Kreedz Jumping

Game mode when you racing with other players to finish a maps as fast as possible. Its comes from Counter-Strike 1.6 and was named in honor of creator
Our community will help you with passing the maps with your friends, set new records, participate and win in tournaments.

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[CS16] Adding maps

Posted by Kpoluk 8 Dec 2018 in 16:53
It's time for the last maps addition this year! We've checked maps from the last XJ release and maps from the our Cosy list (there are still about 700 maps left). A bit later mappacks will be updated (recall that they have not only server maps but all site maps now). And I remember about sc screenshots you've sent us, they will be added as well. For now let's see what comments we gave to accepted and rejected maps:

Extreme maps

Hard maps

kz_lain_h - higher difficulty on account of the big distances between bhop blocks
fu_xtremeblock
chk_rocks_h
kz_toilet - a few jumps require good cj/wj pre and even with checkpoints their difficulty is higher then the rest of the jumps
godc_2333


Average maps

kz_lain
kz_arsacid
kz_morning - climb is easy-average difficulty, bhop is average
kz_xj_experience - planning flaw: one cannot back to start from finish by map means
slide_fufu_ark
slide_kissxsis
cobkz_3000bc
cobkz_furyvalley
cobkz_noob_bluerain - no hints about what to do after pressing the trigger button
cobkz_noob_speed
cobkz_run_brick - half of the map is just running
cobkz_rush_race - firstly you can jump on torches then they are func_illusionary
cobkz_village - clip brush blocking sc
notkz_kx_dust - the visibility scope is clipped incorrectly ; clip brushes blocking sc (at that map is fully consists of shortcuts)
notkz_kx_cubejump_v2 - same as for notkz_kx_cubejump, a lot of texture conflicts, but structure is reworked so fps is OK
notkz_sandclimb - a few unbalanced jumps
notkz_straighthops - texture conflicts on bhops
notkz_rockland
notkz_rockclimb - unbalanced jump; planning flaw: one cannot back to start from finish by map means
notkz_reddeath - planning flaw: one cannot back to start from finish by map means
notkz_kx_beach - inconsistency of rock brushes
notkz_rid_leonardo - no hp booster
notkz_rid_leonardo_h - no hp booster, bhop blocks look the same as normal one
notkz_rese - no hp booster
notkz_rese_ez - no hp booster; inconsistency of brushes; incorrect filling the area with water
notkz_rebelionblOcks - no hp booster
notkz_pthree - clip brushes block sc; some part of the map is just running
notkz_oHS_mountain - textures of horizontal and vertical surfaces look too similar, map passes just because of a lot of potential combos
notkz_MC_nmclimb2
notkz_lost_factory
daza_escape - planning flaw: one cannot back to start from finish by map means
daza_junglebhop - planning flaw: one cannot back to start from finish by map means
daza_mayablock
daza_palmtree
daza_snowblock2
daza_wintervalley - planning flaw: one cannot back to start from finish by map means; for some reason daza used the same model twice with different paths and of course included in archive only one of them
daza_arabblock
daza_blockamok
daza_cavenclimb
daza_cityblock


Rejected maps

notkz_kz4fun_circle_e - no hp booster; one room with blocks along walls
daza_castlevania - poorly planned for such a short map
kzcn_thesiren2017_final - random texture pick; teleports are not separated structurally or stylistically from the rest of the map; one can fly off the map with hook
wx_rain - too short; one can see NULL textures of other rooms; some walls are made func_breakable with no reason; breakable button doesn't disappear; bad brushes consistancy; difficulty imbalance
vt_rearbrick - too short, at that a lot of running; no hp booster; one can see NULL textures and fly off the map with hook
notkz_kx_cubejump - texture conflicts on water, walls and blocks; a lot of rooms visually connected and this caused fps problems (even if func_wall weren't be transparent, effect would be the same)
notkz_orangepipe_b01 - texture conflict on water; one can jump beyond the map in one of the sections; all rooms except the first one can be easily skipped
notkz_noobjump_v2 - same texture for blocks, walls and floor; one-room map; clip brushes blocking sc
notkz_latvianhawk - one texture for walls and floor and another for blocks (and it's not even aligned); clip brushes blocking sc; planning flaw: one cannot back to start from finish by map means
slide_kzlv_bricked - too short; clip brushes blocking sc; planning flaw: one cannot back to start from finish by map means
hrbg_rabbitrun - just running
notkz_strongmap - the whole map consists of clip brushes, non-decorated teleports and imbalanced stages
notkz_shc-lusslicht_beta1 - one can see NULL textures of other rooms; texture conflicts on ladders; fps problems cause of flickering lighting; non-decorated teleports; one of transition between rooms is hidden with no hints