Hi, thank you for the reply. I watched the vod of the stream where you played the map and tried to implement most of the stuff you talked about. Not everything is related to it, but the vast majority is. If you care about the wall of text with explanations and details, they are marked as spoilers.
I have also added a guide. (check the first post)
new dl:
https://drive.google.com/file/d/17v2klQdoxAFXMjfJamPbgBQFtnDh0VSp/view?usp=sharingHere are the changes:
3 -> the green wall before the triple goes all the way to the top, the wooden wall is now nogrenade (had the nogrenade hidden when I compiled the map, but going over it should be possible)
(as you've probably noticed I'm bad at walls so going over the wall was doable for me because I was starting from a lower part of the wall and going up, not sure if it's good for people who know what they're doing but I made the entire wall before the triple shootable just to make sure)
4 -> moved the start a bit back, second skip platform is bigger, first ramp is longer
5 -> the green wall is now taller, you can go over the wooden wall now, the arrow is illusionary
(there is really just no reason for me to try and stop you since you're just skipping a double, the difficulty doesn't really change that much)
6 -> changed the texture of the 3 platforms that you have to strafe around, removed the nogrenade from walls at the end
8 -> made the sync platform smaller
(to make sure that you don't go too far and miss the second rocket on the first wall)
9 -> tried to fix the spacing, added a midair nogrenade wall
(I did what you wrote in the post above, the nogrenade wall might be a bit pointless since the jump is pretty easy but at least it makes the stage look cool
)
10 -> the third platform is now a phase
(I had no real reason to do it but it makes the jump more forgiving which I guess is a good thing.)
11 -> put the ending a bit further
12 -> changed the sign, the intended strat, the spacing a little
(I was originally going to add nogranade walls (I had some problems when I tried to make them, but I figured it out.) around the ramp, but I realized that the intended strat is too hard. I also realized that the jump in it's current state is easily doable with just a catch and a double and I decided to make this the intended strategy instead. I changed the sign so that it's clear what the intended strat is now and I changed the spacing a little. I was also a bit sad that I was getting rid of the only interesting jump on the map, so I decided to make a fully anticheated version and use it as a second bonus. I have also added a line that marks a spot that worked for me personally, anything higher should work too. At the very least I want to make sure that the last jump of the map is harder than prelast, so doing this is the only thing that makes sense to me.)
b1 -> put the tele inside the end room
b2 -> previously intended jump 12 strat with anticheat, tele is also in the end room
I'm sorry about the difficulty spikes. I just made stuff that I felt comfortable with and tried to put it in an order that made sense to me. I guess that I'm really bad at some stuff (like walls), so that makes sense. I don't think that it's bad enough for me to change the order of the jumps or to cut some of them out.
Lastly I wanted to say that I haven't played 5cheeseburgers's map before I released mine and the inspiration for texturing is this album cover art:
I know that it's just a joke, but you never know.
I hope that the map is close to being finished at this point.
Thank you for your feedback and patience that you had with me and my map.