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Finn91 · 11 · 691

Finn91

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mazlli

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imgur album of stuff that i found:
https://imgur.com/a/qwdC2tJ

overall solid stuff, lighting is alright, maybe add trims around the edges of the ceiling or certain blocks to make them more distinguishable.
above all else: please add connectors :)


Finn91

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Thanks for the input mazlli

Jumps re-ordered

Jump 1 -> taller walls for my ctap enjoyers, added a grate
Jump 4 -> Re-textured walls for hopefully more clarity, and added a grate for the same purpose. Last wall slightly taller
Jump 6 -> Added tele in front of the first wall and changed the end. Last wallshot was pointless so I removed it
Jump 8 -> Jurf is auto-edgebug now, making it easier to slam the jump instead of having to do a really precise strafe + shot. Added CP

I'll add anti cheats after more tests and I'll be done with the map most likely. I've absolutely no desire to add connectors(working on it) or redo detailling

DL link edited ofc
« Last Edit: April 11, 2023, 06:31:18 AM by Finn91 »


Finn91

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Updated DL link, map has connectors

« Last Edit: April 12, 2023, 12:02:14 PM by Finn91 »


Seere

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fun map, spacing seems good.
The only thing I really noticed, which isn't really a concern but more of a quality of life thing, is make this part of the wall here shootable so if you get a sync too strong you can shoot yourself down faster. other than that, seems pretty solid
Spoiler (click to show/hide)

one other thing for demo, you can make a separate filtered trigger for demo on lvl 3, so demo doesn't restart the level facing backwards
« Last Edit: April 13, 2023, 10:56:02 PM by Seere »


Finn91

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-Fixed things according to Seere's post (nonade + demo reset on jump 3)
-Added a roof/pillars at end of jump 3 to make the triple angle more forgiving speedrun-wise
-Lowered jump 5 starting skip
-Connector of jump 6/7 slightly easier and different
-Made Last a bit harder

Added a showcase video on main post and updated DL link

I consider the map done unless some major issue is found


Waldo

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Nonade on 7 is inside the wall so it doesn't prevent rockets: https://i.imgur.com/6occufV.jpeg

Moving the rocket deletion prefab triggers slightly away from the start platforms/intended walls would make it behave a bit nicer with jumpqol: https://i.imgur.com/y0Shsnn.jpeg

Your tick regen isn't class filtered so it inconsistently sets demo to 200hp

Looks good
« Last Edit: May 25, 2023, 01:32:01 AM by Waldo »


Finn91

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Thanks Waldo

Fixed everything you told me
I only extended the rocket deletion prefab by 128 units in all directions, hope it's enough
Out of curiosity, how does it make behave better with the jumpqol ?


Hass

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Cute lil' map. Later jumps reminded me of maxxy's mapping with short but creative jumps.

Can possibly cheat jump 4 by rj + wallshot, would be a super annoying strat for speedrunning.


Finn91

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I lowered the connector ceiling by 128units so this strat should be gone.
You can still directly wallshot into the sync if you strafe around, no clue how bad this is, people will find out :)

I consider (again) the map done  ::) but if you find something, just post it before it gets added (if it gets added)





Waldo

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Out of curiosity, how does it make behave better with the jumpqol ?

The desync fix in jumpqol has to assume that rockets behave a certain way to be accurate. To accommodate maps that break those rules (e.g. push triggers, rocket speed triggers, teleports, or other gimmicks), the desync fix is disabled while rockets are inside or about to be inside triggers that target them.

The rocket deletion prefab directly targets rockets instead of having them normally impact a nonaded solid, so it momentarily disables the desync fix for nearby rockets. It doesn't matter much for this jump since you probably wouldn't start at the edge of the platform or start shooting the first wall that low, but the same design would make ordinary ctap starts inconsistent for a lot of levels. Just really an abundance of caution/establishing best practice here.