Counter-Strike 2

Counter-Strike 2

kz_zxp_freestyle
 This topic has been pinned, so it's probably important
zp  [developer] 16 May, 2016 @ 12:01pm
Map(Tester) Feedback Thread
Anyone with feedback please post here! So it's easier to recognize & read. Thanks.
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Showing 1-9 of 9 comments
Joshua 16 May, 2016 @ 1:36pm 
http://i.imgur.com/SNgylB6.jpg http://i.imgur.com/K4ebJrH.jpg


Got unverified client teleport on this booster was trying to ladder in to it and hit the out side of the booster (not getting actually in it) and it gave the the unverified TP sad day.

duckwaycool managed to make it past the one i got it on but got unverified tp on these boosters
basic 17 May, 2016 @ 2:46am 
yay! another zprince map, love your work. I always love the quality of your maps and this one does not disappoint. One of the main problems I had with this map was knowing were to go, I got stumped were to go where you go from ladder into the first falling booster thing. Also, CT spawn in the middle of the map, at least in the version that I played. My first playthrough of this map was in PRO and I loved the checkpoints dotted through the map.
Dayan 17 May, 2016 @ 7:21am 
One of the best if not the best map I have played. Great work!
eightbO_^ 17 May, 2016 @ 11:38pm 
i didn't really test your map very extensively just did a casual run yesterday and noticed some things so might as well write down what i remember

filter system could really be improved, easily possible to collect a coin and have it break (by receiving a different targetname from an older block i guess), this was especially obvious when there were bhops nearby) had it happen more than once in my run. then i had to search for the old trigger_multiple so that i could get the coin again. not sure if you are at the plane limit or not but implementing some more filters and stacking trigger_multiple brushes where appropriate e.g. coin, coinbhop1, coinkz1, coinkz2 or something and adding a suitable delay could go a long way rather than the player figuring out on their own where they can and can not go after grabbing the coin if they are intended to do any run where they care about their timer

i couldn't pick up the coin first-time in the room with 3 diagonal beams in the roof (wasn't trying to avoid it or anything), i guess you need correct targetname to pick it up as i went back a few blocks and covered every unit of the room then it let me have the coin

with one of the water sections the TP is too low and you can hold +jump and swim about in it, i assume its unintended because i couldn't do it anywhere else in the map

at the first place with the blue target vscript things on the wall - i would recommend clipping or player clipping the window/cubby/light that's possible to get to which is on the reverse side of the pillar that has the 2nd blue target of the section (instead of going across to the ladder). although nothing is gained or broken from the player landing there technically it's an unintended area and something that's easy to adjust so you may as well

the area from the thumbnail -- i used the surf as seen in the image to just go directly to the next coin which definitely skipped a section

i'm gonna assume you're already aware of the red pit by the ladder that gives the teleport error that kills the run, it's also possible to get to the bottom of those red pits in the room where there's 2 of them and you can run around down there (although it doesn't actually break anything it's just something i noticed)

architectually sound overall but i noticed there was a brown passageway that the player goes through linking two areas and it wasn't centred properly (significant amount of units offset). i'm not sure how you sleep at night with that one personally, urgent patch required ^^

one of your ambient_generics plays too early (in my opinion), it's the one where you fast-climb the ladder and it's set off when the player's near the top of the ladder but it felt incorrect for the sound file to play if you don't actually come off the ladder. therefore i'd suggest having the relevant trigger_multiple flush on top of the ladder brush and then having OnEndTouch play the sound. you could also add a couple outputs for the trigger that sets off the sound of [OnStartTouch,!self,disable,,0.00] & [OnStartTouch,!self,enable,,<length of sound file + 0.1>] or something similar for completeness, iirc the spawn noise when you pass through the doorway didn't repeat like those sound effects dotted throughout the map

lastly i noticed the console prints a few errors to do with particle system - is it possible you are using pakrat? i noticed this issue before on other maps but when VIDE was used it prevented the error, could be worth a shot if so but personally i know nothing about why they appear just thought i'd mention it in case you weren't aware

a great map and i like the level design with the chambers but realistically i feel like i identified too many potential changes from just one run, perhaps seek some external testing during betas for any new maps you make. still, i can take a lot away from this map and i will try to do so

and damn dude, that wireframe tree was very beautiful - really good stuff there!
i look forward to a future version

:eight:
Last edited by eightbO_^; 17 May, 2016 @ 11:51pm
Gargos 18 May, 2016 @ 7:23am 
This map is very well thought out in terms of it's design and layout. There is a good mix of different jump types, some are even put into the map in an innovative way. Zprince clearly enjoys a minimalist approach of texturing for his maps, and he does it in a nice way that not many people can do, so it works. The KZ plays well, and I believe that experienced players will enjoy the map if they like longer maps. I lost direction a fair bit and had to take a step back to figure out where to go some of the time, It would of been great if maybe some more arrows were used around that map to tell the player where to go.

I received the unverified TPs error when using a booster, stopping my timer. It would only be fair if this could be fixed.

I found some of the large red boosters a bit buggy at times when there was a chain of them. There were some I could stand on and CP+TP onto them. However by doing so, I was not able to jump and use the booster again, making me have to back track a small amount to reset it. I also found that I could stand on these blocks that look like bhop blocks: http://i.imgur.com/RVYBCQC.png
Netcode 18 May, 2016 @ 7:29am 
The map looks incredible and at no point in time dull. Even though most of the map is in a concrete design theres always enough detailisation to not make it look bland. The jumps are well placed and fit in the design of the map perfectly. Sometimes you have to search a bit until you know where to go but this isn't an issue really since it only occured 3-4 times to me and the rest of the people i was playing with. Even though the map is pretty long the kz doesnt get dull and the boosters keep it very refreshing.
zp  [developer] 18 May, 2016 @ 7:58am 
@Joshua, Basic, Dayan - I appreciate taking time for feedback and I've noted down the issues mentioned(CT mis-spawn because only two T spawns atm, will b fixed)
Please continue reading for any other concerns

@8bo
For the filter system this is the biggest issue to me. I thought it was pretty straight forward but I can honestly see how frustrating it would be to accidentally clip a filter change in a serious run. T_multiples wont be much help in this situation without a complete rework of filter name and boolean. So I was thinking(for the update) it would be fair to teleport the player back to the coin but with the level pass intact. So it would still be a detriment, but clearly not as bad as having to repeat the area. Also I'll fix that 3 pillar issue u mentioned i think i know why that happened and thats also very serious.

The rest is a little less intrusive but I general try to correct all mentioned issues(i even personally noted down from my run 1 unit of a brush that was mistextured) Though I try not to do what isnt necessary(playerclips count as a brush towards the overall amount allowed)

-which water section(one after drop?)
-brown passageway?
- i left the surf skip in(personally cant surf elegantly enough to do it, but knew it was possible)
-the spawn door was intentional, ladder boost could be fixed tho
-if particles have issue on dedicated server please list name of ones mentioned in console

Appreciate feedback please view bottom of this comment for more info on this.

@Gargos
That is a little concerning that it doesnt teleport user back after user teleports back on it. Though its very hard to prevent people who are intentionally trying to break filtering since the CP/TP menu is essentially a cheat imo(i will still take a look). And oh my I actually forgot to trigger those lol! Thanks for taking the time to give feedback.

@Netcode Thanks as well :], we've talked on steam

As for general direction/confusing paths I tried my best to make it relatively straightforward. Though I take full responsibility for the first large open area with built-in cp's. As a designer I messed up on that part and should've made it a bit more obvious. For the rest I feel its not to bad but as I addressed with 8bo above its a little unfair for filters to reset.

CLOSING: Updating grav boosts hopefully theyll work better
Last edited by zp; 21 May, 2016 @ 10:34am
Zach47 22 May, 2016 @ 7:27pm 
As most have already mentioned in other threads, the texture is overdone and hopefully this will be one of the last for awhile. However, I do enjoy the look of the map still. The lightning makes up for the textures and adds to the atmosphere. The unverified TP bug is not an issue (afaik) and I believe this map is globally ready.

However, there is one an error in the skybox I believe (unless you can tell me what it is?). Visually it's difficult to see but there is a white T(?) in the skybox when you're standing in the room with the two trees and the bench.

DM for image if you need it.

Sykbox[i.imgur.com]
Last edited by Zach47; 22 May, 2016 @ 7:40pm
zp  [developer] 23 May, 2016 @ 6:54am 
ah thats something I overlooked, I think its due to a miscalc in map optimization. Basically the compiler was confused saying the white T is part of this room but its actually part of the previous rooms. Great find, im surprised anyone would actually notice that.

And yeah, it should be globally ready, there will not be any major gameplay changes afaik. Theres a few small issues ill fix in a big patch when/if the next big issue comes up, but it shouldn't effect the global times.
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