kz_eleseer Dev Thread

Discussion in 'Map Feedback' started by DanZay, Jan 20, 2016.

  1. DanZay

    DanZay New Mapper

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    Hey HOC. You guys are the best at testing maps so I'd like to share the map I've been making on stream.

    Link: http://steamcommunity.com/workshop/filedetails/?id=604724243

    I'm particularly interested in what you guys think as I develop the map, so I would love to get feedback.

    Cheers.
     
  2. Salty Doge

    Salty Doge Scrub VIP

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    Is there a way to test it when you dont have access to the test server? I mean i cant start it offline with bots and play it without kzmod - would be a nice challenge though :dodgy:
     
  3. MMZ_Kask

    MMZ_Kask I am CS:GO KZ Staff Member Administrator

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    This map is on the test server.
     
  4. Sachburger

    Sachburger Scrub Staff Member KZ Admin US

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    DANZAY! DJ sach here. Few things I noticed:

    1. The 1-touch isnt implemented but the distance between them is good IMO.
    2. That LJ section with the V's... the distance between the first and second is too much for so little room on that block. But the distance between the two V's is good.
    3. I enjoy helping map <3 xoxoxo danzay stream
     
  5. sQuared

    sQuared #2 VIP

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    I liek denzay, will test later
     
  6. DanZay

    DanZay New Mapper

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    Updated with adjustments and some additions. I'd say the map is about 70% of the length I want at this stage.

    @Sachburger: All triggers should hopefully be working as intended now.

    Sorry to update so soon. Future updates will have longer time in between.
     
  7. MMZ_Kask

    MMZ_Kask I am CS:GO KZ Staff Member Administrator

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    Added _a2 to test server. Map looks great, and pretty hard.
     
  8. Danvari

    Danvari Scrub Official Tester

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    Besides for two things the map itself is fairly average as it is now. Now, this is obviously just my (very unnecessarily strict) opinion, but the normal kz sections here feel pretty filler to me. The map starts out making you think it's going to be hard, but after passing the first one-touch bhop section that is pretty much it when it comes to challenge, the rest is rather boring. I understand the concept that not every map has to be difficult, but it just feels off that the hardest parts are right at the start.

    But, I have to give credit where credit is due, because that first one-touch bhop part where you have to move between the two bhop blocks is a breath of fresh air. Not too difficult to jump through, but at the same time it's very clever and makes you think. My face lit up when I first saw it and instantly realized what you have to do; I really appreciate gimmicks like this one and think that every map should either: have a few of them, or have a leading idea that's interesting, or both. Of course, this doesn't mean a map without them cannot be one of the best.

    The other part that grabbed my attention is that after the white spiral you put water, which is such a simple thing, yet so brilliant. As you leave the spiral you can surf the water and preserve your momentum. Sadly, the feeling of speed is pretty much lost instantly since you hit as you leave the water. So here's a suggestion from me: put the water above the ground, so when you leave it you can bhop off the ground onto the first block of the kz section. This way the player can have a continuous run without needless stops.

    You also seem to have misplaced a glass pane on the left side of the room where the water is.

    You can actually hit a small spot and make a checkpoint at the two tubes at the start. Making the base of the tubes a bit smaller than the tubes themselves should fix it.

    All in all, I would give this map a 6/10 as it is right now. Hope I didn't come off as too much of an ass.
     
  9. DanZay

    DanZay New Mapper

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    Not one bit.


    I was surprised that the first sections were that difficult for people (I thought they felt good ;) ). I will admit the spiral drop downs were kept at the start of the map as they would probably be the most annoying things to do in a run. I will probably be adjusting the difficulty of these areas as, unfortunately, 'boring' is what I was going for and I don't want people to be stumped right at the start. I will also replace the particularly boring section just before the spiral drop down in the water.

    I will be taking your suggestion about the water height and will fix those other two issues also.

    Thanks for your feedback.
     
  10. Danvari

    Danvari Scrub Official Tester

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    They're not difficult per se, but doing both drop downs consecutively can be quite a bother. The ladder part is alright, but that first jump from which you enter the ladder was easily the hardest jump in the whole map for me. This is where new players might struggle, because they are used to making checkpoints, which you can't make on ladders nor on bhop blocks.

    I suggest making the lower part of the tubes see-through, so that players can see where they are supposed to go before it's too late. Seeing the first block earlier makes a lot of difference, even if you know that block is there, because you get bonus time to align and reassure yourself.
     
  11. DanZay

    DanZay New Mapper

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    Now updated to _a3 with a whole bunch of adjustments to existing content and a couple of additons.

    Most notably, ladder room has been completely ripped and replaced, and single hop added to the upward spiral.

    Map is probably at about 80% of aimed length now, will be trying to finish to 100% for next update.

    EDIT: Known issue that side to side single b-hop touch trigger is still bugged.
     
    #11 DanZay, Jan 23, 2016
    Last edited: Jan 24, 2016
  12. MMZ_Kask

    MMZ_Kask I am CS:GO KZ Staff Member Administrator

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    Added _a3 to test server.
     
  13. Danvari

    Danvari Scrub Official Tester

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    Playing through the map was much more fun this time around. My last gripe with it is that two kz sections (the ones before the surf and after the bhop) are still pretty much filler; you could remove them and the map would be better. They're not difficult at all nor are they even fun to do fast. The kz part at the beginning is a good example of how this part should be (not the layout of it, of course), but just that there's something interesting to it rather than just "jump straight" and "strafe around the corner."
     
  14. DanZay

    DanZay New Mapper

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    Alright cheers Danvari. I'll be adjusting the map after gathering a couple more opinions on this version. Thanks for helping me sweep through the map as I make it.

    EDIT: I've swallowed the pill and will be increasing skill floor and hopefully skill cap throughout.
     
    #14 DanZay, Jan 24, 2016
    Last edited: Jan 24, 2016
  15. DanZay

    DanZay New Mapper

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    Updated to _a4. Map is now full length with end timer with adjustments to previous sections. Enjoy.

    My plan is to do adjustments in new areas, some visual polish, fix any bugs etc. then upload a release candidate for one final check.
     
  16. MMZ_Kask

    MMZ_Kask I am CS:GO KZ Staff Member Administrator

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    Added _a4 to test. Sorry, meant to add it yesterday.
     
  17. DanZay

    DanZay New Mapper

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    Updated to _rc1. Map is now complete but feel free to suggest any last minute changes, or tell me if it's all good. And I guess if you guys are happy then I'll finally chuck an official release on workshop.

    Thanks so much for helping me reach the map's full potential. I put in a sexy little HoC banner at the start.
     
  18. Sachburger

    Sachburger Scrub Staff Member KZ Admin US

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    Danzay is bae
     
  19. pLekz

    pLekz uh Staff Member Administrator

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    _RC1 HYPE
     
    • Dumb Dumb x 1
  20. Flux

    Flux Scrub Official Tester

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    hold tight rc1, omg is this the next powerblock!!!!!!!!!