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This is the 100% intended way run of The Hadean.
I hope Konde is pleased enough by this to talk to me again (meme but can you put me in the hall of fame tyvm).
Hardest cps by increasing difficulty (excluding cp9):
easy: CP7-CP4-CP6-CP1-CP5
medium: CP3-CP0-CP11
hard: CP10-CP8-CP2
estimate, with the actual times in brackets:
CP0: 0:50 (~0:15)
CP1: 0:15 (0:02)
CP2: 2:30 (2:56)
CP3: 0:40 (0:05)
CP4: 0:15 (0:09)
CP5: 0:30 (0:05)
CP6: 0:20 (0:07)
CP7: 0:10 (0:07)
CP8: 1:15 (2:34)
CP10: 1:15 (0:41)
CP11: 1:00 (0:16)
=9:00 (7:17, counting CP0)
Well well well, what is there to say after my original alt vid? This was easier than anticipated, mostly due to the fact that no cp skipped in the alt is harder than CP2. CP1, CP3, CP4, CP5, CP6, and CP7 are free. CP0 is fine, the bounce is ok. CP11 is just one weird pipedance, so it's fine as well. CP10 is a bit more annoying. Back when I did alt, CP10 was imposs for me, now it's pretty doable, the end bounce isn't that bad. Moving on to CP8. CP8 is the "new" CP I anticipated as being the worst, and it is! I was way over estimate in my run because the landing on the last blue wall is actually harder than what I thought, I probably failed it 5-6 times, with 2 bounces off the front edge of the wall. The first bug is actually decent when you know how to get it. The wall transition obviously doesn't work, it's just position yourself to the left to have a chance at no bug and full steer right to have a chance at landing on the castke (biunc), it's just RNG farm. I'm glad I OS'd the last fence bounce.
I'm gonna take a moment, once again, to express my hatred for CP2. If you looked at the estimates and the actual times, or if you remember my original video, you probably noticed that I have done easy CPs really fast, and that I overall improved my trial skills, since september (it's been 3 months!). My original time on CP2 was ~4h40. Does 2h56 seem like an improvement to you? Well certainly it is, but a tiny improvement, compared to the rest, and considering how much I've played since the original run. My theory on why this improvement is so small is simple, this CP is mostly random. I have already pointed things out like the first bounce and the fence bounce. But I discovered there is something very subtle that is the reason this CP does not work. When building, Konde built landings on a blue wall. But, sometimes, he wants to start the next jump on a higher blue wall. So he just connects the 2 walls with a blue wall transition. Simple! The problem is, every time you see this in the track, you cannot make whatever jump is next by taking speed only from the higher blue wall. You have to start BEFORE the blue wall transition. And this ladies and gents, changes everything. It's very hard to actually estimate and control the speed you get after that transition. I have lost track of how many times I've failed the last trick due to this, and how many times I've failed the blue wall to platform. This is something I didn't even notice on my original run. I'll go even further in my critique. If you carefully avoid every mistake this checkpoint makes, you can be certain, in my opinion, that you are making a good trial CP. CP2 uses random tricks, it is too long, it has blind or semi-blind jumps, it reuses tricks/blocks that already exist in the track/CP, it's just not fun.
No, I do not like this track very much, it's very frustrating and completely unbalanced. I hope this was the last time I launched this track. At the end of the day it's just a trial, right?
Track link: tmnforever.tm-exchange.com/ma...
Hardest trials list by Nixion : tmnforever.tm-exchange.com/ma...
Shout-outs to Kitty and Sokko
CPs timecodes:
CP0: 0:00
CP1: 0:54
CP2: 1:30
CP3: 3:00
CP4: 3:56
CP5: 5:00
CP6: 5:58
CP7: 7:03
CP8: 7:53
CP10: 9:08
CP11: 9:44
blablabla music comes from original recording contact me for names bye
beep beep