One Day I'll Belong...
... to that upper echelon of mappers whose names work as seals of approvals. Whose names stand not only for quality, but for some unique quirk that they bring to the table.
This is a dream, of course, but whose to say that this will never come true? Well, maybe I myself might bring me down to earth, because I know how quickly I can lose interest. Anyway, this map was designed with the idea in mind to be popular. To be accessible while also offering a line that pros might want to hunt. That's why it focuses on turns that everyone can make. That's why I made sure that visibility is not affected by asthetic choices.
I can easily say that I did not fully reach that goal, however. For accessibility, the speedcheck in the beginning might deter beginners away from this map, at least in a COTD setting. On the other hand, I am not sure that every turn is calculated such that faster players can ride them in a satisfying manner.
Anyway, including grass platforms of course is a nod to the everlasting presence of grass-COTD maps. Maybe some of that surrounding hype of the "low-skill masses" can translate onto this map? For scenery, I might have gotten a little overboard here and there, but I wanted people to see how much time I spent on carefully crafting it, even the parts you usually don't get to see.
Even if this is not a breakthrough map, I still learned a lot about how to keep a route interesting while focusing on accessibility.