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rica · 9 · 222

rica

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This map is about wallbugs, jumpbugs and pogos. (and a bit of sync) I decided to make this map because I think wallbugs are cool but there aren't many maps that center around them. This is my 2nd jump map and first jump map that I want to put effort into.

I'm aiming to make at least 12 jumps and have the map difficulty be around t4, slowly increasing throughout the map.
Many alternative strats I decided to keep because it made the map more interesting and weren't really cheesy, plus it would be annoying to fix

Download:
preview2: https://drive.google.com/file/d/1l-hMKJuporS109jUXkaqY_wfc6sw5Un2/view?usp=sharing

Instructions for the jumps:
1. wallbug catch
2. do a skip
3. wallbug in the hole
4. wallbug catch
5. sync > hit ceiling > powerbounce
6. single jump into tele, then do a sync into tele (telehop)
7. wallbug catch, then pogo past the nonade glass

The visuals of the map are far from complete and I plan on working on visuals last, but I have decided on the theme already, being a water processing plant/sewer.

Images (preview2):

Jump 1


Jump 3


Jump 4


Jump 7
« Last Edit: November 01, 2024, 11:55:59 AM by rica »


Else

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On level 4 you can skip the wallbug just by doing it intended. On level 5 you can skip the powerbounce. If you think they're precise enough they're fine for speedrun strats, and tbh I think they would make it more fun to run if you kept them, but up to you.

I didn't find any worthwhile cheats for other levels, a few speedrun strats but they're not problematic imo.

This was pretty fun. I think my only real concern is that level 7 could be a bit rough - the gap in the wall requires a bit more precise spacing to clear consistently in comparison to the other jumps. Level 6 is also a bit too easy for being between l5 and l7 imo. Level 2 could maybe have something slightly more to it, but it's not really an issue per se.

This is a good start imo  :)


rica

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Thanks for the feedback!

I tried to prevent the powerbounce skip on level 5 but i think keeping both of the speedrun strats would be better, since the map might be too hard or annoying if i tried preventing the strats.

For level 6 i will consider raising the end platform and/or lowering the teleport destination

The reasoning behind the big gap on level 7 is because you can stop on the wall whenever you want, meaning you can get the perfect distance easily by going high on the glass and slowly sliding down until you are at the right distance to clear it. I might nerf it slightly.


Else

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Yeah I went back to check and the gap on l7 is fine,  idk what I was smoking lol. Spacing is basically perfect as is.


rica

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vz

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1: fine, you can skip the wallbug with a ctap
2: pretty plain, could add more to it like a wallbug at the end idk
3: fine
4: solid jump, could add a right side starting wall tho
5: fine
6: move the tele dest on the other side
7: extend the ceiling, i bonked it 2/3 times. wallbug gap is fine
so far the map was alright, surely this will be a banger  :)


rica

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thanks for the feedback, but I don't know what you meant by jump 6, can you elaborate?

I'm already planning on tweaking jump 4 and 7, but thanks anyways


vz

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what i meant is if you go straight into the door you will bonk the wall, so would be better if the tele dest is flipped or parallel to the door you touch, sry for bad explanation  ;D


rica

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what i meant is if you go straight into the door you will bonk the wall, so would be better if the tele dest is flipped or parallel to the door you touch, sry for bad explanation  ;D

I still don't really understand what you mean, the only way you can bump anything is if you hit the wall behind the black teleport trigger, and I don't know how changing the teleport destination would change that.

I am planning on extending the teleport trigger to the whole wall.