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mostly true but sometimes theres not enough space for a truss or just designwise a ladder will fit better in some circumstances. That and the raw satisfaction of going around a 1x1 ladder is absolutely unmatched but still trusses > ladders as a rule of thumb.
Personally, i dislike the shift towards heavily client object based towers. I get that they can be useful to make certain things happen, but i dont want every other jump to be a client objects that i need to stop and process for 5 seconds. I came to this game to be challenged, not to get blasted with a billion client objects
same and also for me my pc is just slightly bad which means most towers in every area released in the past year is borderline unplayable because there are like 1 million moving objects
When making gp, I have a habit of ignoring client objects and I end up basically making tiered obby gp. It blows my mind how much creators are thinking about client objects CONSTANTLY.
16:00 As a tower builder, you can actually make them not ricochet by adding an actual limit to the X-Pusher (which basically defines how far an X-Pusher goes), usually if it ricochets that means that the X-Pusher bounces off of an object. But for Curved X-Pushers I don't think there is way to stop them from ricocheting since you need a wall to stop them. Also this is the first vid I've watched from you and I gotta say they are REALLY entertaining lol, I subbed
curved X pushers can be limited too (by angle), its just that a normal pushplatform has LimitsEnabled on by default in it's PrismaticConstraint, while a HingeConstraint's simply need to be enabled
I agree on the part about not being able to play JToH without guides. Some of the towers I’ve played have these wacky client object sections that they can’t be bothered to explain, so I have to look up a video to understand how to do the part without getting stuck for an hour or, worse yet, losing tons of progress. And unlocking sub realms can take forever without a guide because the game loves to make them super secret secrets that are only given cryptic hints on how to find them.
I agree with majority of what is said in this video. But here is what i want to point out: 1. I dont feel like todie is overdecorated, as there is a ldm, the gameplay is good so that design doesnt rule over gameplay, and it looks very good. However, I can see how overdeco can get very annoying if it is unoptimized. 2. Not enough sc options has been a problem for a long time, but i feel like it has become much easier to choose an sc grind these days, especially since todie exists, fixing the big gap between the low end and the higher end catas. i think the only big gap in difficulty is coiv to tosf, but there isnt really a good high unreal to put there. 3. The gbj, instakill, and final outside points are just something you get used to when you get really good at the game. If u play toer and tocp a lot, you will barely feel any emotional pain losing lots of progress, it is just a norm. However loopfailing still is annoying and forever will be.
The last point actually made me think a little. The latest towers that I really enjoyed the most were those that introduced checkpoints of some kind of had a lot of teleporter nets (so basically stuff like CoHaD). I wonder if this new theme of not having traps actually just doesn't work with the old tower formula, which is just starting to feel "outdated." Modern JToH is a precision platformer, and Classic JToH is a rage game.
9:38 there’s this one wedge ontop of a part in SoTP (at the end of floor 2) that could literally wedgefling you back to the start if you weren’t careful
20:22 Speaking from my own experience, it used to be posible to get really consistant at the glitchwraps with a proper strat and positioning i feel like those who say that ToGaH was RNG is because they didn't get to fully understand how to manipulate the glitches used in there (even the jump from 20:31 becomes consistant if you know how to manipulate the corner clip properly)
Another problem : the sheer amount of ping you can have in some towers just make them unplayable. And I also got disconnected in ToCaS at the end, which sucks tbh.
I compiled a list of every single jtoh tower difficulties and I am telling you no one can calculate a tower's difficulty to 2 decimals that accurately, even to 1 decimal is reaching. Here are some examples: - PAT's difficulty changing from 1.54, to 1.55 then back to 1.54 - ToFC(M) being exactly 0.01 easier than ToA - R5TR and R8TR jumping from remorseless to extreme difficulty - ToGF's difficulty changing from 11.07 to 11.17 for no reason - ToRER is exactly the same difficulty as Z8TR Difficulties are SUGGESTIVE
Exactly, this is why my fangame just has 5 sub-tiers: Bottom, Low, Mid(dle), High, and Peak. And even then people are arguing about the difficulty of certain towers!
I agree with number 18, as someone who has not beaten a soul crushing, it can feel extremely annoying when someone constantly acts like something such as ToDC is "free," when in reality it is extremely unforgiving and frustrating. There is a reason why those towers are soul crushing, because they are hard as hell, that is the whole point of those towers, so it is annoying to constantly hear these towers being called easier than they actually are.
another point is the togah trail being straight up removed sure you werent able to get it after the corner flip patch, but theres been a large amount of times where cosmetics have been unobtainable for long periods of time. think the laruam backrooms death effect which is STILL broken, the tosa secret ending trail, and event cosmetics in general. i never got it myself due to being bad at the game when it was still available, but its still stupid to hear that many people's work into beating such an rng based tower at the time was just voided because "we can't check if the player has beaten togah before the cc patch" (from synnwave) i swear at one point after the cc patch was added, there was a new badge added for togah for people who beat it after corner flipping was added so people could keep the trail, but i guess not???
well this synnwave person is clearly wrong because the roblox badges v1 api has a function called "awarded-dates" that tells you the date you got a badge. all you need to provide is a user id and a badge id (2124457933 or 2125383949 for ToGAH). it said I got my badge exactly on 2021-01-17 at 21:47:14. there even is a roblox extension called BTRoblox that uses this api to automatically add award dates to all the badges you've earned on a game's page. the development team has no excuse for removing the glitched trail because I estimate that fixing this problem would take less than an hour by just adding a little code that checks if they had the badge before cc patch.
22:47 oh hey it's ToMS. i don't wanna get too deep into this tower's history, but here's some fun trivia: - back in 2019 i made it as my first collab tower. i remember announcing it in the server and looking for people to audition for it as if this was some grand event. besides fran, burgchin, and joao, n4_3 also applied to join, but didn't make it in. - this tower was originally going to be called Tower of Crazy Shapes, but we decided Mad Structures would be a better name since it was mainly the frame that was crazy in shape, so to say. - lightsynth overrated the hell out of this tower lmfao. he gave it a 29.5/30 which is ridiculous even for 2019 standards. this tower is pretty nostalgic for me to look back on and brings back fond memories of my time in the JToH community in 2019, which was the only year i really participated in it. after i released ToIII in 2020, i haven't really made anything besides ToII, which is a very small project itself. i do wanna return to building towers though and have plenty of tower concepts i want to get started with, especially the ToIII revamp and its planned sequels. i do think i'm gonna make that return sometime this year, and really get started in 2024. anyways this has been a small ramble of mine, dunno how many people will see this but hopefully i can stay true to this comment. i haven't been very good with promises for the past few years...
Personally I think I would relate with number 2 because when I try to play Jtoh it just crashes immediately for some reason mainly because I am playing on terrible device
ToBT is the worst offender on final outsides. The tower is like mid rem without it, but NOOO, LETS MAKE A HIGH INSANE FS THAT YOU CANT CATCH URSELF ON TO ARTIFICIALLY BUFF THE TOWER TO LOW INSANE
6:10 im grinding ToBK rn and it was going well until i got to floor 9 lol and then i loopfailed the same few jumps for 40 minutes until i fell all the way down, and kept doing it in other runs even after practice
3:54 I failed the final pusher of ToIF after doing exactly what the basic instructions told me and then proceeded to do it 2nd attempt in the worst possible way imaginable (first-person facing forward) and got it first try. I feel bullied bruh :(
21:34, I completely agree. One of my friends got a tower on the whitelist but it just never got in. And this happened a year ago. Why are curators so garbage these days😭
8:18 ok let me be honest. Wouldn't you be able to find the cps if the tower model was there? I mean, maybe remove them but what if there's one tower that they forget to get rid of the cps of the model?
no, checkpoints arent parts of the models. first the devs insert the towers without the cps, and then add them afterwards so they arent part of the model
7:27 yeah i failed ToAI the final bit because the elevator didn't catch me, i was like '1200 studs above instakills' and just fell through the elevator 13:54 an invisible barrier is a prime example of this here
one thing that bugs me about jtoh towers are when towers overuse puzzles. personally, i dont like it when i want to play an obby game and run into a shit ton of puzzles instead.
4:01 They just HAVE to ignore the sign and follow the chat. Have you heard of the phrase "Don't trust everyone"? I know I'm not one to talk, because I am very trusting, but...come on, man. Follow the instructions. The creator placed them, so it's the intended and obligatory choice to make. 8:51 Agreed. ToAD is Low-Mid Medium, but to me, it is Mid-Difficult. I coiled the tower from floor 5 onwards. 15:54 One of these is inside ToAD between floors 5 and 6, but it is never used again after that. 26:26 "MISCHEVIOUS, EVIL exploiters that hide behind ANONYMOUS MASKS and start hacking the servers..." That change in your voice when you said that was absolutely hilarious. Comedy Gold! 😂 Edit: I went back and beat ToPS and ToAD fully legit and have redeemed myself. From now on, I will never use a coil to beat towers again.
I don't get removing instakills and hard final stretches. They're usually in SCs anyway and that's the point of SCs - to be soul crushing. It wouldn't be nearly as fun if u could do all of them almost instantly. Plus no one said that SCs are something every player must complete.
You'll understand my point of view after you actually beat an SC. Again, SCs feel rewarding because they take a shit ton of work and time to do. If you fall because of stress, then you need to understand that stress control is a very important skill as well and you can definitely improve. It's like people stopped building Extreme Demon levels in GD because "they're too stressful/hard/punishing". Or any other rhythm/skill-based game. People will always keep trying to beat the "new hardest" and just because it does not happen instantly and sometimes takes weeks, months or even years to do doesn't mean it is bad. If it wasn't difficult you wouldn't feel happy that you beat it. Feeling of progress fuels your enjoyment and motivation the most. If that wasn't a true statement you'd most likely quit after ToA/ToM because they have shit gameplay. But you stuck around even though NOW you know those towers (ToA/ToM/ToH/ToR) are "bad". I guess what I want to say by that is you stuck around with the game because overcoming the hurdles when progressing from one difficulty to another is really satisfying. But jumping difficulties gets much harder the higher you are on the chart. You failed the final stretch and felt angry? Cool off your head and think about how a month ago you'd never even dream of getting that far in the tower you're doing. Realize how much you've improved. See that you're probably a few jumps away from winning. Look at how fast you can get from floor 1 to floor 5 and how consistently it happens. If you keep thinking about how punishing/unfair something is that's not gonna get you far. Hundreds of people probably did the tower you're doing. And for record I failed ToBK final stretch three times. I get stressed too. I rush and make stupid mistakes on outside final stretches. But I don't want to complain about it because I know for a fact that failing so much will make me way happier when I actually beat the tower after a while.
It’s bad if it makes up like most of the tower’s difficulty. If it makes up only like 33% of a tower’s difficulty but it’s still very failiable if you’re not careful enough (though still not RNG) and it’s not super duper long to the point where it’s basically an 11th floor at that point then I can accept that. It would still be annoying to fall on one tho and nothing will change that.
Another thing that kinda annoys me are the people who equip every boost item known to man before beating a tower to make their win message look big and flashy.
People who just say the acronym of a tower, how the the literal hell am I supposed to remember 300+ acronyms and sometimes even whitelisted or monthly towers. Here a quick challenge for people reading this, without looking them up guess the tower based of it's acronym 1. ToON 2.ToFG 3.ToEC 4.ToMMM 5. ToG 6. ToSV 7.ToSR
I have found a way to stop the gg on everything issue: when someone beats a tower, i say as much "g"s as the number of the difficulty. For example: Easy tower: g Medium tower: gg Hard tower: ggg Difficult tower: gggg Challenging tower:ggggg And so on
Hey Neodymious, if you're worried about JTOH:R I got some news. I played with the dev earlier today and he said that the game is basically in develpoment hell rn. BUT, the game has slowly but surely been making progress. I even got some footage of ring 1 on my channel if you want to see it. It should be uploading soon, I'll even premirere it.
wait a minute, i think i can describe a floor: a section of a tower, generally 100^3 in size, and defines what kind of tower the tower is (citadel, steeple etc).
that kinda falls apart at some towers, like overcoming hatred, since that towers one "floor" has an area of 4(100^3) studs, wich is 4 floors by your definition
@naggyed_1236 that was made before the "updated wacky frame rules" whatever that means, so it's kinda unfair to include it since the rules have changes
6:41 Good thing I’m too lazy to put ToDIE level deco in my towers. I just put some indicators for tricky jumps or confusing parts that might not be easy to sightread and some other random basic pieces of deco whenever I want to that are just there to make things look a little better.
9:00 believe it or not, songs being named this is some sort of way to bypass the roblox copyright system. (instructions to this are pinned in #tower-development which is why so many people do this) good video though
X-launchers being used rarely remind me of ToOH, it's like if the tower just wanted to be the "hey, i use those! i'm cool, right?" type of tower. Worse thing is that it's HARD even tho floor 8 and 9 exist. Floor 10 is completely free.
I agree with the fact that most JToH content has trash thumbnails, which sucks since for people that actually work hard on making them look good only to have them get 6 views is depressing and demotivating. Anyway uh nice video!
dude for 17 all of the tower in garden of eeshol and "paridise" atoll are pure examples of design > gameplay. all of these points so far are actually so vaild
I agree with 31. (Content creation) This game is dry ngl its really not great to make videos on (just cuz the game is about climbing towers) and everytime someone tells me to make a jtoh video I just zone out LOL
I personally thought ToAE was great. Because almost nobody around bottom extreme skill level is gonna take the blue path, pretty much the entire tower is punishing with some breaks, as opposed to ToBK being very forgiving until the sudden spike in cruelty at the end. Furthermore, I can accept there being a final stretch after floor 10 because floor 4 doesn't have any gameplay on it, and floor 7 (yellow) has very little gameplay on it, it still evens out to about 10 floors. Edit: This also feeds into the "definition of a floor is vague" thing mentioned later in the video. That's one thing that definitely annoys me, especially in conjunction with "A steeple is 5 *OR 6** floors" There are tons of towers that are either wannabe citadels (ToDD), or towers that think they can get away with having 11 or 12 floors just because they didn't put a frame around the last few floors (ToQT).
What about facing the wrong or sometimes even random direction every time you reset a tower? It's awful for speedrunning because you have to turn your camera 180 degrees and it might not even work, both of which are inconsistent for timing.
Hey man it’s awesome to see some quality jtoh content, Your a funny guy and this video covers alot of problems that alot of people agree with, but don’t feel they can say without being completely ignored. Keep it up this shit is awesome
4:14 i saw someone in literature desks comment section (or some video containing his completion) hoping that someone would beat it on 40 like will 40 fps one day be considered unlegit?
finally someone names the bias of this curators, i always see the verified builders getting their towers in and every new builder either gets whitelisted but their tower is never added or just get denied becausd the curqtors are overstrict and corrupt
i hate it when I can't tell whether or not a transparent part is non-collidable, collidable, or for a button
hi
Me be like:
Collideable: Normal
Non-collideable: Transparent
Button: Outlined
This why i watch guides of every tower i do
or an elevator
fr
75 things that annoy me in JToH
1. PARADISE ATOLL
2. PARADISE ATOLL
3. PARADISE ATOLL
4. PARADISE ATOLL
5. PARADISE ATOLL
6. PARADISE ATOLL
7. PARADISE ATOLL
8. PARADISE ATOLL
9. PARADISE ATOLL
10. PARADISE ATOLL
11. PARADISE ATOLL
12. PARADISE ATOLL
13. PARADISE ATOLL
14. PARADISE ATOLL
15. PARADISE ATOLL
16. PARADISE ATOLL
17. PARADISE ATOLL
18. PARADISE ATOLL
19. PARADISE ATOLL
20. PARADISE ATOLL
21. PARADISE ATOLL
22. PARADISE ATOLL
23. PARADISE ATOLL
24. PARADISE ATOLL
25. PARADISE ATOLL
26. PARADISE ATOLL
27. PARADISE ATOLL
28. PARADISE ATOLL
29. PARADISE ATOLL
30. PARADISE ATOLL
31. PARADISE ATOLL
32. PARADISE ATOLL
33. PARADISE ATOLL
34. PARADISE ATOLL
35. PARADISE ATOLL
36. PARADISE ATOLL
37. PARADISE ATOLL
38. PARADISE ATOLL
39. PARADISE ATOLL
40. PARADISE ATOLL
41. PARADISE ATOLL
42. PARADISE ATOLL
43. PARADISE ATOLL
44. PARADISE ATOLL
45. PARADISE ATOLL
46. PARADISE ATOLL
47. PARADISE ATOLL
48. PARADISE ATOLL
49. PARADISE ATOLL
50. PARADISE ATOLL
51. PARADISE ATOLL
52. PARADISE ATOLL
53. PARADISE ATOLL
54. PARADISE ATOLL
55. PARADISE ATOLL
56. PARADISE ATOLL
57. PARADISE ATOLL
58. PARADISE ATOLL
59. PARADISE ATOLL
60. PARADISE ATOLL
61. PARADISE ATOLL
62. PARADISE ATOLL
63. PARADISE ATOLL
64. PARADISE ATOLL
65. PARADISE ATOLL
66. PARADISE ATOLL
67. PARADISE ATOLL
68. PARADISE ATOLL
69. LLOTA ESIDARAP
70. PARADISE ATOLL
71. PARADISE ATOLL
72. PARADISE ATOLL
73. PARADISE ATOLL
74. PARADISE ATOLL
75. PARADISE ATOLL
me when challenging atoll
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agreed
I think its toi and toc
It_near should be tower blacklisted
Finally someone else agrees that trusses are superior to ladders in every way imaginable
who doesnt
who doesn't
mostly true but sometimes theres not enough space for a truss or just designwise a ladder will fit better in some circumstances. That and the raw satisfaction of going around a 1x1 ladder is absolutely unmatched but still trusses > ladders as a rule of thumb.
ikr
fr
12:52 probably because VM straight lets you fly from floor 1 all the way to the winpad in like 50 seconds
Personally, i dislike the shift towards heavily client object based towers. I get that they can be useful to make certain things happen, but i dont want every other jump to be a client objects that i need to stop and process for 5 seconds. I came to this game to be challenged, not to get blasted with a billion client objects
same and also for me my pc is just slightly bad which means most towers in every area released in the past year is borderline unplayable because there are like 1 million moving objects
When making gp, I have a habit of ignoring client objects and I end up basically making tiered obby gp. It blows my mind how much creators are thinking about client objects CONSTANTLY.
16:00 As a tower builder, you can actually make them not ricochet by adding an actual limit to the X-Pusher (which basically defines how far an X-Pusher goes), usually if it ricochets that means that the X-Pusher bounces off of an object.
But for Curved X-Pushers I don't think there is way to stop them from ricocheting since you need a wall to stop them.
Also this is the first vid I've watched from you and I gotta say they are REALLY entertaining lol, I subbed
curved X pushers can be limited too (by angle), its just that a normal pushplatform has LimitsEnabled on by default in it's PrismaticConstraint, while a HingeConstraint's simply need to be enabled
@@ethanpixelate Ah I didn't know that, thanks for the info!
conclusion for curved x pushers: make a button on the wall where as soon as the x pusher hits it, a wall spawns behind it so it doesn't bounce.
design over gamplay is like a fancy resturaunt they always put the foods look over the food taste
its like when you look at the menu and the food looks amazing but then when you get the food its 5x worse looking than the picture
You said something bad about ToUA, this video is an instant banger
This is a real comment
You should've included JJT. The amount of great citadel of ultimate crazy impossible full difficulty chart towers that are made are CRAZY.
The funniest part is that its called "JToH's Joke Towers" when theres like maybe 10 total towers on the wiki vs atleast 100 difficulties
although i dont even like jjt, the difficulty chart trend was cool at first, but then became repetetive after GCoCIaND.
there are like 2 dcs that are done as well...
holy fuck i agree
@@SoI-make that 3
I agree on the part about not being able to play JToH without guides. Some of the towers I’ve played have these wacky client object sections that they can’t be bothered to explain, so I have to look up a video to understand how to do the part without getting stuck for an hour or, worse yet, losing tons of progress. And unlocking sub realms can take forever without a guide because the game loves to make them super secret secrets that are only given cryptic hints on how to find them.
tbf the subrealms were originally supposed to be super secret because it would make players super excited to find these new secret areas
This must be a guide for avoiding bad things in jtoh
Tip 1: don’t play JTOH
@@mattSXTNwhy
@@abox1942jtoh is fun
@@abox1942 cus the last reason is jtoh
suggestion: towers that dont have a clear colour change between floors AND doesnt indicate which floor you're on. ToHH and ToW is a prime example
@HarambaeXelonmuskfans wdym
music changes
@@BeatJToHsometimes its the same music for a few floors
@@romarkgaming2009 Kendrick Lamar
@@BeatJToH if you're a true kendrick fan then rap auntie diaries at 1:29
I agree with majority of what is said in this video. But here is what i want to point out: 1. I dont feel like todie is overdecorated, as there is a ldm, the gameplay is good so that design doesnt rule over gameplay, and it looks very good. However, I can see how overdeco can get very annoying if it is unoptimized. 2. Not enough sc options has been a problem for a long time, but i feel like it has become much easier to choose an sc grind these days, especially since todie exists, fixing the big gap between the low end and the higher end catas. i think the only big gap in difficulty is coiv to tosf, but there isnt really a good high unreal to put there. 3. The gbj, instakill, and final outside points are just something you get used to when you get really good at the game. If u play toer and tocp a lot, you will barely feel any emotional pain losing lots of progress, it is just a norm. However loopfailing still is annoying and forever will be.
hi aurayre first mobile tocp victor
I love how blunt he is with his opinions and be relatable too
The last point actually made me think a little. The latest towers that I really enjoyed the most were those that introduced checkpoints of some kind of had a lot of teleporter nets (so basically stuff like CoHaD). I wonder if this new theme of not having traps actually just doesn't work with the old tower formula, which is just starting to feel "outdated." Modern JToH is a precision platformer, and Classic JToH is a rage game.
Oh it’s you
9:38 there’s this one wedge ontop of a part in SoTP (at the end of floor 2) that could literally wedgefling you back to the start if you weren’t careful
3:53 bro i followed the instructions perfectly and for some reason the pendulum didn't want to give me enough distance to make it to the winpad
20:22 Speaking from my own experience, it used to be posible to get really consistant at the glitchwraps with a proper strat and positioning
i feel like those who say that ToGaH was RNG is because they didn't get to fully understand how to manipulate the glitches used in there
(even the jump from 20:31 becomes consistant if you know how to manipulate the corner clip properly)
Another problem : the sheer amount of ping you can have in some towers just make them unplayable.
And I also got disconnected in ToCaS at the end, which sucks tbh.
Even 10000 ping is playable, it's only just that the winpad will take longer to work
I compiled a list of every single jtoh tower difficulties and I am telling you no one can calculate a tower's difficulty to 2 decimals that accurately, even to 1 decimal is reaching.
Here are some examples:
- PAT's difficulty changing from 1.54, to 1.55 then back to 1.54
- ToFC(M) being exactly 0.01 easier than ToA
- R5TR and R8TR jumping from remorseless to extreme difficulty
- ToGF's difficulty changing from 11.07 to 11.17 for no reason
- ToRER is exactly the same difficulty as Z8TR
Difficulties are SUGGESTIVE
Exactly, this is why my fangame just has 5 sub-tiers: Bottom, Low, Mid(dle), High, and Peak. And even then people are arguing about the difficulty of certain towers!
22:56 the sad thing about this is even though you tried to tell everybody with the issue, JToH staff would still ignore your opinion
It felt like Gamefam bought the entire game at that point and ruined it.
I agree with number 18, as someone who has not beaten a soul crushing, it can feel extremely annoying when someone constantly acts like something such as ToDC is "free," when in reality it is extremely unforgiving and frustrating. There is a reason why those towers are soul crushing, because they are hard as hell, that is the whole point of those towers, so it is annoying to constantly hear these towers being called easier than they actually are.
toif peak difficult, tt mid high intense, todt low mid rem, totl high peak rem
oh my god youre my idol
.....skilll....issue. ............... ....
This is 💯
Spiker!?
another point is the togah trail being straight up removed
sure you werent able to get it after the corner flip patch, but theres been a large amount of times where cosmetics have been unobtainable for long periods of time. think the laruam backrooms death effect which is STILL broken, the tosa secret ending trail, and event cosmetics in general. i never got it myself due to being bad at the game when it was still available, but its still stupid to hear that many people's work into beating such an rng based tower at the time was just voided because "we can't check if the player has beaten togah before the cc patch" (from synnwave)
i swear at one point after the cc patch was added, there was a new badge added for togah for people who beat it after corner flipping was added so people could keep the trail, but i guess not???
well this synnwave person is clearly wrong because the roblox badges v1 api has a function called "awarded-dates" that tells you the date you got a badge. all you need to provide is a user id and a badge id (2124457933 or 2125383949 for ToGAH). it said I got my badge exactly on 2021-01-17 at 21:47:14. there even is a roblox extension called BTRoblox that uses this api to automatically add award dates to all the badges you've earned on a game's page. the development team has no excuse for removing the glitched trail because I estimate that fixing this problem would take less than an hour by just adding a little code that checks if they had the badge before cc patch.
It was such a cool trail too. Maybe there should be a tagah hard mode or something, or maybe they should straight up add the trail back.
22:47 oh hey it's ToMS. i don't wanna get too deep into this tower's history, but here's some fun trivia:
- back in 2019 i made it as my first collab tower. i remember announcing it in the server and looking for people to audition for it as if this was some grand event. besides fran, burgchin, and joao, n4_3 also applied to join, but didn't make it in.
- this tower was originally going to be called Tower of Crazy Shapes, but we decided Mad Structures would be a better name since it was mainly the frame that was crazy in shape, so to say.
- lightsynth overrated the hell out of this tower lmfao. he gave it a 29.5/30 which is ridiculous even for 2019 standards.
this tower is pretty nostalgic for me to look back on and brings back fond memories of my time in the JToH community in 2019, which was the only year i really participated in it. after i released ToIII in 2020, i haven't really made anything besides ToII, which is a very small project itself. i do wanna return to building towers though and have plenty of tower concepts i want to get started with, especially the ToIII revamp and its planned sequels. i do think i'm gonna make that return sometime this year, and really get started in 2024. anyways this has been a small ramble of mine, dunno how many people will see this but hopefully i can stay true to this comment. i haven't been very good with promises for the past few years...
Personally I think I would relate with number 2 because when I try to play Jtoh it just crashes immediately for some reason mainly because I am playing on terrible device
ToBT is the worst offender on final outsides. The tower is like mid rem without it, but NOOO, LETS MAKE A HIGH INSANE FS THAT YOU CANT CATCH URSELF ON TO ARTIFICIALLY BUFF THE TOWER TO LOW INSANE
the fs is one of the easiest parts
i hate raw gameplay being harder than its intended difficulty.
Especially when the tower is really really long.
ToK.
ToMT’s gameplay is like soul crushing but apparently it’s rem because “there’s a safety net every floor”
#3 is BASED. I literally HATE killbrick gameplay like PLEASE if youre gonna make a tower just dont make killbrick gameplay
6:10 im grinding ToBK rn and it was going well until i got to floor 9 lol and then i loopfailed the same few jumps for 40 minutes until i fell all the way down, and kept doing it in other runs even after practice
20:07 the obelisk is intense bc it is planned that you can enter TFS without unlocking ring 9, but you still need to defeat the 4 guardians.
3:54 I failed the final pusher of ToIF after doing exactly what the basic instructions told me and then proceeded to do it 2nd attempt in the worst possible way imaginable (first-person facing forward) and got it first try. I feel bullied bruh :(
10:24 ToSCP is a VERY GOOD tower imo
I love toscp
once on ToIF i just fell right through those elevators on floor 3
21:34, I completely agree. One of my friends got a tower on the whitelist but it just never got in. And this happened a year ago. Why are curators so garbage these days😭
Thx neodymious your videos are very pleasureful to watch
pleasuring comments
24:42 “nothing is safe“ as he stairs at a safe
stairs
8:02 they are currently working on Eeshol though so that’s a dub
8:18 ok let me be honest. Wouldn't you be able to find the cps if the tower model was there? I mean, maybe remove them but what if there's one tower that they forget to get rid of the cps of the model?
no, checkpoints arent parts of the models. first the devs insert the towers without the cps, and then add them afterwards so they arent part of the model
I really agree! Especially the GBJ'S and INSTAKILL
7:27 yeah i failed ToAI the final bit because the elevator didn't catch me, i was like '1200 studs above instakills' and just fell through the elevator
13:54 an invisible barrier is a prime example of this here
one thing that bugs me about jtoh towers are when towers overuse puzzles. personally, i dont like it when i want to play an obby game and run into a shit ton of puzzles instead.
4:01 They just HAVE to ignore the sign and follow the chat. Have you heard of the phrase "Don't trust everyone"? I know I'm not one to talk, because I am very trusting, but...come on, man. Follow the instructions. The creator placed them, so it's the intended and obligatory choice to make.
8:51 Agreed. ToAD is Low-Mid Medium, but to me, it is Mid-Difficult. I coiled the tower from floor 5 onwards.
15:54 One of these is inside ToAD between floors 5 and 6, but it is never used again after that.
26:26 "MISCHEVIOUS, EVIL exploiters that hide behind ANONYMOUS MASKS and start hacking the servers..." That change in your voice when you said that was absolutely hilarious. Comedy Gold! 😂
Edit: I went back and beat ToPS and ToAD fully legit and have redeemed myself. From now on, I will never use a coil to beat towers again.
I don't get removing instakills and hard final stretches.
They're usually in SCs anyway and that's the point of SCs - to be soul crushing.
It wouldn't be nearly as fun if u could do all of them almost instantly.
Plus no one said that SCs are something every player must complete.
i love spendsing 3 hours on my first sc to loose at a final stretch
You'll understand my point of view after you actually beat an SC. Again, SCs feel rewarding because they take a shit ton of work and time to do. If you fall because of stress, then you need to understand that stress control is a very important skill as well and you can definitely improve.
It's like people stopped building Extreme Demon levels in GD because "they're too stressful/hard/punishing".
Or any other rhythm/skill-based game. People will always keep trying to beat the "new hardest" and just because it does not happen instantly and sometimes takes weeks, months or even years to do doesn't mean it is bad. If it wasn't difficult you wouldn't feel happy that you beat it. Feeling of progress fuels your enjoyment and motivation the most. If that wasn't a true statement you'd most likely quit after ToA/ToM because they have shit gameplay. But you stuck around even though NOW you know those towers (ToA/ToM/ToH/ToR) are "bad". I guess what I want to say by that is you stuck around with the game because overcoming the hurdles when progressing from one difficulty to another is really satisfying. But jumping difficulties gets much harder the higher you are on the chart.
You failed the final stretch and felt angry? Cool off your head and think about how a month ago you'd never even dream of getting that far in the tower you're doing. Realize how much you've improved. See that you're probably a few jumps away from winning. Look at how fast you can get from floor 1 to floor 5 and how consistently it happens.
If you keep thinking about how punishing/unfair something is that's not gonna get you far. Hundreds of people probably did the tower you're doing.
And for record I failed ToBK final stretch three times. I get stressed too. I rush and make stupid mistakes on outside final stretches. But I don't want to complain about it because I know for a fact that failing so much will make me way happier when I actually beat the tower after a while.
i am not reading all that@@shaddowbonnie7646
It’s bad if it makes up like most of the tower’s difficulty. If it makes up only like 33% of a tower’s difficulty but it’s still very failiable if you’re not careful enough (though still not RNG) and it’s not super duper long to the point where it’s basically an 11th floor at that point then I can accept that.
It would still be annoying to fall on one tho and nothing will change that.
Not if it physically hurts my health
Another thing that kinda annoys me are the people who equip every boost item known to man before beating a tower to make their win message look big and flashy.
candyman if he had a deeper voice, screams more and maybe a bit of logan in him
People who just say the acronym of a tower, how the the literal hell am I supposed to remember 300+ acronyms and sometimes even whitelisted or monthly towers. Here a quick challenge for people reading this, without looking them up guess the tower based of it's acronym
1. ToON
2.ToFG
3.ToEC
4.ToMMM
5. ToG
6. ToSV
7.ToSR
I know ToG and ToFG, all the rest I forgot
8:59
Useless fact: The tower he is playing switches its song names to ToVH F#
Also 76. I have cheese barrier on winpad in ToI but i never cheesed it and now i cant remove it. So i cant ever beat tower of inception
man that sucks
why does that last part oddly sound poetic 😂
9:50 ToTC F10 outside seesaw platform is an example (it sometimes launch you to space lol)
No? I’ve even intentionally tried to get flung by it but it never works.
Trusses are Ws, ladders can just unfairly yeet you off.
That one headhitter which takes 1000000 fps to actually beat
number 9: GRAVITY COIL
nah
why does it matter
Look at the first thing
I have found a way to stop the gg on everything issue: when someone beats a tower, i say as much "g"s as the number of the difficulty. For example:
Easy tower: g
Medium tower: gg
Hard tower: ggg
Difficult tower: gggg
Challenging tower:ggggg
And so on
That’s not gonna help no one knows you’re doing it
Hey Neodymious, if you're worried about JTOH:R I got some news.
I played with the dev earlier today and he said that the game is basically in develpoment hell rn. BUT, the game has slowly but surely been making progress. I even got some footage of ring 1 on my channel if you want to see it. It should be uploading soon, I'll even premirere it.
nice moist critical reference with the description
wait a minute, i think i can describe a floor: a section of a tower, generally 100^3 in size, and defines what kind of tower the tower is (citadel, steeple etc).
that kinda falls apart at some towers, like overcoming hatred, since that towers one "floor" has an area of 4(100^3) studs, wich is 4 floors by your definition
@@TheFinnish1 ...generally...
@naggyed_1236 that was made before the "updated wacky frame rules" whatever that means, so it's kinda unfair to include it since the rules have changes
12:47 you can actually go to the ruined ring 2 in HE2019 and play todc:c
9:08 the way i write songs in my tower is like "floor1a (doors - here i come)" or "floor7outside (terraria - aether)"
5:42 - you forgot from the 10 stages of JToH players: "he becomes a she"
And in pinky’s case, becomes a diddy
I meant punky
6:41 Good thing I’m too lazy to put ToDIE level deco in my towers. I just put some indicators for tricky jumps or confusing parts that might not be easy to sightread and some other random basic pieces of deco whenever I want to that are just there to make things look a little better.
9:29 besides, toast doesn’t need the revamp anymore, because *_purgatorio_* will replace it.
I don’t even play jtoh but for some reason I love your content
neodymious forgetting about the .1 stud instakill right infront of ToMM's winpad
9:00
believe it or not, songs being named this is some sort of way to bypass the roblox copyright system.
(instructions to this are pinned in #tower-development which is why so many people do this)
good video though
Yet when I try to bypass I get banned for a day 👍using jtoh method btw
X-launchers being used rarely remind me of ToOH, it's like if the tower just wanted to be the "hey, i use those! i'm cool, right?" type of tower. Worse thing is that it's HARD even tho floor 8 and 9 exist. Floor 10 is completely free.
what are x launchers
ToTS is rated baseline remorseless despite being harder than CoPE
Damn this is a really good video, was enjoyable to watch keep making stuff like this
I agree with the fact that most JToH content has trash thumbnails, which sucks since for people that actually work hard on making them look good only to have them get 6 views is depressing and demotivating. Anyway uh nice video!
dude for 17 all of the tower in garden of eeshol and "paridise" atoll are pure examples of design > gameplay. all of these points so far are actually so vaild
bro garden of eeshol is good?
GoE at least has good gp
10:01 this isn't the only list he's on
ooooooh damn
finally, someone who agrees that wallhops are so stupid
I have yet to see somebody not share this sentiment, except I me and myself
Was beginner practice time not a thing when you needed to get that cote photo?
(23:30) I've done Ring 1 and 3's tower rushes, and I agree one hundred percent.
i use mini tower master but i turn off my own cosmetics to block others
2 things that annoy me about jtoh :
1-playing
2-not playing
prob stupid question but what is the tower in the bg?
ToVM
@@Neodymious ah ok ty, also great vid!
12:51 this is one thing positive with cotaw, at least it also has a coil barrier.
it has a coil barrier?
@@trax6913 yes
i don’t know why ToZ has a coil barrier, as it is non-sc or a citadel
@@theruinedintegrallimitslol to prevent you from skipping the puzzles, but it's stupid because you can just vm to the top.
the only, and I mean ONLY way ladders are better is they take up less space
I agree with 31. (Content creation)
This game is dry ngl its really not great to make videos on (just cuz the game is about climbing towers) and everytime someone tells me to make a jtoh video I just zone out LOL
I personally thought ToAE was great. Because almost nobody around bottom extreme skill level is gonna take the blue path, pretty much the entire tower is punishing with some breaks, as opposed to ToBK being very forgiving until the sudden spike in cruelty at the end. Furthermore, I can accept there being a final stretch after floor 10 because floor 4 doesn't have any gameplay on it, and floor 7 (yellow) has very little gameplay on it, it still evens out to about 10 floors.
Edit: This also feeds into the "definition of a floor is vague" thing mentioned later in the video. That's one thing that definitely annoys me, especially in conjunction with "A steeple is 5 *OR 6** floors" There are tons of towers that are either wannabe citadels (ToDD), or towers that think they can get away with having 11 or 12 floors just because they didn't put a frame around the last few floors (ToQT).
Some things in this seem kinda stupid, like with lodges, ive never had the issue of lodges dropping me for example
What about facing the wrong or sometimes even random direction every time you reset a tower? It's awful for speedrunning because you have to turn your camera 180 degrees and it might not even work, both of which are inconsistent for timing.
when you said you hated ToBK you gained my respect
you lost double of it when you said you hated ToSM
I literally got like 3 frames when I just joined jtoh
“JToH needs to have some sort of upgrade to make the game more beginner friendly!”
Ring 0: allow me to introduce myself.
11:37 i guess the time-lost subrealms are gone
Hey man it’s awesome to see some quality jtoh content, Your a funny guy and this video covers alot of problems that alot of people agree with, but don’t feel they can say without being completely ignored. Keep it up this shit is awesome
What were the towers that u played during the video?
ToVM and ToO
@@Neodymious thanks
4:14 i saw someone in literature desks comment section (or some video containing his completion) hoping that someone would beat it on 40 like will 40 fps one day be considered unlegit?
17:00 Challenging atoll
I still remember when the difficulty chart had 8 challengings
27:00 Crp and Adeimere have the best thumbnails
5:46 Since pluto is the furthest planet from the sun, it ices over.
I always assumed that Pluto was blown in half like the walnut that contained Space Colony ARK in Sonic Adventure 2
3:29 what tower is this
9:38 well uhhh i know one because this one happened to me: ToE... it flinged me to the very beggining 3 times lol
finally someone names the bias of this curators, i always see the verified builders getting their towers in and every new builder either gets whitelisted but their tower is never added or just get denied becausd the curqtors are overstrict and corrupt
I guess the game not being owned by a corporation doesn’t mean that it isn’t deeply flawed.
Not being able to practice towers below intense
That ain't a jtoh issue
5:47 pluto does have snow, it's completely accurate
But the trees though
@@Neodymious ok not COMPLETELY accurate
@@Neodymiousthe pyramid on pluto pretty much threw any chance of this being realistic