Hey guys. I've made something a bit out of the norm. Yes a kzpro_ map, but not even a normal one at that. Basically, when you start the map, you will be put at the middle. The goal is to reach the top platform of all four corners, then return to the middle to get teleported to the end timer. The way and order you go about this is completely up to you. Hopefully this creates a unique sense of flow and adds an interesting routing/path-finding element to the map. The map is made mostly for fun and mucking around in, sorta like HNS. I might add additional markers and let people create their own goals out of the map. Feel free to suggest anything. Expected run-time is probably a couple minutes. The jumps are medium-hard and are nothing an experienced KZ'er will struggle with, but one-shotting your entire route may remain difficult. There is a large variety of jumps, including bhops, longjumps, slow KZ, fast KZ, ladder jumps and there are also a few places you can flex with your surf skills. As far as testing goes, I don't really know what to expect. I suppose I don't really mind if there's a most efficient route, as long as as it isn't complete aids or uninteresting. I also wouldn't mind identifying any routes which skip significant parts or make the map a lot easier than it feels like it should be. TL;DR: Go to all 4 corners of the map then return to middle. Enjoy. Link: www.steamcommunity.com/sharedfiles/filedetails/?id=528358715
No and I don't think I've met him. Maybe I can talk to him for some ideas. I'll definitely need the help balancing the map before I start working on its graphics. It's been uploaded to the test server already thanks to pLekz I think.
Double post but whatever. Just updated the map on workshop with some initial changes. If you haven't played the map then you won't notice anyway. You're looking for kz_dzy5a3_alpha. I'll add the kzpro_ tag at release instead to save the sanity of the testers. Changes: - Removed BHop punishment room and changed it so it's like you just fell off the BHop instead - Made map possible for pLekz - Increased height of high platform to make more surf shenanigans possible - Added surf-based route from Purple to Red - Improved reward for glass-roof room between Green and Red - Changed BHop area near Purple - Changed Blue corner ladder so that it's more friendly to different style of LAJing - Changed LAJ from 165 to 160 - Changed 270 anti-Deviance LJ to 265 and adjacent 245 BHop-LJs to 240 - Various minor tweaks
I know these are rapid updates but this map has proven hard to get balanced and feeling right but I think I've got it pretty close to right this time. kz_dzy5a5_alpha Changes: - Effectively removed the requirement of a 265 LJ or a 160 LAJ by creating an alternative route (@ Krushed) - Fixed being able to jump up to ladders by crouchjumpng - Lengthened a lot of paths and shortened one or two to find a balance of speed throughout the map - Reworked b-hop near Purple corner, and made glass-roof room nearby viable - Various minor tweaks Things I got planned: - LJ Room - Instructions built into the map - Better start and end mechanics (e.g. currently need to turn around when you start) - Complete graphical overhaul of the map I'm hoping this will be the one of the last updates to the gameplay of the map, so please get any issues you have to me. Cheers.
God bless you DanZay! I think it'd be a good idea to like throw a big "End" and "Start" on the buttons, or change the rooms, since they look more or less identical.
Yeah I'll definitely be doing that when I redo the look of the map. Some stuff about testing... To test the map, I've been trying to record approximate times of how long it takes to get to corners. This is how I'm trying to keep the map interesting. See: http://imgur.com/NZ8U2AI.png (results may vary of course). I can then work out which route is fastest, and maybe do something about it. If there's been multiple routes to get to the same place, I've also been trying to get them around the same speed, with some lenience towards the harder routes. I also want to make sure no routes rely on perfect bunnyhops. Original picture here: http://i.imgur.com/JT94iQk.png
kzpro_module_beta has been released and is on HoC test server. There is a known bug that the sound when you touch the corners is played to everyone on the map. Sorry lol. EDIT: Also the impossible blue block to blue block jump because its 68 units.
Okay I fixed all the issues and "cleaned" up the whole map. The final release can be found here: http://steamcommunity.com/sharedfiles/filedetails/?id=531121171 Thanks House of Climb. EDIT: I'm not really expecting this to be the final FINAL version, but I want it to get it public.
Played this map the other day, it was amazing. Haven't even completed it yet but I loved it and I can't wait for it to get onto the official servers so I can play it without 150+ ping.
Hey DanZay. The blue corner is still close to impossible for us on 102tick w/o prestrafe. (I might've missed some route, but I don't think so) The 260 forced LJ to the alternate route - We won't be able to do 260 The "inside" room, has a forced longjump to get out of it, which we wont be able to do either. Otherwise it's pretty solid - looking real nice.
Firstly this issue was addressed in v2 of the map which has already been released. I'm guessing you played the original where this jump was near impossible even with prestrafe (oops). It has been updated to be a much easier weirdjump/bhop jump which should satisfy your requirement. Secondly, the map is balanced for 128 tick with prestrafe so sorry if it doesn't play so well on other settings but it is meant to have a high skill requirement in 128 tick prestrafe. You may have to wait for another similar map to come out that is more accommodating to get the full experience. Cheers.