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Скачать с ютуб Celeste - Strawberry Jam - Expert - Fortress Fall - Aspar в хорошем качестве

Celeste - Strawberry Jam - Expert - Fortress Fall - Aspar 3 месяца назад


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Celeste - Strawberry Jam - Expert - Fortress Fall - Aspar

Strawberry Jam: https://gamebanana.com/mods/424541 00:00 start 09:50 i must have set the new save state at the exact same location as the original save state so that the spawn location didn't change 10:44 berry 1 13:38 pedantry 15:45 more pedantry - the next 4 climb jumps are very strict 18:26 berry 2 18:35 you don't have to be at the top of the block to do this, so you can save some stamina by not climbing 19:25 see, you have to cross the same gap 2 different ways - 1 climb jump and 1 neutral jump 20:27 i knew i would be coming back to this room, but originally thought it would be from the bottom going out the right. was not paying enough attention to not be surprised by this. 21:26 wait do i have to carry the berry back with me this time? 22:15 is that spike wall a bait? it seems like if you climb it then you don't have enough stamina to get back. 22:30 wait i could have used that wall earlier? 22:53 berry 3 26:55 oh right this is the room with the ultra. i think this was the first room i had seen before 28:06 those sure feel good when they work 28:13 it seems like if you start from the highest point of the wall you can hold here then you're positioned just right for the next climb jump, but if you do that then you don't have enough stamina. 31:40 oh it leaves you enough stamina to do the setup 31:32 I tried change of direction a little more, then looked up the solution and found it was something that I had ruled out on the basis that it was too tight to be intended (and every time I got that dream hyper to go off I either hit the spinners above or, very rarely, cleared the spinners but didn't really go far enough). So I decided to play something more reasonable instead. I watched a friend working on the last few rooms of this map back when I was in the advanced lobby, and I was pretty scared. I am fond of excessive neutrals and stamina puzzles. Now that I'm playing it for myself though, it's not nearly as bad as I expected. Maybe the whole map being a stamina puzzle helps it to not feel like it's getting in the way of playing the game. The map is pretty pedantic in a lot of places, requiring more precise positioning than I think is reasonable. Also the hitbox on trigger spikes extends beyond the tips of the spikes, which means this is a rare case where the game things I hit something when I clearly didn't. Obviously the base game never required you to get right up against trigger spikes without activating them, so it had no reason to account for that. I think that consecutive neutrals are inherently kind of fucking stupid. A neutral here or there can be feel really incredible, but when you're just neutraling up a wall it's a little silly. Consequently, I think that a lot of consecutive neutrals (and especially neutrals in place (tmk there was only one place the map actually required this)) are sort of intrinsically silly and don't really belong outside of comedy maps. I know there were a couple quips from theo, but this overall felt like it meant to be a fairly serious map, so there were a couple places where I felt the neutrals got questionable. Despite being ridiculous, I think neutrals also sort of evoke the feeling of resting on a climbing wall. You can learn to find positions and holds where you can take one arm off at a time and hang out or a little while, and it can start to become second nature, but you're still losing energy while you do it (just not very quickly). On the other hand I am reminded of childhood swimming lessons where the instructor would talk about how easy it is to tread water indefinitely while I would frantically struggle to keep my head above the water. All that said, I thought the pacing in this map was fantastic, and I overall enjoyed it a whole lot (so much I got all the berries even when it looked like the map was going to have me do a few rooms over again after the third one). I love the slower more technical movement interspersed with bursts of fast tech. Some of the little neutral-into-climb-jump bits felt really neat once I got the hang of them. I never understood how to neutral over a 1-tile wall, though. It seemed to be basically random whether I made it over. Obviously it is also very pretty. I forgot to run my controller overlay at the start, but I don't know why it disappeared in the last room (edit: typing while mouse over sources panel in obs).

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