@@BiblemanTF actually thinking about the bright side, it would only work on linux servers (floating point error) so it wont work on the TAS (since it's a windows server)... but sub 4:50 would've been possible with linux :/
on a serious note, i can theorise a few time saves if you're willing to do a part 2. Otherwise, this'll just serve as a remarks comment. Keep in mind I have not played _squared, so if there's an invis wall or a nonade im not sure of, do tell 0:33 just rocket jump up for more zvel as opposed to climbing 0:53 fairly slow horizontal velocity... should enter into this by sacrificing a bit of initial horizontal speed for very low falling speed for an overall more consistent hvel 3:12 either eb or enter into this with high zvel such that you can prefire at the wall at the bottom while recovering, then fall down into the prefire to pb. Shoot at opposite side wall for best angle obv. 4:46 why did you choose to bhop here? surely time could be saved by jumping low on one rocket? anyway beautiful showcase
@@dashyz3293 At 33 you can see that there is a semi-transparent grey wall in the way, that's why he needs to go low to not bonk it, and then climb. For 53, I think you mean vertical velocity and I think the reason he did it like that was so he would catch on the wall as low as possible. 3:12 I don't think I fully understand what you're insinuating with this one, but I don't think you can pb at the bottom of the big downwall, and you'd have no way to catch upto a rocket while doing wallpogo. 4:46 You can only shoot the side part of the orange, it's nonade until you reach the turn.
@@dashyz3293 there is kinda alot to improve but i think sub 5 is already good enough • the syncs are kinda meh and i could save a bit more time with better wallshots/prefires on the maze • i think i could save alot of time if i didn't do recovery on prelast and get there with a bounce, but idk anything else is already quite hard to improve and only would save a half second or something. im guessing 4:55:xxx might be the perfect time for the map but im not too sure. (edit: you can get sub 4:40 with the linuxbug strat, if playing on a linux server) also zagrfire already debunked everything you said, the recovery cannot pass 1000 u/s (and it would take an imcredibly longer wall to do so) and the rockets are 1100 u/s, so no chance. (in case you wondering, i did a ~650 u/s recovery there).
All the others are debunked yes, but I'd like to recall on 3:12 Observe how at 2:39, Trit prefires the wall into a bhop for a pb using the wall. I'm talking about that, but at 3:12. You would enter the fall by slowing your descent such that: You can prefire below, and you are still not falling fast enough to go out of control while recovering. When the time is right, you stop recovering(or staying high, in this case) and just fall down into your prefire. I'm not asking you to catch your prefire like some sort of intended sync rampshot, I'm asking you to drop down into it. Afterwards, jb pb into the end.
rip linuxbug :(
im going to explode if there is a línuxbug strat on this map
@@Tritibellumyah, u can nuke prelast, lost at the very least 12 secs without it
linuxbug is not real and i will apply tempus admin to remove any times that use linuxbug even if the mapper intended it
@@BiblemanTF :c
@@BiblemanTF actually thinking about the bright side, it would only work on linux servers (floating point error)
so it wont work on the TAS (since it's a windows server)... but sub 4:50 would've been possible with linux :/
nice wallpogos man, really good stuff, keep it up
jump 2 already blew my mind, hoooo boy :D epic stuff
Triti certified movement
think this might be cheated 🤔
yeah i used my dad's car to do it idk if thats CHEATING..........
@@Tritibellum reporting you to waldo right this second
time could be saved by increasing the power of your rocket to do 100 damage
on a serious note, i can theorise a few time saves if you're willing to do a part 2. Otherwise, this'll just serve as a remarks comment.
Keep in mind I have not played _squared, so if there's an invis wall or a nonade im not sure of, do tell
0:33 just rocket jump up for more zvel as opposed to climbing
0:53 fairly slow horizontal velocity... should enter into this by sacrificing a bit of initial horizontal speed for very low falling speed for an overall more consistent hvel
3:12 either eb or enter into this with high zvel such that you can prefire at the wall at the bottom while recovering, then fall down into the prefire to pb. Shoot at opposite side wall for best angle obv.
4:46 why did you choose to bhop here? surely time could be saved by jumping low on one rocket?
anyway beautiful showcase
@@dashyz3293 At 33 you can see that there is a semi-transparent grey wall in the way, that's why he needs to go low to not bonk it, and then climb.
For 53, I think you mean vertical velocity and I think the reason he did it like that was so he would catch on the wall as low as possible.
3:12 I don't think I fully understand what you're insinuating with this one, but I don't think you can pb at the bottom of the big downwall, and you'd have no way to catch upto a rocket while doing wallpogo.
4:46 You can only shoot the side part of the orange, it's nonade until you reach the turn.
@@dashyz3293 there is kinda alot to improve but i think sub 5 is already good enough
• the syncs are kinda meh and i could save a bit more time with better wallshots/prefires on the maze
• i think i could save alot of time if i didn't do recovery on prelast and get there with a bounce, but idk
anything else is already quite hard to improve and only would save a half second or something. im guessing 4:55:xxx might be the perfect time for the map but im not too sure.
(edit: you can get sub 4:40 with the linuxbug strat, if playing on a linux server)
also zagrfire already debunked everything you said, the recovery cannot pass 1000 u/s (and it would take an imcredibly longer wall to do so) and the rockets are 1100 u/s, so no chance. (in case you wondering, i did a ~650 u/s recovery there).
All the others are debunked yes, but I'd like to recall on 3:12
Observe how at 2:39, Trit prefires the wall into a bhop for a pb using the wall. I'm talking about that, but at 3:12. You would enter the fall by slowing your descent such that: You can prefire below, and you are still not falling fast enough to go out of control while recovering. When the time is right, you stop recovering(or staying high, in this case) and just fall down into your prefire. I'm not asking you to catch your prefire like some sort of intended sync rampshot, I'm asking you to drop down into it.
Afterwards, jb pb into the end.
@@dashyz3293 you can't jumpbug unfortunately, nor do a texturebug/linuxbug there (i think)
the teleport height is different than others (it is 33 hu)
that was a lot of fun to watch
wall
Great tas