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  1. Since I like TDM movement model quite much, I've spent some time on figuring out relationships between player abilities (running, jumping, crouching, mantling) and object placement. In short, you can design pathways in your map to feel more dynamic and pleasant to traverse. This short section shows that player movement model is smooth and snappy enough to allow for speedrun or time trial sections. It looks a bit abstract, as most of the environment pieces weren't replaced by models, but that was the plan. Let's pretend most of the white ledges are pipes Also feel free to use this video if anyone at TTLG starts talking things like "TDM is too clunky", "Thief movement is superior", etc.
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