Colosseum side platform applications#1989
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osse101
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The springball+speed strats tend to be easier if you springball bounce on the bottom of the door frame instead of wiggling on the top of the door.
| "obstructions": [[3, 0]], | ||
| "environment": "water", | ||
| "requires": [ | ||
| "canInsaneJump", |
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below botwoon - expert
You can put cues together pretty fast for this to be consistent. The owtch may be the trickiest part.
botwoon etank has no ceiling above the door so its much harder to time
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Makes sense, swapped the "canInsaneJump" for "canTrickyDashJump" to move this down to Expert.
All the remote runway strats in Below Botwoon require the Owtch obstacle to already be cleared. That could probably be refined to include options for evading the Owtch (possibly with some energy capacity requirements to be able to tank a hit, and/or tech requirements for knowing how to manipulate it or get lucky); I haven't investigated the AI of the Owtch to see if there's a consistent way of manipulating it. Added a FIXME for now.
| "canMomentumConservingTurnaround" | ||
| ], | ||
| "note": [ | ||
| "This applies to Draygon's Room.", |
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This took a lot of playing around with to see where the extra height comes from. moving forward and back, pausing later jumping earlier timing the turnaround. So its trickier to understand than others, but not particularly hard.
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Do you think the canInsaneJump requirement is still good, or did you want it removed?
| "requires": [ | ||
| "canMomentumConservingTurnaround" | ||
| ], | ||
| "note": ["This applies to Metal Pirates Room."] |
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A lot nicer if you turn around before the door.
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Added a detailNote for this.
| "speedBooster": true, | ||
| "obstructions": [[5, 2]], | ||
| "requires": [ | ||
| "canInsaneJump", |
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They're both expert to me. The morph is kinda harder but is also more natural to do once I understood it.
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Sounds good, removed the canInsaneJump requirement.
| {"or": [ | ||
| "canMomentumConservingTurnaround", | ||
| {"and": [ | ||
| "canMomentumConservingMorph", |
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I found the morph to be easier.
But a LeaveWith springball bounce should be the way you traverse these nodes. Even better with a unmorph momentumConservingMorph.
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Ok, removed the canBeVeryPatient requirement on the canMomentumConservingMorph option and adjusted the note.
You're right about the springball bounce alternative. Even easier (and even more broadly applicable) is jumping through the door using the connected runway, momentum-conserving turnaround, and then spring ball jumping ("Cross Room Jump with Spring Ball"). I forgot that this was possible with just a 1-tile runway; otherwise I probably wouldn't have bothered creating this strat ("Side Platform Cross Room Jump into Spring Ball Jump"). But now that it's written, I guess we could keep it just to show the alternative method? Or it could just be deleted, not sure which is better 🤷♂️
comeInWithSidePlatform, to be able to specify if it's required for the neighboring room to be water (with Gravity). Where applicable, doing a Gravity jump before the transition makes both momentum-conserving turnarounds and ceiling mockballs easier due to the slower underwater animations, in addition to its main effect of preserving greater vertical speed. In some cases it can make a strat possible that wouldn't be possible at all from an air room with the same geometry. I didn't add a corresponding property to the exit conditionleaveWithSidePlatformbecause I think it can be reasonably inferred from thedoorEnvironmentson the door node.