Map: Changed from teles to connectors Added more spectator points
Added secret, go find it!
Jump 1: Added detailing
Slightly raised floor
Jump 2: Readded tele for soldier
Jump 3: Made cage around hole stickiable to better reflect expected behavoir of the texture
Jump 4 (Formerly 5): Swapped with jump 5 for more natural difficulty progression
Jump 5 (Formerly 4): Swapped with jump 4 for more natural difficulty progression
Adjusted texture edges on phase for cleaner look
Fixed model sticking through glass
Adjusted lighting in desert area
Jump 6 (Formerly 7): Swapped with jump 7 for more natural difficulty progression
Toned back some textures and retextured for a better indication of level progression
Fixed rendering issue
Fixed roller clipping issue
Jump 7 (Formerly 6): Swapped with jump 6 for more natural difficulty progression
Shifted phase walls to be centered in rooms
Readjusted first pogo platform
Lowered start platform further
Added missing tele in phase wall frame
Jump 8: Fixed teleport trigger sticking too far out to either side of hole
Pulled in back wall to be flush with bottom platform
Jump 9: Removed tele within hole indicators for soldier
Aligned phase textures
Added missing roller wall on second level
Added detailing
Adjusted lighting
Jump 10: Added detailing
Adjusted lighting
Removed tele at end of jump for soldier
Jump 11: Replaced with new jump, old jump 11 is now bonus 2
Notes:
Quite a few people pointed out the roller rng being inconsistent on this jump, even those
who liked the jump overall. Some changes made it much more consistent and I believe it would still function well
for a completion/casual run but I'm uncomfortable with even a 5% chance of a sticky randomly falling down an extra layer
from a speedrunning perspective, especially for a jump much later in the map.
I've tried out a new concept entirely that doen't rely on rollers while still trying to preserve what I like about the old jump,
namely the fun strafing between layers for a catch that's offset from the players dropping point.
Jump 12: Added hole to otherwise empty part of jump
Changed roller wall to phase hole to better incorporate new previous jump
Jump 13: Completely moved location of spawn and first hole
Notes:
I got a fair amount of feedback regarding issues on this jump for both demo and soldier. I was okay with it being kind of bad for soldier and
I was okay with it being overly simple for demo but I didn't like that it was both. I tried to preserve the same basic jump idea but make it
more in-line with the soldier difficulty of the map as well as the demo difficulty for where it appears in the map. Since this is basically a new
jump focused feedback on it would be great.
Removed light fixtures (added walkway for soldiers to stand on instead)
Added detailing
Jump 14: Added missing nonade at end of jump
Added missing texture under end platform
Jump 15: Stretched lower level platforms to fill their corners
Added texture indicator for opening towards ending
Added crystal prop to ending to be more recognizable as a soldier catapult
Bonus 1: Replaced with new concept (new jump!)
Bonus 2 (Formerly Jump 11): Converted into bonus
Adjusted distance from outside walls to phase to reduce roller rng from sending stickies down multiple layers