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Lunar Ruins

A Map for Celeste

Updates

Version 1.7.0 16d
  • Addition Now requires Shroom Helper mod
  • Improvement The last two rooms in chapter 2 have completely changed and double cornerboost is not required anymore
  • BugFix Watchtower works well now in the last room in chapter 2
  • BugFix other minor changes
Version 1.5.0 1mo Tweak Addition2 Version 1.4 1mo Amendment Version 1.2 1mo Amendment Version 1.1 1mo Addition Removal
This is a pack of challenging maps for people who have completed all vanilla maps and sides.
It is final version and I don't plan to add more chapters.

The maps contain:
- custom music (only  chapter 1)
- about 30 rooms (in one chapter)
- checkpoints
- Crystal heart = end chapter
- no secrets, no berries
- no cassette tape (no b-side or c-side)
- no story
- very very linear maps

- Chapter 1 - Space Ruins - requires most technical skills (see below)
- Chapter 2 - City in the moon -  a map that utilizes zip movers
- Chapter 3 - Temple of the moon -  a map that utilizes swap blocks and red boosters

The difficulty increases as you progress on the map, starting from B-side through C-side ending with D-side (final room is probably E-side), and requires skills like: WallJump, WaveDash, HyperDash, ReverseDash, SuperJump (or DashJump), UltraJump, NeutralJump and more.
Demodash and Spikejump is not required.

Two mods are required.
FrostHelper and ShroomHelper

Sorry for my english.

Requirements

Dependencies and prerequisites required to use this Map

Files

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  • I hated wall bounces before this map.
    Now after this map I am better at them!

    I hate them even more now.

    Great map!
    Bananite
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  • fishtank_underflow avatar
    fishtank_underflow Joined 2y ago
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    access_time 24d
    Please remove the last two rooms in "City on the moon"! Replace them with easier rooms, or just move the heart to that 1d room, whatever. Just remove those two!
    Cornerboost is not used in ch1 therefore it's a bad idea to suddenly introduce them in ch2, let along a double cornerboost. And there are also other unintuitive movements coming out of nowhere.

    I absolutely love ch2. If you're on discord you'll know that this is now my favorite map excluding the two last rooms of course. The fourth last room (the one with bhop and ultra) is genius. It can be a fitting ending to the whole map.

    tl:dr remove them
    Badelite
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  • canadianclimber avatar
    canadianclimber Joined 8mo ago
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    access_time 25d
    I have only played a chunk of chapter 1 and I do expect I'll finish it but it's getting to be a real grind.  

    lunar ruins is a fun map with some good ideas but would have benefited greatly from play testing and editing. I don't know if it needs more screens to break up the ideas or just more techniques to break up some of the ideas but basically every room for the last several times has been a fuck load of mid air supers and a ton of wall bounces.. and generally the worse the setup for the wall bounce is the more height you're required to get from it. these are the kind of difficult screens that are more frustrating to grind than most 9d ones since 9d is more like different ideas that require high precision but once you kind of figure out the idea and a setup you're good to go this is just ilke do 10 mid air supers / wall bounces but do them perfect. I do appreciate the flow of the screens and they are fun but they get very very samey where it feels really identical but then in one screen I boost off a moving switch gate, or do something with a spring on a falling block but the rest of the screen is identical to the last five.
    Bananite
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    fishtank_underflow Joined 2y ago
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    access_time 1mo edit 1mo
    Some suggestions:
    1. Put some lookout blockers, add more watchtowers
    2. Make your map's cover image on gamebanana more attractive, swapping it with the gameplay image of chapter 1 core part for example
    3. Nerf some tight gameplay to make gameplay flow better. For example a few switch gate platforming in ch1 is harder than similar gameplay in 9D.
    As for the slightly puzzly part, I really like some mini puzzle solving and setup finding during challenging gameplay.
    Badelite
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  • Ezel142 avatar
    Ezel142 Joined 8mo ago
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    So far I've only played the first chapter and from what I've noticed it seems to have a lot of potential to be a good map, however it struggles with one major issue that makes the overall experience not very enjoyable for me. This map is meant to be challenging which I understand, and I love a good challenge, but unfortunately here it feels like it often tends to restrict the player's moveset by having a lot of awkward setups that aren't very intuitive to perform, sometimes requiring the player to do then in an exact way, which feels really out of place and adding a bit of artificial difficulty into the map.

    For me the map felt like it was finished but during playtesting some parts were buffed, making the overall difficulty balancing pretty strange. I don't know if you had playtesters doing that for you, and if not, I'd highly recommend getting some (there's a channel dedicated to feedback in Celestecord). I think the map has a lot of potential to be actually really good as it has some decent visuals and it looks polished visually, but the gameplay is very deceiving, where the map is a lot tighter than it was supposed to be.

    I haven't played through chapter 2 and 3 yet, and I might try these out, and I'll see if they're an improvement or not. For now, the first impression might be a bit offputting, even for experienced players. If you need any sort of feedback or help with playtesting, I'd highly recommend using the modding_feedback channel on Celestecord.
    Bananite
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Credits

Key Authors
Tomonn
map making

Submitter

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Tomonn Joined 1mo ago
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Tomonn
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Category

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Details

Version
1.8.1

Attributes

Textures
Default
Development State
Final
Size
Large
Environment
Space

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