Crab Shaft and Crab Hole (L->R) side platform jumps#1978
Crab Shaft and Crab Hole (L->R) side platform jumps#1978osse101 merged 6 commits intovg-json-data:masterfrom
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I feel like the Crab Hole Momentum Conserving Actions are easier once you are in the room compared to the notable Cross Room Jump Morph. The problem would be that it becomes unclear when its in logic.
| "2) Perform a ceiling mockball through the transition,", | ||
| "unmorph a little before hitting the ceiling,", | ||
| "hold right to press against the wall (to avoid hitting the crab), then morph and hold right to pass through the tunnel.", | ||
| "3) Jump on the last possible frame in the previous room, then perform a ceiling mockball to go up through the hidden space." |
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I hit the right crab doing this one.
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The trick is to release right while approaching the ceiling, like in this video: https://videos.maprando.com/video/5314. Added a note now to explain this.
Co-authored-by: Michael McKenzie <mikemck101@gmail.com>
| "requires": [ | ||
| {"or": [ | ||
| "canMomentumConservingMorph", | ||
| "canMomentumConservingTurnaround" |
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For Metal Pirates its canTrickyDashJump on top of the momentumeConservingTurnaround. If you aren't on the correct tile window it becomes a much harder jump.
I don't have a blue door patch for big boy room but it might get a pass for not being heated.
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Cool, added "canTrickyDashJump" requirement to the "canMomentumConservingTurnaround" case.
If it helps, I shared a blue doors patch in #development (Map Rando discord).
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