Time for turtle...
Time for extreme trial...
Time for World's Demise !
This is a really hard turtle trial, coming from tmnf and adapted by Wasker and me to tm2 with some changes described below. It can probably be called "extreme trial" since it's one of the most challenging map of tm2
Here you can watch the original map GPS :
https://www.youtube.com/watch?v=BZqbzYueGMc
Here is the tmnf map, by Jurajojo and Wasker :
https://tmnforever.tm-exchange.com/main.aspx?action=trackshow&id=6957374#auto
--- Hall of Fame ---
Wind : Finish (2h19min32)
Korch : Finish (2h41min53)
Arsolight : Finish (4h37min13)
Lain : Finish (7h58min04)
Narcor : CP4 (~1h+)
Brandom : CP4 (~1h30+)
Pieton : CP4 (~4h+)
Rolgun : CP1 (~4h)
Lamartifice : CP1 (~6h)
(the '+' is the time needed to reach first CP from the start that is not included in total time)
--- Changes from tmnf to tm2 ---
(note : "forcer" will be used to indicate the one wheel trick that forces turtle since it's the most used in the map, even if other turtle forcers are used)
- CP0 : unmodified
- CP1 : A roof is used instead of the glitched blue ledge (on tm2) for the forcer
We added little blue ledges since neither Wasker nor me were able to do the trick, we just got close. It seems possible, but we prefer adding some blocks and not take the risk to make the map unfinishable.
- CP2 : unmodified
- CP3 : longer pipe to avoid an inconsistent jump on tm2 pipe
- CP4 : unmodified
- CP5 : unmodified
- CP6 : replaced first forcer with a flat blue ledge since it was really inconsistent
- CP7 : removed the forcer after cross rails, while testing Wasker got too much speed and just bumped on the block without getting the trick, so some cool stuff were added after these cross rails with a different forcer :^)
- CP8 : since it is not possible to turtle on grass on tm2, a blue floor was added. Besides, flickering was made by blue ledges on blue ground (and flickering makes you loose turtle after a few balances), so they were lowered underground and other ways got cutfixed
- CP9 : unmodified
- CP10 : unmodified
- CP11 : unmodified
- CP12 : unmodified
- CP13 : unmodified
- CP14 : unmodified
- CP15 : glitching under the flying dirt block was extremely kacky on tm2 (cuz forcer is a bit different), so now there's a normal flat block (and need to do a little trick on cactus grass)
- CP16 : unmodified
- CP17 : lowered finish by 1 block since it was not doable on tm2 because of zeppelin model difference with tmnf.
That's all ! A huge GL on this map
(of course, author time is not legit
)