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Horizon Servers is a CSGO community server group for 85-tick Surf and 102-tick Bhop game modes. WE TAKE PRIDE IN OUR COMMUNITY EXPERIENCE. Join hundreds of unique daily players across 9 game servers – orchat in Discord.
With over 1400 carefully curated maps and 1000 bonuses, our servers provide thousands of hours of gameplay potential.Learning 50%
Novice 30%
Average 20%
Advanced 12.5%
Skilled 7.5%
Expert 3.5%
Master 1.25%
Legendary 0.4%
God-Like 0.05%
COMPLETE MAPS AND IMPROVE YOUR TIMES TO PROGRESS THROUGH THE RANKS. There's always room to improve, but only the most dedicated players will reach the highest ranks. Our proprietary timer and associated plugins allow us to provide a unique gameplay experience and features you wont find anywhere else. Updating AutomaticallyExpand Servers
Beginner Surf
Online
3/32
28:48
surf_borderlands T1 Staged Skilled WaterFireTheTeaKettle2:52
Advanced SluggyDuggy6:11
Average Love
1:42
Beginner Surf 2
Online
1/32
24:12
surf_paddy T1 StagedNovice Sophist
10:46
Easy Surf
Online
2/32
29:11
surf_how2surf T1 Staged Learning ✪ Throbbing Chad2:46
Unranked ImNewBornJesus5:48
Medium Surf
Online
7/32
18:51
surf_olympics_sns T2 StagedLegendary ✪ Flam
16:07
Master ✪ Randy805™37:08
Expert ✪ None
22:05
Skilled sheffi
2:17
Advanced chronic dipshit1:17:30
Learning ✪ falsezzz22:14
Starter baxad
24:20
Hard Surf
Online
2/32
24:01
surf_cubic T3 StagedMaster Etheral
10:22
Skilled el b
31:22
Expert Surf
Online
2/32
12:30
surf_overgrowth T4 Staged Expert poo poo ass bitch1:10:33
Expert Molander
0:45
Donator Surf
Online
1/32
34:30
surf_004_fix T2 LinearMaster ✪ scy
1:33
Bhop
Online
5/32
27:48
bhop_based_doge_hzn T1 Linear Master ✪ ConvictionJames2:40:33
Expert ✪ Luthaden4:51
Skilled Manirelli - PC Part Picker1:32:35
Starter Seriouser
14:13
Starter ClericHealer7:29
Donator Bhop
Online
1/32
29:28
bhop_minecraft_csgo T2 StagedMaster addi
33:03
Donator Surf
Online
1/32
34:30
surf_004_fix T2 LinearMaster ✪ scy
1:33
302 Online
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RECENT NEWS
Server Upgrades 2 months agoby Aziz
Hey everyone!
As a lot of you have noticed, the servers were down for almost 2 days starting Saturday. We took this time to move our servers to upgrade one of our machines, which hosts the Easy 2, Medium, and Hard servers. With this, there were a few changes: * The IPs have changed. Make sure to checkout the homepage, SourceBans, or our Steam group to ensure you have the correct ones. * The servers were renamed to be more precise: Beginner Surf => Beginner Surf Beginner 2 Surf => Beginner Surf 2 Easy Surf => Easy Surf Easy 2 Surf => Medium Surf Medium Surf => Hard Surf Hard Surf => Expert Surf * The Beginner, Beginner 2, and Easy servers are still on an older machine. Due to this, you WILL experience some lag on these servers until we upgrade them as well, which should be within the next 2 weeks. I will ensure we do this sooner than later! Thank you all for your support. This wouldn't be possible without you, so thank you for allowing us to become bigger and better through yourgenerous donations.
With ❤️,
Aziz
P.S. Don't forget Horizon's birthday on October 14th! Community Rules Refresh 4 months agoby rio
Our community rules have been revised. The rules have been regrouped into the following simple list: * No disrespectful, toxic, or disruptive behavior * No hate speech or tasteless sexual references* No spam
* No real-life threats or harassment * No discussing politics or religion * No impersonating admins or other staff This list gives players a general idea of the rules; beyond that, each rule is explained in-depth on the rules page. This new revision of the rules was done to make sure the rules accurately detail how we actually moderate the server, as well as to simply organize them alittle better.
As always, the rules can be found at https://www.horizonservers.net/rules. We encourage all players to take a look and familiarize themselves with the updated page. Players will now also be prompted a single time with the list of rules in-game. Some obvious things, like evading punishments or cheating, are omitted from short rules list but are still discussed on the rules page. Many changes in the new rules merely reflect the way we've already been moderating the server, though there are some potentially new things worth noting. Here is a rough list of the clarifications/differences: * Inciting players into breaking the rules ("ban-baiting") is considered an offense and usually incurs a 1 day ban * Making inappropriate (especially illegal) sexual references or jokes are a bannable offense * Using words as placeholders for other bannable words are considered no different from using the replaced words * Posting links is fine in general, as long as the content is agreeable (no porn, gore, ear-rape, etc) * Conversations that happen to involve other game servers are fine * Blatantly and shamelessly advertising pretty much anything is not allowed (other game servers, social media) * Individuals are not allowed to use different accounts to hold multiple high-ranking runs on a map at the same time * Players who withhold information relating to rule-breaking (notably, ban-evading) may be punished * Player data recorded while evading a ban will be removed * Extreme cases of ban evasion will result in all of a player's data being removed, even data from before they were banned Upcoming Ranking Changes 6 months agoby rio
* Maps with lower amounts amounts of completions are worth more thanbefore
* On staged surf maps, Sum of All Stages is worth ~30-300%+ morethan before
* Linear surf maps are worth 50% extra to match the extra points gained from Stage Records. * Overall ranking now only counts your most valuable mode for each map/bonus/stage completion. The net effect of all of these changes leaves most players in roughly the same place. High-ranking players generally move a few ranks up or down, but nothing drastically changes. These changes and the mentality behind them have been thoroughly thought out and considered very carefully based on analysis of server data. This post is being made in advance so I can give people fair warning before their rank changes (though probably not by much). THESE CHANGES WILL GO INTO EFFECT IN ABOUT A WEEK. THESE CHANGES ARE NOW IMPLEMENTED. -------------------------Primary Changes
Coming up with an effective way to rank players is complicated, especially for something like surf and bhop where players do not play head-to-head (there are no "winners" and "losers"). Overall, our ranking system actually works pretty well; however, there have been a few things that could benefit from adjustments. Until now, the value of a completion was really only dependent on two things: the percentile of that completion, and tier. One thing that this does well is make high rankings, especially rank 1, more valuable the more completions a map has. This makes intuitive sense: the more players someone beats, the better their time probably is, and the more they should be rewarded. To put it into numbers, this means rank 1 out of 10 is not worth as much as 1 out of 10000. Someone with rank 1 out of 10 _could_ have a really good time, but until more people beat the map (and fail to beat the top time) we cant be sure how good the toptime really is.
This works pretty well, however using pure percentile leads to cases where top ranks on maps with small amounts of completions are quite invaluable compared to maps with high amounts of completions. To improve this, instead of using completions as-is when determining points, the square root of completions will now be used. Here are some normalized examples to visualize this change:OLD SYSTEM
NEW SYSTEM
1/10000
1000 points
1000 points
1/100
10 points
100 points
(assuming the examples are the same tier) Because percentile was all that mattered within a certain tier, it had the effect of making a given percentile worth the same amount across maps with different amounts of completions. For example, rank 5/10 was worth the same as rank 5000/10000 in the old system. This sort of makes sense — after all, in both cases you are seemingly "average". However, something still doesn't seem right about this. I think that this feels off because of two things: * A low completion count does not _just_ mean it has a low sample size: it can also signify a higher degree of difficulty. * To put it one way, as a map gains more completions, it gains "bad" completions faster than it gains "good" ones. Based on this, rank is now factored in when determining the value of a completion, in addition to percentile. For example, rank 50/100 is now worth more than double what 500/1000 is worth within the same tier, instead of being worth the same amount. Rank 25/25 used to be worth the same as 1000/1000, but now it is similar to 200-250 out of 1000. This change effectively increases the value of all ranks on maps with small amounts of completions. -------------------------Additional Tweaks
Overall Ranking
The best strategy for ranking up in overall ranking should probably not revolve around beating maps on every mode you possibly can all the time. Overall ranking is for comparing people on a single leaderboard even if they play different modes, rather than for rewarding those who play multiple modes a lot. Until now, this hasn't really been a huge problem; however, the aforementioned changes boost the value of maps with low completions, and this applies to non-default modes the most. To keep this from becoming a new issue, overall ranking has been changed so that it now only counts your most valuable ranked mode for a map, bonus, or stage completion, rather than counting all ranked modes combined. In combination with the previous changes, this actually leaves high-ranking players who primarly play a non-default mode in a better spot than they were before. An extra benefit of this change is that we can make any mode that is harder than the default mode count toward overall ranking, which means Bhop modes A-Only, S-Only, and D-Only are now "ranked".Stage Records
The surf stage records value calculation is changing slightly, mainly to make them more valuable. Here are the old and new multipliers for stages (the full formula is the same as the map/bonus formula, but with these extra multipliers):OLD
NEW
Single Stage multiplier25% ÷ stages
25% ÷ stages
"Sum of All" multiplier75% ÷ stages
25%
Combined value
~30-50%
Always 50%
This means that, for all staged surf maps, all stages plus Sum of All Stages are together worth 50% of the map value. This increases the overall value of stage records by 20-50%+ depending on the map, and further encourages players to set a time for each stage so they can compete for Sum of All Stages.Linear Maps
With a few exceptions, linear surf maps are less valuable than staged maps due to less completions. To make it even worse, you can basically get 50% more points on staged maps from Stage Records without having to do much extra. To counteract these things, linear surf maps now have a 1.5x value multiplier. This does not apply to Bhop (where these issues do not apply) nor does it apply to bonuses.Tier 6+
The purpose of the point boosts given to "Tier 6+" content was to counteract the fact that these things typically had very low completion amounts — making them worth very little — while actually being very difficult and worthy of a high reward. While it did essentially accomplish this goal, the point boosts where far too high and made those bonues much too rewarding just to get a completion on, no matter the rank. Due to this, and the fact that the other points changes naturally increase the value of these bonuses, the Tier 6+ point boosts have been removed and those bonuses are now just classified as Tier 6. Those bonuses will not be worth nearly as much, but this makes for a healther ranking system overall. Maps Beaten Multiplier To limit the negative effects of having a very low number of maps beaten, the maps beaten multiplier now starts at 50 instead of zero. For example, someone with 10 maps beaten now has an overall points multiplier of 60 instead of 10. This means simply beating maps is no longer weirdly valuable for people with a very low number of completions, but at the same time it is not that much less valuable to have a high number of maps beaten.Tier Adjustments
This is a good time to adjust the tiers of some surf maps that have seemed like they need it, but needed to be considered more carefully than, say, a map that was just recently added. The most important thing when tiering maps is assigning a tier that most accurately portrays its difficulty. Knowing how other communities assign tiers can be a decent starting point, but every server is different and Horizon is no exception considering our tickrate and air acceleration settings. Another consideration when tiering maps is the "Highest Tier" multiplier our ranking system uses. Being a little off the mark with a map tier might not be a big deal as far as labelling difficulty goes, but the Highest Tier multiplier means tiering a map "wrong" can have a negative impact on our ranking system by making it a too easy for players to achieve a certain multiplier. Of course, for each tier there will always be a map that is the easiest within that tier, however there are currently some cases where the easiest maps are noticably below the difficulty of others. These are the most notable changes: surf_hades - 6 ⭢ 5 Hades is arguably a Tier 6, if not for the fact our timer allows players to build speed on stage start platforms. Pre-speeding can actually help on this map, and many players who come to this map to beat their first Tier 6 end up using pre-speeding to make it through. We could block pre-speeding, but that would require wiping all map times, and that would be more disruptive than retiering it. Above all, we want to make sure the "Tier 6 Multiplier" is respectable to obtain given that it is the highest one available. surf_syria_again_njv - 6 ⭢ 5 This map is certainly quite difficult, however it is a bit of an odd map as well. Stages 1 through 7 are closer to the range of Tier 2 or 3, much like the original surf_syria_. What made the map Tier 6 in the first place is the end of Stage 8 which is extremely difficult on its own. Despite this, we feel it is better to not rate a map at the highest tier because of what essentially amounts to a couple seconds of surfing, as hard as it may be. Additional Tier Decreases: * surf_zen2 - 6 ⭢ 5 * surf_technique - 5 ⭢ 4 * surf_sandman_v2 - 5 ⭢ 4 * surf_olympics_sns - 3 ⭢ 2 * surf_dragon - 3 ⭢ 2 * surf_ace_fix - 2 ⭢ 1Tier Increases:
* surf_germania - 4 ⭢ 5 * surf_triggered_hz - 4 ⭢ 5 * surf_wizard - 3 ⭢ 4 EU Servers Closing 9 months agoby rio
When we began hosting EU servers again four months ago, we knew there was real demand for them, and we hoped that there was an EU community out there for us -- either making do with our US-based servers or spending their time in other communities -- that would justify the costs (monetary and otherwise) of hosting additional servers. Unfortunately, that did not end up working as well as it could have, and we have decided to close our EU servers for the foreseeablefuture.
Two main factors contributed to this decision. First, EU server activity has been low relative to the other servers (even the less active ones). More importantly, a very small proportion of those who donated or were donated for over the last 4 months actually spent the majority of their time on the EU servers. While the EU servers don't necessarily need to sustain their costs by themselves, we want to make sure we can comfortably sustain the Horizon community as a whole, and the state of EU suggests it is not a good use of resources right now. The EU servers will shut down on JANUARY 15. Times recorded on those servers are not tied to those servers and will not be going away. For those that may have spent most of their time on our EU servers, we hope you give our other servers a try if you haven't already. The amount of NA players who have been using the EU servers is proof that high ping is not necessarily a deal-breaker for surf and bhop. Our home page is the best place to find all of our server addresses and connect to them easily.Thank you.
- Horizon Staff
Ramp Glitches and Slow-Mo Surf a year agoby rio
RAMP/SLIDING GLITCHES HAVE BEEN FIXED. This includes things like vertical ramp surfing, random ramp bhops (such as on decorative trim at the bottom of a ramp), random invisible bumps in ramps, ramp sections that are very slightly misaligned, and of course ramp glitches that just happen randomly for no major reason. This also means SLOW-MO SURFING now actually works, so it has been added as a new mode (half speed). Like Bhop Slow-Mo, Surf Slow-Mo is a "fun mode", meaning it does not count toward overall ranking -- though it still has its own single-mode rankings like any other mode. When a Slow-Mo bot is played on surf, it will play at 2x speed so it doesn'ttake too much time.
Slow-mo works well as a fun mode for surf because it is more forgiving than normal surfing (good for new surfers!) and is similar to normal surfing, while still making different gameplay possible due to the "easier" speed and ability to keep/gain more speed by strafing. Ramp glitches are fairly complicated and happen for a lot of different reasons, so it's possible I have missed something. If you happen to find a place with a ramp glitch -- and you can reproduce it at all -- please let me know. Please also be on the lookout for any weird surfing behavior that may have been introduced unintentionally. Because these things can only be fixed server-side, your client may still "predict" them, causing your client-side velocity and view angle to change briefly until it catches up to the server. This will be more prominent the worse your ping is, but is only client-side and does not actually affect your movement. ------------------------- BOT PATH AUTO DETECTION IMPROVEMENTS New command: !BP (alternative to !botpathon) Bot path auto-detection will now automatically change your active bot path when you change modes, bonuses, start spectating, etc. It also stays enabled across map changes and reconnects. New command (surf): !BPS ("bot path stages") This will enable bot path auto-detection, but if you are on a staged map it will instead turn on the single-stage record botpath for whatever stage you are on, even if you are not in single-stage mode. This can also be enabled using the !botpath menu. As before, if you want to view a bot path for something other than your current mode, bonus, etc, you can still do that by choosing it manually in the !botpath menu. ------------------------- The "Tier 6+" extra points are disabled for Slow Mo since those things are vastly easier on Slow Mo. Those point bonuses were also implemented wrong for Sideways and Half-Sideways, and they are not really a good thing to have in general, so I took the opportunity to remove them for those modes aswell.
------------------------- * On the Medium Surf servers, Unranked players are no longer allowed to use RTV and are not counted toward the required threshold to initiate an RTV vote (they are still allowed to vote). * Added a setting to hide zoner-placed map lasers. * When warned by an admin using the in-game warning system, an alert will now also be shown over your timer. * !speclist now stays open forever until you manually close it. Also, when you have no spectators, rather than say "None" it will justappear empty.
* New command: !TELE <#> - This can be used to teleport to stages, just like !s, but without entering single-stage mode, for navigating around the map without the restrictions of single-stage mode. * Bhop: Previously, in order to slide when landing you had to press a key in the direction of your movement (usually forward) to trigger the slide. Non-automatic sliding is mostly only useful for KZ-like content and can be annoying for other things, so the default behavior is now to slide no matter what, and there is a new toggleable setting for switching to the anti-slide behavior. * Added options in self-playback replays (!selfplayback / !mybots) for switching to third-person, and also for drawing your bounding box while paused and in third-person (also visible to spectators). * On donator servers (which have no extend limit), 100% consensus is now required to extend 6 or more times (past 2 hours 15 minutes). 80% consensus is still required to extend 3, 4, or 5 times. * When the map vote option to extend requires more votes than normal and it does not receive that amount in the initial vote, the vote will be restarted but without extend as an option, rather than directly going to a run-off with the 2 other top picks. -------------------------MINOR STUFF / BUGS
* Using !saveloc while spectating now correctly stores the time of the spectated player/bot for using !loadloc in practice mode * On the rare occurance that the timer's connection to the database fails right when a new personal best is set, the timer will attempt tosave it again
* Using self playback replays now correctly restarts you first (withconfirmation)
* +left/+right no longer prevent you from being flagged as AFK. * Made additional fixes to connect messages so they wont show until custom rank, rank display mode, etc have loaded. * In addition to the "timeleft" and "nextmap" chat triggers, !timeleft and !nextmap now also work. * Improved bot path drawing behavior on surf_parc_colore andsurf_looksmodern
* After a map is added by a zoner, it is now instantly able to be nominated on appropriate servers * If a bot is being played back at something other than normal speed, your HUD will now say so. * Checkpoints will now always compare to the earliest-set WR when there are multiple tied WR times Background Animation__ __
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