Uploaded June 2022 | Updated September 2026, 8 hours ago
Time: ~3.5 hours, 6-8 phase 3 deaths
Buffed version of Nightmare King Grimm, without taking damage. This boss is just about being able to react to each attack quick enough, and it's very fun. Unfortunately the ballon attack is the complete opposite and makes me want to die. 15 second random spawn location homing-orb barrage isn't exactly the most fun thing ever.
I can't wait to beat Any Radiance before Hollow Knight: Silksong!!!!!
Time: ~3.5 hours, 6-8 phase 3 deaths
Buffed version of Nightmare King Grimm, without taking damage. This boss is just about being able to react to each attack quick enough, and it's very fun. Unfortunately the ballon attack is the complete opposite and makes me want to die. 15 second random spawn location homing-orb barrage isn't exactly the most fun thing ever.
I can't wait to beat Any Radiance before Hollow Knight: Silksong!!!!!





![[SDVX] Lachryma《Re:QueenM》(GRV) Clear
8/18 20s
I swear half this chart is just a mashing test. 2 major chokepoints in this chart, poped-off cuz I got 69.3% on the previous attempt lol
also i cleared embryo on valk model [SDVX] Lachryma《Re:QueenM》(GRV) Clear](https://i.ytimg.com/vi/5S97QDwyNYc/mqdefault.jpg)
![Helix of Atropos [by me] | Celeste Secret Santa Collab 2026
From olive_r / / To perilune
(note: some rooms shown may be slightly outdated)
Mod: https://gamebanana.com/mods/695378
Standalone: https://gamebanana.com/mods/707906
Mapping Time: 90+ hours
Difficulty: 4 star? Its definitely hard list
Songs:
https://youtu.be/YSiwpmW9eIw?si (Helix of Garatia)
https://youtu.be/ayGDqvfxj40?
I started this map back in September of last year, when each mapper was given their prompt. I was really struggling to come up with any solid idea, but after playing perlinues own map (Singularity Station) it started coming together. Initially I was definitely trying a little too hard to adhere to the prompt I was given (see below). I ended up really sticking to input dense optimization, tight timers, one kind of moving block, and gravity helper. Sorta wish I didnt go off the deep end in the dont rely on [buffers] too much part, but at least its really only prevalent in the second half of the map 😭
By Christmas, my map was in a giftable state, however I really wanted to do the gravity helper part justice and had a really good idea (these were the gravity helper fields). I finally finished and decod the full map in February, and Im quite happy with how it turned out.
If its not clear, the deco was inspired by various sasakure.UK MVs, specifically the EmpErroR, Helix of Garatia, and the cover art from his album トンデモ未来空奏図. Huge thanks to EvanKrusher for providing the tilesets and a few decals. Im really happy I was able to get the colorgrade masks working (the red and brown areas) and especially the gravity reverse fields (yellow areas). The map isnt very deco heavy, but these masks fill empty space so well while also looking pretty sick. Also, this map used to be called Helix of Garatia, based off the song used in the map and the MV. After extending the map and introducing the gravity reverse fields, I combined the map name with Atropos, which is the song used in the second half of the map.
Gameplay-wise, I cannot thank my playtesters enough. This definitely would be a lot less enjoyable if it werent for hyper, dragonned, Paz, monitor, and perilune (yes the receiver of the map). The gameplay isnt perfect, theres still a few spots I might go back and make less bad but with what fixes / edits Ive already made (and how long they usually take), Im content with where the map currently is. Also really happy I was able to come up with pretty unique ideas for each room.
Hope you enjoy and good luck! This is probably the hardest map in the collab!
Also expect to see a full hard lobby video within the next week or two
Prompt:
Input dense optimization gameplay with tight timers, like Geodesic/heaven rush, but with heavier entity use and a more structured route. Buffers are welcome, but dont rely on them too much as it takes away the point of the timer. Try to use timers that are more creative than switch gates. Good example is probably FR-C2, but maybe with a tighter timer and more focus on optimization.
Gameplay itself should be fair and not extremely precise, and try to include some less common tech like momentum carries or crumble/falling block tech. Light routing is appreciated but should not be overly confusing.
Use gravity helper liberally and creatively, especially things like switching gravity mid-dash or mid-tech.
Other gimmicks (throwables, grapple, ceiling ultra etc) are acceptable but dont make them the main focus of the map.
Any entity palette is fine though Id like at least one kind of moving block.
Difficulty should be somewhere between red expert to green GM+1, though I can play up to red GM+1 if needed.
For environment and atmosphere, really anything is fine, absolutely focus on gameplay first.
Bonus points if it includes any of the following: stamina, dash/jump/grab-toggled entities, cassette blocks, low friction, badeline chaser
Finally, dont stress too much about adhering to the prompt too closely! Just make some fun gameplay that you think would fit the prompt in spirit. And dont overwork yourself! Ill be happy with as few as 5 rooms. Helix of Atropos [by me] | Celeste Secret Santa Collab 2026](https://i.ytimg.com/vi/65dMCcWoCFs/mqdefault.jpg)



