Counter-Strike 2
Kreedz District
11 σχόλια
Kacperr 11 Απρ 2018, 13:17 
how do you get in the bunny hop bit
В ПУПОК ДАЮ НА ИЗИ 20 Δεκ 2017, 11:08 
-rep
sex 12 Ιουν 2017, 16:49 
idk how to bhop xd
Kampmanden123 25 Φεβ 2017, 6:24 
it is fun
cheesejacket 5 Ιουν 2016, 16:06 
it was fun
✪ TOBI 11 Μαϊ 2016, 2:12 
how do you even get into the bunny hope part of it
its just blocks off the thing saying no tresspassing
v class 6 Ιαν 2016, 0:18 
nice
SKRRr 17 Απρ 2015, 17:40 
lol
总攻大人 15 Απρ 2015, 21:26 
lese
zp  [Δημιουργός] 8 Απρ 2015, 13:58 
Hey Supa, I appreciate feedback. It's very useful for moving forward.

- My personal goal of the map was to focus on realism and opening space up(trying something new) rather than feeling contained. The kz was secondary something I added for the community.

So I do agree there may have been some lackluster parts & I still have much to learn about properly filling space

Concerning fixes there will be triggers in the first patch. This is something I was considering the whole time but didn't really want floating triggers. Tho it sure is a pain pro run lol.

Anyways, I'll try my best to fix'er up on a day off.. Next maps primary goal is making a fluid, fully engulfed kz speed run type.

Again, thanks!
Supa 8 Απρ 2015, 12:19 
My 2 cents:

- Too much wasted space. The map is huge and there's a bunch of open space with no jumps. Gotta utilize the size of the map.
- The difficulty isn't the same throughout the map. It ranges from hard to easy.
- Could use some more teleports so more people could pro run it. Specfically here: http://i.imgur.com/ZzywVMY.jpg
- The bhops don't feel like there was much thought put into them. They're just like bkz style bhops where they feel pretty easy and repetitive.

That's kind of all i can think of currently. Just trying to provide some constructive criticism. The map has potential but I feel those few things are a bit weak.