Counter-Strike 2

Counter-Strike 2

kz_consequence
Showing 1-6 of 6 entries
Update: 21 Nov, 2024 @ 8:07pm

11/21/24 version 1.5

** NOTE: map has been updated with cs2kz mapping API triggers to be played on cs2kz servers

cs2kz mapping API support:
- converted all map triggers to function on the cs2kz mapping API
- there are now 4 stage zones for the first course ( valley )
- there are now 22 checkpoints throughout the route
- bhop sections are the only fail zones on the map, and are filtered !
- each stage zone has a climb the player can return to route


map fixes:
- made zones more visible to players with new self illum transparent material
- checkpoint and stage zones have a distance fade for a feel of progression on approach
- teleport resets now only exist in bhop sections, strafe carefully on PRO or suffer the consequences :0
- smooth normals applied through map for some more natural looks ( HUGE )
- set skybox to environment light IBL source (auto sets sun angle and colors to match skybox)
- fixed prop light leaks in chicken bath house and pen house
- new build of 20 combined_lightprobes with fade distances for better lighting & cubemap reflections ( HUGE )
- new build of 25 visibility_hints for better visibility ( HUGE )
- changed all lights and environment light to include specular lighting ( HUGE )
- ps(real) in LJ room upgraded with cs2kz slide trigger ( WOOOOOOOOOOOOOOOOO )
- wallstrafe area collisions fixed with clip faces using single convex hull physics
- fixed gaps in geo for wallstrafe area
- ALL surfs using single convex hull physics to reduce rampbug as much as possible currently in cs2
- fixed incorrect texture in archway and broke apart archway (blocked airpath for ckz)
- lowered LJ block & wallstrafe edge lines & applied new self illum transparent material
- more plant prop additions throughout map
- lighting styles added to candles(flicker_2) and torches(gentle_pulse) on interior areas
- horizontal ladders example removed from LJ room (no longer work in cs2 RIP)
- changed key area for block types to include start/end/stage/checkpoint
- added a ladder to stage2 zone, forgot a return to route for it
- added a ladder & climb to stage1 zone, forgot that too oops
- added another surf to stage 4 : )
- changed route spacing before surf to stage zone 4
- nerfed a skip for ckz from 262u with 20u offset > 260u no offset
- another checkpoint to valley end to kill surf skip to teleport platform
- no checkpoint API modifier triggers placed over gosh "wall theory" TP run skips

Update: 4 Jul, 2024 @ 2:45pm

7/4/24 version 1.4

- wilson! wilson look! we have fireee! .... wilson? .....WILSON !!!
- star detail in stage 1
- vis hints to lower vis data ( huge )
- removed an LJ in stage 1 to change route
- changed start of stage 3 to new route with stairs
- removed all save ladders at LJ's on route (ljs used to be 240s, forgot to remove)
- fixed LAG ladder runs half in ground
- fixed lightprobe in LJ room
- removed easier/longer route to quad ladder in stage 5 & nerfed spacing
- Danvari / Vesq & Horizontal ladder tech examples added to LJ room
- pixel surf (real) added to LJ room
- surfs added to stage 5 bridge
- spacing and block changes to last part of stage 5 for better flow
- changed bhops of stage 5
- spacing and route changes prior to first bhop section stage 3
- changed ladder and block spacing in stage 4
- changed route into 2nd stage and new wall surround
- remade start and end geometry to intended look (extruding & bridging faces/edges + use of local/world axis)
- reduced endzone skipcheck to 1 teleport with filter_multi
- adds to credit wall!
- terrain edge repairs and large displacement changes to hills
- changed checkpoint at surf -> ladder in stage 5 for surf ladder combo
- replaced all ladders with wood instead of metal
- new team select location
- stone features along trails
- replaced trees with significantly less & more rocks throughout map to stabilize fps variance on sight lines
- some world building throughout map
- texture blending throughout map
- plant props throughout map
- addressed 6 vis/lighting leaks, reducing 2k compiles from 180min -> 30 min

Update: 29 May, 2024 @ 8:21am

5/29/24 version 1.3

Thank you for testing!
gosh
redmoon
NVgoonaGUP
dawg


- LJ room credit to redmoon for block pad !
- boxed in endzone skip teleporters per big ol gosh skip
- adjusted pillar heights for 2 ladders
- changed clearcontext trigger locations for startzone
- QOL removecontext trigger to endzone so player can explore on run complete
- changed all surf geometry and clipped to stop bevel edges rampbug
- replaced double ladder in first section with one ladder
- adjusted lake displacements for more natural look
- bhop block section height changes
- texture changes throughout map
- added more fail teleports to last bhop section
- added fail teleports to end sections lower platforms
- added "pass all checkpoints" to block key area
- corrected checkpoint textures missing tints
- removed a checkpoint ( more to be done on this later )
- chickens are gone again, replaced with dynamic props for now (valve ?)

Update: 21 May, 2024 @ 10:21pm

5/22/2024 version 1.2

- first 2k lighting compile upload
- fixed the floating bhop blocks
- adjusted teleport triggers for the 2 shortened bhop sections


Update: 21 May, 2024 @ 6:20pm

5/21/24 version 1.1

- zones and checkpoints marked on map
- bhop blocks redone & spacing adjustments
- 3rd bhop section shortened & ladder pillar removed
- key at start added for block types
- various spacing and block size increases in mulitple areas
- removed 180 ladder in last section with easier ladder
- removed final ladder less awkward ladder
- chickens are back !

Update: 20 May, 2024 @ 12:28am

5/19/24 version 1.0

- no vis, no lighting. custom texture troubleshoot test.
- not ready for kz servers (need console command "mat_fullbright 1" so you can see o.0 )
- LJ room coming soon
- ? coming soon