# Essentials

SS5_ABuffZucchini_StaticShift5= Vivid Abyss
SS5_ABuffZucchini= Vivid Abyss
SS5_ABuffZucchini_StaticShift5_A_start= Overconfidence
SS5_ABuffZucchini_StaticShift5_B_00= Technical Difficulties
SS5_ABuffZucchini_StaticShift5_C_00= Celebration
SS5_ABuffZucchini_StaticShift5_D_00= Sunk Cost Fallacy
SS5_ABuffZucchini_StaticShift5_E_00= Out of the Blue
SS5_ABuffZucchini_StaticShift5_F_00= Point of Reference
poem_SS5_ABuffZucchini_StaticShift5_A= grand:maddyphone:master



# CP 1

SS5_ABuffZucchini_FallingBlock= It's possible to land on a falling block, jump off it, and quickly do tech off of it before it falls.
This can be useful if you don't have a dash before you land on it, otherwise it's usually more convenient to just do the tech normally.


SS5_ABuffZucchini_DreamHyper= Dream blocks give coyote time when you leave them to allow for dream jumps.
However, you can also hyper out of them! This is easier with a demo but works fine and has been tested without one for the whole map.
You can do a hyper left or right, as long as you didnt enter the dream block from an up or down dash.
Entering the dream block while crouched prevents you from being able to hyper out of it, so... don't do that if you need to do a dream hyper afterwards.

SS5_ABuffZucchini_Demohyper= Doing a demo in place of a regular dash for a midair super setup lets you get a hyper.
This is used a lot throughout the map so I recommend a demo bind for it unless you're weird or something.
Reverse demohypers are also possible.

SS5_ABuffZucchini_KeyA= There are several keys located in the map, based around different kinds of movement that wouldn't fit as well in a regular room.
Keep an eye out if you enjoy a variety of grandmaster gameplay...



# CP 2

SS5_ABuffZucchini_Cornerkick= So essentially what you need to do here is jump off the bottom of a wall, it works best when you're moving slowly, and usually doing a diagonal demo.
If you don't hold a direction while doing the jump in a cornerkick, you will get a neutral, which will prove useful in some situations.
For all intents and purposes this tech is just a walljump but the setup is more particular, sometimes you don't even need a dash to perform one!

SS5_ABuffZucchini_BufferClimb= In order to not activate entities like falling blocks, you are sometimes able to do what is called a "buffer climbjump".
If you are moving upwards, or are currently dashing, do a climbjump and it shouldn't cause the blocks to activate.
Since a climbjump should move you upwards, you can chain these climbjumps to quickly climb blocks without activating them.
There is more nuance to it but said nuances aren't really relevant here so for the sake of simplicity I won't explain them.

SS5_ABuffZucchini_DDJ= This is probably the least intuitive tech in the map; you can jump twice out of dream blocks, by pressing jump both before and after you leave it.
These can be used for distance, but they can also be used to slow down faster, which is most of its use in the map.
To do this, dream double jump while holding in the opposite direction.
I recommend using two jump buttons; press the first jump button before leaving the dream block and then press the second one after leaving it.



# CP 3

SS5_ABuffZucchini_CrouchClimb= Because you keep a crouched state while moving upwards, in any scenario where you could do a buffer climb, you can also do "crouch climbs".
Certain actions also don't remove crouched state, for example hitting springs, or Kevins.

SS5_ABuffZucchini_DoubleHit= Hitting the bottom of a spring will give you less height than hitting the top. 
In some cases, it's required to hit the spring a second time by dashing into it again after hitting it once.

SS5_ABuffZucchini_crystalgardencheese= Ok so here's a hint because it's kind of obscure. (skip cutscene if you don't want the hint yet)
You'll need to start the room with a crouched climb somehow, and end the room with a midair super.

SS5_ABuffZucchini_hii= Oh, also just wanted to say if you got this far then congrats! It's not easy.
Hope you're enjoying it so far!



# CP 6

SS5_ABuffZucchini_OOM=
Alright so quick run-down of the mechanics in this room:
Jump Blocks toggle when you jump; nothing too complicated there.
The only other notable difference between Jump Blocks and Cassette Blocks is that you can't do Cassette Boosts on them.
Green Springs are a bit less intuitive: Your trajectory is affected by the velocity you hit the spring at, and also takes the direction you're moving into account.
Basically, hit the spring fast and you go faster unless you hit it head-on.
Finally, the Quality of Life mod "Peter Kevins"

SS5_ABuffZucchini_AIP_enter=
[BADELINE right normal]
maddy
where the HECK are we
[MADELINE left sadder]
I don't know either...
[BADELINE right normal]
god this place looks jank
have fun lmao

SS5_ABuffZucchini_AIP_farewell=
[MADELINE left angry]
You know, you could at least help me.
[BADELINE right normal]
no

SS5_ABuffZucchini_AIP_end=
[MADELINE left sad]
That was exhausting. 
[BADELINE right normal]
this is why you dont let goose make a guest room imo



# Credits

SS5_ABuffZucchini_Music= None of the music in this map was made by me! Vivid Abyss uses tracks by the following artists: (in order)
Mike Morasky, Scattle, neozoid, DM DOKURO, Salvati, Waveshaper, Waterflame, and Lifeformed.
The map probably wouldn't even be finished if it weren't for artists like these giving me something to listen to while I make impossible gm gameplay :)

SS5_ABuffZucchini_Playtesting= Huge thanks to the following people who playtested Vivid Abyss:
a jojo weeb for playing through the whole map and giving feedback on what felt wrong or too precise.
Bred for double checking all my tutorial dialogue and giving feedback on the first checkpoint.
Gamation for playing a few rooms here and there out of spite every time I said something was difficult.
Kazt for giving in-depth feedback on the first and some of the second checkpoint.
Skqw for giving feedback on one room :wholesome:

SS5_ABuffZucchini_Helping= Huge thanks to the following people who directly contributed to creating Vivid Abyss:
Asgord for a couple of the sprites I used, and for creating Neon Berries.
goose! for implementing almost all the music and taking the time to fix small issues afterwards, while I was unable to do it myself.
IceCream for the Chinese translation!
OkNano for one decal (the best one)
ricky06 for coding the custom Zip Mover reskin and Static Particle Dash Block for me, and revising the latter countless times when it needed changes.
Skqw for some decals.
Yoshachobi7 for the hi-res heart sprites.


SS5_ABuffZucchini_MoonBerry= Also, credit to the mappers who made some of the maps the bonus checkpoint wouldn't exist without:
Appels, Scribbles Jevson, Skqw, and myself.
And of course, the two guest mappers for said checkpoint; Kazt, and goose!, who made rooms 3 and 6 respectively.

SS5_ABuffZucchini_Zucchini= ... and huge thanks to you, for playing this map! I hope you had fun.
It's been a fun journey shaping this map to be exactly what I wanted it to be, it was never going to be this long when I originally started it.
Many ideas were scrapped, like the addition of teleport crystals, or the full endgame contest map checkpoint; I'm glad this is the way the map turned out!
Now I can go back to making 3 room maps :maddyphone:

SS5_ABuffZucchini_FillerText= Welcome to the credits room!



# Stuff to come later