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kz_fofmania_go
   
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Game Mode: Classic, Custom, Training
Tags: Map
File Size
Posted
Updated
32.402 MB
5 May, 2016 @ 4:01am
17 Jan, 2019 @ 12:22am
9 Change Notes ( view )

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kz_fofmania_go

Description
MAP BY FOF

original map create for "kzmod", i port map in css and now port in csgo

thx GreenWind for helping with port
10 Comments
basic 25 May, 2016 @ 12:20am 
At a first glance the maps looks good and old school, but the looks of the map start to go bad when snow and grass is introduced. As for the KZ it was pretty fun to run, the invisible walls got in the way a bit but I can see why some of them are there. I feel like this map needs some more work on the big skips found and to make it more clean before I change my vote.
Zach47 24 May, 2016 @ 12:47am 
It's a port from kzmod, to source, and now to go. The issue I have with the map are the height and distances of the blocks. Many blocks are easily skipped over and many can be CJ binded to skip more blocks. In fact, the actual path was harder to find than just winging it. There needs to be a lot of work done for the map to be ready for CS:GO. Removing blocks and adjusting the size/height of blocks is a must, as well as removing/reworking the invisible walls.

Side note: as it is a collection of maps put together, each part of the map should be remade slightly to accommodate each other. Going from a brick to grass to snow to dirt map was jarring. It'd be interesting to see if the mapper could remove teleporting to the next "map" and rather have a doorway to the next part, but it would be difficult for a few of the sections (especially snow).
Sachburger 21 May, 2016 @ 6:22am 
Really enjoyed this one. Felt old school well because it is... The invisible walls were mostly not an issue but some of them that I found just seemed petty, stopping me from skipping like 3 blocks of really basic kz by doing an LJ seemed unnecessary. Well I see what the point of some invisible walls were I think some shouldn't be there as well.
GnagarN^ 16 May, 2016 @ 11:37am 
Great map, I usually don't like long maps but this one was actually enjoyable. Felt like perfect length for a map like this.
But as many has already pointed out, there are quite a few invis walls that are a bit annoying.
Overall it feels like a good port that should be globalized.
tb 11 May, 2016 @ 8:41am 
It's a decent 1.6 to kzmod to source to go port, I think there are probably a large amount of blockskips but they are fine because its all fun and games to figure out the best route tbh. The main downfall is the damn invisible walls that are literally everywhere you could think of, they geniunly suck the fun out of the map in some places where the blocks in all honesty should have just been moved. This isn't a problem that should prevent it from being global as the route is obvious, but the inobvious obtuse playerclips are really fucking dumb. Before this gets approved, I'd like to see PROOF from [p] that the port was done with FULL PERMISSION because I don't want to see a map approved that's a port without permission (or the author being dead, which FoF isn't).
Gargos 11 May, 2016 @ 4:03am 
It's a nice length map, and also looks clean overall. The kz is good for comboing, once you learn the map, and the way it flows. The map is very straight forward so it's easy to learn. There are some invisible walls that block off some of the unintended ways, but that's understandable. Overall a nice, and enjoyable map to play.
Polly 7 May, 2016 @ 7:39am 
Cool! I appreciated your work positively
Rate please and my work +
http://steamproxy.net/sharedfiles/filedetails/?id=677781148 :steamhappy:
GOA 5 May, 2016 @ 4:03pm 
gj =)
Joshua 5 May, 2016 @ 10:58am 
map is decently long one thing that was annoying in the first level mainly was that the fog you use is blindingly white. Also noticed there are a lot of invisible walls which make playing the map very annyoing. The christmas level has this in it not sure if intentional http://steamproxy.net/sharedfiles/filedetails/?id=679044332 .
Fafnir 5 May, 2016 @ 5:45am 
good job,i love this map in kzmod :D