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jump_apex_final

obsidiian

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Download
https://drive.google.com/file/d/1rDZThdbaj_Ej5lgoRKRt-UB5iaPC2Oun/view?usp=sharing

Important Changes from B1 to Final:
  • Numbered all jumps (use r_renderoverlayfragment 1)
  • Fixes for visual bugs (water flashing and missing textures) and inconsistency throughout the map
  • Improvements to offline play:
    • Moved timer start teleport to be consistent with Tempus
    • Modernized health regen logic with tick regen and permanent overheal for soldier
  • Significant changes to jump 11-12 connector that should make a pre-existing strat more consistent
  • Significant changes to jump 15-16 connector that should make a pre-existing strat more consistent

Full Changelog (expand spoiler):
Spoiler (click to show/hide)

Relative to the original version of this map, this version should be a little bit cleaner and more consistent in terms of both texture usage, regen, and spacing. The two significant gameplay changes listed above should not enable any new strats, but they do make some old strats a little bit more realistic to hit in a run since I haven't seen anyone go for them yet (I'll let you all figure out what they actually are).

I would say that times are still directly comparable to runs on the original version, the main difference being the amount of grind required to hit the strats in question. With these changes, I think a good run would be around 4:30 and an ideal non-TAS run would be around 4:15. Huge thanks to everyone who has helped me clean stuff up on this map over the last 7.5 years -- it feels nice to see that _final in there.
« Last Edit: April 18, 2022, 05:53:45 PM by obsidiian »


Superchuck

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No FREAKING way. This is so smart.
The Rat Master


John

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False_

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With these changes, I think a good run would be around 4:30 and an ideal non-TAS run would be around 4:15.

How could you do fyg like that


generic

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can't say I was expecting another version of apex, super dope tho