Man I absolutely love 99% of this map, the tileset and backgrounds are awesome and the main mechanic is so fun but man that last screen is such an absurd difficulty spike. Spent an hour getting through everything and then 3 hours on just that screen alone, my fingers were hurting by the end it's so stupidly input dense and half the time the propeller blocks just wouldn't line up right for seemingly no real reason.
Idk why this map has a bunch of hate comments. The propellers are super consistent, and this map flows extremely well. You'd expect the hate comments to be on maps like madeline the bubble, which does actually have a jump which is basically random.
Love this map! has a really great flow. I struggled with the last room a lot, esp the part where you have to throw the block backwards and then bunnyhop forwards, but the process of routing my way through was really satisfying!
this map is actually so unbelievably frustrating with how absurdly tight everything feels, ive gone into this collab refusing to skip anything and there have been a few rooms that have really tested my resolve (this and plasma reactor's last rooms, as well as the entirety of the tower xvi) but this one's last room is so horrifically irritating with how everything has to go absolutely perfectly or else you just die because the propeller block was one pixel too far below you for you to grab it or something
Played this level today, really love this level, probably my favorite in the collab so far, the throwable juggling is very smm kaizoesque. I may silver this myself soon!
This map made me start using a demo button. I'm really stubborn and have been doing demos manually, but I just could not get the dream hypers for some reason. I now have dash as "x" and demo as "s". Also that last room murdered my fingers
I noticed you demo dash to hyper out of pipes was this taught anywhere? I was struggling a lot to get the hyper but the demo seems to make it more consistent. Is it the same as dream hypers with the 4 frame window?
I would assume it's similar to dreamhypers, but I wouldn't know the exact differences if there are any. Using demo dashes makes dreamhypers more consistent for me and the muscle memory just carried over for these pipes
This map was the firs time I've gotten truly frustrated at Stawberry Jam. It's a fun map, fairly well designed, but the propellers just aren't consistent, or at least don't *feel* consistent. The other maps I've played so far in expert have taken my 5 hours maximum, this one has been 8 hours, with 2 of them on the second to last room because I just kept getting too little height from the propellers when doing basically the same inputs (as far as I can tell). Obviously they are actually consistent if you do the same inputs, but they feel frustrating to me, and I ended up skipping the last room after spending multiple hours on it just for the sake of being able to do the Heartside later
If you struggle getting consistent height during regrabs, if you delay your grab (i.e. not buffering and grabbing it first frame) you get more height during the regrab. Also final room can be a bitch, it's quite a difficulty spike compared to the rest of the map. Tho I'm just sorry to hear you had a terrible experience with it.
Man I absolutely love 99% of this map, the tileset and backgrounds are awesome and the main mechanic is so fun but man that last screen is such an absurd difficulty spike. Spent an hour getting through everything and then 3 hours on just that screen alone, my fingers were hurting by the end it's so stupidly input dense and half the time the propeller blocks just wouldn't line up right for seemingly no real reason.
Idk why this map has a bunch of hate comments. The propellers are super consistent, and this map flows extremely well.
You'd expect the hate comments to be on maps like madeline the bubble, which does actually have a jump which is basically random.
Love this map! has a really great flow. I struggled with the last room a lot, esp the part where you have to throw the block backwards and then bunnyhop forwards, but the process of routing my way through was really satisfying!
yea this map has insanely good flow
this map is actually so unbelievably frustrating with how absurdly tight everything feels, ive gone into this collab refusing to skip anything and there have been a few rooms that have really tested my resolve (this and plasma reactor's last rooms, as well as the entirety of the tower xvi) but this one's last room is so horrifically irritating with how everything has to go absolutely perfectly or else you just die because the propeller block was one pixel too far below you for you to grab it or something
Played this level today, really love this level, probably my favorite in the collab so far, the throwable juggling is very smm kaizoesque. I may silver this myself soon!
brings back to those awesome clear pipe juggling levels in smm2
This map made me start using a demo button. I'm really stubborn and have been doing demos manually, but I just could not get the dream hypers for some reason. I now have dash as "x" and demo as "s". Also that last room murdered my fingers
I love this level but this last screen is killing me man help 😭
you can do it !!!
I noticed you demo dash to hyper out of pipes was this taught anywhere? I was struggling a lot to get the hyper but the demo seems to make it more consistent. Is it the same as dream hypers with the 4 frame window?
I would assume it's similar to dreamhypers, but I wouldn't know the exact differences if there are any. Using demo dashes makes dreamhypers more consistent for me and the muscle memory just carried over for these pipes
Very impressive stuff
Doing a dryper into a propeller box is so hard....
This map was the firs time I've gotten truly frustrated at Stawberry Jam. It's a fun map, fairly well designed, but the propellers just aren't consistent, or at least don't *feel* consistent. The other maps I've played so far in expert have taken my 5 hours maximum, this one has been 8 hours, with 2 of them on the second to last room because I just kept getting too little height from the propellers when doing basically the same inputs (as far as I can tell). Obviously they are actually consistent if you do the same inputs, but they feel frustrating to me, and I ended up skipping the last room after spending multiple hours on it just for the sake of being able to do the Heartside later
If you struggle getting consistent height during regrabs, if you delay your grab (i.e. not buffering and grabbing it first frame) you get more height during the regrab.
Also final room can be a bitch, it's quite a difficulty spike compared to the rest of the map.
Tho I'm just sorry to hear you had a terrible experience with it.
@@cattastic212 I'll probably go back to it in time, I think I'm mostly just frustrated with it on first play ¯\_(ツ)_/¯