Counter-Strike 2

Counter-Strike 2

kz_wetbricks
Showing 1-10 of 25 entries
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Update: 2 Nov, 2018 @ 4:19pm

fixed surf skip in third room

Update: 26 Oct, 2018 @ 2:22am

hah didnt package it correctly

Update: 26 Oct, 2018 @ 1:55am

game chaos more like stinky butt

Update: 22 Sep, 2018 @ 5:12pm

to do

Update: 16 Apr, 2018 @ 2:10pm

Added:
- more grass/props to the skybox outside the windows
- some more lights to dark areas in the third room

Changes:
- removed the skylight in the final surf room due to issues of the rest of the map still rendering outside the window. put lights in its place
- fixed the offset ladder

Update: 10 Apr, 2018 @ 11:47pm

Added:
- new models for light fixtures
- more props around the map
- another light above the 256 in the third room
- a small kz section at the end of the map after the surf in order to reward players who get a really good surf with lots of speed
- added another ladder in the secret room that is 8 units higher

Changes:
- moved the end button back and raised the floor under it
- removed brushes for light fixtures
- removed one of the pillars for the standard path in the first room as it was unecessary clutter. also adjusted the other pillars to compensate
- slightly adjusted some jumps in the first room
- reverted to the old starting area, and instead moved the whole start button area up instead of having a small, 2-step staircase. this vastly improves the flow
- removed the last bhop pillar in the third room just to make sure a certain skip is impossible. also extended the landing platform at the end of that section to compensate
- further extended the main glass wall in the third room by 16 units
- cut off 16 units of the small landing platform right before the window jump
- lowered ceiling of secret room
- simplified the geometry of the brushes of the ladders and changed the model

Update: 9 Apr, 2018 @ 4:23pm

Added:
- stinky clouds about the water in the first room. will get toned down next update
- new pillar in the first room to make the first room still combo-able with the new changes
- a vent model leaning against the entrance to the secret room

Changes:
- after much discussion in the csgo kz discord server, i have *further* compromised the first room skip. the 270 has been changed to a 265 and the platform you jump from has been doubled in area to make prestrafing easier.
- made the window skip harder slightly by raising the platform 8 units
- made the bhop section at the top of the spiral in the third room easier slightly
- cut a corner on the ceiling at the end of the second room in an effort to make it more combo-able

Update: 9 Apr, 2018 @ 12:39am

Added:
- new texture where concrete touches water. i am really happy with how this looks
- new brush at the beginning of the first room, right infront of the block you start on. this technically invalidated previous runs, but it's such a small change i wont wipe my test server's run times

Changed:
- made the whole map consistent with the theme of the water being in a concrete basin 64 units high
- slightly changed the bottom wiggly pillar in the first room to be more realisti. this wont have any effect what-so-ever, i just like the way it looks

Update: 7 Apr, 2018 @ 9:27pm

Changed:
- packed the textures from the last patch because i forgot to

Update: 7 Apr, 2018 @ 7:30pm

Changed:
- moved around the blocks in the longjump room again, and added a load more, for a total of 48 jumps. also changed the incements of the jumps, now starts at 240 then increments by 5 up to 260, then increments by 1 up to 290, then 300 for the last jump. also changed the color of the lines showing the lengths of the jumps to represent the default kztimer longjump thresholds (white for 240-264, blue for 265-269, green for 270-274, red for 275-284, orange for 280+)