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kz_Lume
   
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Game Mode: Custom
Tags: Map
File Size
Posted
Updated
17.885 MB
4 Jul, 2016 @ 8:26am
21 Jan, 2017 @ 6:05pm
7 Change Notes ( view )

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kz_Lume

Description
Map by VVoodchip.

Length: Short.

Difficulty: Medium.

Inspired by kz_bhop_skyworld.

Textures by:
Tophatwaffle
Badges

Special thanks:
Orbit
DanZay
9 Comments
Nayuta 29 Apr, 2020 @ 6:49am 
Hello, may i port this map to CS:S ?
law 19 Aug, 2016 @ 3:33pm 
The texturing is good, the kz is good enough for there to good competition on the map. Not a easy map, but also not a hard map, almost positive new players will like the map for its aesthetics and some of the jumps. The only problem I see with new players and the map, is that they will probably not be able to do the only real ladder jump in the map(as is a common problem with most new players) otherwise the kz feels good.
fLzi 27 Jul, 2016 @ 6:05pm 
This map has awesome gameplay and has that "sauce" feel to it which I adore. The only thing which has to be fixed are the black timer's. I can't wait to see more from this mapper - fantastic job.
Gargos 21 Jul, 2016 @ 1:42am 
The theme and texturing of this map are both very nice. As for the KZ it has some jumps are the easy, and some that are a bit challenging. I honestly don't have much to say, but as far as gameplay I believe the map is fine and is in a competitive state. I know this is a poor review, I may visit it again at a later date.
Zach47 19 Jul, 2016 @ 8:26am 
The map is aesthetically pleasing and its use of light helps with that. The design and attention to detail is pretty outstanding too. The map itself plays well and I don't find myself guessing on where I need to go next. The jumps and bhops are easy and there isn't much difficult in the map provided you know how to kz.

However, the map has a few issues. Here is an imgur album of issues I found of the map:
http://imgur.com/a/XfZQS
Zach47 19 Jul, 2016 @ 8:25am 
For the most part, props on the map are either prop_dynamic or prop_phsyics. You should change them to prop_static to reduce FPS issues (although there aren't any that I had, it's still a good practice). With the wildfire update, prop_static will cause black textures. There are ways to get around this while still using prop_static. In addition, a lot of the props are solid; you should change them so that it doesn't cause an issue with a run. Furthermore, a lot of the railings aren't lined or are symmetrical per section of the map. Some are X units away from the edge of the grass, some are Y units. I'm seeing a lot of skybox issues with the map as well. Typically you should outline the map with skybox, but instead you're boxing each level. You shouldn't do this as it adds to the file size of the map+compile time. Nodraw is needed in some parts but overall, it's done pretty well. Lastly, a lot of the blocks on the map are not func_detail.
satan 15 Jul, 2016 @ 2:58pm 
I really love this map to be honest, the whole feel and technical bhop and ladders is very fun. However, the long jumps are fairly long, IMO most lj's should be set to 260 or under, because they do not feel very fun otherwise. They are fine, but I would rather have the 262 blocks replaced with 260s
Funk 10 Jul, 2016 @ 6:06am 
IMO the jump distances in this map don't really match up with the style It feels like it should be a simple, easy to run map but the distances make it overly strafey, the general kz (ignoring jump distances) is somewhat simple and doesn't match up with the technical feel all the necessary strafing adds.
GimGam 6 Jul, 2016 @ 10:33pm 
do you sell death sticks?