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 - Spoiler 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 - Spoiler 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 - Spoiler 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 - Spoiler 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 - Spoiler 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 - Spoiler 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 - Spoiler 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 - Spoiler 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 Spoiler 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.