Counter-Strike 2

Counter-Strike 2

kz_narf
4 Comments
Kenneth 28 Feb, 2016 @ 6:47pm 
Unfortunately your map has not been approved. See here for more info:
http://www.kz-climb.com/index.php?threads/kz_narf.1016/

It looks like you have a good foundation. The layout and difficulty consistency needs a bit of work though. If you decide to update your map to try again to get global, please contact me and I will make a new feedback thread.
MachineChaos 28 Feb, 2016 @ 5:27am 
I personally didn't enjoy playing this map too much. I found that the difficulty was all over the place, some parts quite easy, some parts harder. My first impressions of the map boiled down to the map having poor layout and awkward, anti-fun jumps throughout. I think there is too much use of bhop, and the kz aspects in the map aren't good enough (bland, boring) to justify having so much bhop.
After a couple runs I found the gameplay to become better, and on a technical level it was fairly rewarding. But I don't think I can justify approving this map. I don't mind the texturing, the simple kz_grass_hard theme is not bad, but not good either.
Kenneth 23 Feb, 2016 @ 3:46am 
Hello

Your map has been submitted to the KZTimer Map Testing Group. They will vote on whether your map will be approved for the Global Map List or not, and they will also provide you with feedback. After at least 7 days, you will be notified of the official decision.

If you do not care about your map being in the Global Map List, you can just ignore this message. See KZ-Climb.com for more information.
DanZay 23 Feb, 2016 @ 2:58am 
Pretty alright map dude.

The gameplay design on this map isn't that bad and I actually found it quite rewarding. I think the downfall of this map is the poorly thought out layout. It looks you just made a big box for each room and put jumps and walls everywhere in it. I think you did a decent job at making the map look alright though. There does need be more contrast for the numbers in the LJ room as they can't be read easily.

I think the thing I hated the most in the map is the unclear placement of triggers. There are a lot of teleporters to save pro runs but it's really unclear where they are (this would be fine with a better layout). Also the second and last b-hop areas use a grass texture for the teleporter which is a bit confusing (I also noticed that this teleporter is 1 unit thick so you can actually perfect b-hop across it). I guess it's also worth mentioning that I'm not a fan of using teleporters to go between areas as it breaks flow.