kz_creek
A kz(kreedz)/climb map. The main goal is to press the start button and hit the end button after you have finished the map!
The world record at the moment is held by a french player called heL^x. He did my map in 2 minuts and 6 seconds. You can watch the demo here:
http://xtreme-jumps.eu/check.php?filename=kz_creek_heL^_x_0206.rar
4/5 on this one mate but, still a great map!
Different physics: Defrag uses a special physics engine which allows you to speed up, climb walls, etc, by jumping. Half-Life doesn't even have good air control. This automatically means that a jumping map for HL is going to be harder.
No tricks or traps: Defrag maps are simple and straightforward. When you land on something, it doesn't break or sink out from under you. Those sinking crates really annoyed me. People who have never done a jumping map before (or who don't spend their time bunny-hopping around half-life deathmatches) won't be able to complete the map because they keep getting teleported back to the last patch of solid ground. Putting in a half-mile of creek full of sinking boxes is, to quote Zero Punctuation, "pants-on-head retarded". (Sorry, I couldn't resist.)
Basically, it's a great concept, and the level architecture is great, but the Half-Life engine just isn't up to the task.
So were you being sincere or were you taking a jab at me because I don't like your map? I'm inclined to think you're taking a jab at me because you didn't post this reply in the map vault, where it should have gone. If you don't want to discuss this in the open, maybe you shouldn't have replied.
I'm not saying "this map is too hard" or "I don't like it because I can't play it", I only expressed my concern that the Half-Life engine is not a good platform for this type of gameplay to be too popular.
So there are 10000 people who can jump this map. Did you check that exactly? How about the total number of HL and CS gamers out there? It's a lot bigger than that, I'm willing to guess. Therefore I say "not popular." The Half-Life environment was meant for you to use terrain strategically and shoot things, not to jump around to see who goes the fastest. Please don't throw out figures like this again because they only show that you don't really want to address any of the issues I pointed out in my first post.
One issue I didn't mention earlier is that every ground surface is flat and nearly every wall is perfectly vertical. This architectural quirk last appeared in the Build engine. If you want to go for realism, less vertical walls would be a good idea.