Counter-Strike 2

Counter-Strike 2

kz_bhop_skyworld_go
14 Comments
Dima 18 Nov, 2023 @ 11:58am 
skyworld2 for cs2 w8ing room :spyro:
Scary cat 2 Mar, 2023 @ 9:03am 
That is awesome map. +REP
mr. pavuk 27 Aug, 2018 @ 12:33am 
cancer, but I love it
 [author] 5 Jun, 2016 @ 10:16am 
Pillars - fixed
Wood Fence - it's wrong way. correct way around a pillar. (on fence i added teleport :D)
Zach47 5 Jun, 2016 @ 1:21am 
Most of the issues people have had with the map have been fixed. The images/issues I uploaded on my first review have been resolved. There are significantly less unintentional block skips, and the overall amount of height of blocks has been properly adjusted imo. I ran the map using the CJ bind and without the CJ bind. I was able to complete the map in both situations. In addition, I believe the mapper removed most/all anti-bhop blocks on the map. I do have a couple things that I want to know though.

Question 1:
Pillars [i.imgur.com]

Am I supposed to be able to stop at these pillars? You can walk on the steps and it will not teleport you. It isn't game breaking as it's as the beginning and the end of the bhop section.

Question 2:
Wood Fence [i.imgur.com]
Am I meant to jump on the wood fence to go to this block? Or is the correct route just around the pillar? I wasn't sure and I always went the wooden fence route.
 [author] 4 Jun, 2016 @ 9:54am 
guys try again. i fixed some heights and now i can finish map ~1h without cj script ( ͡° ͜ʖ ͡°)
Zach47 22 May, 2016 @ 7:41pm 
The current map as of May 22nd is a perfect-heavy bhop port from CS:Source. It's style of gameplay goes from fast flowing gameplay to a slow crawl once bhop triggers are introduced (as rifk mentioned). In addition, some of the teleports into the next room are seemingly placed randomly. For some, I'd be facing where I needed to go; for others, I would be facing a wall or wooden box and expected that to be the right way, when it wasn't. Furthermore, some of the heights were off or weren't adjusted for CS:GO, resulting in either skips or the use of the CJ bind to progress. Lastly, there was a playerclip area that was visible near the end, however I wasn't sure if this part was an error with my version.

Overall, this map is unfit to be in CS:GO unless it is adjusted.

Example 1: Bhop Skip [i.imgur.com]

Example2 : Player Clip [i.imgur.com]
rifk 21 May, 2016 @ 11:13am 
I think the map definitely needs to be adjusted to csgo kz, I understand it is a port but like Apricity it should've been adjusted, I appreciated the tech jumps that the player would come across throughout the map and especially enjoyed the surf early in the map, surfing isn't something too common in kz so it was nice to see. The block-map sections were fun until the introduction of bhop triggers, they just absolutely broke the flow of the map and at times were obviously unecessary. Another problem that cropped up throughout my run was 64 height blocks that were clearly to far away to reach I doubt they were made that way on purpose I advise those are leveled better. All in all, I think the bhop triggers are to be removed unless for tech jumps, or places where a potential bhop sc may appear, the single touch bhop sections should be adjusted to make sure a perfect bhop is not needed.
Sachburger 21 May, 2016 @ 7:21am 
The map started off fine, id say the first 15minutes (rough estimate) were fine. As soon as I hit the single touch bhop sections the reliance on perfs came to light. The single touch sections could for the most part be fixed by making them multi-hoppable as it would allow a player to consistently get good edge and react to their bhops. But the map doesn't allow that. This map is built for the bind, the low pre areas due to small blocks and height offsets basically required the bind. Running the map without bind would just be useless. Even though i did every jump without bind the inconsistency due to needing near perfect edge and crouch timing would be insane. Also the anti-pre on every block in non-bhop sections reduce skill ceilings especially near start where id want to running combo jumps I couldn't. I had to stop and allow the timer to let me jump again.
Fafnir 20 May, 2016 @ 11:32pm 
1.cancel all useless anti-bhop block
2.remake some confused bhop part
3.remove some of 64height blocks(remain a few good blocks to keep its difficult)
4.Then it will be a kz-stats map!
 [author] 12 May, 2016 @ 5:29am 
george :: yes "skyworld" not looking good, but when i did it, all focus was on level geometry. and I wanted to make a difficult map :D
I usually forget about balance. so all my maps unbalanced (:
GWB / Gargos :: To fix difficult blocks need to know what to change
tb 11 May, 2016 @ 8:35am 
It has exactly the same problems as the CS:S version, dumb 64 jumps which are super hard to do nobind, idk if it has 66 unit jumps like GWB says, but its an incredibly unbalanced map, the jumps just don't make sense and favor bind users. I mean in CS:S makfly has the only good time that means its pretty much a bind map only. It also looks ugly, and I have always said so, wouldn't be a major problem if the map was more well balanced.

the _ez version is quite a bit better in CS:S btw...
Gargos 11 May, 2016 @ 2:43am 
Some of the bhop parts are good, and some are bad. The potential time getting many perfects would save would be a very high amount. I don't use the bind, and there were a lot of jumps that were very hard, and there were some jumps I just could not do (This might just be because I am bad). I agree with GWB about the anti-pre and comboing, this also makes for poor map flow. The fact that it's a more strafe heavy map also personally makes the map not enjoyable for me, but i'm sure others will feel the same. The textures used are not very aesthetic pleasing either.
GWB 8 May, 2016 @ 6:34am 
Bhop parts are okay-ish. There are tons of jumps that can only be completed with cj bind (66 height and 64 height that are far away). There's anti-bhop on every normal block which completely ruins the comboing and flow and therefore isn't enjoyable.