Counter-Strike 2

Counter-Strike 2

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bhop_arcane
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Game Mode: Custom
Tags: CS2, Map
File Size
Posted
Updated
376.446 MB
3 Jun, 2024 @ 9:07am
28 Jul, 2024 @ 4:09am
5 Change Notes ( view )

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bhop_arcane

Description
Map made by Panzer, ported by GumPum.

Use "High" on shader, textures and particles in video settings or some parts might look bad.

Compared to the original CSS version some changes have been made which got either approved or wished directly by the original creator.

Changes:
● Added water splashes on ground and water ripples on water in the rain area.
● Added reflections to ice and bhop stones in the rain area.
● Made the pit before the first grass tube deeper (doesn't effect gameplay).
● Replaced invisible walls in the canal level with a visible one.
● Removed invisible walls in the grass level.
● Removed teleporter on top of the first stone in the neon end room.
● Reduced speed of some booster.
● Removed trail deagles, moved last deagle and fire scout into weapons room and removed boost from scout. Unlock all secret buttons to get access to the weapons room.
● Removed doors from every stage.
● Added non solid chicken which bhop around in the spawn area.


Reasons:
● Water splash and ripples, reflections and deeper pit looks better.
● Replaced invisible walls in the canal level with a visible wall so people don't get stopped out of nowhere.
● Removed the invisible walls in the grass level because they are useless, only preventing players from doing very tiny shortcuts. Also making these walls visible would look bad.
● Removed the teleporter at the first stone in the neon end room because that one was not always working in the original css version and some top speedrunner already using it for a shortcut.
Some people were sad when I made that teleporter always work in my csgo port, so I think it's better to remove it completely to make the shortcut possible consistantly.
● Reduced speed of some booster because the map was made for scroll and now most people are using autojump for which the booster were to strong.
● Removed boost effect on fire scout for competetive reasons. With most server using a timer plugin, people can just teleport or noclip to the endzone grabbing the final trail deagle.
Decided to not throw the secret buttons away and giving them still a purpose by being necessary to get into the weapons room.
● Removed doors in every stage because they aren't needed when using a timer plugin where people can teleport everywhere. Also it was possible to touch them by accident and ruining a run.
● I added bhopping chicken because ( ͡~ ͜ʖ ͡°).


Known issues:
● A few lighting issues on minor spots.
● Upper level are visible in reflections sometimes.
● Can get stuck on slopes (i suspect it's a cs2 problem and not the maps problem).
● Slide areas not optimal, have to wait for valve to add script support to make it properly.
● Texture in neon level on the tubes and below the circles looks weird.


If you have any questions you can leave a comment and i will be happy to give an answer.
25 Comments
GumPum  [author] 3 Feb @ 4:58pm 
@PRO PICKER AP MODE

bhop plugins usually had a zone to stop the timer, i would rather ask the plugin author to add these zones because these should be a must have.

I could add the zones for the starting and end zone with the next update (when valve gives me script support so i can fix ice slide) or maybe when i get a gpu that is compatible with compiling bcause currently i can only compile with cpu which valve recently broke.

I just saw your plugin can detect trigger with specific names to stop or reset.
In case you can't create a timer stop or reset zone yourself, i wonder if there is a plugin for creating trigger yourself. i remember there was one for csgo where you could create or remove entities in maps.
PRO PICKER AP MODE 3 Feb @ 3:24pm 
Can you compile a version where the teleports to the various levels (stages) behind spawn are removed?
PRO PICKER AP MODE 3 Feb @ 3:23pm 
@PRO PICKER AP MODE starting zone should be right in front of first bhop stone and end zone at the end of ice level at the bottom of the big ramp

You don’t understand, there is a sharp timer plugin, it seems to automatically read the starting zones when there is a trigger.
But this doesn’t matter either, the bad thing is that the bonus zones are open, and I don’t have the opportunity to close them.
Because of this, people have unfair completion times.
GumPum  [author] 3 Feb @ 4:59am 
I noticed 1 thing. Some parts of the map are rendered when it shouldn't like you can see the neon part from the ice stage. This wasn't the case when i uploaded the map.
Valve must have broken something with an update...

I just thought about a workaround that maybe works for missing underwater fog and water surface when looking from underwater.

With all the issues cs2 currently has i will wait with the update until we get script support which i can use to make the slide areas properly. compiling the map takes 10 hours in my case and produces different lighning artifacts which are very hard to get rid off.
GumPum  [author] 3 Feb @ 4:49am 
@imasuke
I watched a recent run by mukez where he did the skip.
Following the same path with noclip is still possible (i'm bad at surf).
When porting i took the original css version and haven't change geometry or trigger in that place.
I looked at both maps and the spot is identical.

Water is everywhere for me beside when underwater and looking up.
When making the port, cs2 didn't supported both and i think it still doesn't today.

Yes the boost in tetris is slower, but i don't get glued to the ground.
Could it be, that the 4 stamina settings aren't set to 0 in your case (which could explain your case)

If you mean the skip right after the entrance to the last room in the neon stage that skip is possible,
i tested it with host_timescale 0.2 bcause i'm not a pro lol. Maybe it's just harder in CS2?

Getting stuck on ramps like the one log is a general current cs2 problem and something i probably can't fix (i tryd different things).
Ofopone wannabe 2 Feb @ 11:07pm 
@GumPum
1) a level with red tiles with a rise to the top around a tree, after stage 1 you can surf backwards and skip 4 stages of this level
2) water is not displayed after the trees in front of the sewer
3) Tetris has a boost of 70 percent Tetris desk, where you need to fly around objects (WITHOUT a NOCLIP IT IS PHYSICALLY IMPOSSIBLE) because boost immediately glues to the ground and prevents you from jumping over the red texture
4) skip at the end of the Tetris location (just not a working hit box)
GumPum  [author] 2 Feb @ 9:04am 
A lot booster was made slower because map was made for scroll and now is mainly used with autojump. The map was working fine when i tested it offline with bhop settings.
Also booster in cs2 work different than in the older engine which forced me to make changes.
Booster being messed up is probably caused by server plugins trying to mess with the booster to revert them back to how they worked in the old engine.

You probably have textures issues because you have you graphic settings to low.
Resulting in reflections not working which makes some textures look off.

Source 2 engine works different and it will never be the same as originally.
GumPum  [author] 2 Feb @ 9:04am 
@imasuke i deleted your comment because there were 100% insults and 0% critism in it.
Your 2. comment is something we can work with.

You wrote this is the only version in the workshop but there is a 2. one called bhop_arcane_final.

Where are the non working skips, mechanics and textures?

What is wrong with bhop on logs?

The ice is broken because valve haven't given me access to script support which i need to make it properly. Idk if there is already a better method than what i made now, i couldn't find any. If you know about one you can let me know ;)
Ofopone wannabe 2 Feb @ 6:14am 
the map author is a funny guy who deletes comments because he can't take criticism. firstly, i speedrunned this map in csgo and was in the top 4 in the world in speed and completed it in 4.32, cs2 came out and i decided to download the arcana, which was the only one in the workshop, AND WHAT DO I GET? absolutely non-working skips, absolutely non-working mechanics, bhop on logs, acceleration, textures, ice, accelerator, just a broken, non-working and unplayable map. P.s. and now personally to the author, this map made by you or anyone else is crap, I can judge objectively because I played more than 150 hours on it and I know what I'm talking about
GumPum  [author] 1 Feb @ 5:43am 
@PRO PICKER AP MODE starting zone should be right in front of first bhop stone and end zone at the end of ice level at the bottom of the big ramp