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CyanBoterham

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(looking if somebody would like to do a showcase?)

Probably the last update for the map.
Made a bit more smooth.
-better regen to go into jump3 (you can climb jump2 now after bad skips probably too)
-better regen on 9
-added little backwall on 9
-jump 9 made a bit easier with shootable walls a little over double sync height
-jump 9 quint text moved to class to make it a bit less confusing
-jump 12 sidewalls and rock floor are now not shootable anymore
Red team plays the map.
Have fun ^.^

jump11 intended strat: start from wall > speedshot > jurfshot > prefire ramp > rampsync

DL: https://www.dropbox.com/s/ckzvz0kebs5n3a3/buttered_b2.zip?dl=1

Old update log:
-Added quint hint
-Added bounce hint
-fnished jump 13
-put a playerclip in stairs
-added a bonus
-added and completed jump14
-probably some other minor changes
-drexen timer
-hurt triggers
« Last Edit: January 06, 2016, 08:50:46 AM by CyanBoterham »


Peace

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i did last fine. but i did a prefire sync on the ramp.  :-\


plep

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Obvious strats are obvious (it's good).  8)
You have a broken displacement under this jump: http://puu.sh/mgN88/5002ac4fbb.png (also the quint is sooo unexpected, try to make the player able to see it coming)  ???
Put playerclip in your stairs please (like that http://puu.sh/mgN1D/6c97228738.png ).  :'(
I did last without even using the blue wall at the end. Easy to cheat using white walls on the sides of the ramp.  :-\
« Last Edit: January 02, 2016, 05:39:40 AM by Sir Plopy »


CyanBoterham

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Yes on last theres still shootable walls after the ramp because i first wanted to get the spacing right. Thanks for the other feedback too.
Not sure what you mean by the broken displacement?


CyanBoterham

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BQE

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CyanBoterham

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updated to final version  depending on feedback


pants

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Might just be cause its early, but it seems more t5 to me. Most of it is nice t4 jumps but then an angled triple into a quint and last requires some nice long wallshots into an upsync?. Both seem fine though, but I find it odd to have like the 2nd hardest jump in the middle, but thats just me.

Small things that may or may not matter:
ramp going down after the first sync (3 into 4), did you want that to be slideable? because its not steep enough at the moment
4&6 are pretty easily tele-synced (probably intended to allow speedy strats)
6 you may want to use a hint-text popup instead of the hud-hint? I find them to be small and harder to read.

You can shoot the side walls on the jump after the ramp-V prefire thingy. Lets you skip doing the little wallclimb-strafe bit. Might also be possible to pogo the rock bit above there too, the tele height certainly allows it, easy to block if you nonade the floor

If you wanted to make the quint thing a bit more forgiving you could add water to the floor of the sync before the quint so that you could recover with a water double -> triple to get over the wall or do like shootable walls without regen

Looks nice, seems like there's good potential for some fast chained jumps on this.


CyanBoterham

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The quint is pretty hard compared to some later jumps depending on how consistant you're at syncing but i cant really shuffle around the jumps anymore. :)
Last jump is wallshots into wallsync > waterdouble resync to triple and you can just do a ceilingshot. No need to upsync there.

The telesync on 6 is not really intended but the intended strat that uses the ramp needs a shootable floor. Also telesync is slower then the other speedrun strat so i don't really mind it. Jump 4 it is intended.

I'm aware you can shoot the sidewalls on jump 12 but this doesnt really matter much in my opinion since it doesnt help a whole lot. The ground being shootable shoulnd matter? I'm pretty sure you can really use it that well. Correct me if i'm wrong.

I'm probably not going to add water to the triple before the quint. I wouln'd mind the triple being more forgiving. But just being able to do an easy double to get the triple height is something i wouln'd really like. ^.^

Thanks for the feedback


pants

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Could do something like high side walls without nonades so a bad triple could be resynced but a double couldn't reach them? or like I said just leave the side walls there shootable but have NO regen anywhere around the triple platform/walls until you cross over to start the quint? Just some ideas I guess.

Only mentioned the side walls on 12 cause it bypasses that tiny overhang thing you have goin on there.


CyanBoterham

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minor update making the map a bit more smooth