Hapi_Corners_Nail_Hapi_Corners=Hapi Corners
poem_Hapi_Corners_Nail_Hapi_Corners_A=nyooon hapi trans girl ig
Hapi_Corners_Nail= stoobid haha funi esteb map

stoobid=
[GRANNY left normal]
funi haha trans girl going nyooon peak cornerjumps funi more funi the one who wrote this is a dumbass gm+2 techs in beginner lol
[MADELINE left normal]
the fuck are you sayin ?
[GRANNY left normal]
yes
[MADELINE left normal]
fck u
[GRANNY left normal]
back to menu
[MADELINE left normal]
wha-

uhhhh=
[GRANNY left normal]
yelo
[MADELINE left normal]
fck u
[GRANNY left normal]
stoobid
[GRANNY left normal]
Once, Undyne said EN GARDE !
[MADELINE left normal]
u think esteb said it with the french accent ?
[GRANNY left normal]
dunno

gm_dialog_ig=
[GRANNY left normal]
AAAAAAAAAAAAAAAAAAAAAA
[MADELINE left normal]
why is talking to you a gm tech ?
[GRANNY left normal]
actually...
[MADELINE left panic]
fck not again
[GRANNY left creepB]
"gm tech" isn't a real description
no tech by itself can be categorised as "gm tech" as they can be used in any difficulty of map
(unless the tech itself is GM difficulty to execute, which talking with a dumbass is very much not)
When people say "gm tech", it usually means the tech associated with gm maps
This association of tech with map difficulty started with Spring Collab
including gyms for each of these 5 difficulty tiers due to each lobby for the most part focusing on a specific tech palette
It is kind of how we got there, which a sort of meta on what difficulty maps should use which tech
But over time, that association became shorthand, people just said "it's a gm tech." The problem is, that compresses a lot of nuance into a vague label. It frames tech as inherently tied to difficulty, when in reality it’s the application of tech — the precision, timing, consistency required — that defines difficulty, not the tech itself. You can see the same tech in a mid-level map and a GM+ map, used in completely different ways. Take examples like neutrals or demo hypers — these appear in Expert and GM maps alike, but the setup, rhythm, and forgiveness vary drastically. What Spring Collab and maps like Grandmaster Celeste did was establish a kind of visual language: each difficulty tier taught specific tools and built an expectation around what tech belongs in each tier. That was useful at the time for organizing content, but now it's become almost limiting. People assume if a map has some specific techs in a section, it's automatically GM. And that creates a stigma around those techniques — as if learning or using them is only for top players. In reality, tech is modular. It’s like giving someone a vocabulary — how they use it determines the fluency. What we call "gm tech" is often just advanced movement vocabulary used with more complexity or less margin for error. And if we want the community to grow in skill and creativity, we need to shift away from labeling tech itself as hard or gatekept. Because as mappers and players get more creative, we’re already seeing what happens when "GM tech" shows up in intermediate maps — it pushes the whole scene forward
So rather than asking, "Is this a gm tech?" maybe the better question is: "How is this tech being used, and what does it ask of the player?" That’s where real difficulty lives.
[MADELINE left upset]
somebody kill me pliz

thank_u=
Thanks esteb if you played the map
was kinda goofy and stupid, but hey, setuped cornerjump at the end
thanks to you player aswell, anyone you can be
y'all are goaties
anyway funi trans girl nyom
