This time among examined maps you can find maps from the last XJ releases and some old maps from Cosy:
kztw_jumprun3
qcg_ragequit
fufu_feizhai - in the pursuit of originality mapper made a few jumps too uncomfortable
jro_fortboyard
ccn_abysm2
kzra_coast - it would be better to have textures on the top of balks in the cave, these leaks could be seen even without hook; a lot of risky jumps
kzru_orange[b]hop - thanks to such an original name I had to edit the program for generating .nav files used by bots, as well as bot plugin
slide_ip_upslides (site only)
slide_ip_upslides_h (site only) - the scope is not correctly clipped
JKR_ZuoDieBl0ck_ez - at first mapper successfully was remaking his map to average-hard, but at the end got lazy and didn't check the difficulty of jumps, so a few blocks are almost the same as on hard version, i. e. we have imbalance
kztw_uncharted - texture leak; clip brushes dictating the path; missing sprites in the archive; the seria of slides at the end is too long comparing to the difficulty of other parts; planning flaw: one cannot back to start from finish by map means
kztw_b2d_ufwaterrun - near the very first block there is a texture conflict and wrong texture normal
kztw_brick - the scope is not correctly clipped, texture conflicts on bhop, uncomfortable view angle on the teleport at the end
kztw_colorclimb - cosy version of kzno_extemeblock
kztw_gorgeclimb - texture conflicts on breakables; clip brush dictating the path; harsh transition from easy-average climb to average stand up bhop; for some reason res file had info about the map instead of resourse list
kztw_mfa_run_bronx
kztw_portal - a couple of jumps are apparently harder than the rest of the map
kztw_VERTeX
kztw_X-Ray - insertion of blocks stylized as kz_longjumps2 is neither logically nor stylistic compatible with the rest of the map; half the .wad files in archive was excess
kz_gigacave
kztw_rockclimb
kztw_snowbrick
kzra_blackpearl - clip brushes blocking sc; bhop sections are harder than climb
kz_ludo - too much non-detailed stages; a few jumps are imbalanced
hama_timberbhop - at the start of the map mapper tells us that difficulty is easy, but at the middle it's at least average. If you want to increase the difficulty through the map to test newbies (which is kinda specific tactic and not everyone is ok with it), don't lie to them
mls_tabyn
ckz_sepulcher - would be nice to see more details on XJ map, plus a bit more contrasty textures and less teleports blocking shortcuts
bhop_redstars - textrure conflicts on bhops
4u_nature - wrong case of bsp name
b2j_dirtclimb_v2 - null.wad was added to the archive
kzcn_Zefix
ad_natureclimb - bhop blocks have texture conflicts and could be seen from the lower rooms while sinking
kzro_tits - concept of concepts
cnd_asgdevespeed
cosy_cavebhop - teleport under one of bhops is so large that it overlaps one of the blocks of lower stage
kzcn_caves - texture confict on the water; one-texture design; some difficulty imbalance
kzcn_climaxtrip
when i was testing the map it looked ez for me.
dunno maybe because i played it many times (like everyday for 3 weeks before comp deadline).
внешняя ссылка
I was planning to remake this map some months ago, if I fix the issues and add some stuff change textures and such to the map can it be added to the server?