While I like the concept and the jumps, this map is deeply flawed in its mapping. There are countless spots that clipping occurs and you fall off the edge, giving the appearance of being a whole block but really you can only stand on part of it. Sometimes this also occurs when going up a red booster: you just stop dead before reaching the plateau. It's probably a problem with the jagged rocks used. The zipline is very inconsistent. There are times when I'm spamming the +use button and it won't drop me. If you stand too close to the pole when activating it, you get stuck and don't go anywhere and have to wait for the zipline to come back. The tps for pros are trash. This is a map where on NA, I had the tp and Bron has the pro record. While we aren't bad kzers, we aren't the people you expect to have local records. Nobody of better skill wants to play this map because it's a grind, a grind for the wrong reasons. I wish we could just get the map fixed rather than deleting it but I doubt that'll happen.
It's a pretty unique map with a pretty neat concept and jumps, so I don't think deleting it is the right choice. And besides the zipline it's really not that bad. If people are really interested in the map, they will find and figure out where most of the 'bugs' occur and then avoid them. If people are not interested in the map, it wont be voted on or voted off quickly after.
The map isn't really broken, so it's fine if it stays imo. It isn't garbage and is decently playable. It's not like every map has to be on the server only for the sake of grinding good times.
When a good run gets ruined through no fault of your own, I consider that broken to some degree. It's 2016, these sort of mapping mistakes shouldn't be happening. What kind of precedence are we setting by letting this go? HoC is supposed to have quality maps.
There are so many perf maps on this server that fuck up your run 'through no fault of your own' that never get a mention in this degree. How many times do you have to run kz_experiment before you finally get a time with all of the perf skips? At least on kz_rise you are in control of where you place your character. If you go wide on the blocks you avoid every possibility of getting stuck on a wall. It's a 100% runable map if you stick to the center or edges of the blocks instead of relying on the walls to save you from your mistakes.
Try telling that to the red boosters that don't always boost you up because you get stuck or the zipline that doesn't always work. And this isn't an argument about perfs which I agree with. The speed cap is a server side thing, not a fault of the mappers.
Mappers adding jumps or shortcuts that require more speed than you can get from running are not to blame ? What?
You guys are arguing different things. Going for the skips on experiment are your choice and IIRC the map itself requires no perfs for the normal route. Part of running kz maps at a high level is managing when to take risks or how much time you are going to use to grind out that WR. Thats just the nature of csgo kz, as times are more optimized they become more of a grind. kz_rise is a gimmicky map that was approved by the previous global map team. The "sticky" walls thing is on many maps and thats due to displacements and different angling of walls and with any map you should limit your reliance on the walls for maintaining good block control. If however a core mechanic in the map isn't consistent than that is a real issue. I don't really play the map as I dont personally like it so I cant speak in the terms on consistency of the mechanics.
I don't think the inconsistency with any of the issues on the map makes it bad enough to get rid of it entirely. And it might not be the most competitive map, but I still believe it's worth keeping around. If not for entertainment and grinding, atleast it might inspire mappers and we might end up with more creative maps, with new and different jumps.
Just ran the map again and I agree with crash as the rocks make the map feel clunky. I wouldn't remove the map just because of that though, the mapper should just fix it if possible.