What do I need to be able to play Kreedz Climbing/KZMOD?
First, you need to download the Steam installer and then in the Steam Games library go to Tools and download the "Source SDK Base 2006" and run this program, it is like a Video Benchmark for the 2006 engine. After that you can simply install KZmod 1.0 and play without ever needing to buy a Valve game!
I have Windows Vista but the game will not run!
If you right click Kreedz Climbing from the steam games menu, and run the game as an Administrater, you will be given the rights to play it. Don't even ask me why it's just like this for Vista.
I can't seem to get my Hammer set up properly to map for KZMOD. Is there a tutorial somewhere?
I have placed a "Hammer Setup Tutorial" in the Level Design Forum here on kzmod.com. You do not need to be registered to read the forums. The thread is sticky so you do not have to search for it.
Sometimes I don't hear those death sounds in a legbreak, is something wrong with my installation?
No, not at all. Mappers have the opportunity to tune the legbreak entity so it doesn't spawn ragdolls and just fades, or can allow or disallow the playing of sounds, among other things like who gets the "hospitalization" message (just the player who got legbroke, everyone, everyone but the player who got legbroke).
Sometimes I fire the bungee at a Bungee Target and its not long enough. What am I doing wrong?
Keep in mind that the mapper defines how long the bungee can be, and also how fast the slack speed is. Each map may be very different.
How do I use this checkpoint system?
Go to options in the main menu of the game and then to the keyboard tab. Looking at the list you will see that we have added the Checkpoint category and you are able to bind a key for its functions.
Set a check with your bound key, jump and fail...use the teleport bound key to return to your checkpoint. If this should get you stuck in the walll type stuck in the console to return to the previously saved checkpoint(bound to BACKSPACE by default). Sometimes you will be asked to duck first before teleporting. This means that you were ducked when you set a checkpoint which is sometimes very necessary but cant also happen by accident.
How do I join spectator mode and get back in game?
Go to options in the main menu of the game and then to the keyboard tab. Looking at the list you will see that we have added the Spectator category and are able to bind a key for its functions.
-Press F1 to get into Spectator Mode -Press F3 to change Spectator Mode between Eye and Free. -Press F2 to Respawn in the game. -Press Primary Fire to Cycle through players. Their names will be on the screen. With left and right mouse buttons you can cycle through the different modes or players.
How do I get into PAUSE Mode and get back in game?
Go to options in the main menu of the game and then to the keyboard tab. Looking at the list you will see that we have added the Pause Mode category and are able to bind a key for its functions. (bound to F8 by default)
The pause button toggles pause on/off.
Can I bind a function to more than one button on my keyboard, for example, if I wanted to bind jump to right mouse and the mouse wheel??
Yes you can. To do this, you can either use the options menu in game(not yet working), or by editing your config.cfg in the cfg folder. It will look like this:
NOTE: Being able to change binds directly in options/keyboard in game, will not be possible unless Valve decides to change the menu coding.
Who do I need to send my map to for approval if I make a custom map for KZMOD and would like to use the kz_ tag in its name?
Contrary to the CS 1.6 common community rules, in KZMOD anyone can make a kzmod map and name it kz_mymapname(see specific map nameing conventions in Record Rules) and there will be no control over the quality of your map. If your map is looking good and has interesting jumps, servers will be more likely to run your map so it's up to you alone to create something people will want to jump on.
Where do I put the kzmod.fgd so that I can map for the game?
The kzmod.fgd, upon install, is located in the main kzmod folder. You may use it directly from there, you only need to point to it when Hammer asks for it during the configuration process: Hammer Setup Tutorial
Where do I find the FAQ?
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How do I enable the console?
The first step of getting it was explained in the previous question.
The second step is opening the game, and clicking "Options" in the main menu. When that window appears click on "keyboard". After this window is open look at the bottom of it for "Advanced" and click that. There should be 2 options in it, 1 for Fastswitch, and 1 for dev console. Just click both of them on.
Last possible way to solve it if these 2 steps didn't work, is to make sure it is bound to a working key for your keyboard. Different countries have different keyboard ASCII codes which may not coincide with the Source ones available. Anyone knowing how to solve this can help out, just contact me. In the meantime go to your SourceMods/kzmod/cfg folder and open the config.cfg. The command is called "toggleconsole" and is presently bound to 2 keys....hopefully one of them works for you:
bind "\" "toggleconsole" bind "`" "toggleconsole"
To change these binds, just edit one of these lines until you find one that works.
Hey! This mod is called Kreedz Climbing, but there's no climbing at all! There's just jumping and swinging and surfing and other weird stuff! You totally need to change the mods name! OR I have an idea! Instead of just using the ice axe to break vents and stuff, you could use it to swing from bungee targets, or stick it into walls to add space to your jump! Or how about a hammer to nail in spikes for checkpoints?
Kreedz (an actual person) has been the name of this style of mapping since it was founded in Counter-Strike 1.6 many years ago. We can't very well change the name now, it's tradition. Also, there is some limited interest in adding more climbing related things like the hammer tool, or an actual animation for the bungee. The problem is that in order to do these things, the mod needs an animator, something it is currently without. If you're an animator, you could help with this! Just remember, the focus of the mod has always been on jumping and surfing, and that's not likely to change anytime soon.
I can't seem to make any of the jumps that all you pr0s are making! Help?!
Well, practice can be everything in Kzmod- the more time jumping means higher accuracy. One error made by a lot of new players is holding the forward key while in the air. Holding forward in the air severely reduces your ability to strafe, and doesn't make you go forward any faster, whereas strafing in the air does make you fly faster and because of this...farther. Get used to letting go of W, no matter how long it takes. If you're still having problems, head online and ask players for help you with your technique. Kzmod has a very friendly community online, and you're sure to receive some useful pointers! Also watching someone in Eye mode spectator view will help because you can see the buttons they press right around the crosshairs.
I have this great idea for a kzmod map!
Then make it! Seriously, we have a thread for map ideas in the forum, but odds are, that perfect map will have to be made by you! Map creation in Source is surprisingly easy, and the SDK comes free with the same programs you need to play kzmod. And more maps means more happy climbers!
I'm new to the mod. What are some good maps for beginners?
First, make sure you've played through the tutorial. The instructions there are vital for the skills you'll have to hone in other kzmod maps. Once you've done the tutorial, some good maps to begin with are kz_ghosttown_ez, kz_cliffhanger, kz_crate_delight, and kz_caulis. Kz_cathedral, kz_cookbook, kz_fortress, kz_moria, kz_refinery_east and kz_silo all have easy routes along side of the main route. You simply have to choose the EZ timer.
How do I buy stuff with these medals?
Type kz_shop into the console or bind it to a key to open the menu. Available menus and items will show themselves.
In kz_cathedral, what's the deal with those two crosses with the extra jumps near the start? Do they lead to a secret?
Good eye! Those jumps are just a little extra practice for jumpers, inserted by SF as what was originally going to be a longjump extra. They don't lead to a secret map, but there is one somewhere!
You should totally charge money for kzmod, it roxx!
While we all love kzmod, SF has made an executive decision that the mod will always be free in every form it takes. Besides, the concept and name of the mod kinda came from someone else, who'd probably come knocking if the team suddenly released kzmod: Premium Edition. We may, however, add a donation link to the site for those who love us enough that they would like to help us get more servers etc.
Where is SF from? His English is good, etc.
SF is an American who has lived in Germany for 20 years. Germany is also where the primary kzmod servers are hosted. SF speaks both German and English fluently.
Terminology of KZMOD:
Jump: It's not just what you do. A jump can be any gap between platforms in a kzmod map that needs traversing by the traditional means. If a player is talking about a particularly hard jump, something is making it difficult to get from point A to point B.
Longjumps (LJ's): No, you aren't headed for Xen. Longjumps are a more advanced jumping technique in kzmod. The furthest distance any climber can jump straight ahead by normal methods is 216 units of space. However, by adding the impetus of a strafe in the middle of your jump, it's possible to increase the distance you can jump by a great degree. Special jumps that require this skill are called longjumps. Longjumps can usually be recognized by a lack of other obstacles, a clear approach, and often have a number posted informing climbers of their length. With larger gaps, you may need multiple strafes to achieve the distance required.
Strafejumps (strafe): Strafejumps are the bread and butter of any kzmod jumping map. If you need to reach that next platform, but it's around a corner, you'll need to strafejump. Strafejumping is just what it sounds like: a combination of a jump and a strafe. First, move toward the edge of the platform you are on. Once you leave the ground, stop pressing forward and instead, press the strafe key in the direction of the curve, while steering with the mouse. Strafing in midair lets you control the direction of your jump, and actually adds to the distance you can cover, too! More difficult jumps may require strafing back and forth to make your way past obstacles between you and your goal. Remember, if you hold forward in the air, your ability to maneuver will be drastically reduced. To learn how to perform a strafejump in kzmod, visit the tutorial on the main menu, or load the kz_tutorial man with the Create Game dialog.
90° Strafe: A simple strafejump, making a right or left turn in the air from platform A to platform B.
180° Strafe: An average or difficult strafejump that requires jumping all the way around an obstacle to your target platform. DoubleStrafe, TripleStrafe or simply "Multi-Strafing": This is simply doing 2 or more strafe moves in one single jump. (left-right, right-left, left-right-left, etc.) Note: To do this properly you need to move your mouse according to what direction you strafe. Remember to do it slowly once you're learning it. Accuracy is more important than speed.
Bungee: Not to be confused with CS1.6's hookmod, the "elastic" bungee cord is a challenging climbing dynamic new to kzmod. On bungee maps, climbers attach a "Limited" bungee to a specified target, then use momentum, bounce and control over the bungee's length to make large gaps, or to also simply swing from target to target. In addition, an "Unlimited" bungee that can attach to any surface (including the sky) is rewarded to climbers who complete the main course on most kzmod jump maps. For instructions on how to use the bungee, see the new bungee training course, which is a new addition of the kzmodbeta2 tutorial map.
Surf: Surfing is another style of kz map movement that's been popular in jumping maps for years. By strafing against a steep incline and steering with the mouse, experienced surfers can reach awesome speeds and clear incredibly long gaps. "Surf" is also a term describing any inclined surface suitable for surfing. Surf courses contain many surfs strung together, requiring precision control to clear the gap from one surf to another. The basics of surfing are covered as a part of the kzmod tutorial map, which can be selected from the main menu or chosen in the Create Game dialog.
Strafejumps, Longjumps, Bungee, and the basics of Surfing are all covered in easy, clear instructions in the tutorial map of kzmod.
Checkpoint (cp) and Teleport (tp) and Stuck: Checkpoints are a feature of kzmod designed to make the mod more accessible to new climbers. By simply pressing a button, climbers can set a checkpoint to which they can teleport in case they miss the next jump. Some kzmod servers may limit the number of checkpoints or teleports used, or remove the option altogether. The current maximum limit for number of teleports/checkpoints is 250, which will be increased to 999 with the first patch to kzmod beta 2. The /stuck command allows a Climber who falsely set checkpoint, to revert to his previous one.
Nocheck (achieving "Elite" status in a map): To nocheck a map is to complete it without setting a single checkpoint. This is the goal of climbing for many kzmod enthusiasts, and more skilled climbers compete to see who can nocheck a map in the shortest amount of time.
Legbreak and Death Traps: Legbreak entities are objects or areas in maps that "injures" climbers that touch them, sending them back to the beginning of the course or another location along the way through it. Currently, legbreak entities may or may not remove the climbers checkpoints, depending on the map designers preference. Most legbreak entities are either traps, such as buzzsaws or smashing pillars, or the bottom of a pit below a surf or precarious set of jumps. It is important to note that legbreak entities do not kill climbers, but simply act as a setback or a "hospitalization", in keeping with kzmod's nonviolent premise.
Bunnyhops (bhop): An avoidance and speed-increasing trick that originated in deathmatch games, Bunnyhops are a more advanced technique that's particularly hard to get. Ask an experienced bhopper to show you how the next time you log in. Currently, there are no maps on kzmod that require bunnyhopping. Some maps are made specifically for bunnyhoppers complete with altered physics routines, and begin with the title kz_bhop. These maps can still be played by people who can't bunnyhop, though. Principally, the bunnyhop is a jump with a hard strafe in it, or even 2, then continuously doing exactly that over and over again, so as to never actually stop on the ground.
Raceway A Raceway is what CS:S players call a Sliderace. Since we also have Slidemaps, which is a slight diversion to classical Surf maps, we decided to rename this map concept to avoid confusion by similarity. Basically, you are literally pushed through it high speeds through a given course and have to avoid various forms of hinderances to complete them using the WASD keys. Strafing is hardly possible due to the fact that the pushing entity covers the entire area that a player can move to.
Bhop Raceway The same concept as a Raceway with the exception that you are simply bunnyhopping like normal and are also being pushed to gain high speeds. Strafing is absolutely necessary in this mode of play and the push entity is very low over the ground which means that on each contact you make with the ground you are being additionally pushed allowing you gain incredible speeds.
Powerjump Powerjump uses the special ability of the Seekers in Tag Arena maps. You can load you powerjump and jump extremely far or high. Having the ability to powerjump also allows you to perform wall jumps (jumps off of walls).
Powerups/Pickups In some maps there are floating icons as you will commonly see in Tag Arena maps. Picking these up will give you special abilities like Boots of Speed or Anti-Gravity for example. To activate them you have to press 1. If you have a powerup active, you can pick up a second, however, it is impossible to use 2 powerups at once.
Tag Arena Tag Arena is the new Multiplayer Deathmatch style gameplay mode introduced in KZmod 1.0. This mode is started by loading specific maps that carry the kztag_ tag. In this mode its Runners trying to escape Seekers in a Hide and Seek type of gameplay that includes a large amount of special abilites for both sides.
Dance: Dance is slang for any area of a kz map that has an array of platforms that appear and disappear randomly, usually with some warning sign that the change is about to occur. Navigating a dance area requires both skill and luck, since it's easy to find oneself marooned on a disappearing platform. Obviously, dance-style jumping areas are a particular demon, especially for anyone trying to speedrun a map.
Minimap: Minimaps are courses of various types and challenge levels that are smaller than a normal map. Most standard maps have a minimap or a longjump room (or both!) hidden away somewhere along the route, or sequestered at the end as a reward.. Hidden minimaps often contain unusual designs such as mazes or special challenges. Can you find the co-op minimap or the authentic bungee jump platform?
Mix maps: Some maps, such as the kz_mix_ maps, consist entirely of several different minimaps sharing a common visual theme, where the player needs to control many disciplines(surf,bhop,jump,drive,bungee) in one single run to complete them.
Demo: Demos are recordings of climbers attempting to set records for the fastest speedrun through a course. Because it's so easy to modify things like gravity or friction in Source code to give yourself an unfair advantage, a separate program has to run during any demo recording to monitor and record the settings you have active during the World Record attempt run. Cheaters who try to evade the system should prepare for eminent and hardcore bannination for a lifetime. Demos can also be recorded to show shortcuts or glitches in the mod, but the separate program won't be necessary to make those demos. The demo program, and official demo production, will begin with the next patch onto kzmod beta 2(2.1).
That's all for now! If your question or comment isn't covered here, feel free to ask in the comments, the chatbox or in the proper area of the forums. And REMEMBER! Be nice to the Devteam! They made and host this mod for free, on their own time! They're much more likely to help you if you ask or suggest nicely than if you threaten them with a broken bottle! SF might even find your home if you do hehe