heckin' good
some notes:
- on the first vert jump you start on a piece of glass and it's slippery, sorta annoying to walk on especially if you want to start with a double
- people are gonna bonk on this connector during runs, a hole connector feels pretty unnecessary and more infuriating than anything
- you have triggers to stop doubles on some jumps but they don't work consistently, and there's no indication of whether it's on a jump or not. If you insist on having them, I would at least have some indication of where the triggers are, using dustmotes or some transparent coloured box
- I got pranked by this
- people are just gonna double pre from here on this jump
- this level is just a much more open version of a previous jump, would be cool if it had something more interesting going on with it. Also, the velocity check here is annoying too
- where's this water coming from buddy
- last feels easier compared to the last few levels, doesn't 'feel' like a proper last, I was surprised that was the end of the map
- I don't see any purple swirls at the end, and I'm missing the cap
- the bonuses are pretty dark
Overall, solid levels, difficulty progression is pretty shallow, I found the downair level to be the hardest and last to be mid-difficulty for the map. Biggest complaint are the velocity checkers and that one connector, honestly blocking doubles doesn't really add anything to this map or make any jump better, it just makes it more frustrating to run when you get bodied by one. I'll be looking forward to running this map online (tp activated
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