kz_hollywood

Started by SadPuppy mapper
10/01/2017 21:03
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SadPuppy mapper10/01/2017 21:03

I think that this map would be a good place to start if I'm to get rid of some of my projects.

It is a small speedmap which comes in two flavors, one easy for speed and one hard / extreme.

From what I remember both maps are done more or less, I was just adjusting the jumps. Especially the hard map was a bit too hard actually. I've had several players test them, don't remember all but I know Pu9maker, Elite and Shnz jumped them at least.

I will recompile them both with the latest tools and test them myself. Then I can upload them if anyone of you want to take a look while I fine tune the jumps.

Here's a screenshot for starters:

Image

THREAT11/01/2017 01:52

I'd love to see this one for sure. Upload it ASAP please :S

elITe^12/01/2017 11:55

It's about time you got back to mapping SadPuppy! You know where to find me if you need testing. <3

SadPuppy mapper14/01/2017 13:43

Uploaded the archive with resources and both current easy and hard versions. There are two known scs which will be addressed near the end.

https://mega.nz/#!VFVUXZ5L!Xc54RNaOfgB8UemiRnj4wCGf0fnbQF-hGSKrmWB0zVc

KarLi mapper16/01/2017 17:36

Like i told you in steam, map is super fine the way it is and i dont think anything's missing, maybe re-balance some jumps as u said. some on hard version probably and map should be ready to last review/release

THREAT17/01/2017 02:22(edited 17/01/2017 02:35)

Ez version is fine, even though it somehow feels kinda empty. :roto2: Aside those trees I'd really love to see something more :DD
Anyways, that's not the main point. I really think that hard version should be balanced jump-wise. All of the jumps were nothing but an easy walk, at least for me. But! There 2 jumps which makes this map almost impossible, even to an average-good player.
Let me explain this jump a bit.
http://puu.sh/toSjn/f5c79ac0b6.jpg
This one is very specific. I know this game exist for a damn long time but trust me, 7/10 players won't be able to perform this jump. Even if they will land it somehow, they are probably would not even understand how they managed to do that. Shortly speaking, as you can see on the screenshote, the yellow arrow is pointing on the wall which I marked with green paint. Don't want to go into a deep explanation so I'll try to keep it simple. In order to perform that kind of jump you will need to follow 2 steps.
1st - get yourself a low jumpoff.
2nd - you have to touch/hit the ending of the wall (look green paint). Slightly, very gently i'd even say. Why do you want to do that even? Because if you do that, the game engine will count your jump as a LONGJUMP but HIGHJUMP. (HJ JOF penalty will be ignored = 240 hj is a 240 lj now). It means you can perform that jump with your eyes closed :D!
This trick helped me plenty of times, now that's for sure.
Oh man, I almost wrote an essay , haha. Anyways, I'm just wondering if you guys knew about this kind of a "trick". And also, if you Sadpuppy, made this jump on purpose?
Because as I said before, a LOT of players are not familiar with this type of jump/trick.

Here's the second jump I was talking about.
http://puu.sh/toSiS/fa7562a03b.jpg
I'd love to say that there's nothing special about this one, but it's just a random "luck" jump which I love to call them. The reason why I call it a lucky one, because you don't have to be a skilled jumper to perform this jump. It's all about your Drop Bhop prestrafe, most of the times you barely need to strafe in order to NOT gain a huge ass speed to hit your prestrafe lower than 300 = perform the jump within 1 strafe:D
I have a feeling that it's just a 236 block which kinda doesn't fit into an overall challenge of the map :DD
Shortly speaking, the whole map is made of a mediocre jumps, so you can not call it a _hard one just because of 2 jumps :D

For instance, take a look at the newest maps on cosy which were made for the "CUP-TOURNAMENT" :DD
Compare dyd_cosy_cupbhop_ez and nks_cosy_cupbhop_h.
Bhop part in dyd map is definitely not an easy one. Final part is hard as hell if you ask me. Try playing it yourself and you will understand what I mean, jumps on dyd map are not balanced at all and they are definitely doesn't fit an _ez map.

On the other hand we have nks_cosy_cupbhop_h map which supposed to be _H. AND it supposed to be a bhop map as well. Once again, go to LAN and test it yourself. Bhop part is twice easier than in dyd_ez map. BUT! They have a freaking 256 block on it. Straight after 256 comes SUPER easy upbhops which could be done by ANY 2 weeks member/player from the community. Further into the map, you have an absolutely random transition from a hard ass upbhop to a 236 (or 234, don't remember exactly) drop bhop which makes me wonder what kind of drugs did mapper take before making those jumps? :D Btw, you should check ladder as well, it's just a 1 strafe jump which doesn't make any sense and doesn't fit a bhop map concept at all.

Overall, balanced jumps are probably even more important than map design. I spoke to some well known KZ players and they think the same way as I do. Map can look cool but it's worthless unless you made fun and interesting ANNDDD BALANCED jumps.

I know I'm not the one who should be telling you about balanced jumps + you said that you will fix them, so consider my mini-essay as just a comment about 2 jumps which I think should be fixed :D
Good Luck bro!

#KEEP CLIMBING, KEEP JUMPING !
#RESPERENTKREEDZ
#SADPUPPY_THE_KZ_G

elITe^17/01/2017 03:25

I can agree with you on the difficulty of the 2nd jump that you posted about, but i think you're misguided (i might not know of this touching-the-wall technique) about hitting the wall. What causes the engine to get "fooled" in this case, is the jump underneath. It's not low enough (forgot the amount of units when a jump is considered a hj. Maybe 68ish units?) to be considered a lj.
But if you jump facing the right corner, your jump will not trigger the engine to act like a lj, but instead you'll just get slowed down at the edge of the jump, hence the hj effect.

Here's a picture to illustrate what i mean. http://imgur.com/a/gQz1r

THREAT17/01/2017 11:06

Originally posted by elITe^
I can agree with you on the difficulty of the 2nd jump that you posted about, but i think you're misguided (i might not know of this touching-the-wall technique) about hitting the wall. What causes the engine to get "fooled" in this case, is the jump underneath. It's not low enough (forgot the amount of units when a jump is considered a hj. Maybe 68ish units?) to be considered a lj.
But if you jump facing the right corner, your jump will not trigger the engine to act like a lj, but instead you'll just get slowed down at the edge of the jump, hence the hj effect.

Here's a picture to illustrate what i mean. http://imgur.com/a/gQz1r


I see what you mean there. And indeed, you can perform the jump from another angle (left pre for example) but what I was trying to say is that the most reliable thing to do is to try the"wall-trick". I've been tying to land the jump from another angle and I only did it couple of times per 10 tries. Not very realiable, don't you think?
On the other hand tho, the wall trick worked every second time I've tried the jump.

SadPuppy mapper17/01/2017 18:16

Firstly, thanks Threat for the essay as you put it =)

Regarding 1st jump..
It is very early on, so it could be tricky I think. But, the plat below negates the HJ so it becomes a normal LJ. It is only 200 units long, and I think it is quite easy to get actually. And I am far far from being a skilled jumper. I have never heard of your touch-the-wall technique before. If you get better % success with that and are used to it then grats I guess. I doubt I could learn that. Any player playing a hard map nowadays should find that jump easy I think. It may be harder than the other jumps, but my testjumper elITe^ (tm) is helping me balance up the jumps. I'll have a new compile shortly.

Regarding 2nd jump..
Taking the drop bhop jump isn't the main path, not everyone should try that. The jump is the normal path to take and it was too hard and has been adjusted.

Balancing jumps is super hard for me since I'm not really a jumper. I can do most jumps so far, except a sc on gigablockier which noone uses anyway. But with a little help from my beloved testjumpers I usually get there in the end =)

Thanks for the time spent and all your comments. I hope you will find the next version harder and more balanced!

Cheers,

THREAT17/01/2017 18:34

Originally posted by SadPuppy
Firstly, thanks Threat for the essay as you put it =)

Regarding 1st jump..
It is very early on, so it could be tricky I think. But, the plat below negates the HJ so it becomes a normal LJ. It is only 200 units long, and I think it is quite easy to get actually. And I am far far from being a skilled jumper. I have never heard of your touch-the-wall technique before. If you get better % success with that and are used to it then grats I guess. I doubt I could learn that. Any player playing a hard map nowadays should find that jump easy I think. It may be harder than the other jumps, but my testjumper elITe^ (tm) is helping me balance up the jumps. I'll have a new compile shortly.

Regarding 2nd jump..
Taking the drop bhop jump isn't the main path, not everyone should try that. The jump is the normal path to take and it was too hard and has been adjusted.

Balancing jumps is super hard for me since I'm not really a jumper. I can do most jumps so far, except a sc on gigablockier which noone uses anyway. But with a little help from my beloved testjumpers I usually get there in the end =)

Thanks for the time spent and all your comments. I hope you will find the next version harder and more balanced!

Cheers,


My bad, I didn't notice alternative path near that drop bhop. I simply went to that jump straight away :D
Anyways, good luck with balancing the jumps !

elITe^17/01/2017 23:55

Originally posted by THREAT
Originally posted by elITe^
I can agree with you on the difficulty of the 2nd jump that you posted about, but i think you're misguided (i might not know of this touching-the-wall technique) about hitting the wall. What causes the engine to get "fooled" in this case, is the jump underneath. It's not low enough (forgot the amount of units when a jump is considered a hj. Maybe 68ish units?) to be considered a lj.
But if you jump facing the right corner, your jump will not trigger the engine to act like a lj, but instead you'll just get slowed down at the edge of the jump, hence the hj effect.

Here's a picture to illustrate what i mean. http://imgur.com/a/gQz1r


I see what you mean there. And indeed, you can perform the jump from another angle (left pre for example) but what I was trying to say is that the most reliable thing to do is to try the"wall-trick". I've been tying to land the jump from another angle and I only did it couple of times per 10 tries. Not very realiable, don't you think?
On the other hand tho, the wall trick worked every second time I've tried the jump.

First time i hear about this trick tbh, unless this has something to do with wallstrafing, then i have no idea. Anyone else knows about this trick? :)

SadPuppy mapper19/01/2017 19:21

Alrightie then...UPDATE time!
Everything known and some unknowns on the maps are addressed now. There is one jump on the easy map I am uncertain about still. It's where you have to swerve in to the plat on the last letter. It is late in the run and for me at least it is hard to get the timing right.

On the hard map most jumps are made harder. Feel free to jump both maps and let me know how you think they feel now.

Hollywood Maps

KarLi mapper20/01/2017 23:39

for me the easy map was super fine, yeah the duck thing on the last letter doesnt come always but u can master it so i'd say map is cool, maybe an LJ room or something and there it is!

SadPuppy mapper21/01/2017 00:36

You mean you can master the jump so you make it 10/10 times? Or how many times out of 10 would be deemed acceptable? For an easy map? For the hard map? Are people that good nowadays that they can practise and hit it 10/10? It is hard to understand the skill level nowadays. And I may be totally ruining the map for new players now with such a jump. There are few really easy maps nowadays I think. I was entertaining the thought of making a few noob maps (which would be the equivalent of old easy maps) actually but I dunno..

KarLi mapper21/01/2017 14:27

If i master it i can make it 7-8 out of 10 times.
for hard map really maybe 2/10 (for me lol)

SadPuppy mapper25/01/2017 04:06

Working on a minimap for Hollywood, bhop...

Image

Image

KarLi mapper25/01/2017 17:14

hey, is the minimap going to be visible how? just from images on objects? or how is the minimap idea supposed to be?

cheers

SadPuppy mapper25/01/2017 17:59

Not sure I understand the question. It is a mini map. Visibility of this place is within the cave..? You get there from a teleport in the secret, beside the teleport to the surface.

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