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bhop_blendie - A Mod for Counter-Strike: Source

A new refreshed version of bhop_blend

The old version were made with a low knowledge of hammer and Source SDK and it just sucked. It also contained too much inspiration from bhop_fury_2. So i decided to remake it with improving as many things as i had patience to. If you got bhop_blend on your server, please remove it and switch to this one instead. 

This version include improvements as:


 New texture theme
 Better lightning with a source from the brightness. 
 Gameplay having way better flow with the thought of gaps and block size. The old version had too many tiny bhop pads. It was more like the rule rather than the exception.
• Difficulty scales where as bhop_blend goes up and down
• New fitting music scenario that isnt loud as hell as for bhop_blend
• Details being more fulfill
• New visible stuff and ideas

Even though bhop is dead i still get entertained making these. Im not done yet.





  • Kz Nyu avatar
    Kz Nyu username pic Joined 7y ago
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    2y
    Nice map overall, gameplay is fine and design is nice,
    but the glass walls are so transparent they're almost invisible! this is such a pain honestly..

    I also think the textures Acer is talking about are pretty ugly, but this is just about tastes.

    Good remake of your old map :)
    Nyu - Hellshooter
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  • ThisFrickinSite avatar
    ThisFrickinSite Joined 6y ago
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    3y 3y
    There's not a lot really wrong with this map, but there's not a lot that's special in my opinion, either. In response to your WTF stamp for when this was a placeholder comment: I know you read my design guide but you must have skipped over or forgotten the part about rating philosophies; 5 is a purely neutral rating, literally meaning that I wouldn't have a particular drive to play or to not play a map with that rating. 6.5 is overall positive. It generally means that the map was not notably good nor notably bad, but was still enjoyable.

    There are some particular issues holding me back from a very positive rating.

            I'll start with the visuals. Overall the map just isn't very attractive to me. One of those things where it's hard to put your finger on exactly why, though. One thing I noticed is that it's not usually clear what's casting a shadow, so instead of the shadows working for the map, they kind of just pass by and I didn't notice them much. Really big shadows came across just like "Now I'm in dark area... and now I'm not." Plus, what shadows there are are usually cast by by something irrelevant to the actual gameplay, so if you focus on the actual route there's also somewhat of a full-bright appearance. E.G. in the first screen shot, virtually every shadow I can identify in the play area is actually just the source engine's crappy idea of ambient occlusion, the effect that makes insides of corners darkened. The last thing about the shadows is that they're vaguely defined, as in they're too fuzzy around the edges, contributing to the difficulty in identifying the source, and also making shadows look less like shadows at all.
            Apart from that, I don't really like the texturing. I don't think the textures themselves are much of the problem, they just don't work well together, especially with the lighting issues. The bump maps on the concrete are really subtle, so each block looks very flat. The completely flat appearance of everything really stood out to me, and clashes with the pseudo-realistic texture style. Something really specific I noticed, too: the top of each block is starkly different from the sides, and it's equally flat in appearance, so there's a question created of why the top face is a different material than the sides, which comes across as a cheap look. That probably sounds really nitpicky, but I think it's a pretty up-front immersion breaker.

            As for the gameplay, it's generally fine in terms of style and difficulty, but there's specific spots that throw a wrench into much of the experience. There's 3-4 places where the map is (unintentionally?) misleading on where the player is supposed to go, causing me to get reset and confused each time. There's also a couple spots where the flow comes to a halt, which isn't universally bad, but it is for a map that otherwise flows steadily (sort of rough-ish flow overall, but it's pretty consistent and then all the sudden it isn't). Bhop_blend has me stopping in the middle of a stage a lot, but it wasn't jarring because it's the style and difficulty of that map, but it's out of place on this version.
            As a final note, on difficulty: I think it's worth mentioning that the change in difficulty from blend to blendie is something I view close to neutrally. While a general map should probably aim to be accessible to most players, I also welcome maps for people wanting a challenge, so long as the difficulty is actually engaging and rewarding instead of kz-style difficulty where it feels like you're trying to bust through a brick wall with a loaf of bread after attempting the same section 300 times in a row. I thought that bhop_blend did it pretty well, outside of the usage of spikes. Just saying, since you decided to walk back the difficulty of strength and blend, that there's ways to make most difficulty scales/styles work out.
    • wtf x 1
    Bananite
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  • Acer_ avatar
    Acer_ Joined 6y ago
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    3y
    did u intend for map textures to look weird?
    https://i.gyazo.com/0737a35beb5beacfa2f778d02387c83f.mp4

    stuf like this is really hard to look at let alone try to bhop in. also a lot of the walls are too transparent, almost invisible on my screen
    but who cares about my opinion avatar
    Mantra
    but who cares about my opinion
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    Snuper Joined 4y ago
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    3y
    on your map to jump is a pure pleasure
    Bananite
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    ramjam18 Joined 5y ago
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    ramjam18 Complicated Inc. Flag
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    3y
    A maze ing design.

    I'll show myself out.
    Master of All Bots
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  • Highquality avatar
    Highquality Joined 9y ago
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    3y
    Cool map! Great job
    Bananite
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