#:white_check_mark: Jeanne - Mastery Of Space-Time

291 messages · Page 1 of 1 (latest)

zealous plaza
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Precision level around the use of both the zipper and the TBot.
Will require juggling the TBot a bit due to some obstacles requiring the time to go faster to deactivate by the time the player reaches it.

zealous plaza
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I think this would work best as an optional level, btw

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Of course, unlocked by finishing cashew's mainline tbot level

sudden summit
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Oooo

zealous plaza
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why does it feel like when I create a brand new level in my workshop, the default music chosen at random by the game is zero degrees 50% of the time?

zealous plaza
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I'll use this post to keep my notes:
-1st section will be a short tutorial of the level, with a few precise jumps at first; then you get the Tbot and you need to use it to dodge a few timing based obstacles, itemhop a bit with it before finally using it to bounce on a shell; and finally you lose the Tbot and get zipper, which you need to use for a bit more of precision. Checkpoint right here. After that, you'll get the Tbot again.
-Things
-A section where you need to use the zipper to get sprint by zipping through walls, and then need to keep sprint while navigating a less spatially tight environment, but with a few traps that require throwing and regrabbing the Tbot. Probably timed with a locking tempswitch.

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I'll probably color code the obstacles that require you to throw the Tbot (purple) and those that require you to regrab it (blue). That'd be a good thing for the first section.

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Purple: throw Tbot
Blue: grab Tbot
Yellow: Zip

zealous plaza
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here's the first part of the tutorial section

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I think it sets up the tone of the level well

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I think I'll need to add more checkpoints than anticipated

hearty flower
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Looks good lhthumbsup

zealous plaza
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"How precise should the level be?"
"Yes."

hearty flower
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Maybe

sudden summit
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Do you need the spikes on the right wall?

zealous plaza
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status update: I'll have the tutorial section ready soon. I may cut down a bit on the length of the level and on some of the content (mostly because I don't like item hopping much, and I can't really make some fun item hopping if I don't find it fun myself).
I guess that for now, the next section will have 3 CP:
1- precision, the player has to use both zipper and the TBot (including throwing it to cross some parts)
2- Big room, the player has to go back and forth to activate and deactivate switches to progress
3- Sprint section is no longer its own big section, size will be reduced compared to the ideas of it I had

sudden summit
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Are there things you want me to introduce in the mainline level?

zealous plaza
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Not really

zealous plaza
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g4zh2bv | "Mastery Of Space-Time" by JeanneOskoure @4xx6cb | Zipper, Throwing Mastery, Precise
https://levelhead.io/+g4zh2bv
this is the tutorial section

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I dev rifted to upload because it is almost 1 AM and I couldn't be arsed

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I'm going to be busy because of exams, so I don't know if I'll be able to much for a couple of weeks

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(and that means that I may not be able to finish before the deadline depending on how much time the "main course" takes to build)

hearty flower
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Alright, I played part of it. I like the aesthetics and precision parts, but I have a few things to criticize:

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I died by camera multiple times in this area because it's outside the camera range when you come from the left side

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I couldn't make this jump and always died on the little spike because of the zipper cooldown. I don't know how that's supposed to work, it seems too tight to me

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This reusable checkpoint has softlock potential if you lose the T-Bot

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I think these indicators need some additional throw/grab signs for extra clarity, because I didn't immediately understand what I'm supposed to do here even though I know the color coding

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This part confused me. What is the intended way to get up there? Is it to use the upwards momentum of the flyblock on the left or item-hopping on the spiketrons and the flyblock on the right, which felt very awkward to me

zealous plaza
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yeah, it's supposed to be item hopping

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tbf, I'm not very happy with the Tbot section, so I'll change a few things

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I wasn't really inspired when I made it, but after thinking about how I'll use the Tbot in the rest of the level, I have ideas to change a couple of things

zealous plaza
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spent a bit of time to fix a couple of things and rework that part™️ of the TBot section

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I'll try to start the main course™️ soon™️

hearty flower
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Cool™ package

zealous plaza
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Aight, I've started working on the main course™️, I'll try to have it finished™️ by the end of the Week ©

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(Note to self in case I forgot by the next time I work on the level: the next section require the player to press many different switches in a big room, pressing one switch changes the layout of the room slightly as to make the next switch accessible)

zealous plaza
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2/3 sections in the main course™️, I haven't added any jem yet

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also, I'll probably ditch the idea of a sprinting section at the end, it'll not fit in the level (except if I use chaoshead to expand it), and i fear it would make the level overstay its welcome

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(also I dev rift uploaded it again because I'll have to catch a train soon)

zealous plaza
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(also, that level is already hard as balls, I don't look forward to having to upload it grSweat )

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Seriously though, I've made a lot of hard levels, but this one is definitely in the top 3 hardest ones

zealous plaza
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Oh, I forgot to say, but if you just want to skip to the two new sections, I've added a test rift that gets you there at the 1st CP (it's the green one)

zealous plaza
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Because the deadline has passed and I'm still not finished with the level, quick status update:
I have started working on the last section, don't know when I'll be done but it's just a matter of days. Meanwhile, use the version above for review. I have already fixed a couple of things (namely a camera hiccup and an awkward jump) in my workshop, but the rest is the same.

hearty flower
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Okay. I already started reviewing your uploaded version and I see a few issues regarding difficulty, cheese and player-friendlyness. I'll point them out soon

zealous plaza
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short status update: the last section is 75% finished

zealous plaza
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May I get the review of the other sections soon, so that I can fix what needs to be fixed (and wasn't already fixed in my workshop version) by the time I finish that section?

hearty flower
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Sure. Sorry, I've been procrastinating

hearty flower
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Here we go. Overall I like your level aesthetics, style of precision and T-bot usage. But I see a lot of issues that need to be adressed:

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I find the second whole section very awkward, where you use the T-Bot with item-hopping and then have to bring it together with the yellow key.

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Firstly, the item-hopping part: I assume that the intended way is to throw down and grab the T-Bot once to accelerate time for a flyblock to move out of the spikechainers. This currently doesn't work well in my opinion for a few reasons:

  • The arrows that indicate it are pretty low. If the player throws the T-Bot down there, there usually won't be enough time for the flyblocks to move out. Also I think a throw/grab sign would make things clearer, as I pointed out previously.
  • It looks tempting to just item-hop on the flyblocks, which is very whacky because they're moving up and down where you can't even see them.
  • The spikechainers spinning spiky hitboxes are inconsistent. Sometimes they are closer to you, sometimes they're not and there's no proper way to time it. This makes coyote-jumping and precision jumping a matter of luck.
    There are severa easy and more intuitive ways for me to cheese this part:
  • Item-hopping anywhere above the spikechainers between the flyblocks
  • Using the upwards momentum of the flyblocks to gain height
  • Skipping most of the flyblocks just by jumping high enough at the right time
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Secondly, the yellow key/T-Bot part: It took me a long time to figure out that I need to place the T-Bot right in the purple hard-light. It's an interesting puzzle, but just very unexpected and unclear in a kaizo. Because if a player can't figure that out, they will struggle a lot like me.

hearty flower
hearty flower
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The exit on the right is a bit inconspicuous and you have to go out of the camera boundaries to make the camera follow you, which feels scary and uncertain.
I think some players might try to jump back down to go back to the area where you couldn't progress because of the purge gate, which leads to a death by camera.

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I didn't realize you are supposed to item-hop on the turquoise spiketrons until I played the level for the third time. Before that I just zipped twice directly to the flyblock, which is very tight, but doable

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I reached this section without the T-Bot because I dropped it and didn't know how to retrieve it. It's totally possible to get through the fire barricade on the left using zipper and good timing, I even did it on my first attempt. Is that intended?

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I think this part needs to be nerfed a bit because it's very tight, mostly around here while the yellow spiketraps are on and off

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I suppose these purge gates are there as an obstacle for the T-Bot that you get back from the checkpoint. It's very doable though to beat this section without the T-Bot, maybe even easier because you don't have to do any juggling and time acceleration/deceleration shenanigans

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Also can you please remove the item-hopping parts? As shown in the spreadsheet and mentioned before, item hopping is only allowed in optional levels/sections, unless it's very simple and indicated. Item-hopping is currently never introduced in the campaign and adding that learning curve (with T-Bots, which is even more difficult than other items) to an already very hard level seems like a bad idea to me. Also item-hopping with T-Bots messes with the background music

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You can bypass the purge on the left with zipper

hearty flower
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I still have no idea how to beat this section without losing the T-Bot with an upboost/down-throw

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I guess I cheesed the part without the T-Bot too. I just didn't enjoy the precision zipping through the tentacle at all because there is zero guidance and I find it absurdly tight

zealous plaza
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considering that there is more item hopping later on too, it wouldn't make sense to remove it from here

zealous plaza
# hearty flower Firstly, the item-hopping part: I assume that the intended way is to throw down ...

I'll try to fix it by tweaking a couple of things. One of the problem is that the indicators are garbage and I forgot to fix them in this version (though I have an idea on how to do it), and are very misleading. You're not supposed to throw down and regrab instantly, you're just meant to throw the Tbot while the platforms sink to make the time go faster and regrab when they rise back up. Even an upthrow works, but due to the very misleading indication, I think you tried to do it in a way much harder than what I intended. I'll see if fixing the indicator and tweaking the flyblock placement is good enough.

zealous plaza
zealous plaza
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other than that (because I don't really see the point in addressing all of them individually to repeat the following), there are a few issues among that list that I believe are already fixed in my workshop version, and others that I'll try to fix.

hearty flower
zealous plaza
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well, the intention was to have this as an optional level right after cashew's mainline level

hearty flower
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I see, then it's fine package

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Should have known

zealous plaza
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I'm almost done with the level, although it'll need some tests on the switch as I fear it may run poorly

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I have started doing some basic optimization work to save on the frame rate a bit, like making the spinny spike chainers not spin anymore

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in theory, the level should have more than 40 FPS on switch, but I can't test because I don't own one

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other than that, I'll nerf the difficulty of the entire level slightly, and it should be good for review

zealous plaza
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I have additional nerfs to make on the last 2 sections, because they both have parts where you go back and forth, so while I did nerf the first trip, it ended up making the way back harder

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other than that it's pretty much finished

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also, notice that I did a new innovative, revolutionary and game-changing building ultra elite tech

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Jeanne - Space-Time Mastery

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BEHOLD! MOVING THE FIRST WORD OF THE LEVEL NAME TO THE END

hearty flower
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Noice

sudden summit
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I liked Mastery Of Spacetime :(

hearty flower
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Yeah, it has a nice ring to it

zealous plaza
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Huh, I thought space-time mastery sounded better

hearty flower
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I think you really improved the existing sections, good job!
Now I reached the final section and I'm overwhelmed by its structure and really running out of motivation to beat the rest... Things seem more convoluted and strange to me now, but maybe that's just because I'm exhausted

zealous plaza
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yeah, I'm a little bit short on room but I'll try to make the rest of the level more compact so that I can make the different parts of the final section a bit more distinct and separate to solve that issue

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(and make the camera better, too, that would help)

zealous plaza
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the last section is a tad easier, the camera is better, the different parts are more spread out, and there now are arrows for guidance

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I love how the level can be beaten in 3:30ish (not sure how long the last section would actually take deathless), and yet it takes me 20 minutes to upload it due to all the deaths

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I did get stuck on the yellow switch of the last section for no reason, too... Here goes 8 minutes of my life

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(the pain feels good, don't worry)

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@hearty flower is it ok if I send the level to dearg on stream?

hearty flower
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Hm

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If you're not worried about spoiling other players, then yes

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I guess you can say "Spoiler alert!" package

zealous plaza
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worth it, dearg has found a respawn i-frame cheese to fix

hearty flower
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I got killed multiple times by the horizontal cromblers and I don't know why. Are they supposed to never hit you while falling down with a T-Bot?

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Also I think you made this section harder again, now I'm struggling to beat it at 80% speed

zealous plaza
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Yeah, they should not kill you with a tbot

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Although there may be issues if you don't have enough fall speed, I can look into that but I've never had an issue so I'd need more information

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I'll look into shifting the yellow spikes on the left further into the wall

zealous plaza
zealous plaza
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I wanted to change the name back to Mastery Of Space-Time but I forgot grCry

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that level is overall slightly easier, and should be ready for testing

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fuck it, I'll reupload it

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(the reason why the name was the MoSP in the previous upload and STM in this one is because I uploaded a copy of my level save with a different name, instead of changing the name of my level save then copying and uploading)

zealous plaza
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almost 10 minutes upload time

hearty flower
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Did you change anything to make sure the sideways cromblers won't kill you while you have the T-Bot?

zealous plaza
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Yeah, I have added regret gates to force the player to stay in the middle

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It looked like you died because you were off centered

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If there is a problem even with the regret gates, I'll investigate further but I haven't been able to reproduce the issue with the regret gates added

hearty flower
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Very good

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But we have a problem: I can't beat the final section, not even on 80%. I've spent one hour in total on that section, over three different attempts on different days

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In my case it's probably because I'm always kind of exhausted when I get there because the rest of the level is so challenging too

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It always feels like the level has overstayed it's welcome to me

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So we either need some more nerfing or I have to find someone with less of a skill issue who can judge that section

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Or I just trust that it's fine and call it a day

hearty flower
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@winged vine @fleet mantle @steep raft Hi, would any of you guys like to test this difficult precision level for the community campaign? package

steep raft
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sure

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Oh this one, yeah, jeanne was asking about 2 item hops with zipper in #workshop some time ago

zealous plaza
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Yeah, that one

steep raft
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Uh, is that left checkpoint reusable? should I get it now? why is it on a tempswitch?

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Because I already have a checkpoint

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oh, I see

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The level has run out of fun for me

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I have no clue what to do here. Like, no idea at all. I am not going to be doing an unassisted pixel jump

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and if that's intended you need to remake this section

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coming back right here is a nightmare, throwing the tbot over the regret gates makes it fly over everything and fall into the void

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My main issue with this level so far has been the really subpar camerawork. I think you need to put a good hour into making sure every camera in this level has no jarring transition, especially right after a checkpoint

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Other than that, I think the difficulty is too high in general. I think a lot of things could use a nerf.
The other thing I remember is that there's a few instances where you use spike traps for parts of the level that will change (it's fine in this final room here) that would be better off as fire, because I got scared that they were default spike traps when I went through them the first time

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My main takeaway is that woanope sunrise sounds fucking amazing with tbot

hearty flower
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It's an optional level, so the difficulty doesn't matter as much

steep raft
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Sure, but also no. It does matter

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this level is fucking hard, and even though it's an optional level in the hardest chapter, it doesn't need to be 0.01% difficulty

hearty flower
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I meant it's not a main level standard, in case that's what you were judging it by

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But if it's too hard for even you, that sounds problematic

steep raft
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I was not judging it by that standard. I don't think any level should be hard enough that I quit half an hour in

zealous plaza
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Apart for a few hiccups around CP2 and in the final section, every other camera seemed fine to me

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||also, it's final touches, not woanope sunrise||

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and no pixel jump is ever needed or expected to beat the level

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I'll do some more nerfs in every section as to not make the level too long and exhausting

winged vine
zealous plaza
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Already did a few tweaks
qt9dkkl | "Mastery Of Space-Time" by JeanneOskoure @4xx6cb | Precise, Throwing Mastery, Zipper
https://levelhead.io/+qt9dkkl

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might do more if needed

hearty flower
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I just noticed the cromblers always kill you when you play on 80% game speed

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Which probably concerns a lot of players, like me

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It would force you to switch to 100% every time you want to save or go through the crombler pit

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I like what you did to rest of the level, but I'm still not a fan of the final section. It still seems too messy, repetitive (checkpoint) and difficult to me, I actually liked it more when the level just ended before that

zealous plaza
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aight, I'll cut the final part in half

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I'll keep the yellow section and the double item hopping

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I don't think I can do anything about the 80% speed issue, though

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I have to force the player to have the Tbot with that setup, and if I remove it the player will get softlocked instead, which is worse

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it's just too inconsistent to fix

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it's consistently inconsistent

steep raft
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I'll do the new version and take some better and more specific notes

steep raft
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actually I really don't want to play that level
here's what I got before I stopped:

  • a lot of the jem trails are flayed out to the side on jumps where you swing out to the side and fall back down holding the other direction, which makes it really hard to collect the coins on jumps where I'd rather take my own trajectory than yours.
  • The part where there's a key at the first place you get a tbot is super awkward. I have no clue what's intended for you to do there, but it's so awkward and you can really frequently get dicked by the hardlights blocking your jump
  • I think it'd be better if going left at the part where there's a shell would be entirely blocked off until you go right. I spent a good few minutes trying to go left before I went right on my first time, and there's an awkward camera boundary there that you could block off. I just think it'd be nice if it was clear on first sight that there is no way to go left and if no platform was offered to stand on in the first place
  • Are you supposed to item hop on the up and down platforms? because that's just easier than doing whatever you want me to do
hearty flower
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Item hopping is optional, it's enough to simply upboost with the T-Bot, accelerating time for the flyblocks to move up

zealous plaza
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how do you build an item detector again?

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is it the thing with the 1tick hardlight over a pressure switch?

hearty flower
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Jeanne, can you please build a little secret into your level? I'll send you instructions in the DMs

zealous plaza
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alright

zealous plaza
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I didn't add the item detector in this version because I don't remember how you build one and it's not in arad's guide

zealous plaza
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Jeanne - Mastery Of Space-Time

hearty flower
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By the way, I really liked the crombler T-Bot detector. It's unfortunate that it doesn't work on 80%

zealous plaza
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80/90% are known to be quite janky and buggy

steep raft
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It's not that they're janky, it's that there is a minimum cap on game speed of 50%. The TBot keeps GR-18's speed at 100% and makes all other speeds 50%. When you go to 80%, the player speed goes to 80% and the "everything else" speed should go to 40%, but it gets popped back up to 50%, which results in a different ratio of player speed:other things speed and breaks some setups

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A lot of levels with tbot and timing stuff will be impossible on lower game speeds

zealous plaza
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In that case, I might be able to fix the issue by tweaking the timing on the cromblers

hearty flower
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I don't know how to beat this. The path is blocked by green hardlights even though I toggled the pressure switch above and activated the fuchsia keycard. Did I softlock myself somehow?

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Sorry that you had to cut down the final section after you put effort in it, thanks for doing it. But honestly I'm still not enjoying what you left in. Also the camera is pretty twitchy here

zealous plaza
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you need to activate the green switch again

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it's a toggle switch, and there is (or at least should be) an arrow pointing to it at that point

hearty flower
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I thought about that possibility, even tried to go back up there and deemed it neither doable nor intended

zealous plaza
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it is both

hearty flower
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Welp

hearty flower
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I'm not a fan of that design, I find it counter-intuitive and repetitive

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I think it'd be a lot better if the player has to go through there only once

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By the way, what is the intended way to retrieve the fuchsia key without losing the T-Bot? I experimented around and the way I got it didn't feel right

zealous plaza
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it's a double item hop, but with the zipper you can do it more easily by item hopping with an item, and right as you throw it, you can zip to the other item to grab it and start item hopping again

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#lh-workshop message

hearty flower
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Oh wow, that video is clear

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Tricky

zealous plaza
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it's the "easiest" double item hop setup, but yeah it's still mechanically demanding

hearty flower
hearty flower
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And I just noticed the level is probably a bit laggy on Switch. The framerate seems to consistently be a bit lower than on BAITness' level, which is on the edge of being problematic on Switch

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Jeanne, would you be okay with cutting the final section entirely? I think that would be the simplest and best solution overall. It would probably fix the performance, keep the OTD shorter, make the level easier, more intuitive and better-paced in my opinion and save us time

zealous plaza
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Nope, I think it would end way too abruptly in my taste. I've cut down having to press the green switch again in my workshop version, and I'll do a couple other changes before uploading again.

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Right now, the level can be cleared in less than 3 minutes, maybe less than 2:30, so it would have an OTD of around 4 minutes (if we're very generous, as it's pretty much a 50% leniency) which isn't too bad.
Regarding the performance, I should just be able to move a few things with chaoshead to straight up reduce the level size by a bit, which should hopefully sort out the lag.

steep raft
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Do note that blocks and background tiles that never get seen also contribute handily to lag if there's a sizable amount of them

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Empty space is way better than background tiled-in space

zealous plaza
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Yeah, I have already done my best to make the level as compact as I could and avoided tiles you can't see, but now that I have cut down the final section significantly, I may have to do another pass of checking for useless tiles

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I can reduce the right side border by 10-15 blocks already, multiplied by 50, this should boost the FPS already

zealous plaza
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After reducing the size of the level, it now runs with 10% more FPS than BAITness level. It's still a bit low so I'll try to see if I can do more, but the switch should be able to run it fine now

hearty flower
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Very good

zealous plaza
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After rebooting my game to clear the editor cache, the level went from 120ish FPS to 135-140

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now let's hope that it's enough for the switch and other rigs with lower performances

hearty flower
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Interesting

zealous plaza
hearty flower
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Alright, thanks. Then let's pick an OTD of 4 minutes, the longest of all levels

zealous plaza
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3:30 to 4 minutes seems fair, yeah

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Actually, maybe 4 minutes is a tad high, I'll have to check what the optimal time for the level actually is, but it should be around 2 minutes now

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I know for sure you can complete the first 3 sections in less than 1 minute, but I haven't tried to do an almost deathless run

hearty flower
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I'm also decent at every section except the final one

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But it took me a lot of playthroughs to get there

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I think we shouldn't go below 3 minutes, might as well leave it at 3, like the other long and difficult levels

zealous plaza
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Yeah, below 3 minutes would be too grindy for a hard level

hearty flower
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We can get feedback on it during playtests

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Do you think the newest version of the level needs more testing?

zealous plaza
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I'll see what the optimal time would be for a low death run, and from there I think the OTD should be +50ish%

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Eh, if someone wants to playtest it, why not

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Maybe I'll try to send it to flow on a stream for both a playtest and a switch performance checkup

hearty flower
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Good idea

steep raft
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Hah, flowart? Streaming?? good luck

zealous plaza
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is flow away or something?

hearty flower
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I think he doesn't stream regularly any more

sudden summit
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You could send it to me on stream

sudden summit
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Get it?

zealous plaza
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Ye

hearty flower
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I forgot that the 80% issue still persists. I assume a lot of players will try this on 80%. They will get killed every time by the cromblers (right before the next checkpoint) and won't even know why

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That's a huge problem

zealous plaza
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it should have been fixed, I'll double check quickly

hearty flower
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Oh, you did find a fix? I thought you said you couldn't find any

zealous plaza
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I tried to tinker a bit with the cromblers, but because I didn't understand the issue, my tinkering was useless

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once slothy explained that the issue was that the player was going at 80% speed, but the cromblers were at the 50% of the TBot instead of 40% (50% * 80%), I realized that my tinkering didn't work because the crombler timing was still too tight

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now the crombler timing is just right (although maybe if there is a frame drop, the player may still die on 80%, I'll have to do a print screen test)

hearty flower
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Remember to check both crombler shafts

zealous plaza
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I did check all 3 already

hearty flower
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Right, it's 3

zealous plaza
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the timing is very tight on the first crombler of each shaft, but I haven't died a single time on 80%

hearty flower
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Good, thanks

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I just got killed by cromblers after I did the first half of the final section, on 80% speed

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It's especially bad how it happens right after you complete something before the checkpoint

zealous plaza
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hm...

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I'll try to change the timing again

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you didn't time any other time, right?

hearty flower
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Not yet

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And I'd favor some more nerfing on the first half of the final section. I found a way to consistently beat every section but that one

zealous plaza
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yeah, I wanted to do a couple of targeted slight nerfs on this last part too

hearty flower
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Very good

zealous plaza
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I'll reupload with a more lenient timing on the cromblers too

hearty flower
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I've spent a lot of time in this level and I still can't get below a clear time of 5 minutes, so I think we need to up the OTD too

zealous plaza
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I assume that it is just too tight, meaning that if you're unlucky you may die for no reason

hearty flower
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Because I wouldn't set an OTD I can't even get myself

hearty flower
zealous plaza
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ah, that may also be the issue

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maybe there is just not enough momentum

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I'll do more testing to pinpoint the issue

steep raft
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A downward puncher would guaruntee max fall speed
Or an item detector that gives the tbot back

hearty flower
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I finally beat the level in 17 minutes

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Spent most of the time on the final section, of course

zealous plaza
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Wow

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I have found the issue, and I can only say "what the fuck?"

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when zipping from the right, GR-18 is moved a few pixels upwards, giving increased time to build up fall speed
when zipping from the left, GR-18 is moved a few pixels downwards, giving decreased time to build up fall speed

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this is why you die when zipping from the left on 80%, but not from the right

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holy mother of jank

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like slothy suggested, I added punchrs to force max fall speed

steep raft
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You might also want to verify that it's not possible without tbot with printscreen spamming and the puncher. Because iirc punchers give a little extra downwards momentum for a second or so before they return you to terminal velocity

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That might be out of my ass, I didn't ever fully test it, it just kind of looked like that sometimes

zealous plaza
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more nerfs and 80% speed fix (I didn't use the punchers in the end, I just removed the first crombler on each shaft instead to give more time to build up max fall speed)

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everything should be good now

hearty flower
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Thanks for your work

hearty flower
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That hardlight timing nerf was what I needed the most in the final section

hearty flower
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I checked again, looks like this is finally finished. We'll see if something comes up during beta-testing

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:white_check_mark: Jeanne - Mastery Of Space-Time

zealous plaza
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thank god, I'll have much less free time starting tomorrow

zealous plaza
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~~05h9f0n | "Mastery Of Space-Time" by JeanneOskoure @4xx6cb | Precise, Throwing Mastery, Zipper
https://levelhead.io/+05h9f0n ~~
Same as Dark Peak, i'll revert the older version once the webmap is updated

zealous plaza
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Posting this as a reminder to myself, but I'll need to re-upload again because I forgot an old test rift at the end of the level, which is not functional anymore, but looks like a dev exit

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I want the players to know that they can't escape suffering by finding a dev rift

zealous plaza
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version without the leftover rift, and a better clear time to prove that the level isn't impossible

hearty flower
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I accidentally set the OTD to 10 minutes instead of 6 minutes, I miscalculated

hearty flower
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I updated OTD in the mod and web app

zealous plaza
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I've been thinking, but maybe I should revise the last CP and make it only about the item hop zipper juggle thingie and remove the part where you need to hit the green switch

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It just feels like a leftover part of the older version, which itself felt like a "oh shit I have this cool idea about hitting switches and deactivating them after but I don't have enough room to build it, I'll improvise something quick"

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It would also make the level a bit shorter and straight to the point

hearty flower
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Yes, please. Back then I already advocated more nerfs and shortening the level because the pacing felt off and it was already exhausting to get to the final section

zealous plaza
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tell me when I can finally revert all the copies of all the three levels I've worked on

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I have 5 versions to remove across those 3 levels, but I don't know which ones are still in the webapp and which ones are ok to remove

dull fern