Editing Hextec Flow

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  |creator    = [[Darnoc]]
  |creator    = [[Darnoc]]
  |created    = [[Update 1.3]]
  |created    = [[Update 1.3]]
  |difficulty = {{EasyDemon}}
|length    = 1m 23s
|objects    = 4,927
  |difficulty = [[File:EasyDemon.png|x35px]]
  |stars      = 10
  |stars      = 10
|length    = 1m 23s (Long)
  |downloads  = 12.6M+
|objects    = 4,927
  |likes      = 554.2K+
|copytype  = No password
  |downloads  = 14.38M
  |likes      = 576.9K
  |rating    = Featured
  |rating    = Featured
  |artist    = [https://waterflame.newgrounds.com Waterflame]
  |artist    = Waterflame
  |music      = [[Jumper]]
  |music      = Jumper
  |previous  = [[StarQuake]]
  |previous  = [[StarQuake]]
  |next      = [[Crescendo]] <br>(Demon Pack 3)
  |next      = [[Crescendo]]
}}
{{Quote
|quote      = Very hard. Good Luck!
|originator = Darnoc
}}
}}
'''Hextec Flow''' is a [[Update 1.3|1.3]] Easy Demon by [[Darnoc]]. It is the last level in [[Map Packs|Demon Pack 2]].
'''Hextec Flow''' is a 1.3 Easy Demon created by [[Darnoc]].


==Description==
==Description==
Unlike the rest of the levels in the [[Map Packs|Map Pack]], Hextec Flow priortises timings as the focus over memory.
Unlike the rest of the levels in the map pack, Hextec Flow priortises timings as the focus over memory.
*'''0-13%:''' Hextec Flow begins as a normal cube, dodging simple platforms, quickly changing gravity, and going through various short staircases. The player also goes down one at the end of this section.
*'''0-13%:''' The level starts as a normal cube, dodging simple platforms, quickly changing gravity, and going through various short staircases. The player also goes down one at the end of this section.
*'''13-26%:''' A series of successive gravity portals and jumps starts this section, the player needing to quickly time yellow orbs afterwards. A late timing is needed into a weirdly placed jump pad to transition to a short ball part.
*'''13-26%:''' A series of successive gravity portals and jumps starts this section, the player needing to quickly time yellow orbs afterwards. A late timing is needed into a weirdly placed jump pad to transition to a short ball part.
*'''26-39%:'''  An easier ship section with alternating gravity is split up by an auto cube section before returning as a ship. The player needs to fly towards the middle of the next cube portal so they will not target a spike located shortly afterwards. Another short ball part serves as a transition to the next section.
*'''26-39%:'''  An easier ship section with alternating gravity is split up by an auto cube section before returning as a ship. The player needs to fly towards the middle of the next cube portal so they won't target a spike located shortly afterwards. Another short ball part serves as a transition to the next section.
*'''39-47%:'''  Next comes another simple ship section along a spiky corridor into a cube. The next cube part involves the player trying to go through a corridor avoiding hazards using an area filled with yellow orbs (similar to Darnoc's first level Gravity Field), a similar field of blue orbs following shortly after.
*'''39-47%:'''  Next comes another simple ship section along a spiky corridor into a cube. The next cube part involves the player trying to go through a corridor avoiding hazards using an area filled with yellow orbs (similar to Darnoc's first level Gravity Field), a similar field of blue orbs following shortly after.
*'''47-80%:''' Gameplay is continued as a cube, once again traversing simpler structures. Memory is more present in this section: a fake blue pad, a fake route going through the top, and a blind blue orb the player needs to hit at an auto part.
*'''47-80%:''' Gameplay is continued as a cube, once again traversing simpler structures. Memory is more present in this section: a fake blue pad, a fake route going through the top, and a blind blue orb the player needs to hit at an auto part.
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