    In this thread I will make a list of maps, that I will attempt to change for the better - and how. I've been doing the same thing with some CSS maps, just without releasing my notes, since there's no forum I would deem large enough for it to matter.
    Should you wish to download all the maps at once, you can do so through the following link. [LINK]
    Suggestions are welcome.
    - -
    See the example below for format.
    bhop_mapname - Status - [DOWNLOAD LINK]
    • Problem #1 - Fix for problem #1
    • Problem #2 - Fix for problem #2
    Note: Final remark on the map
    -Space before the next map or section-
    - -
    bhop_amor_rg1 - Too badly optimized, would need complete rework -
    • TP goes straight past s1 - Make the TP go to s1
    • s1 tunnel too narrow - Increase roof-height
    • Surf on s2 is semi-broken - Fix/move/remove booster
    • s2 has spinning platform used in WR route - Remove it... OR..! Stop the platform in least distracting way.
    Note: Since s1 is currently cut off, I'm unable to test it. Therefore, it may need extra fixing, but I will make sure everything is speedrunning friendly and straight forward. The surf on s2 is another issue, and personally I feel like the booster should just be removed, since it only contributes to make the s2 be borderline non-existent. Also, I vote for just stopping the spinning platform.
    EDIT: This would take multiple hours to optimize. I'm not doing that without being commissioned for it.

    bhop_woodbattle - Recommend removal -
    • Door at end - Remove it
    • Telehops making little to no sense - Either remove them all, or open them all
    • Ending platforms makes little to no sense - Make actual platforms
    Note: I'm gonna end up almost remaking the map, so this would most likely not be at the top of my priority list.
    EDIT: It's not worth the time it would take to fix it. Sorry.

    bhop_elevate_rg1 - Pending -
    • Anti-bhop too aggressive - Reduce jump penalty time
    • sv_airaccelerate capped - Remove cap
    • Playerclips too close to path - Heighten platforms
    Note: This is in essence a really good map. It just needs a few changes to play well.

    bhop_egyptiantemple_rg1 - Pending -
    • Head bumpers - This is a port that has not been altered to fit with the game
    • Unclear/inconsistent playerclips - Clarify them. These can't be straight up removed, or the whole map will be fucked
    • Inconsistent boosters - Implant my own booster fix
    Note: This is a map with an example of good visuals, but lacking the fluidity (that's now a word) of great gameplay. Also, the port is a slack job.

    bhop_salat_v4_csgo - Pending -
    • Obstructing 1time breakable - Remove it
    • Spinny things - Remove all/hold in place
    • Fallback on checkpoints - Filter or block fallback
    • Playerclips where it seems possible to walk/hop - Clarify/remove areas
    Note: This map is decent enough that I feel like I should fix it. Also the name is obnoxiously long.

    kz_catalyst - Pending -
    • Playerclips with little-to-no sensible placement - Clarify/remove them
    Note: I will also be looking into the checkpoints (clarifying where they are), and possibly putting in triggers/filters to prevent fall-backs.

    bhop_speedrun_fluid_rg1 - Pending -
    • Telehops set at a 90 degree angle - Return telehops to straight
    • Playerclips(?) blocking start of each stage - Remove
    Note: This map was working great on CSS. Whoever ported this made changes that (in my opinion) breaks the flow of the map, AND ARE AVOIDABLE with a bit of ingenuity.

    bhop_clarity_csgo - Pending -
    • 1unit teleports - Make 2-4 units
    • Headblockers - Move up 12 units
    Note: I'm not sure what was fixed, but the current version still has a lot of problems.
    - -
    Completed/fixed/dropped
    bhop_leios - Done - [LINK]
    • Port didn't take the height difference into account - Add 12 units to pillar area
    Note: A simple model height issue. Also fixed small overlapping issues, and texture minor texture alignment.

    bhop_white - Done - [LINK]
    • Head bumpers/windows promoting low speed - Open the top to make routes more open
    • Questionable playerclips(?) - Either make them into glass, or remove them completely
    • Boosters not working 100% of the time - Implement my own booster fix
    Note: I'm not sure if I will go through with this, since it'll radically change how the map plays. Even if for the better, I don't like to do that.

    bhop_metal_v2 - Done - [LINK]
    • Edges of main blocks blocking the player - func_ill the edges
    • End of levels randomly blocking player (speed dependant) - func_ill the effect block inside the TP
    • Optimization issues with world geometry - func_detail what can be func_detail'd
    • Height of fail-TPs too high, making it seem as if you made it and got TP'd for no reason. - Lowered fail-TPs
    Note: There's a lot of optimization still to be done, but the map is so small it would barely matter, and the time it would take would be too much for the effect to be worth it. I also made the smaller blocks func_detail, so you can walk on them, but it shouldn't matter. This was done to prevent mpbhop complications due to lowered teleporters. The larger blocks were simply made larger to accommodate, without any visual change. Let me know if it still bugs out, despite this change.

    bhop_shades - Redone - [LINK]
    • Vertical boosters behaves randomly - Implant my own booster fix
    Note: The random boosts is the one reason I don't like this map. With those fixed, it will be a lot more enjoyable, and less RNG dependant.

    bhop_runbhopper_rg2_csgo - Done - [LINK]
    • You can jump in the water at multiple spots - I can't tell you why this is until I've decompiled the map, but I'll bloody well fix it
    • Part 1 doesn't TP when falling into the water - Add a working TP
    • Some parts are too dark - Add skybox for lighting instead of using random light sources
    Note: This will be an actual visual update to the map. Also, this jump-on-water thing makes no sense, but I guess I'll find out what causes it.

    bhop_skyppy_alpha_v1 - Done - [LINK]
    • Spinning things interrupting runs - Set in fixed position, or remove completely.
    Note: By unpopular request

    bhop_chen_rg1 - Redone - [LINK]
    • Startzone outside of intro - Place correctly
    • Endzone set weirdly - Place correctly
    Note: Odd zone placements... Meh.

    bhop_abandoned_rg1 - Redone - [LINK]
    • Door to be opened - Remove it
    • Windows difficult to spot at high speed - Add edges to them
    Note: Doors that has to be opened by the player by touching them has no place in speedrunning, since someone will get his/her friend to hold it while they get ez wr.


    bhop_scrollcity_rg1 - Done - [LINK]
    • Trigger open at the start - Close it up
    Note: If you're a porter, get to know the map you port before you port it. This is not a low-quality port, but very apparent issues were not fixed. I'll leave the later shortcut open, since it feels okay.
     
    #1 Aux, May 1, 2015
    Last edited: Sep 30, 2016
  2. Aux

    Aux Scrub VIP

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    I also want to note that you can request maps for me to change, just keep in mind I have limited time, and I don't want to spend it all on fixing up maps.

    Using this for notes from others, since the first post is reaching the 10k character limit.
    --
    Koncept:
    bhop_playboy_csgo - To-Be-Done

    - Final jump on the map has a set of doors you need to go through (they start to close when you leave the starting platform), they close too fast and were impossible do to with one person even with speeds in excess of 1700u/s.

    bhop_whoevenbhops - To-Be-Done

    - Can fall out of the side of the map and bhop under it, avoiding the only semi-hard part of the map and porting back up near the end.

    Video of the bug below, thanks to danny recording me doing it. I did hit one of the 2 invisible walls down there but that is very rare, if you do it properly you end up where I'm pointing at the end, right at the beginning of the last jump.



    bhop_dots_csgo -
    To-Be-Done

    -One reset trigger sends you quite far ahead, skips alot, exact location in screen.

    http://images.akamai.steamuserconte...623/3EBE0696FB2210DBE26937190B8C9BFF334558E6/
    Where my crosshair is pointed is the location of the trigger


    bhop_sewer_strafe -
    To-Be-Done

    - Reset triggers send you to random locations, occasionally right next to the end.

    bhop_blue - To-Be-Done

    -Reset triggers send you to random locations, very often right next to the end, 8s record.

    bhop_horseshit_5 - To-Be-Done

    - No starting and end zones on 2 out of the 4 sections, video provided below by dannytj.

    --
    LEGEND:
    [func_ill/illusion/illusionary] - func_illusionary. Block to be passed through.
    [TP/tele] - trigger_teleport. Area that when touched teleports what it's set to target.
    [telehop] - Jumping through a TP while retaining your speed.
    [mpbhop] - Multiplayer bunnyhop. Makes the blocks stay in place while still TPing you if you stand on them.
    [playerclip] - An invisible block, that blocks players. Usually used to cut off shortcuts, but can be very poorly implemented.
    [sX] - Stage X, X being the level's number.

    GENERAL NOTES:
    [Model height (CSS to CSGO)]
    Difference crouched: 5 units. Difference standing: 10 units.​
    [Inconsistent boosters]
    These can be quite tricky to fix, but in general, use a filtered trigger_push/_gravity (CSGO trigger_gravity highly preferred) with a trigger_multiple defaulting targetname AFTER the player has exited the booster zone.​

     
    #2 Aux, May 1, 2015
    Last edited: Aug 13, 2016
  3. eddy

    eddy Scrub Staff Member BHOP Admin EU

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    What a great way to introduce you're self to HOC Welcome ! Commonly once a week new maps are added and/or changed and this update can be taken into account next week. Furthermore a great amount of detail in you're change-log, if you stumble upon maps with other issues you can also just note them then I will try to make some improvements myself. The thing is that I do not bhop on CSS, so I do not know any better, therefore any help in noting those issues will be appreciated.
     
  4. Immortal

    Immortal Administrator Administrator

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    Nice job! thank you for the great work ;)
     
  5. Immortal

    Immortal Administrator Administrator

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    bhop_chen_rg1 - To-be-done -
    Intro teleports you to start - Remove unwanted TP
    Endzone set weirdly - Place correctly

    ------------------------------


    I'll set it when I'm next on test ;)
     
  6. Immortal

    Immortal Administrator Administrator

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    Chen fixed
     
  7. eddy

    eddy Scrub Staff Member BHOP Admin EU

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    Hi Aux, I am releasing the new web-app that lets us easily update maps now and in the future hopefully this Thursday, and with it all of you're map updates will be included. I have been side tracked a bit because I have a new full-time job, but seeing all of that hard work u put in those maps and notes I have to step it up and finally release the tool.

    Tnx mate.
     
  8. Immortal

    Immortal Administrator Administrator

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    We'll slowly start going through the maps and removing the out right bad ones like this.

    As above. It was never really a good map anyway.
     
  9. Bortius

    Bortius Scrub

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    BUMP

    List has been updated.
     
  10. ZER0

    ZER0 Trainee Staff Member BHOP Admin EU

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    Bhop_Blue : Booster is not working like it is supposed to. Auto is possible but LegitNub and LegitPro is impossible.

    Bhop_waterfallz ( Not sure if it is the right name ) : A gate during the map is broken and doesn't open when it is supposed to making the map impossible to be completed in any style. A big sorry since it seems like a good map.
    [hr]
    Edit! bhop_nuclear or bhop_reactor (can not remeber the name ahah ) : Wall to the right is broken allowing players to walk through and get a 1.2 sec record. Might be fixed to where you can not complete it but still could use a fix!
     
  11. Aux

    Aux Scrub VIP

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    bhop_elevate_rg1 added to list.
     
  12. ZER0

    ZER0 Trainee Staff Member BHOP Admin EU

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    Aux, you still a active mapper for HOC?
     
  13. Aux

    Aux Scrub VIP

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    If you define "active" as fixing 2-3 maps every 6 months, yeah, I am.
     
  14. ZER0

    ZER0 Trainee Staff Member BHOP Admin EU

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    Still move work then i've done in my entire life, you still hop? or just map fixes?.
     
  15. Aux

    Aux Scrub VIP

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    I hop quite a bit these days. It's become my pass-time again, so ye
     
  16. ZER0

    ZER0 Trainee Staff Member BHOP Admin EU

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    I am hopeing to get back into it, would like to become admin again. Kind of miss it in a sense :) Feel like I have grown alot mentally these last months and I feel alot more grown...
     
  17. Aux

    Aux Scrub VIP

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    Quick notes:
    bhop_exquisite_csgo_fix - Clarify/remove playerclips, booster fix, reopen old SCs, reopen full map, fix minor issues.
    bhop_lego2 complained about (jump pad issue)

    bhop_egyptiantemple is fixed, download link: Dropbox link
     
  18. MMZ_Kask

    MMZ_Kask I am CS:GO KZ Staff Member Administrator

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    bhop_egpytiantemple_sr has been pushed to public. Previous version _rg1 removed. Times were not wiped.
     
  19. 「ClouDD -W-」

    「ClouDD -W-」 New VIP

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    bhop_pologos_fix_csgo has glitched times, auto wr is about 36 sec with 130+ jumps.
     
  20. MMZ_Kask

    MMZ_Kask I am CS:GO KZ Staff Member Administrator

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    That might be plugin-related. There seems to be a glitch in the WR reporting that I haven't quite tracked down yet..