Uploaded July 2026 | Updated September 2026, 3 hours ago
From olive_r / / To perilune
(note: some rooms shown may be slightly outdated)
Mod: gamebanana.com/mods/695378
Standalone: gamebanana.com/mods/707906
Mapping Time: 90+ hours
Difficulty: 4 star? Its definitely hard list
Songs:
youtu.be/YSiwpmW9eIw?si (Helix of Garatia)
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 perlinue's 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 didn't go off the deep end in the "don't rely on [buffers] too much " part, but at least it's really only prevalent in the second half of the map π
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 deco'd the full map in February, and I'm quite happy with how it turned out.
If it's not clear, the deco was inspired by various sasakure.UK MV's, specifically "the EmpErroR," "Helix of Garatia," and the cover art from his album "γγ³γγ’ζͺζ₯η©Ίε₯ε³." Huge thanks to EvanKrusher for providing the tilesets and a few decals. I'm 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 isn't 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 weren't for hyper, dragonned, Paz, monitor, and perilune (yes the receiver of the map). The gameplay isn't perfect, there's still a few spots I might go back and make "less bad" but with what fixes / edits I've already made (and how long they usually take), I'm 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 don't 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 don't make them the main focus of the map.
Any entity palette is fine though I'd 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, don't 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 don't overwork yourself! I'll be happy with as few as 5 rooms."
From olive_r / / To perilune
(note: some rooms shown may be slightly outdated)
Mod: gamebanana.com/mods/695378
Standalone: gamebanana.com/mods/707906
Mapping Time: 90+ hours
Difficulty: 4 star? Its definitely hard list
Songs:
youtu.be/YSiwpmW9eIw?si (Helix of Garatia)
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 perlinue's 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 didn't go off the deep end in the "don't rely on [buffers] too much " part, but at least it's really only prevalent in the second half of the map π
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 deco'd the full map in February, and I'm quite happy with how it turned out.
If it's not clear, the deco was inspired by various sasakure.UK MV's, specifically "the EmpErroR," "Helix of Garatia," and the cover art from his album "γγ³γγ’ζͺζ₯η©Ίε₯ε³." Huge thanks to EvanKrusher for providing the tilesets and a few decals. I'm 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 isn't 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 weren't for hyper, dragonned, Paz, monitor, and perilune (yes the receiver of the map). The gameplay isn't perfect, there's still a few spots I might go back and make "less bad" but with what fixes / edits I've already made (and how long they usually take), I'm 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 don't 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 don't make them the main focus of the map.
Any entity palette is fine though I'd 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, don't 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 don't overwork yourself! I'll be happy with as few as 5 rooms."




![Hard Lobby [FC] (All Maps + Berries) (Worlds First) | Celeste Secret Santa Collab 2024
the big reveal
Mod: https://gamebanana.com/mods/532531 (many creators)
Total: 52:18:36 hours | 69558 deaths
Enjoyability: 92/100
(stats do include watchtower maps)
All maps were self-routed except for cracked maps and a select few rooms.
If were talking about this lobby as a whole, this is the 2nd longest thing Ive ever completed in gaming. Overall, having to full clear every map didnt make that much of a difference, but the extra time DEFINITELY adds up. The longest maps were:
- Detective Mikes Watchtower Emporium & More
- Passengers at the End of the World
- ATTACK OF THE GEOPLE FROM PLANET 64Y
That being said, one of these maps are an entire contest and the other two have a ton of dialogue I read outloud. I would highly recommend giving most of these maps a try, this lobby was incredibly high quality in terms of basically all aspects. My some of favorite maps were:
- ATTACK OF THE GEOPLE FROM PLANET 64Y
- Nightmare Cliffs -%
- Sealed Arcana
- ???
You can scroll down to see my full enjoyability ratings.
Im very likely cooling down on anything Celeste related. All I really feel like doing is Dejection, my own map, and maybe finishing up some hard list maps Ive abandoned. I also wanna focus more on school, stuff like college applications, and kinda just try out new hobbies maybe learn how to do something new.
Enjoyability List:
A Happy Jam: 73/100
GLORIA SUBMERSI [FC]: 92/100
G.O.O.P. [FC]: 91/100
Nexus [FC]: 91/100
Blossom out of Bounds [FC]: 91/100
Departure [FC]: 94/100
Shaded Citadel [FC]: 90/100
Spacial Rift: 95/100
Treeshroud Forest [FC]: 92/100
Nightmare Cliffs -% [FC] 99/100
Freeflying: 95/100
Passengers at the End of the World [FC]:95/100
Sealed Arcana: 96.5/100
Eternity: 86/100
Detective Mikes Watchtower Emporium & More [FC]: 86/100
Stormbound Outpost: 95/100
ATTACK OF THE GEOPLE FROM PLANET 64Y [FC]: 99.5/100
??? [FC]: 96/100
Penumbra: 85/100
Timestamps:
A Happy Jam - 0:00
GLORIA SUBMERSI - 8:47
G.O.O.P. - 24:59
Nexus - 33:17
Blossom out of Bounds - 40:16
Departure - 43:31
Shaded Citadel - 50:07
Spacial Rift - 1:03:30
Treeshroud Forest - 1:06:32
Nightmare Cliffs -% - 1:17:03
Freeflying - 1:21:00
Passengers at the End of the World - 1:24:52
Sealed Arcana - 1:45:09
Eternity - 1:54:45
Detective Mikes Watchtower Emporium & More - 2:00:42
Stormbound Outpost - 2:20:38
ATTACK OF THE GEOPLE FROM PLANET 64Y - 2:23:04
Hydros map (???) - 2:42:52
Penumbra - 2:48:15
Journal + Heart: 2:52:44 Hard Lobby [FC] (All Maps + Berries) (Worlds First) | Celeste Secret Santa Collab 2024](https://i.ytimg.com/vi/75o3LwbyYQw/mqdefault.jpg)



![[Hollow Knight] Any Radiance Clear
Total Time: ~32 hrs (began tracking time when I first reached the platform phase)
Climb deaths including far: x101
Far (last few platforms): x19
Final: x4
Charms: Strength, Quick Slash, Baldur Shell, Stallwart Shell, Grubsong
Shoutout @colorplease9570 vcing and @darkcaoslegends7641 giving me a working anyrad mod.
Even thought this took a dumb amount of time to clear, this boss was surpisingly fun (the first phases at least). The reason why I had so many deaths on climb was because I never practiced it and I was also bad at the platform phase lol. This was also why I had 32 hours on this boss, which was way higher than I expected. Ill probably go for ascended or maybe even radiant, idk. As long as the boss stays fun for me, Im probably gonna do some dumb shit. [Hollow Knight] Any Radiance Clear](https://i.ytimg.com/vi/8LO1Vk6e-U4/mqdefault.jpg)

![Satellite Center [FC] | Celeste Mods
skill issue (final room edition)
Map: https://gamebanana.com/mods/513356 (Schnippi)
Total: 11:45:15 hours | 13674 deaths
Enjoyability: 72/100
Likely high 3* - high 4*? This map before final is really fun! But final is basically a completely different map comparing difficulty. I was sorta able to blow through the entire map fc in 3 hours before I got to final, in which it took me nearly 9 hours (probably more accounting real life time spent playing). I will say that this map is very well designed and was quite fun, but what really held it back was balancing. This is true for the general map and kinda final itself. Final has (I think) three 1f windows, both of which are releases. I personally think that these 1fs being releases made it sooo much harder for me to get consistent at them. Theyre also at the start of the room, making it quite difficult to feel as if youre getting anywhere, and this isnt really helped due to all the gameplay being in a single screen. The 2nd half of the room is also very difficult, but felt more frustrating due to the slight lean in difficulty towards the beginning. The dont choke area was passable, althoug it, has some pretty rough areas that seem like total run killers for some people under nerves.
Even though I didnt really enjoy the map due to final, this doesnt mean the map is bad. I think its very good actually, and Im sure Schnippi will take the criticism well (hes already anyways lol) and use it to make his next map even better (hopefully). Satellite Center [FC] | Celeste Mods](https://i.ytimg.com/vi/AIP_vpRiDvo/mqdefault.jpg)