"kitchen sink level" is the only way i know how to describe this, it really feels like the map creator said "okay i need to use every asset and mechanic at my disposal at least once"
@@Abukek133no they aren't. They're literally just redirecting a down dash or using the crouch dash button. Just makes your hitbox smaller. On most demos you don't require any specific subpixels. And setupless demos are very much RTA viable idk what the original comment is talking about
usually demos are only pixel-perfect but in certain cases you may miss the correct pixel when you're falling at max speed for example, which is what we call getting 0-framed since there's 0 frames for a correct dash timing, hence the need for subpixel manip but usually if you're doing RTA demos like chapter 3 skip then it has at least 2 if not more frames where you're on the correct pixel to demo and if not then the strat sucks and you shouldn't use it
it only works if madeline has downward Y speed and if the spikes are being pushed into her. the movement check occurs with madeline's movement first, checks to see if she moves into something that will kill her, then moves the spikes. on the next frame, if you immediately jump, she will move out of the spikes before the collision check. the reason why you need downwards speed is because you cannot jump while moving up.
i worked on it on and off for about a month or two think i was quite free around that time so i was putting in a few hours everyday the final room in particular took a few days because of trying to figure out a way to do the speed chain and skip the room
its called a crouch dash, otherwise called a demodash, which shrinks your hitbox to 4 pixels tall during the dash, which is just enough to pass through the spikes (spinners) without dying. this means that its usually pixel precise, and usually only doable by TAS, unless you have a setup that gives you multiple frames to crouch dash
@@rosellarade So if I understand, there is a flaw in the spike kill hitbox about 2 pixel big/tiles. (which is also why you won't die if you barely touch a spike?) and crouch dashing at the exact height allow you to go in between tile? Despite the fact it looks jointed.
You know it's a difficult map when you can tell what's going on in the TAS
Exactly
Fr
Tbh it’s more like “when tas looks like the legit strat”
@@xavi_papaya I missed the title and thought it was a real person for the first few minutes until I looked again lol
I have no idea what the hell i just watched.
"Of the 18.5 minutes I estimate there is about 18 minutes of timesave" how joking is this
not in the slightest
@@rosellarade but how?
@@samstrange7958 because i tas like shit
Awesome TAS!
"kitchen sink level" is the only way i know how to describe this, it really feels like the map creator said "okay i need to use every asset and mechanic at my disposal at least once"
thats exactly what this is honestly
I found it funny how in the middle of this the level just casually and inadvertently puts half a summit mixed with some Matrix thingy
Same with 5:53, it’s just the wavedash learn section but extra spikes
"everything in the tas is 100% rta viable" i wouldn't call setupless demodashes rta viable but you do you
oh come on what do you mean just manip your subpixel rta and press the button on the correct frame its not that hard
@@rosellarade wait demos are subpixel manip? No wonder i have such a hard time doing them
@@Abukek133no they aren't. They're literally just redirecting a down dash or using the crouch dash button. Just makes your hitbox smaller. On most demos you don't require any specific subpixels. And setupless demos are very much RTA viable idk what the original comment is talking about
@@Abukek133 well not really it greatly depends on context
usually demos are only pixel-perfect but in certain cases you may miss the correct pixel when you're falling at max speed for example, which is what we call getting 0-framed since there's 0 frames for a correct dash timing, hence the need for subpixel manip
but usually if you're doing RTA demos like chapter 3 skip then it has at least 2 if not more frames where you're on the correct pixel to demo
and if not then the strat sucks and you shouldn't use it
Can't decide if I like the blind cycles, the 30 chultra chain or the difficulty randomly dropping to expert more lol
For a level called farewell it sure does have a lot of variations.
15:22 frustration
agreed
THEY JUST MAKE IT ARTIFICIALLY HARDER BY PUTING A BUNCH OF TIMINGS, ALSO WHAT THE HECK IS GOING ON
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
i think it’s a fair and balanced map tbh, not sure what you’re on about
@@rosellarade mad cuz bad
@@nephthys64 real and true
They just make it artificially harder by adding gameplay!!!
@@pirilon78
to be fair. wtf are all the stars doing there bro thinks he's on the team
5:08 “You know what, fuck it” *jumps on spikes*
Also, how does it work?
I’ve seen spike jumps and corner kicks, but this is another level
it only works if madeline has downward Y speed and if the spikes are being pushed into her. the movement check occurs with madeline's movement first, checks to see if she moves into something that will kill her, then moves the spikes. on the next frame, if you immediately jump, she will move out of the spikes before the collision check. the reason why you need downwards speed is because you cannot jump while moving up.
@@rosellarade Cool
9e is pretty it's just like kinda not great gameplay i would say
it’s super satisfying to watch though
you know shit ain't easy when the tas isn't moving at mach 3 the whole time
Litterally how my first playthrough of vanilla farewell felt after I finally got past the dumb wall bounce tutorial
for the first badeline room in 0m, you can actually just dash into the block at the end instead of having badeline ram through it i believe
i’m not going to fact check this but if that’s true that’s very funny
what demons do madeline be fighting if this shit is farewell 😭😭😭
depression is a boss fight with multiple phases
Looks hard. Gameplay and visuals need some work tho.
tell marcelone not me
Can somebody put a demo dash counter on this?
How much time did it take to tas this? This is unreal
i worked on it on and off for about a month or two
think i was quite free around that time so i was putting in a few hours everyday
the final room in particular took a few days because of trying to figure out a way to do the speed chain and skip the room
When the
A bit of a noob here, but... HOW THE HELL. Can you pass through spike wall without dying?
its called a crouch dash, otherwise called a demodash, which shrinks your hitbox to 4 pixels tall during the dash, which is just enough to pass through the spikes (spinners) without dying. this means that its usually pixel precise, and usually only doable by TAS, unless you have a setup that gives you multiple frames to crouch dash
@@rosellarade So if I understand, there is a flaw in the spike kill hitbox about 2 pixel big/tiles. (which is also why you won't die if you barely touch a spike?) and crouch dashing at the exact height allow you to go in between tile? Despite the fact it looks jointed.
@@sneakysorcerer5526 yeah that’s more or less how it works
[
easy?
very
Doesn't look that hard
feel free to have a go the level is in the description