Counter-Strike 2

Counter-Strike 2

kz_continuum
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Update: 12 Jun, 2019 @ 12:18pm

Removed remaining anti-ladder-teleport triggers.

Update: 11 Jun, 2019 @ 4:11pm

Visual and lighting changes as usual.

Pre water-floor room(now bhop color-sequence room):
-Moved first bhop 6 units back. Changed the first and third bhop block to standardize the bhops. Added another bhop to that section and made them different colors and must be done in sequence.
-Changed model in glass case.
-Fixed pixelsurf that randomly showed up after last update compile.
-Removed the awkward wallstrafe-over-caution brush part before this room. The two ladders remain but 2 new sections have been added that lead up to those ladders.

First strafe room:
-Changed bhop to match other bhops.
-Clipped off the top of the wallstrafe-turn to prevent players bhopping to another block.

Outside section:
-Crouch bhop pillars were replaced with regular bhops. Next update I'll probably do the same to the bhops at the top of the outside pillars in that section.
-Changed vertical look direction when teleporting at the headbanger.

Last room:
-Clip brushes to mimic walls for the surfs. Not totally ideal but the triggers there before could be exploited.

First room:
-Removed anti-ladder-teleport triggers as they seemed to cause the most problems.

LJ room:
-Extended skybox upward just because.

Update: 3 Jun, 2019 @ 11:35am

Visual and lighting changes.

Moved two bhops in the bhop room to help prevent jumping over them.

Clipped stairs after the ring section.

Fixed first timed ladder teleporting players if they get to it too quickly after failing it previously.

Turned some brushes into non-solids in certain areas and moved the teleports down into their position. As an example, the hole before the curved surf is crafted to my liking. But because mapping conventions tell us to place the teleport on top of the bottom part of the hole, the hole is now technically smaller than what it looks like since players have to avoid the bottom 2 units of space in that hole where the teleport trigger sits. This leads to some unwanted teleports that players don't feel should have happened.

Getting to second ladder MAY be 1 unit easier. Hammer deleted one of the sides. After copying and rotating the side that wasn't randomly deleted, I took another look at the grid and noticed the vertices weren't on-grid. I may have ended up making it a bit smaller, increasing the distance to get through to the second ladder.

Moved first bhop block in the room before the water-floor room 12 units back.

Added some text before the tiny surfs at the beginning to get players on the right path of how to do it.

Various stuff fixed in hammer that you wouldn't notice in-game like ladder points(pyramids on top and bottom of ladders) re-done to align them better on-grid and removed unnecessary brushes within ladders. Simplified anti-ladder-teleport filters. They were over-complicated before for no reason. Removed a lot of bhop filter_multis since they weren't necessary and adjusted the teleports filter property to compensate for this.

Fixed possible skip at the surf-ladder-bhop-back to surf section.

Update: 30 May, 2019 @ 11:01am

More lighting and visual changes.

Removed run-duck section and replaced it with a blast from the past(for anyone that played my first map that was scrapped). Following those two parts leads to a bit different part with the ladders that followed the run-duck section. Also getting from the first ladder to the second is a bit harder.

Last jump 4 units harder.

Raised one jump in the outside pillar section which only slightly increased and decreased difficulty of that jump and the subsequent one; respectively.

Update: 28 May, 2019 @ 6:08pm

More lighting and visual changes.

Added example of a timed ladder when you spawn in.

Added some more props.

Added a white trim to last block at the outside pillars to make it more understandable where to go.

Narrowed the ladder->wallstrafe near the end to make it easier to be next to wall for a better wallstrafe.

Last jump is now 4 units farther.

Fixed random gray texture on LJ room ladder props.

Fixed yellow glow trim on weirdjumps in LJ room that had a different friction value.

Timed ladder section now has a rest ladder so you can compose yourself.

Removed 2 timed ladders toward the end.

Added triggers to prevent teleporting to certain ladders. They still need some more adjustments and should be working in next update.

Reverted super white textures on the ladders in the timed ladder section. Didn't think they would be so obnoxiously white.

Added a glass window to the booster room.

Added a key and sounds to the booster room so that when people get teleported skipping the booster, they'll understand why.

Removed the surf skip fix in the first LJ room. You can once again surf to skip the first four jumps.

Raised the bars holding up one of the bhop blocks in the water room so you can consistently duck under it. Also added a playerclip under the same bhop to prevent players possibly getting teleported if they time their duck wrong; though this may not matter.

Extended first jump by 2 units.

Update: 27 May, 2019 @ 11:49pm

Update: 20 May, 2019 @ 1:12pm

More aesthetic changes.

Turned some things into props to reduce face count and fix weird visual glitches on certain things.

Moved an arrow in the outside bit to reduce possible confusion.

LJ block numbers have been moved and angled for now as I didn't like their legibility with how the current blocks are.

Added more to the wallstrafe bhop wall.

Lighting changes in some areas. Still need to do the outside bit better.

Made the last jump 6 units farther.

Possibly fixed Danvari-tech working on timed ladders.

Added a few more timed ladders.

Added some anti-bhop triggers to more places.

Fixed a skip.

Changed the anti-Danvari-tech triggers to just a block as it should be more consistent.

Update: 16 May, 2019 @ 8:24pm

Fixed block missing that I forgot to unhide in last compile, along with some triggers.

Fixed texture scaling on a brush. There may be more hiding. Stupid Hammer.

Light_env changed a bit.

Update: 16 May, 2019 @ 11:21am

Visual changes.

Added trigger to overhang in bhop room to prevent LJing to first block.

Changed 162 ladder to 166.

Made ladder headbanger section timed. May need adjustments though if people go too fast.

Raised some skybox brushes so you wouldn't hit your head.

Anti-Danvari-Tech for the first ladder in the waterRoom.

Increased the width of the xq-styled ladder in waterRoom by 2 units.

Lighting changes.

LJ room now accessible and functioning.

Update: 13 May, 2019 @ 10:49am

Slight visual changes.

Lighting changes.

Fixed standing on first ramp.

Made hexagon piece in bhop room non-collision.

Made teleport trigger on last surfs a bit less annoying.

Fixed standing on a ladder in the last room.

Added two arrows for more clarity of route when first running.

Added glass to ceiling of first strafe room so people don't think you jump out of the hole where the skybox is.