Map: gamebanana.com...
I first encountered this map over a year ago before I had ever done an ultra (in fact I uttered the words "I will never perform an ultra" while playing this very map), but shortly before I started trying to learn. There is no recording of the first part of the map, but (iirc) this is where the main map starts. The first part of the recording is from July of last year after I had learned to do an ultra and started on the Strawberry Jam Expert Lobby, but there weren't a lot of successful ultras to be found in those first 237 deaths. I spent a while working on that first ultra (not captured, apparently), but didn't realize (due to lack of experience) that it's unusually tight. Even coming back to it today, I had to start it with a wavedash to manage the timing - I couldn't manage it with a hyper.
That said, it turns out the ultras were not the problem in this map. The only map I've finished with spring cancels this tight was The Inward Climb, and that was pretty rough. When I got past that first room and saw that this map was going to keep doing these buffered spring cancels, I didn't expect that I would be able to finish. I was pretty surprised when I kept making progress at such a fast pace and finished the map in one session. Despite the spring cancels, I wound up enjoying this map quite a lot, and I feel like I'm starting to get a feel for buffered spring cancels. I still don't like them, but at least I'm better able to do them now.
I spent a little while trying to figure out how to wavedash off the crumble blocks at 3:12 before figuring out that you're just supposed to land on them and jump off. That was neat.
At 6:33, I had to use my left trigger jump button to get enough height from the wallbounce while also resetting my thumb to buffer the spring cancel.
I really like the wall jump at 8:21. I think a well-placed dynamic wall jump like this can really spice up a route and add some variation in pacing you don't usually get from other tech. Same for the little jump off crumble blocks at 3:12.
There's a bit in the middle where the overlay is wrong, because I had tried to revisit Leviathan's Ultras before this one, and it crashed so hard it broke my overlay (something about SpriteSwapTrigger in Strawberry Jam). I think the hook that detects a level exit didn't get called - I had to use the leviathan's ultras state dump to cut this video. Anyway, I didn't notice the overlay was broken for a little bit.
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