surf_zero — a Counter-Strike: Source style surf map, rebuilt from the movement up.
Drop off the start pad onto a steep floating ramp, hold strafe into its face and turn your mouse the same way. That's real Source air acceleration: the ramp has no friction, gravity pulls you along it, and every strafe-turn adds speed. Launch off the end, air-strafe across the gap to the next pad, and do it again — six ramp stages over a bottomless twilight void, down to the FINISH arch.
How to play
| Action | Keyboard & mouse | Gamepad | Touch |
|---|---|---|---|
| Start | Enter | Start / A | Surf button |
| Strafe / move | WASD | Left stick | Left stick |
| Turn | Mouse | Right stick | Drag right side |
| Jump (hold to bunny-hop) | Space | A | Jump button |
| Restart run | R | Y / Select | Restart button |
Surfing tip: on a ramp, don't press W. Hold the strafe key into the ramp (A on a ramp to your left, D on a ramp to your right) and turn your view slowly in the same direction. Turn too fast and you'll slide off.
Rules
- The timer starts when you leave the start pad and stops at the FINISH arch.
- Fall into the void and you're back on your last checkpoint with zero speed — the clock keeps running.
- Five checkpoint gates mark the way. R restarts the whole run.
- Your best time is saved. Beat it for a NEW RECORD.
Under the hood
- Source movement in metres: sv_airaccelerate 150, the 30 u/s air wish cap, sv_gravity 800, friction 4, surfaces steeper than walkable are surf, auto-bhop. Speed is shown in Source units per second (u/s).
- Analytic collision against the same geometry that's drawn — what you see is exactly what you surf on.
- Custom sunset sky, glossy gradient ramp shader with dev-texture grid lines, holographic checkpoint gates, and a generated synthwave soundtrack with wind that rises with your speed.
Built with the Zero engine game workflow.
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