olive_r
construction silver
updated
Mod: gamebanana.com/mods/327408 (Reaver of Souls)
Total: 6:07:38 hours | 10997 deaths
Enjoyability: 95/100
I have officially started college and moved into a new dorm. To test the new set-up, I was going to clear 10 relatively """easy""" hard list maps and do a mega drop. It turns out that not all hard list maps are good, so I was kinda just scrolling through maps wondering what to do, then was reminded this map exists. I beat room 1 start of 2024, but didn't really ever try room 2 as it seemed like a big time investment at the time. I also think Pig's strat post wasn't a thing at the time, so I didn't really know how to approach the room. But now, I'm significantly better at the game and had the courage to at least state through the room with strats. Turns out the room is actually pretty fun, which I didn't expect. I grinded this room across three days, with the total in-game time amounting to around 3.5 hours. I then beat room 3 the same day, taking roughly 50 minutes. I'd actually recommend this map if you enjoy precision like this, I know lave is kinda based off this map but this really is just a better version of lave lol. I was also just gonna leave this in with the 10 hard list maps I'll soon complete but I forgot this is a 5* and on par with Dashless+ and D1D7 oops
also i updated my input display yayyyyyyyyyyyyyy
twitch.tv/olive__r
Mod: gamebanana.com/mods/617334 (A lot of people)
Judges: Pazkallan, hyper, olive (me!)
Total: 20:58:47 hours | 25480 deaths
Map Scores: docs.google.com/spreadsheets/d/1cpZhL2MNul-Qx5e1rHF6W2CKQsBvskmZTX9OT0TQ24E/edit?usp=sharing
(Taken from in-game message)
This is the first ever contest I’ve judged, and although it was definitely a rollercoaster, I had a pretty good time with it! (Huge thank you to Paz for inviting me to be a judge). I apologize if some of my feedback is harsh, it’s all in good faith and I primarily want to see mappers take this feedback and use it to further improve the quality of their mapping. Regardless of score, I want to thank all the mappers for submitting maps. Mapping can be and is VERY hard. I also did a lot of lobby work! I deco’d most of the lobby, created the map entrances, tidying up the camera, and did some restructuring of Paz’s original draft. Definitely a lot more than I’d imagine myself doing, but I’m still quite proud of my (average) deco/mapping skills. I hope you enjoy the contest and what all these mappers have cooked up!
If you want to see what the other judges said about this contest, download the map and check out their messages in-game. Also note that I tried to do all these maps without cheese, but sometimes I just can't help it :sob:.
__________________________________
Timestamps:
Reccelerando - 0:00
Cryo Electric (#4) - 9:21
Hercules - 11:45
Knowing How to Press Madeline's Buttons - 14:11
Mac and Cheetos - 23:17
Quest - 26:05
(now optional Quest secret) - 32:02
Pond - 33:31
Burgy: into the Burgverse (#1) - 34:19
Lockpicking - 1:01:23
The Flying Machine - 1:03:35
Timelack (#5) - 1:07:32
Hey whats up - 1:10:45
Temple of The Bloodmoon - 1:12:14
Temple of Circuit Flow - 1:14:45
Underworld Machinery (#3) - 1:22:25
Beating Diode - 1:25:50
Falling mountain - 1:30:42
The Mysterious Butternabout - 1:34:46
Derelict - 1:42:37
Hyperbolic Space (#2) - 1:44:50
abyssal skylight sanctum - 1:49:45
__________________________________
@burgerhex
Mod: gamebanana.com/mods/611577 (BadTie, LuukasM, Rat, sp1029, Giga, Iosun, UKiran, Freeka, Chelito, more)
Total: 16:08:06 hours | 14158 deaths
Enjoyability: 84/100
(stats do include chontest maps)
this technically still counts as a beginner to grandmaster collab
pretty fun collab would definitely recommend a few of these maps
its very inaccessible if you dont have gm experience though lol
twitch.tv/olive__r
__________________________________
Enjoyability List:
Pongma: 93/100
Lunar Memories [FC]: 75/100
The Chontest [FC]: 91/100
Crazy Colorful Core: 87/100
Evil Electric Castle [FC]: 90/100
Broken Wacky Warehouse: 96/100
The Mad Lads: 94/100
Watercolor [FC]: 79/100
Let's Try This Again: 84/100
Don't Leave Me Alone Here [FC]: 97/100
Anomaly [FC]: 70/100
Heart Heist [FC]: 94/100
__________________________________
Timestamps:
Pongma - 0:00
Lunar Memories [FC] - 5:46
The Chontest [FC] - 12:53
Crazy Colorful Core - 13:17
Evil Electric Castle [FC] - 14:50
Broken Wacky Warehouse - 16:31
The Mad Lads - 18:41
Watercolor [FC] - 25:34
Let's Try This Again - 30:59
Don't Leave Me Alone Here [FC] - 44:22
Anomaly [FC] - 48:25
Heart Heist [FC] - 55:13
Heart + Journal - 1:01:56
__________________________________
This is sort of a different video, I've kinda had this idea for a while after seeing simliar videos like this in the GD community a while back (mainly from @Wulzy ). I recorded and edited this video in one day cause I realized I haven't uploaded anything in a really long time. I've been pretty busy with college stuff, work, and some other things in Celeste like judging Buffer Contest, a bit of work on FFYL, and starting work on GMHS golden. Dunno how interesting this video will be to people, but hey naming 100 Celeste players was interesting to 3000 people. I also just don't see enough people talking about the mapping side of Celeste (at least in videos), and wanted to show off some of the stuff I made, good or bad. Next video will probably be a showcase of all Buffer Contest maps, alongside the release of the contest results (if hyper locks in...)
0:00 - intro
0:30 - c.s.q.n.
7:26 - Battery Base
15:16 - Other Maps
26:08 - MTC
Mod: gamebanana.com/mods/590061 (Viridity)
Total: 14:52:48 hours | 26074 deaths
Enjoyability: 91/100
Technically my third SIX star now if we're not counting my 95% completed 5bfierv. Pretty fun map, I don't remember much about CP1 and CP2 but most of the rooms were good. Only room I really didn't like was the one with the long crouch climb at the start. Final (Order) was also mostly fun, but it definitely got more tiring to play the longer I was on it. The gameplay itself is fun, although I personally think it reuses too much from its prior rooms. I had also learned the room and did some attempts, then ended up just not playing the map for a week. The main problem I had with Order is that it's both too long and frontloaded. It's split into thirds: 1st is probably tied with 2nd for the hardest, and I think it's also the longest section by a little bit; 2nd has a really long crouch climb at the start followed by some gameplay, and ending with the hardest input sequence in the room; 3rd is the easiest by a landslide like it's not even close. There's also a don't choke called "DON'T FUCK UP" which is honestly such a peak name. Basically the first half of Order was much much harder than the second half (with the crouch climb basically being difficult filler gameplay), and combined with the length of the room made attempts feel like I was getting absolutely nowhere. Though I do think that if you can handle rooms like this, you'll really enjoy this map, especially if you enjoy ULTRAKILL music.
I should be able to finish judging buffer contest before I leave for vacation, though I'm not sure if I'll be able to get a video out alongside it's public release.
start / cp1 - 0:00
cp2 - 3:01
monologue - 10:54
order clear - 12:21
heart + journal - 15:25
thanks to @zuccanium and @-undefined- for being in vc during by order clear
twitch.tv/olive__r
Song: youtu.be/5K9lnB6-JGo (by Super Shrimp from SOUND VOLTEX)
Map: gamebanana.com/mods/592606 (olive)
This map was created for the 3rd Music Translation Contest. I participated in the 2nd one last year and made the mistake of accidentally mapping (at the time) hardlist gameplay. I was originally having a lot of trouble coming up with ideas, and was gonna do an AQUA grapple hook map. But the gameplay felt too inconsistent for me to keep moving forward. Luckily, my second idea ended up getting me somewhere, and found some very silly interactions with the shrimp entity. By far the hardest part was figuring out how to deco the map in the way my mind was envisioning it. Again, I luckily managed to create a deco style that (in my opinion) worked out to look pretty nice. Overall the map is high expert, and I hope you enjoy.
This was originally just gonna be the whole 42 minutes dumped onto my second channel but then I made some small edits and it kinda devolved into me putting too much effort into the video LOL
Video probably wont do well but maybe the algorithm decides to go crazy today. This was also filmed and edited in a single evening so uhhhhhhh
special thanks to @-dragonned- for doing this on stream which inspired me to record my own suffering. i think i just have very bad memory because i could NOT remember anything at all (or im not as chronically online as some people....). Wouldn't really expect too much edited stuff like this video, sorta was a one off thing that wasn't meant to be a video in the first place.
music:
Strawberry Jam - Gym Jams
Strawberry Jam - Techtonic Trenches
Strawberry Jam - Polarity of Chaos
Strawberry Jam - Shatter the Pantheon!
Pokemon HeartGold and SoulSilver - Saffron CityPewter CityViridian City
PLEASEEEE DONT EXPLODE I REALLY DONT WANT THIS VIDEO TO DO SUPER WELL IM PRAYING PLEASE OR ELSE ITLL FUCK OVER EVERY FUTURE CLEAR I POST
Mod: gamebanana.com/mods/586681 (RenPinefur)
Total: 3:21:21 hours | 8041 deaths
Enjoyability: 93/100
im sooooooooooooooooooooooo sick im currently so sick can you believe it im dying right now
twitch.tv/olive__r
Mod: gamebanana.com/mods/540506 (NCG)
Total: 28:10:02 hours | 15704 deaths
Enjoyability: 93/100
Firstly, huge shoutouts to Hyper and Issy for keeping this secret from everyone. Another thanks to 10PercentPig ,@ajojoweeb9638, and @zuccanium (who I accidentally spoiled my grind to LOL) for providing quick lines at the start. Thanks to Zheo giving me my main strat video, and most importantly: @NCG337 for creating such a cool and insane map. Also sorry the title is like the exact same as Zheo's video idk how else to properly clickbait :sob:
Timestamps:
0:00 - april FOOL!!!!
2:09 - Reckoning Start
4:13 - Reckoning^2 Clear
7:09 - Multiball Compilation
8:49 - Multiball Clear
16:01 - Angzarr Clear
18:00 - Journal
I go quite in-depth about Multiball and specifically each segment, but Youtube description doesn't have enough space LOL.
Here's the link: pastebin.com/Q6rNCB5L
Overall, I do think Reckoning^2 wasn’t that great, but even then, the room was still pretty fun. 2/2 suffered a bit from the start being stupidly annoying to understand (and sorta just being extremely inconsistent), but 1/2 was pretty fun (even with the *input*) and the slight jank and inconsistencies in the rest of 2/2 weren't too bad. I did also clear this room two months before starting Multiball, so I don't exactly remember all too well.
Multiball. I'm gonna describe my overall experience, then talk about this per section (this is in the pastebin). Also I'll call them by "quarters" instead of "fifths" because something like Q3 sounds better than F3 (even if Q5 makes no sense LOL).
The first day of learning, I got each section deathless, and was making really good progress over the next few days. Three days later I also ended up getting a Brilliance entry. I did end up taking about a 1.5 week break to clear Crystalarium, and when I came back I ended up writing a progress report each day. On 3/17, I got my first Hyperion entry, alongside 2 more that entire day. It was followed by a day of like 15+ Brilliance entries and no Hyperions, but then the next day I came back with four more Hyperion entries. Funnily enough this trend followed with 3/20 having zero Hyperion entries AGAIN, and leads into 3/21 where I manage to clear the room. So it was literally a pattern of good, bad, good, bad, good. Now I'll talk a little about each section (AGAIN, in the pastebin if you're curious).
After clearing, I took a few days off then came back for the moon berry, Angzarr. No hate, but this room was absolutely my least favorite part of the map. Q1 is incredibly inconsistent and just really annoying having to constantly reset. There isn’t anything too bad about Q2, I find the 98 climb pretty consistent. But for some reason there’s like a few inputs that just feel not good to input, not sure how to describe it. The water part is very easy, I only died to it twice and Q3 is completely free, I did not die to it a single time. The start of Q4 makes NO sense to me, the bumper hit feels so incredibly jank where I have no idea why I end up dying to it. This is mostly what makes this room so frustrating to me, a majority of my deaths felt like I didn’t know why I died. I had I think 4 or 5 Q4 entries, all but one died in this starting area with the bumper. Luckily the rest of the room was quite easy, so I ended up clearing moon berry quite quickly. I can’t get too mad at the room, cause it literally is scrapped gameplay and NCG himself said in the dialogue it was “probably not very good.” But it is still part of the released map and I wanted FC, so I kinda just had to go through this janky gameplay.
Now the big question… enjoyability? Pretty fun overall, though I’m mainly factoring in Multiball! Now obviously during bad sessions and times of mind block, the map didn’t feel fun. But learning, understanding, getting runs and segments, seeing progress? It’s really motivating and I can’t say I didn’t have a good time. One thing that probably factors into my enjoyment is how fast I cleared the map, but I think even if I did end up getting like 5 more Hyperion entries, I’d still like this map quite a bit. I’d say this was more fun than The Solar Purgatory, albeit one of these maps didn’t have me dying to the very last input. I will say though, Angzarr did drop my enjoyment by a tiny bit, so make of that what you will. I give this map a solid 93/100. Very approachable 4* map, would recommend if you really want to push your throwables skill to the limit (that being said, currently the only other 4* map is the least approachable looking thing in the world lol).
also dude I spend so long on the thumbnail please admire it and the "hardest celeste map"????? theres no way chrome hearts isnt harder than this map ngl but both are low 4* rn so let me have this :pray:
- "input dense buffer-based gameplay"
- Looks inside
- Krypton
Mod: gamebanana.com/mods/573409 (LuukasM)
Total: 14:34:26 hours | 26074 deaths
Enjoyability: 91/100
First victor? I don't know probably I haven't seen anyone else's clear.
Overall, I really liked this map. I feel most of the time, the gameplay was super fun and the rooms were quite well balanced. The deco and music is also very good, thanks Freeka.
The biggest issues I had were definitely the "jank" and difficulty. These issues are mainly apparent in the second checkpoint. Some set-ups and input sequences just didn't consistently work at all. It's partly the reason why this map got updated multiple times, because some segments that were inconsistent I requested to be fixed (thanks Luukas btw). The other thing isn't necessarily an issue, but it did (in my opinion) make the map a lot less more enjoyable. I'd say that in general, input density has a sweetspot. CP1 hits this sweetspot perfectly, and so does most of CP2. The issue occurs in the last few rooms, where the density starts getting to the point where it becomes both tiring mentally and physically. I fluked room 17, but I was completely crashing out during rooms 19 and 20. I've made the Krypton joke like a million times but it really is the best way to summarize this map: Krypton disguised as a ""moce-like."" And if you know Krypton, this is not a great thing. It's like bashing your head against a wall because there's one specific input sequence that forces you to use 500% more brainpower to input correctly, and then you'll forget what's coming up next and die anyways. It's very frustrating. But all this said, I think the gameplay is still very very solid. Maybe needs like 2 or 3 more updates to fix some annoying areas, but this map is still great. These are sorta just nitpiks for me.
start - 0:00
cp1 - 0:20
cp2 - 4:05
final - 10:01
heart + journal - 10:28
twitch.tv/olive__r
twitch.tv/olive__r
Total Time: 44:16:01 hrs
Enjoyability: 92/100
Difficulty: Tier 14 (Old Low Tier 1)
Personal Difficulty: Tier 15
Raw: youtu.be/_iSk33kFSjs
This is WAYYY overdue. If you've been sort of following me on both this channel and Celestecord, you'd know I've tried to do this golden like 4 seperate times. I remember initially wanting to do this for my 400th golden but this was in 2023, so you could imagine that my golden skill level was not exactly the best. I tried picking it up again summer of next year, got a CP6 entry, then dropped it. I then tried again in December, only to drop it a third time. I FINALLY decided to fully commit a week ago, and streamed my attmpts again. I honestly went in with the mindset that I'd be spending at least another 2 weeks on this golden, but nope! On my third session, I get my 2nd CP6 attempt and it just wins, fluking the last 3 flags somehow.
Although "1.5 years" sounds like a very long time, if we're comparing it to my in-game time spent it's actually nothing. My time on this map is so insanely spread out, from random low deaths to 1-2 hour sessions to doing singular attempts. One thing I will say though is that mentally, this felt harder than Pumber silver. I'm VERY bad at anything stamina-based in this game, I absolutely hated Mango Mesa golden and hate stuff like desert seeker. Despite that, I still really enjoyed this golden. As soon as a run gets to CP3, I know it has insane potential, and when I get to CP4 I lock tf in. I'd say maybe if just CP1 was more fun, it could definitely be my favorite golden. It just feels like a slog until you get a good run going. But I think by far the hardest part of this golden was just getting motivated to do runs. I'm a histcell and I also can not do long sessions, so just opening SJ and doing attempts or practice was just really difficult for me. But do know that when I decide to lock in, I lock tf in.
intro - 0:00
golden - 1:22
ending and stats - 18:19
Shoutouts to everyone who's discord message I showed and also the people who were watching my stream. I will get GMHS golden. Ty
Mod: gamebanana.com/mods/572417 (SPLOwON)
Total: 9:20:18 hours | 13659 deaths
Enjoyability: 86/100
SPLOwON maps = a bajillion views for some reason (hopefully). It happened with Mature Grape+ and looks like it's happening with this map also lol
This map is pretty good, I really like how the map looks and the general gimmick of the reverse dreamblocks, I definitely struggled a lot though. I personally think this nyoom """mauvelike""" gameplay is one of my worst skillsets. I think in hyper's uncut golden footage of this map, we were talking about how there's sort of three different main categories of skill: input density, input complexity, and frame-windows. I can see this being expanded on a lot and really like the idea of this, but for now I'll just say that whatever combination of these categories that makes up this map, that is my weak point. Hyper placed FC of this map in low 2*, I personally would place it in high 2*. That being said, I don't really have any clue what's going on with hardlist before, I know hyper made a lot of "quality of life" changes, but I feel like there's still a lot of debate regarding specific maps being on 1* or not.
Also I finally made it so OBS records multiple audio tracks instead of just one, so hopefully the audio balance between my mic and the game is a lot better. Also also, sorry if the video quality looks kinda iffy sometimes, I probably forgot to fix some settings when switching said OBS set-ups.
start - 0:00
backtrack - 4:32
moonberry - 8:44
end + journal - 9:33
STARFRUIT SUPERNOVA GOLDEN EHS NEDT I P[ROMISE I WONT LIE THIS TIME BUT ALSO I MIGHT PROCVRASTINATE IDK JUST FOLLOW ME AT twitch.tv/olive__r
Total Time: 4:15:06 hrs
Enjoyability: 91/100
Personal Difficulty: Tier 7 (Old Tier 4)
Mod: gamebanana.com/mods/527067 (CN Celeste Modding Team - money)
Dropped with @telehops (youtube.com/watch?v=vEeHscdJGDs)
I originally beat this map cause I saw Hyper and Shiggy playing it, and thought "hey this looks really fun and maybe hard list, also GDDH is sick." Thirty minutes later, this became one of my most favorite maps. In fact it was so good that I made the impulse decision to silver it with Hyper. Overall really fun silver, I just happend to get pretty unlucky which lowered my personal enjoyment. There's a few awkward parts in the map like the Room 5 reverse wavedash and the ending of Room 7, but they get suprisingly consistent. And if you're swag enough, you hit every possible dornerboost. STARFRUIT SUPERNOVA GOLDEN SOON I PROMISE I SWEAR.
twitch.tv/olive__r
hey im back from my break from ehs golden! heres a high 3 star map!
Mod: gamebanana.com/mods/557112 (Le N)
Total: 16:03:21 hours | 17238 deaths
Enjoyability: 93.5/100
For some reason I went into this map thinking it'd take not too long, probably estimated a week when I started the map. And initially, it seemed like I was correct. The map only has 5 rooms of gameplay, and I breezed past the first three rooms in about 50 minutes. Overall I was having a great time. Unfortunately, room 4 is possibly one of the biggest difficulty spikes I've ever faced. It took me 5 HOURS, which is insane when the previous room took me ~20 minutes. By far the hardest part when learning this room was the speed-chain. It is REALLY REALLY tight (unless they patched it after I cleared), and likely took me 30 minutes just to hit it once. The part after is also very difficult, something about the bumpers and having to get enough speed made it feel really jank, and the backboost into rcb never got consistent for me. But the worst offender of the room is that you can be TOO fast at the end. You're supposed jump into a portal after doing a gultra into the battery, but it's possible to clip past the hitbox of the portal and hit the wall behind it, canceling all of your speed. Luckily I never died to this in an actual run, but it HAS happened in practice. Really, room 4 is the only thing I don't like in this map, and thankfully final was enjoyable.
Final is split into thirds (similarly to LXVI Venus) and the rooms are seperated to prevent lag (also similarly to Sumber Abaddon). I'll talk about each third in order:
1/3: Probably tied with final third for difficulty, but it is suprisingly consistent. When learning, hardest part was definitely the juggling climbing that's only ever been utilized in The White Hole's Room 98. Another difficult part was the 2nd DDJH (mickey mouse) in the room, as you had to have entered the dream block from high enough in order to more easily backboost and make the distance to hit the bumper. At first it seemed these parts would never get consistent, but somehow it did.
2/3: The easiest third by far, got it deathless very quickly. I may just be backboost pilled but it's very consistent. The only problem is that as the longer I was playing into the session, the worse I was getting at the section, so I was basically forced to stop for the day to prevent myself from bashing my head into a wall over and over. The hardest input is the upleft dream smuggle into down drop into upright smuggle, which has to be done in an incredibly quick time frame.
3/3: The first part of this section took way too long to understand. On the first momentum springs, you can't buffer the backboost or else you'll go too fast. Wait a very tiny bit before backboosting, the rest of the inputs are buffers. The dashbounce was even harder to understand what was going. I believe that the wallbounce needs to be performed while still holding onto the flower pot, but as soon as you input jump, release grab to throw the pot forward then dash redirect into a downright. Hopefully you do the inputs fast enough to actually hit the dashbounce. Another tricky part was after the puffer fish, the battery backboost into cboost. You have to do it EARLY, or else the battery will hit the wall above (I died to this as you could see in the video). As for don't choke, nearly every single input is a buffer and there are two instances where you have to actually regrab and perform the regrab tech again. The very last updash is also buffered, and I also died to the dashbounce due to hella nerves.
Hopefully this is enough insight and info about the room, I generally had a fun time even with that tragic don't choke death. I personally think this is easier than Abadaddon, harder than Dejection. So still likely high 3 star on hardlist. Shoutouts to LuukasM and jackthewack for being first and second clearers. GGs.
ehs golden next video surely
lkajdshflkajsdshlfkjlahdsf new hardest celeste map?????????????????????????????????fdskalj;hfa;sldkjf
Total: 5:01:51 hours | 3255 deaths
Enjoyability: 89/100
Another great set of maps from the CN community! Unlike Gallery Collab 2024, this is actually a contest with voting. Unfortunately, I'm not sure how many people will actually be able to fairly vote cause some of these maps are quite difficult (mainly just Full Moon Journey). Also fun fact, I had to rerecord Grain Rain because I missed a moon berry, and this moon berry requires the player to pet every secret cat in the map. So you know I was having the time of my life trying to figure that out :) . Hopefully I didn't miss anymore moon berries, I would be very upset.
Timestamps:
0:00 - Intro
0:30 - Grain Rain
5:58 - Inverted World
14:04 - Hollowheart
18:36 - Landscape
22:56 - Lonely City
28:01 - Ethereal Moon
30:19 - Backroad (Is this right?)
35:46 - No Restrictions
39:40 - I don't speak chinese but I made precision
42:09 - Full Moon Journey
46:45 - Shuttle
50:24 - Virtual Cross
55:35 - Journal + Heart
Map: gamebanana.com/mods/563544 (Yoshachobi7)
Total: 5:26:37 hours | 4593 deaths
Enjoyability: 93/100
Low 1 Star
After a VERY long time, this map finally released! That being said I wasn't around when this first started being worked on so the hype was only mild for me. I played and beat the map on the day of released, and generally really enjoyed it. Butttttt I do have some issues with it. There's also some parts where I suggest that some of the cheese I use should be patched so take note of that.
I really really liked everything before 2.5k like its actually peak celeste. 2.5k was also peak but some parts didn't really read well. But 3k is when the map became 3@ (impossible to read) and also where i just kept finding cheese. I think Yosha did say something about 3k onward not being very playtested (do not take that as fact) but you can really really tell. The final rooms were also sometimes really unreadable, with me practically skipping the resort room. I did end up using a clear vid for the last three rooms, which made it a lot more enjoyable. Even though these rooms were still pretty good, they just didn't feel consistent. The cycles in the ridge room and specific inputs in final for example. But again, despite this the map was overall extremely fun, and I'll again mention how everything before 2.5k is some of the best gameplay I've ever played. It's just past that where the gameplay and readability kinda dips down a bit (but it's STILL very good). Again, I beat this map the same day it released so a lot of cheese and readability issues I have will likely be fixed (I also showed Yosha a lot of the cheese I used). So hopefully by next week, this already great map turns into an absolutely fantastic one.
Another thing, I really love the music choices in this map. I'm not exactly a music translation kind of person, but I personally think the music fit each part of the map really well. I love the DM Dokuro tracks chosen (especially Silence before the storms) and the track used in the final rooms. Roller Mobster just matches the energy of final so well, and reminds me a lot of Enter the Gauntlet from Darkmoon Ruins. In general, the atmosphere of the map is just amazing.
This map is just really good and despite some of the issues I have with it, it probably has some of the best gameplay in all of modded Celeste. This will be my upload of the year because I'll be traveling for the holidays, but thank you so much for supporting this channel. I still think it's crazy how I'm technically a large figure in the community. Hopefully next year I don't take a month long break and obliterate my views, but even if that does happen, I'll still be uploading whatever achievements I'm proud of or just cool Celeste things in general. Thank you.
Full advent calendar playlist: youtube.com/playlist?list=PLAvOJkCzxZ_j2O7VeSGWZwY6_U4HBSUaX
Total Time: 34:29:25 hrs (First playthrough: 13:24:31 hrs)
Enjoyability: 93/100
Mid Tier 1
Suprise! Well not really this is probably one of the most predictable goldens in this entire event lol. It was either this map or Starfruit Supernova golden, and cause I already had a lot of progress on EHSG, I decided to do Pumber instead. Overall I really enjoyed this grind, but most of my deathless grinds can't really be defined as "grinds." I sort of explained in the video but grinding this silver was like: play for a day or two, then don't touch the map for a week, then get a really good run the day back. Not to mention I also got Grandmaster Rainbow berry, which I didn't even realize until I entered the lobby lol.
By far my most inconsistent room was Pursuit (and technically Ready? LOL), mainly cause it took me way too long to actually understand why I kept dying. I'd also randomly die a lot in Phase, which was really frustrating. I really underestimated Delta when initially starting out, cause my initial clear of the map beat it really quickly. A lot of runs died to a singular demo input which I couldn't time for the life of me. Luckily the room after, Symbiosis, was one of the easiest rooms (alongside Helix), and I think I only died two times to it in actual runs. Haste made me strat change a few times, mainly at the start, and wasn't really mad if I died here. But Recoil, I expected to die WAY more, especially to the start. I died ONCE to Recoil, which was really surprising. Also a bit surprising is that I died once to Pumber^2 as well. The ending of the room is super chokeable, and died to it multiple times in segments. But I guess I just got lucky.
Thanks a lot to everyone in the Advent Calendar, and especially Issy for inviting me! Also thanks to the people in vc that makes just any grind really, a lot more enjoyable and fun (especially jojo). Right now I'm sort of going for EHSG and might stream, so just be on the lookout for that at twitch.tv/olive__r
Map: gamebanana.com/mods/538893 (SPLOwON)
Total: 4:36:09 hours | 8622 deaths
Enjoyability: 83/100
Definitely thought id clear this in one session but definitely underestimated final. Final is sorta the only thing that makes this high 1 star, everything else I cleared relatively quickly. You basically need ALL cornerboosts to be good, and cause splowon never uses cornerboost blocks it's kinda just bashing your head into a wall until you actually get the speed you need. This is also the reason why I think I overpracticed way too. This room is mainly about getting a good start and building up muscle memory for the second half of the room.
might be streaming ehs golden soon, im very close to strawberry jam max% and i might as well commit to something
www.twitch.tv/olive__r
view 0:00
visible 6:44
and by 'it' haha lets just say my battery
Map: gamebanana.com/mods/551925 (ItADaRat, sp1029, GigaDragonPlus, Chelito0607, BadTie, Freeka, olive_r)
Total: 2:43:05 hours | 1664 deaths
Enjoyability: 81/100
+Some playtesting time for the first half of the map, and the making of my own room
Probably should've cleared this a while ago, but better late than never. Obviously from the title this is for LuukasM's birthday, and honestly I'm suprised we managed to get it out (albeit a few weeks late lol). Unfortunately, I didn't enjoy the map as much as I wish I did, as there were a lot of parts that felt INCREDIBLY jank and VERY inconsistent. Also, even though it was my own room and I had beaten it before, it still took almost an hour which is kinda crazy. I'll be honest, I wouldn't recommend this map to most people, but if you like sick looking gameplay and are fine with a bit of jank here and there, you'll probably have a great time. Shoutouts to the Shockflip team for inviting me to make a guest room as well, very cool.
Map: gamebanana.com/mods/518854 (Star Sapphire)
Total: 1:25:02 hours | 1583 deaths
Enjoyability: 96.5/100
Previous time from CSC: 3:27:09 (Got up to room 7)
This map is AWESOME!!!!!!!!!!!!!!!!!!!!! i would recommend a lot. I played this back in August for Celeste Sightreading Competition but didn't beat it. In fact NOBODY beat it it was just really really hard for a sightreading competition lol. I ended in 2nd place behind ZKB / Zheo, and kinda just forgot about the map unfortunately. To be fair, sightreading a GM+ map is basically just bashing your head into a wall, especially if theres even a little bit of routing involved, so I was pretty burnt out of playing the map. Somehow multiple months later, this got onto hardlist and made me remember the map existed. Now I did already play through about half the map during the race, but I don't think most of the difficulty had arrived yet. Despite that, this shouldn't be on hard list lol. Or I was enjoying the gameplay too much to think about how fast the map was taking me. Anyways, HIGHLY recommend this map not enough people know it exists imo. Takes some time to get used to using the grapple hook and theo crystal but once you get past that, the map is incredible. I do hope Star Sapphire comes back to mapping cause I need more high quality hard 3 star 2 star throwable gameplay PLEASEEEE
Future plans: idk thinking about getting back to ehs golden and would probably stream that like last time. uhhhhh also need to do desert seeker still sorry zuccanium and pig
Map: gamebanana.com/mods/425977 (the_rebels_bastard)
Total: 2:03:28 hours | 2465 deaths
Enjoyability: 90/100
purple mauve mauve but its a b-side mauve but its basically the same difficulty mauve but its an easy version of mature grape+
very busy with school but its almost thanksgiving break so im starting to get a lot more freetime now. shoutouts hyper for clear vid and myself for not reading the description and spending probaly 20 extra minutes on moonberry because of it. ill do desert seeker soon trust me pig. next upload either another hist map or my part from that gd platformer collab idk
also i got a new mic can you tell
the keys around stupid loud anymore but i think theres 10x less bg noise and my voice is also 10x clearer
Song: youtube.com/watch?v=10De8ut6tpA
Map: gamebanana.com/mods/554874 (olive)
This map was created for the 3 Room Jaunt contest, in which mappers had to make a map with three gameplay rooms in only a week. There is a difficulty restriction of under GM, and I'm going to be honest my map may be DQ'ed because of this lol. To me this is red expert gameplay, but it might be a lot harder for other players. Despite this, I had a fun time mapping this and hope anyone who plays this also has fun regardless.
Sorry for not uploading a whole lot recently, I've basically retired from hard list as most of the new maps don't interest me a whole lot. I've also just been busy with stuff in life outside of Celeste. General schoolwork, college applications, music, and other things I've become interested in make it quite difficult to really focus on just hard Celeste achievements. That being said, I am still planning to finish FFYL and desert seeker. Yes I know I've been stalling desert seeker for nearly half a year. Yes I know I'm basically holding back two other players from submitting their clears (lol). But currently I would rather not sacrifice multiple hours and potentially days to mind numbing gameplay, when I could be doing more productive and enjoyable things intead. I'm hoping I can get back to uploading more, but who knows. It's likely there won't be many uploads until the new year.
ID: 107418375
Enjoyability: 7/10
Time: 6-7 hours at least
Difficulty: Extreme Demon
Been a while since I uploaded GD. It started when I was originally going to drop five random platformer extreme demons in one video, cause I was bored and had multiple days off school for some reason. I hadn't played GD since my 22 Trials of Pain clear, so it was a lot of derusting. I beat three in one day, then was planning to beat two more another day. Once I got through the fourth one, I needed one more. I was looking at the GD platformer list for levels that wouldn't take too long, so nothing that was like Top 75. I kept searching until I looked at the video for this level. For context, this is a recreation of an extremely difficult boss from kazio mario (specifically CASIO MARIO WORLD), Pardoner Fennel. Now I had watched a bit of Super Mario World kazio from people like Barb, Shoujo, and Thab, so I immediatly recognized this boss. I vaguely remembered Shoujo randomly reclearing this boss within a few attempts, so I for some reason thought I could probably get this boss done in an hour or two. Quite the mistake, it was ranked 42nd for a reason.
Firstly I'm ignoring the pacifist phase to get into the real hard fight it's free. Now for the actual fight, the amount of learning required is pretty insane. Sure you can learn how to bait and sort of combo her, but once you enter phase two it's like a completely different boss. The simple addition of a cyclone slash (sometimes) every other attack adds so much more possibilites to how the fight can go. I'd say this fight is about 30% luck, 70% skill. There are so many things that can just go wrong, like Fennel doing an unfavorable attack, bad lightning spots, hits not lining up with lightning, getting cornered, Fennel moving too much or too little. SO much can go wrong due to luck. But at the same time, it's what makes this boss feel so much more rewarding to learn and eventually get really good at. These unlucky scenarios may seem impossible to get out of, but you may eventually notice more ways to get out of these situations. I mean in my clear you could see how Fennel was in a horrible spot at the start of phase two, but I managed to make it work. This battle is mostly a test of being able to adapt, because attempting to follow a strict pattern will likely never work out due to luck. It takes forever to learn, but it sure is worth it when you finally get that perfect run.
Do I recommend this boss? Well if you don't mind having to learn a boss with kinda insane amounts of luck, then absolutely. That being said I am the person who used to grind dozens of hours on Any Radiance so I definitely have experience in this sort of boss.
Might see another GD video this month, depends on some other stuff I got going on in Celeste and real life. Also Rivals of Aether 2 might halt literally everything I do so that could be a bit troubling. Whatever here's the GD video you were waiting for people who subscribed because of The Tower XXII.
Map: gamebanana.com/mods/542578 (Life)
Total: 2:03:28 hours | 2465 deaths
Enjoyability: 92/100
This is basically a hyper buffed version of EAT GIRL from Strawberry Jam. Used a clear video for most rooms, although i deviated a bit sometimes for cause id find a better strat. Overall, quite a fun map, but ocasionally there'd be some really dumb section thats either inconsistent or just janky feeling. For example, in final there was one section where it was possible to go too fast and hit the badeline clones, so I either had to rely on luck (not very optimal) or wait like 1/4 of a second before continuing (which I didn't try until after like 20 minutes of attempts). And even then, there's a chance you just die anyways cause you're unlucky and you went at slightly varying speeds in previous sections. Also that one death I had at the end of the room where I didn't know what I missed, yeah fix that or something. I SWEAR I missed nothing, I rewatched the clip of that run like five times there is no way I didn't just miss something. Also I just realized seven(+ten) took like 2 minutes longer, so yeah I think there's just a lot of hard list maps that need some slight re-ordering lmao.
Map: gamebanana.com/mods/540960 (Pulse)
Total: 1:27:31 hours | 3231 deaths
Enjoyability: 93/100
quick goober clear cause this map looked cool and was on hard list
high 1* but should probably be low or just not on hard list lol. final is definitely the hardest room, but i probably couldve cleared even faster if i stopped playing the night before and just went back to the map with a fresh mind
Map: gamebanana.com/mods/502558 (theepiccarrot7)
Total: 2:01:25 hours | 3905 deaths
Enjoyability: 92/100
quick hist clear cause i was bored (currently doing ?????? rn)
was considering doing CONSUME WOMAN instead but idk this map piqued my interest a bit
i also fluked lava room and election d side room so hard
heart room took longer than lava room which is like ?????? LOL
this map was a lot more fun than i thought (me fluking is probably a large part of that), but i did really like lava room and the ed room. really all of the rooms were pretty fun except heart room, its all very precise but super short gameplay lengths. like, im cool with hitting four 1fs thats super easy to grind out.
maybe i should finish magma maelstrom actually, but r2 end is still so impossible looking. yknow maybe ill just chill for a bit while i get this other thing done
ALSO!!!, yeah i havent really worked on FFYL for a bit. this has been due to school and extra curriculars taking up a lot more time now. dont be suprised if "coming this fall" turns into "early 2025." also even if i finish most of the map now, theres something very silly thats gonna take a bit of time to work out sooooooooo thats all time telling you good bye
Mod: gamebanana.com/mods/540543 (BossSauce)
Total: 21:15:39 hours | 20242 deaths
Enjoyability: 83/100
Really sick to see this map has finally came out after multiple years. Is the wait justified? Sort of?? Mostly yes though??? It was sorta hyped up as the "best Celeste map" (kinda exaggerating) but some of its early gameplay wasn't the greatest. Firstly, aside from final, this was all mostly routed by myself, YottaCat, JackTheWack, and TheAbomination so huge shoutouts to those people. So some of the routing isn't exactly perfect or correct. That being said, many of the rooms in CP1 and CP2 were fun but almost all of them felt like there was a single input / sequence that felt way more unfair and hard. This kinda made those rooms less enjoyable. B1 I know I did wrong, B2 was funny, B5 was fun, but B3 and B4 I did not have that great of a time with. Both had extremely chokable endings that felt either more jank or difficult than the rest of the room by a lot.
Onto the good. The last room of CP2 and beyond were really fun rooms, and generally had a great time with them. I did kinda harp on final while trying to clear, but I feel that stemmed more from my own personal mental and not great luck than the actual gameplay itself. Learning final is incredibly rough, because the last 2 quarters you get down easily and then Q1 and Q2 hit you like a truck. They're a LOT harder than the other two quarters, but I promise you they do get really consistent. Even the Q1 liftboosted wavedash that feels like RNG gets semi-consistent (although I still don't like it that much LOL). When starting attempts, it took 45 minutes to get my first Q2, and by the end of the grind I was getting there at least once every couple minutes. I hadn't really played a room this difficult in forever (yes I'm not counting Penumbra final), so it felt like I was really pushing myself for this clear. Basically, it's hard but takes a while to feel really possible.
Ending note: please make more good maps like this
Heavily inspired by GDDH and Shockbounce, and my 2nd mod to be released.
Featuring:
- 10+ gameplay rooms
- Bouncehelper at never before seen difficulty (probably idk)
- GM+ throwable gameplay
- something secret at the end of the map...?
If you're interested in playtesting DM me (olive__r), though do know I will not take many requests. I may also make a discord server but ehhhhhhh idk yet.
Please note the planned release date of "late fall" is subject to change.
Thank you Star Sapphire
Mod: 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 we're talking about this lobby as a whole, this is the 2nd longest thing I've ever completed in gaming. Overall, having to full clear every map didn't make that much of a difference, but the extra time DEFINITELY adds up. The longest maps were:
- Detective Mike's 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
- Night\\mare Cliffs -%
- Sealed Arcana
- ???
You can scroll down to see my full enjoyability ratings.
I'm 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 I've 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
Night\\mare 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 Mike's 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
Night\\mare 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 Mike's Watchtower Emporium & More - 2:00:42
Stormbound Outpost - 2:20:38
ATTACK OF THE GEOPLE FROM PLANET 64Y - 2:23:04
Hydro's map (???) - 2:42:52
Penumbra - 2:48:15
Journal + Heart: 2:52:44
__________________________________
Mod: gamebanana.com/mods/532531 (many creators)
Map: Penumbra (Maya, for Hydr0)
Total: 16:53:36 hours | 29228 deaths
Enjoyability: 85/100
This video also serves as the first ever Hard Lobby full clear of this collab. When I publish the entire Hard Lobby video, I'll type out my thoughts on the lobby as a whole. But this description will mainly talk about my experience with Penumbra.
I went into this map with pretty rough expectations, I knew I wasn't really gonna like it that much due to the nature of it being a mauve-like (sorta) and being high 3* on hard list. But suprisingly, the map wasn't very bad at all. Really only 2 rooms stuck out as being really not that fun, notably room 4 and room 8 (i think??? its the one before final). I complain in the video about room 4, but it was mainly cause I was using a bad strat at the start for most of the clear that added an unnecessary 1f. Room 8 kinda just didn't feel fun to play, and I think the whiplash in difficulty added to that. I was expecting final to be incredibly not fun, and it was when I was first stating through and practicing it. But then as my muscle memory developed more and more, the room was pretty fun. It's really just about passing the 1f's at the start of Q2 and having enough speed, if you make it past there's a damn good chance you can fluke the whole room. I did die twice in Q4, one to being too slow on an input and another from dashing too early, but I didn't feel that detered by those deaths and still really enjoyed the room. As for the rest of the rooms, they either didn't take long so I had no thoughts on them, or I'd fine them kinda annoying. But it's safe to say I didn't hate the map, which is kinda suprising. Although the times where I was pretty frustrated definitely had me questioning the map.
Difficulty-wise, I don't really know where this would place in terms of other 3* maps. I personally think it's definitely not high 3*, but I do see this possibly being on the harder side of low 3*, more difficult than LXVI or D1D7. That being said I still can't really compare recent difficult clears to my olders ones due to me just being better at the game (and you can't really compare map times AT ALL), but trust me on this: its definitely a hard map.
Now, future plans: I'll give a low effort attempt at actually clearing 5bfierv desert seeker, but only for a few days. That's because the long awaited map Dejection is finally releasing next week, and I'm really excited to play it. Hard throwable gameplay is my strong suit and being announced multiple years ago, I'm hoping the wait pays off. I myself am also currently mapping something sorta big? You'll see what it is during the next Celeste community direct.
Anyways, thanks to LuukasM, Viridityy, and zuccanium for clear videos and help on clearing some rooms. Shoutouts to the people's videos/streams I was watching during this clear. Lastly, shoutouts to Simpleflips.
Mod: gamebanana.com/mods/532531 (many creators)
Map: Detective Mike's Watchtower Emporium & More (Watchtower Contest mappers)
Total: 11:19:17 hours | 14606 deaths
Enjoyability: 86/100
I've been casually clearing out hard lobby full clear, planning to make a full video with all its' maps. So with one red GM left, this was probably the last thing I was expecting. I went into this COMPLETELY BLIND and had NO IDEA this was a contest, one with 5 maps. The gimmick involves having a watchtower/bino permanently attatched to Madeline, allowing for weird movement and interactions (you'll see I added a key for "interation" to my input display). I had to self-route ALL the maps (with some hints from playtester/mappers/other players), and the routing in some of these maps are REALLY REALLY HARD. By far the hardest to route was Do fish see the same as me?, mainly it's 2nd room which rivaled Labyrinth Mu for me in terms of how much I was losing my sanity. And from what I know this seems to be the first full clear from a non-playtester, which is pretty sick.
Also, do be warn there is A LOT OF CHEESE used in this so this clear video may not be entirely reliable.
As of writting this, all I have left in Hard lobby are the 3 cracked maps (Stormbound Outpost, GEOPLE OF PLANET 64Y, and ???) then Penumbra, which is allegedly 3 star hard list(???). I'll probably make a video for each of these cause they all seem to be on hard list anyways
_______________________________________________
Map: Wave Level
Total: 29:07 min | 685 deaths
Enjoyability: 92/100
Map: Stargazer
Total: 1:56:59 hours | 2256 deaths
Enjoyability: 79/100
Map: Sib's Echo Chamber
Total: 1:23:46 hours | 2201 deaths
Enjoyability: 87/100
Map: Lovecraft's Box
Total: 1:44:19 hours | 2252 deaths
Enjoyability: 87/100
Map: Do fish see the same as me?
Total: 5:45:04 hours | 7212 deaths
Enjoyability: 85/100
_______________________________________________
0:00 Intro
0:40 Gym
5:02 Wave Level
8:22 Stargazer
11:55 Sib's Echo Chamber
14:55 Lovecraft's Box
20:03 Do fish see the same as me?
23:10 Heart + Journal
Map: gamebanana.com/mods/507329 (trueScript)
Total: 4:59:31 hours | 3648 deaths
Enjoyability: 90/100
kinda did the exact opposite as what the mapper wanted, I used:
- clear vid
- savestates
- also did final cheese
so im very sorry to the map creator i swear i dont hate mappers im just LAZY!
other than that this is quite a fun map, really solid theo / input density gameplay. enjoyability kinda went down mainly cause i was getting tilted at room 4 and got insanely unlucky with it. i also got tilted when my memory was just bad lmao.
secret santa collab 2024 releases tomorrow! (for me). i might stream it??? also very likely ill make one or two vids on it cause last year that clickbait hollow knight video got MAD views
Map: gamebanana.com/mods/505616 (Ella, citra, ninz)
Total: 19:02:11 hours | 18646 deaths
Enjoyability: 81/100
This is a really mixed map, being an etseleC map its basically D1D7 but really long and not as difficult. Some parts were quite fun, some part really REALLY not fun. There's really 3-6 rooms that standout as the most difficult, some of them being the 3 blind 1fs, bino storage gultra dultra, another bino storage room, and the blind 1f with the kevin. But by far the hardest for me was the final ridge room. It has six 1fs, releases and inputs, 2 of them being from a controlled cpop near the end of the room. I got REALLY unlucky, choking past that input 3 times. It took me around 3-4 hours, which is really long compared to other rooms in this map and my recent hard list completions. It's been a long time since I felt that stuck on a room, and in my opinion is the only reason I can see this being in high 2*. I honestly have no idea what to do in the game now, I don't feel like finishing 5bfierv cause the last 2 rooms I have left are soooooooooo boring. I might just focus on mapping and my Calamity Infernum playthrough for the rest of summer I'm not sure. And for those who care, at the time of this upload I have 6 maps left in hard list sweep, 1 away from 2* sweep (Ultra Skrimbles).
twitch.tv/olive__r
Map: gamebanana.com/mods/524771 (Chelito, LuukasM, and more)
Total: 9:50:37 hours | 8131 deaths
Enjoyability: 89/100
Last video for a while, this is sort of a stream highlights video of the 2 streams i did live on twitch. Unfortunately I didn't feel like streaming the rest of the map, but I still had fun finishing it offline. For a collab mostly consisting of first time mappers and rooms, it's suprisingly well polished. There's some rooms or movements that felt really jank or not fun, but it's sorta to be expected with the nature of this collab. My favorite rooms were definitely Stormy Ziplines, Supertheory, Eisoptrophobia, and Two Entities One Throwable (amazing title). There were probably only around 5 rooms I didn't enjoy much, but even then I didn't really hate anything in the map. Another thing to mention is how great the music is, especially the 2nd track which is an absolute banger. iosun did an amazing job, and the custom music really brings the whole map together. Another thanks to Giga for saving me multiple times with his clear video, probably making my time with the map 10x better. ALSO thanks to just all the people who worked on the collab (especially if you showed up to the streams lol), I feel like every other collab or giant project dies and being able to see the end product of this mod is pretty crazy. For a while I've seen a lot of hype in Celestecord and being able to play it is awesome, and I personally think it lived up to expectations.
I'm on a break from 5bfierv right now, and only have Farewell and Desert Seeker left. Part of this break is trying to complete niatnuoM raebretaW (I have quite a lot of progress already) and maybe another map. With maps now seemingly being added at the start of every month, it kinda acts like a time limit for hist sweep. And I do wanna reiterate that I'm not really going for it, but if it does happen it'd be pretty funny. And with my current pace I can't lie it's realistically going to happen eventually. Also idk where to mention this but I am part of that giant GD collab (IWannaPlatformerList) with every single platform demon so probably next month I'll have to cook up my part for Tower XXII. At this point I find it funnier to treat this level like curse on me but knowing it's somehow the most popular platformer extreme demon is even funnier, I could go on an hour long rant on my thoughts on that lmao
Map: gamebanana.com/mods/444804 (SPLOwON)
Total: 3:13:49 hours (5 hrs irl LOL) | 5738 deaths
Enjoyability: 87/100
7 maps left I suppose.
This was quite a fun nyoom / mauve-like map, which normally I'm not that much of a fan of. The generally shorter rooms and kinda lenient gameplay is probably why I had more fun, and also there really only being 2-3 hard rooms in the entire map. Obviously "!!" was the hardest room, and it was mainly the nrcb into instant dultra cornerboost bhop which made it so difficult. I actually used 4 clear videos: Ninz, Dan, hyper, and Theroboman. Though I primarily used Ninz's cause since it was more recent and showed strats and some room cheese.
Although I've been steaming through all these hard list maps, the ones left are either really long, or extremely difficult. For example, maps like Magma Maelstrom have r2 which SUCKS, Krypton is impossible input density, Ultra Skrimbles is the same thing but with RNG, niatnuoM raebretaW is just too long a time investment, etc. Currently I'm working my way through CGLL which is chill, but also as many know am stalling the hell out of finishing 5bfierv. The rest of the maps not really a problem, but mainly I'm not sure how I could bring myself to complete desert seeker. From zuccanium's clear, I now know it could take me 3+ hours if I just wanna play it safe, and I'm not sure how I could mentally take dying 50%+ into the room. I've never been an endurance person, not in Mario Maker, GD, and Celeste, which is also why I don't like goldens. So I'm kinda just preparing to be destroyed by that room.
Map: gamebanana.com/mods/150388 (TheMathGuy)
Total: 2:39:17 hours | 3936 deaths
Enjoyability: 95/100
An absolute classic celeste map you cant go wrong here (sound voltex edition)
Been sorta going on a hard list marathon, with nearly 5 hist clears in the past week. This is genuinely one of my favorite maps I'm not sure how that happened. Note that I did NOT self-route this, as I mainly used pig's clear video as a guide. I do also think this map is kinda overrated in difficulty, if you're using all the optimal strats it's quite fun and significantly easier. I think this clear serves as a decent enough guide for a general clear (except for oshiro-2 not sure what made me choose a different route for that room but do know that route SUCKS). Another thanks to carrot for their deathless strat I used in oshiro-1.
I swear I'll stop procrastinating 5bfierv I'll actually get it done soon (no promises though)
Map: gamebanana.com/mods/492428 (Luv_Cocoa)
Total: 4:30:19 hours (~1.5 hrs old time) | 4254 deaths
Enjoyability: 81/100
This map is quite literally 3 rooms long, with the last one being like 10 seconds long and just using bino-storage to get the heart. So it's basically 2 rooms. As you can see, I had some time on this map previously a few months ago, but never got past room 1. Both of these rooms are very long and are littered with tons of 2f inputs (I'm pretty sure at least based off Viridity's thumbnail). There's one huge chokepoint at the end of r1 with what I think is supposed to be a 1f spiked wallbounce, but luckily I found a way to make that extremely consistent. Doing a climbjump into that turn puts you right against the wall, and tapping right basically sets you up perfectly for the wallbounce. Once I found this out, I cleared pretty quickly afterwards. As for room 2, this is definitely harder, but also doesn't really contain any huge chokepoints. I felt like it was suprisingly balanced, which is suprising for its length. The buffer sequence which you need to go through 3 times is pretty difficult, but gets consistent once you know what to press and exactly when. I'd say that the beginning is the hardest simply due to the weird crouch jump that you have to be neutral for, which took me a lot longer to get consistent. I got kinda tilted at the room but around the last 30 minutes I sorta just locked in and hard focused. Believe it or not, forcing yourself to not get mad at the game makes you not mad at the game.
Now would I recommend this map? No, not at all the length of the rooms makes dying feel a lot more rough and frustrating. But is it as bad as I thought? Not at all, although I have improved a lot at the game and maybe didn't spend long enough in room 1 to really feel like I wanted to implode. I'm suprised this map only has 3 clears though, it's really not that horrible and I think it's placed perfectly at high 1* - low 2*, though possibly a tiny bit overrated in difficulty.
Map: gamebanana.com/mods/360187 (Hydr0)
Total: 1:57:10 hours | 4234 deaths
Enjoyability: 79/100
This map was okay, not as bad as I thought also. I tried going for this map like twice in the past except couldn't focus for long enough to do room 1. I think cause I was sick I was able to turn my brain off for long enough to clear room 1, and the other 2 rooms weren't as bad. I was also lucky enough to kinda fluke room 3 which is really convenient.
Hopefully the next time I can stream I'm able to make it to Farewell or complete the map (excluding desert seeker), until then I'll just be making progress on random hard list maps or something idk.
8-phi
Map: gamebanana.com/mods/521722 (NoahCrawfish + more)
Total: 1:55:02 hours | 2146 deaths
Enjoyability: 95/100
This map is sick, I always love me some throwable gameplay and especially if bouncehelper is involved with it. After berry 3 my shoulder began hurting a lot (stuff I did earlier) so I unfortunately wasn't able to clear that night. Luckily I felt better the next day and somehow managed to squeeze out a sub 2 hour clear with FC, which is kinda bonkers. Really only berries 2 and 3 were of notable difficulty, the others being kinda just one-off rooms. Final was definitely my favorite room, despite some lag while stating through it. I will say that some parts of the map felt really inconsistent or kinda just annoying, which brought down my enjoyability a tiny bit. But the great outweighs the "ehh" and was probably due to me being tired or something idk. Would heavily recommend this map, though if you have no experience with bouncehelper throwables then it may be pretty rough. Happy birthday Touhoe!
Planning to finish the rest of 5B Funnier Version now, though I'll probably end up finishing The Big Reveal before clearing desert seeker...
Map: gamebanana.com/mods/365379 (Rifs)
Total: 2:30:56 hours | 2092 deaths
Enjoyability: 96.5/100
With the removal of 1* and everything being shifted down again, the old version of Motu was also deleted, but the newest version was kept on. Somehow this new version only has 5 clears, and with me loving the old version, I might as well just quickly clear this one also.
The main differences between this version and the old one is the overhauling of the first 2 CPs and last CP, made both harder and higher quality. The jump in quality felt very apparent to me, and I love how the last CP was made so that each flag focused on a single gimmick. I do think that some of the rooms in that last CP had some jank ares or were sometimes a bit too long, but for the majority of the time, the gameplay and enjoyability of the rooms outweighed this. My only real complaint is the the keys are completely useless despite still being in the map and Flag 1. This last flag just has some weird jank and inconsistencies that would get quite frustrating if you don't understand why it's happening (mainly the timing and radius of the jellies exploding). It also had a really awkard and just not good input in which you had to hit the very bottom of a spring then dash down-right, which is incredibly inconsistent. Luckily I found that demo-ing into the spring made this much easier but it still didn't feel like the intended solution.
Even with these small complaints, this map is easily one of my favorites, and really expanded on an already amazing map. I think that the map is still being reworked on, with the gamebanana page saying progress is 2/7, so I have that to look forward to.
Map: gamebanana.com/mods/382667 (JAN_is_EXIST)
Total: 21:05:13 hours | 19173 deaths
Enjoyability: 🤔/100
This grind started in September, and basically ended in November after I beat every room except room 8, the infamous blind room. And as much as I hated it at the time, I have it to thank for my Dashless+ clear. Now I did some on and off playing of the room, maybe play an hour every other month or so, but for some reason seeing Mr_Hecc clear desert seeker today awakened the same energy that caused me to grind LXVI. Using that energy I managed to clear the room within 90 minutes LOL. I did use the new strategy for the room, but I had a friend who had a MUCH better timing video for the blind section. Also don't you DARE say me savestating before I clear r8 is cheating it is quite literally the same as pausing and clicking onto another window to start a lineup video.
I can't really accurately assess how much I enjoy the map, as I cleared 90% of the map 8-9 months ago. It's definitely not the worst map ever, and it's mainly just 3 problematic rooms that make for all the difficulty (8, 10, 12). I also obviously had less experience, and you can even hear my old Razer keyboard which could barely 1f tap (aka just not).
Btw I just wanna say HUUUUGGGE respect to Mr_Hecc for actually clearing desert seeker, my coping in the video really is just coping cause I have horrible patience and consistency, so realistically this room would be much harder than feather smile for me.
Also yes I 100% stole dan's thumbnail i dont care it goes hard lmao
Map: gamebanana.com/mods/469885
(SPLOwON + CatGirlToasT)
Total: 1:37:04 hours | 2431 deaths
Enjoyability: 80/100
this clear was short enough that i could edit a quick video lol
i MIGHT return to editing more videos like this cause they're kinda fun, especially when secret santa collab 2024 comes out (or ill stream and finish ssc23 and make videos of those lol)
this is kinda an older clear as im not really going crazy on hardlist rn. The most im doing are casual 5bfierv feather smile attempts and streaming the big reveal at twitch.tv/olive__r . But my real priority is mapping a GDDH-like map which I hope will be VERY COOL
map: crumbled ruins (2* hard list, nyoom / mauve-like)
Map: gamebanana.com/mods/379726 (Parrot Dash)
Total: 3:01:38 hours | 2976 deaths
Enjoyability: 93/100
this map is awesome!!!!!!!!!!!!!! I was one of those people kinda doubting the enjoyability of this map cause I've heard plenty of people saying the map is good except final. They were only slightly correct, but I did enjoy most of that room. If I didn't die to the heart, this would probably be one of my favorite celeste maps ever (95/100) but I got pretty tilted from that death especially when it took me an extra 40 minutes for the clear. Keep in mind I used golden strats, which is probably another reason why my clear is so damn fast for a 3*. Also, I did technically have like 3.5 hours on this map, but 1: this was before SJ released so like more than a whole year ago (when I was bad), 2: i only managed to clear the first room, and 3: I CLEARED ROOM 1 IN 6 MINUTES ANYWAYS. I firmly believe this should be lowered to something like high 2* idk. But that being said, I haven't really cleared any low 3* maps at all, 2 of them are mauve/nyoom which is my worst skillset and another is goddamn niatnuoM raebretaW which is 50 minutes long 😭
I'm only kinda going for sweep, but I don't think anyone is realistically able to achieve it right now with the recent updates and additions to hard list. 5B Funnier Version is a huge road block for me, but mainly cause desert seeker looks soo, soooooooo boring and stress inducing. Another map is Waterbite, which I have some progress on (halfway thru CP2) but it's super boring and mentally draining.
Now I've seen sooooo many people on Celestecord be like "if you don't like the maps on hist just don't play them," and for me personally, it's not that simple. Like obviously I know that, and I think other people sorta aiming for these clears knows this also. I still don't know exactly why I want hard list sweep (or if I even want it at all), but I think part of it is simply to prove something of myself. Maybe just to prove that in at least one thing in my life, I am one of the best preforming in. Honestly I could write a whole essay (or maybe video?) on this kinda topic and what it means to me but I'll just stop right here. Basically, please make high quality maps with good gameplay (this is literally impossible but idc at least try).
Map: gamebanana.com/mods/502690 (Winterline)
Total: 6:31:01 hours | 7417 deaths
Enjoyability: 69/100
the most recent 5 maps ive cleared are all declining in enjoyability
unbalanced map with a few fun rooms but 2 rooms that are like way too inconsistent and also took me way too long. 42 minutes were spent being stuck on berry 1 a week before this upload.
Map: gamebanana.com/mods/474203 (EvanKrusher948)
Total: 2:02:40 hours | 2559 deaths
Enjoyability: 75/100
A lot of my enjoyability stemmed from this map being not as difficult as I thought and also 2-1 actually being fun (though it was pretty frontloaded). The rest of the map is very questionable at times, and I know it's not meant to be the greatest thing ever with a lot of effort put into it, so I can't really get mad at it. The mashing and 1 tile gaps are self-explanatory, and 1-2 had a stupid first input. The only rooms I liked were 1-1 and 2-1, which kinda just had fun movement.
also bro the reason why this community wants generally higher quality maps is cause we dont want to play extremely unbalanced and not great gameplay 😭😭😭
Map: gamebanana.com/mods/502755 (Xerunox)
Total: 2:49:54 hours | 1799 deaths
Enjoyability: 91/100
Quite a high quality dashless map! Really enjoyed most of this map (though i was in call with friends AND the creator), and the only real issue was kinda weird balancing and me just being not that great at cpops. Also know I completely abandoned EHS golden, and I know that I have a horrible habit of dropping maps after I make great progress or die very close to the end but I promise after this week I'll start streaming it again. I have 3 finals left and then school is finally over, which hopefully means more uploads and streaming (unless I start working over the summer).
Also sorry GD players I was planning on beating something but the teaser RobTop released is giving me hope that save + quit from checkpoint will be a thing, so I'll really only start grinding the level if that's confirmed 👍
Map: 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. They're also at the start of the room, making it quite difficult to feel as if you're getting anywhere, and this isn't 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 don't 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 didn't really enjoy the map due to final, this doesn't mean the map is bad. I think it's very good actually, and I'm sure Schnippi will take the criticism well (he's already anyways lol) and use it to make his next map even better (hopefully).
Map: gamebanana.com/mods/499170 (CatGirlToasT)
Total: 58:51 min | 1068 deaths
Enjoyability: 96/100
this map was very fun!!!! when i say i like techspam this is the gameplay im thinking of, input-dense but not to a stupid amount like krypton or mbwn. also really proud i managed to pull a 2nd sub hour on a hist map tho final was pretty heavy on throwables and i kinda am known as the throwable player. would definitely recommend this map especially intended if you just wanna improve general skill.
hopefully i can clear satelite center final soon but DAMN i am not good at the dashless gamplay in that room i have like 8 hours on it 😭😭😭
Song: youtube.com/watch?v=ROZJJEBa7E4 (Chroma - 第三空中実験)
Map: gamebanana.com/mods/514198 (olive)
If you don't know what MTC2 is, basically you make a map themed around a song of your choice. So that's what I tried to do, and I'm quite proud of my work. The main gimmick is teleportation, using portal entities and time refills, and this is mixed in with nyoom jelly gameplay. I'm especially proud of how I went about the tilesets, confirming I was insane enough to manually mix 4 tilesets together to fit the feeling I got listening to this song. The most shaky part is definitely the camerawork, as I don't exactly have the experience needed to map out cameras or the real knowhows, but I tried my best. Thank you very much if you end up playing my map, and (constructive) feedback would be appreciative.
Song: youtu.be/ZTYdAmOPd1M?si=9zi5Cc8BvsXjoCbm
Map: gamebanana.com/mods/511244 (tirednwired)
Total: 1:16:01 hrs | 1491 deaths
Enjoyability: 95/100
Recorded in case it was actually hard list, but I loved this map so I'm posting it anyways. I absolutely love the "gimmick" of this map, and my dumb Geometry Dash brain has thought of stuff like this in Celeste not knowing how to pull it off. The map was pretty damn input dense and tighter than I realized, but despite this it was super fun. Unfortunately, savestate practice breaks the music except like what did I expect lol of couse it would in this map its not like its a fixable problem. The visuals of the map also pair really well with the song, fitting this colorful vibe I can feel from the song. I really hope this places well in MTC2, and I'm sure it will, it'd definitely deserve a high spot.
Map - 0:00
Bonus - 2:43


