ChocoRazor*All download links can be found in the pinned comment. Also, don't try to use the icon gamesheets if you are playing on 2.2 servers.* Feel free to port this texture pack to 2.2 if you wish.
This texture pack was quite a pain to make. It involved 6 days of brutal and manual dragging of icons across different folders to make my biggest mix yet. The merging process was even worse, as there always seemed to be some glaring issues with the icons in some form, usually related to glitchy sprites caused by various hidden problems. Though, I got in contact with a person named Crucher, who was exceedingly helpful and almost completely fixed the once broken gamesheets, plist files included (curse those things, they suck). This will be my last texture pack for this version of Geometry Dash, as 2.2 genuinely seems to be poised to release this summer or very soon after as suggested by RobTop's words on the matter, Geometry Dash being removed from the Google Play Store (which impacts revenue, urging RobTop to release the update faster to maintain stable lucrative profits), and the publishing of the last 2.2 sneak peek. Yeah, that wraps up 2.11 texture packs for me. Treat this as a last hoorah of sorts before the new dawn approaches.
The 4GB Patch is REQUIRED so as to avoid game crashes and bugs concerning black icons. I would not recommend trying to run my pack without this patch.
If you need help with the installation of Sai's Mod Pack, please visit any tutorial video related to the subject. Additionally, please run Sai's Mod Pack as an extension if you're using Mega Hack rather than injecting it, because that can be problematic. By the way, Mega Hack is not required for this pack. You could just drag Sai's Mod Pack into your extensions folder located in the game files directory for Geometry Dash.
Make sure to click and run the Dark Mode Patcher instead of just dragging it into your resources folder.
All my texture packs can be showcased without additional permission. So, you don't have to ask.
| UPDATE LOG | 1. Removed a bugged extra with UFO 34 2. Removed bugged extras with ships 35 and 40; fixed UFO 34 again 3. Removed a bugged extra with wave 197 4. Fixed waves 119 and 120
Ultimate Icon Mix Texture Pack Release (2000+ Icons) | Geometry Dash 2.11ChocoRazor2023-06-08 | *All download links can be found in the pinned comment. Also, don't try to use the icon gamesheets if you are playing on 2.2 servers.* Feel free to port this texture pack to 2.2 if you wish.
This texture pack was quite a pain to make. It involved 6 days of brutal and manual dragging of icons across different folders to make my biggest mix yet. The merging process was even worse, as there always seemed to be some glaring issues with the icons in some form, usually related to glitchy sprites caused by various hidden problems. Though, I got in contact with a person named Crucher, who was exceedingly helpful and almost completely fixed the once broken gamesheets, plist files included (curse those things, they suck). This will be my last texture pack for this version of Geometry Dash, as 2.2 genuinely seems to be poised to release this summer or very soon after as suggested by RobTop's words on the matter, Geometry Dash being removed from the Google Play Store (which impacts revenue, urging RobTop to release the update faster to maintain stable lucrative profits), and the publishing of the last 2.2 sneak peek. Yeah, that wraps up 2.11 texture packs for me. Treat this as a last hoorah of sorts before the new dawn approaches.
The 4GB Patch is REQUIRED so as to avoid game crashes and bugs concerning black icons. I would not recommend trying to run my pack without this patch.
If you need help with the installation of Sai's Mod Pack, please visit any tutorial video related to the subject. Additionally, please run Sai's Mod Pack as an extension if you're using Mega Hack rather than injecting it, because that can be problematic. By the way, Mega Hack is not required for this pack. You could just drag Sai's Mod Pack into your extensions folder located in the game files directory for Geometry Dash.
Make sure to click and run the Dark Mode Patcher instead of just dragging it into your resources folder.
All my texture packs can be showcased without additional permission. So, you don't have to ask.
| UPDATE LOG | 1. Removed a bugged extra with UFO 34 2. Removed bugged extras with ships 35 and 40; fixed UFO 34 again 3. Removed a bugged extra with wave 197 4. Fixed waves 119 and 120Path of Ice Complete | Geometry Dash 2.204ChocoRazor2024-01-16 | This is essentially my second time completing this path because there was a crash bug running rampant in earlier versions of 2.2 that almost completely wiped any progress spanning about a week or so. It was damn frustrating, but I'm finally done with The Path of Ice. If you want excellent color choices, then this path should be your go-to. By the way, I won't be posting more path-related videos until all of them are complete as other people have already posted videos showcasing the rewards for each individual path.Path of Fire Complete | Geometry Dash 2.2ChocoRazor2023-12-29 | Awesome icons and colors in this path. The Path of Ice is next.Path of Blood Complete | Geometry Dash 2.2ChocoRazor2023-12-23 | I just had to do this path second. This and metal are by far the most interesting paths to choose from. The icons and colors stand above the rest for me (I enjoy creature-like icons and red and gray as colors). Next up will be the Path of FirePath of Metal Complete | Geometry Dash 2.2ChocoRazor2023-12-21 | Still can't believe that 2.2 is out in full force. I've been spending numerous hours just exploring all that the update has to offer, from the official levels to the editor. So far, I've been having an absolute blast playing all the new levels the community has to offer and switching around my icon sets. Needless to say, I don't think I'll ever be using a texture pack again. As for the paths, they are a smart way to keep even experienced players engaged with new content, as nobody benefits from accomplishments that date before 2.2. I also didn't even notice the chest reward until a few stars before I finished the Path of Metal. That was a pleasant surprise. Anyways, more to come in the future. There's a lot to unwrap with this update.GANGIMARI by 64x 100% | Geometry Dash 2.11ChocoRazor2023-12-18 | Never have I felt so much anger while playing this game. The sheer negativity that emanates from this level is staggering. It really was a tumultuous mental journey, even if I only spent around five hours of my time suffering in trying to beat GANGIMARI. This level is so utterly close to being amazing it's agonizing. If only the first drop wave was nerfed, then this level could've been absolutely phenomenal. Unfortunately, it's the king of random, spontaneous bullshit. New death after new death, my frustration knew no limits. Don't try out this level. It may seem enjoyable on the surface, but it's just another pestering Extreme Demon with truly awful balancing. To add onto the damage, the level received an ironic "balance update" after the most popular startpos copy, so I had to re-learn some of the most altered parts after allocating over 1500 attempts to the aforementioned startpos version. What a mess this experience was. Just ridiculous all around.
My texture pack: youtube.com/watch?v=Z1hlAWw2Edo&list=PL6tJCnrrI8unFxU9aGlW041Tgn6eTsRMR&index=4&t=104s What I use: SayoDevice O3C My personal enjoyment Rating: 8/100 Worst fail: 95%x2 Hardest part: 30-40% without a doubt Attempts: 2979 Recommended: No! Harder than: Pumped Up Kicks Easier than: Plasma Pulse IIIMojito Funk by Wav 100% | Geometry Dash 2.11ChocoRazor2023-11-06 | Just wanted to upload one more completion before 2.2 releases. I'm still active, just not particularly focused on YouTube right now. I've been trying to get used to the SayoDevice for a month now by allocating plenty of play time, and it really is as good as what's previewed by the specs. My raw mechanical skill has definitely been boosted since picking up the keypad. Ship finally feels okay to play with now. As for Mojito Funk, it's a relatively consistent Insane Demon that suffers from poor balancing. Though, the flow and consistency of the gameplay somewhat compensates for the questionable balancing decisions, adding fun to Mojito Funk in the form of adrenaline rushes. By the way, I'm super excited for the release of 2.2. The update could drop any day now, and that's an unreal prospect. If I don't upload another video until then, 2.1 has been an amazing update in all regards and I'll see everybody next time in a new era for Geometry Dash.
My texture pack: youtube.com/watch?v=Z1hlAWw2Edo&list=PL6tJCnrrI8unFxU9aGlW041Tgn6eTsRMR&index=4&t=104s What I use: SayoDevice O3C Worst Fail: 86% Hardest Part: 85-86% Recommended?: Yes(New Hardest) Plasma Pulse Finale by Zeostar and Giron 100% | Geometry Dash 2.11ChocoRazor2023-06-24 | Here it is, the culmination of the Plasma Pulse series along with my dedication and passion towards finishing it. This accomplishment truly feels special and distinguished, even when the Extreme Demon range of difficulty is so vast and nuanced. Nonetheless, this is easily the proudest challenge I've managed to conquer in this game; nothing even comes close in terms of a multitude of factors. Honestly, for this level's monstrous difficulty, it was surprisingly enjoyable and thrilling. My learning and practice sessions were all enjoyable, which is partly due to me picking up a new learning style in which I comprehensively learn each part from the end to the beginning utilizing a copy of whatever Extreme Demon I'm playing that's filled with start positions. This method maintained the personal fun I derived from the level from the outset, which fostered an everlasting positive mindset. While learning did take a long time—around four days—that is typical for any upper echelon Extreme Demon, so I wasn't discouraged or frustrated with the expectedly increased amount of time taken to get consistent at the level. Although, I was playing on mouse during these early stages, rendering some parts much harder than I intuitively though they should be, such as the deceptive Dual Spider and the utterly inconsistent, lengthy slow section beginning at 56%. This was the hardest truth to deal with, as it felt insensible given my skill and ease at executing the parts in practice, but when the time eventually came to go from 0%, my experience took a turn for the worse, which is an unfortunately commonplace pattern for me. It's definitely an issue with my impatience; I prefer instant gratification over consistent and portioned sessions of effort, which manifests in anger and despair. However, the nature of this level's timing-based gameplay is very enjoyable. The clicks feel fair without sacrificing any of the challenge or momentum, which creates a level where exceptional nerve control is essential and consistency is king. Consistency is the cornerstone skill of this level, even more so than timings, and that is because there were personally sparse opportunities for me to reach the second half, so I especially had to be apt at the first 50%, otherwise I would have no chance of feasibly beating the level quickly. Though, my wishes didn't come to fruition fast. While I managed an insane progress fluke of 51% from an unbelievable 10%, that didn't carry over or preserve itself. Thus, the first three days of playing in normal mode were awful, as I got mad while not being able to relieve the early confidence-filled rush of the first day of playing from 0%. As the days went on, I of course achieved new records as expected given the amount of time I was allocating to beating Plasma Pulse Finale (upwards of 6 hours a day is my estimate), yet I still felt proportionally bad at the level given my progress. After reaching 76% on my debounce-fixed G502 Hero, I pretty much capped out with mouse as an input method. The problem is that playing with mouse makes my right hand jittery and uncoordinated, forcing me to have long warm-up times and shorter proper playing sessions due to wrist pain. No matter how I angled my mouse, the wrist pain and "cold" hand persisted, negatively impacting my play. As a result, I sought to switch to up arrow again after failing back in May 2023 with the same goal of mixing up my input methods. Turns out, up arrow is just as amazing as people say it is. Utilizing it makes me feel instantly sharp and in no need of warming up or practicing parts I already have nailed down. Additionally, game modes such as Spider and Cube are worlds easier on up arrow, which are coincidentally influential factors and frequent appearances in Plasma Pulse Finale. I wasn't expecting an instant skill boost, but it occurred regardless. On the first day of playing with up arrow, which was actually yesterday as of uploading this video, I netted a fail of 89%, which was expected. That's one of the hardest timings of the level; no big deal. Then, I just beat it the following day during my shortest playing stretch concerning the level. I would say my experience with Plasma Pulse Finale was overall solid. However, I'm just ecstatic over the fact that I've completed such a historic level and feel seriously proud over something I've done in Geometry Dash. I'll be taking a break from the game now for a time of around two months. I'll still play the awarded section every now and then, but I need to focus on tuning my life for the better.
My Texture Pack: youtube.com/watch?v=Z1hlAWw2Edo&list=PL6tJCnrrI8unFxU9aGlW041Tgn6eTsRMR&index=4&t=104s My Keyboard: Hyperx Alloy Origins 65% /w Red Switches My Mouse: G502 Hero (debounce fix) Attempts: 11455 (around 10.5k were on mouse) My Personal Enjoyment Rating: 75/100 Worst Fail: 89% Hardest Part: 7-25% on mouse, 87-100% on up arrow Recommended?: Yes
By the way, I only died past 56% five times!Plasma Pulse Finale Progress #2: 89% | Geometry Dash 2.11ChocoRazor2023-06-24 | I switched to up arrow today and gained an immediate skill boost, especially regarding timings and high cps gameplay. The swap assisted immensely in building consistency with the first quarter of Plasma Pulse Finale, which I previously found to be substantially more difficult on mouse. Now, I feel empowered and able to finish off this exceptionally challenging level. I still use my G502 Hero from the last cube to the end because I find the absence of a debounce delay with it renders the last micro click based robot easier. There's no other ideal location to switch from up arrow to mouse in proximity to the last 5%, so I just do it earlier as it's no big deal. Additionally, 87-89% is buggier on up arrow for some reason; I find that I transition more awkwardly out of the blue portal. The finish line is close in sight, I just know it.
My Texture Packs: youtube.com/playlist?list=PL6tJCnrrI8unFxU9aGlW041Tgn6eTsRMR My Keyboard: Hyperx Alloy Origins 65% /w Red Switches My Mouse: G502 Hero (debounce fix)Plasma Pulse Finale Progress #1: 59% | Geometry Dash 2.11ChocoRazor2023-06-20 | Plasma Pulse Finale has been treating me decently thus far. The learning process was unexpectedly fun for a level of this caliber, which is most likely due to the fact that I now prefer to learn extremely difficult levels like this one in reverse, beginning from the end and increasingly crawling to the beginning. This allows me to gain consistency in smaller chunks and chain them together easier, as there is less for my brain to process all at once. This has done me wonders, and I'll continue to apply it in the future. Anyhow, I started going from 0% yesterday, quickly netting a 51% in around 30 attempts as a fluke from 10%, which was an absolutely astonishing progress event. However, today has been a different story, and not in the least for the better. This level infuriated me like others before it just because of one section, that being 14-20%, which I can honestly say comprises that majority of Plasma Pulse Finale's difficulty given its demanding and tricky nature. Dual Spider rarely shows up nowadays, so it's already an under-practiced skill for me. The ship part afterwards is not appreciated either for a different reason: it's just plain difficult and unorthodox. I hope to beat this Demon soon, as I'll be taking a small break for the game in favor of improving my lifestyle and becoming a smarter, more fit, healthier, and better man. All I want to do is finish the Plasma Pulse series and acquire another new hardest. After all, I don't exactly want Altered Ascent to hold the throne for that title nearing on a year, so it's best to prevent that from occurring.
my texture packs: youtube.com/playlist?list=PL6tJCnrrI8unFxU9aGlW041Tgn6eTsRMR my mouse: G502 Hero (debounce fix)(Fluke From 56%) TENDO by gradientxd and More 100% | Geometry Dash 2.11ChocoRazor2023-06-10 | TENDO is a colorful and animate level based primarily around synchronized, hasty gameplay. The structures featured in it are flashy but also subdued with the black backdrop, which is a nifty decorative approach that I don't see often in Demons of this caliber. I could stare at this level for hours; its playful-but-simple visuals just have this captivating quality to them that keeps me entertained and pleased. As for the gameplay, it's quite good overall. I appreciate the speed and intensity of the music beginning at the drop, fostering a tense atmosphere that really forces the focus out of the player. However, that's also partly one of its few downfalls, because that satisfying experience can't always be accessed due to the pesky pre-drop. I had unusual trouble with the level's first quarter, especially the ball click at 12%, which was absolutely defunctional thanks to an annoying slope bug on 360 fps that I didn't realize until frustration had already accumulated. The bug at 12% is also why I beat TENDO on 240 fps, as it is squashed on that refresh rate. From the drop and beyond, I don't really have much to nitpick this level for. The gameplay is excellent by all accounts, and trust me when I say this, but the Spider part at 60% does get consistent, it's just that you have to treat like a timing-based section and not one that relies on music sync. Essentially, try clicking precisely, not in regards to the beat of the music. I know a decent chunk of people struggle with that part, so there's my top takeaway tip. The last third of TENDO is my favorite portion of the level. The decoration takes on an even more appealing form, and the intensity is maintained while staying true to the level's core concept: sync. I recommend this level for anybody looking for a first Insane Demon, as this level is a perfect gateway to that difficulty range!
Next up: Plasma Pulse Finale My Texture Packs: youtube.com/playlist?list=PL6tJCnrrI8unFxU9aGlW041Tgn6eTsRMR My mouse: G502 Hero Personal level difficulty rating: Entry-level Insane Demon Attempts: 305 My personal enjoyment rating: 60/100 (was around a 20 before I fluked from 56%) Worst fail: 56% Hardest part: 0-35%Plasma Pulse III by Zeostar and Giron | Geometry Dash 2.11ChocoRazor2023-05-25 | When I initially moved onto this level after completing Plasma Pulse II, I was expecting only a moderate difficulty increase as judging by the pattern of the previous two levels. However, this level really surprised me in just how infuriating and annoyingly difficult it is. When I first began going from zero after one lengthy and comprehensive practice session, the first ball part was an absolute nightmare. Seriously, my pass rate for the portion during the first day of proper playing was around 1/50, which was crushing and demoralizing to say the least. Thankfully, it does get consistent after grinding it out and building automatic muscle memory, which turns the part from one of the hardest and most egregious of the level to possibly one of its two save and graces. The ship and wave that occur after the opening ball sequence are my favorite sections of the level without a doubt; good construction is present and the moving objects are not jarring in their motions, creating some fair but challenging gameplay. I can't emulate the same appreciation for the pink ball part, however, as it was just completely and utterly pestering. Regardless of how fast I clicked or how much I practiced to find click methods, one random spike with a heightened hitbox would always strike me. This was undoubtedly the worst part of the level in that it angered me to a point of hopelessness, where I felt incapable of reaching the second half. After that cesspool comes a couple okay examples of more wave and ball gameplay that I died to way too often for their respective difficulty. Even though I tested these sections vigorously during practice, I would rarely reach them when the time came for playing in normal mode, so the death counts unfortunately just increased as time progressed. Though, I have to mention the next slot machine of the level, that being 59-60%, which is almost comical in how luck based it is. Don't even try to think or time your inputs utilizing the visuals, because that will almost surely net you a death. Instead, try to click the first two UFO inputs to the beat of the music, which is vexingly random for a level that was previously devoid of any apparent music synchronization. Once you pass the UFO, there is another wave part, except this one is actually fun while still not being totally free, though that is probably singing its praises a tad bit excessively. Moving on is the worst part of the level: the 69% cube. I died just at this percentage alone seven times, which is ridiculous considering that I practiced it more than any other point of the level. But, my naive self didn't realize that the first three clicks entering into the cube are once again timed with the music again for the second random moment, piling up more unnecessary attempts. The two triple spikes located in this part are also blind jumps, but I found an alignment assistant in the ground deco that renders them basically nonexistent in difficulty. After passing that cube part, the level starts to wind down in difficulty, with only a strange dual and a janky buffer-based ball segment standing in your way between victory and defeat. The last 20% is nothing too notable. I never died there and can confidently say that the gameplay is pretty middle of the road, but some might find greater difficulty in it depending on their levels of nerves/stress. Honestly, this level provided me nothing but despair and frustration, but the half-fluke from 78% was a needed morale boost that definitely filled me with the only happiness while playing it. Do I recommend you attempt to beat this level? No. Plasma Pulse III is a below-average shell of a threequal that has nothing to offer in the grand scheme of things. I promise that you will die many times in some unexpected spot, impacting the degree of fun that you experience. I just beat it for the sake of finishing off the Plasma Pulse series. Otherwise, it would've been assuredly left in the dust. Only one level remains in the series for me to complete—Plasma Pulse Finale. I'll probably end up doing that level after a couple of other possible projects, because my list of levels to beat only continues to expand. That's about it for the run-of-the-mill Plasma Pulse III.
My Texture Packs: youtube.com/playlist?list=PL6tJCnrrI8unFxU9aGlW041Tgn6eTsRMR My mouse: G502 Hero Personal level difficulty rating: Middle Extreme Demon Attempts: 3595 My personal enjoyment rating: 13/100 Worst fail: 78% Hardest part: ¯\_(ツ)_/¯ (it varies a lot while playing)Plasma Pulse II by Giron 100% | Geometry Dash 2.11ChocoRazor2023-05-21 | Recently, I downloaded some old firmware for my old G502 Hero mouse that entirely removes its debounce delay. Needless to say, I'm going to use that mouse for daily play going forward, as everything feels extremely responsive and sharp. I feel as if I can do more now with the Hero. As for Plasma Pulse II, it's fairly alright. The pre-drop is a huge pain at first, but just playing it for a decently long time can net you some excellent consistency. The drop begins with a wave part reminiscent of the level's predecessor and is quite easy. I don't have much to discuss about this section, as it's nice and fast paced while remaining reasonable in its gameplay. However, the UFO part afterward is just quite frankly not built well. Sometimes, I would miss the overlapped portals at 41%, even if I passed the previous input. As a result, it all boiled down to luck, rendering the part unfun. Next up is the first dual part, and yes it is by far the hardest portion of the level to learn. Although, I did end up discovering a method for the first few clicks that basically saps all the difficulty out of it. All you have to do is execute a fast double click when you enter the dual, and then the hard part is done. After the dual is an easy ship section that I didn't die to whatsoever, which is exactly what I expected. Succeeding the ship is another break part that has one nasty click at 81% but is otherwise effortlessly easy. Now, the last dual is infamous by many victors for its odd construction, but there is a simple solution to counteract the questionable cube-robot microclicks: just click harder. The truth is that it's not necessary to barely tap with the robot to pass, because that just leaves the cube open to die due to a late or early timing, which is more likely to occur if that is the way you perform that part. When upping the pressure a tiny bit, the last dual is nothing special in terms of difficulty. Overall, the experience was fine; I beat this so fast that I didn't have time to fester a disappointing experience. I don't know what I'd like to beat next, though. That will just have to wait for now.
My texture packs: youtube.com/watch?v=Hmlt4J73jmA&list=PL6tJCnrrI8unFxU9aGlW041Tgn6eTsRMR&pp=gAQBiAQB My mouse: G502 Hero Personal level difficulty rating: Insane Demon Attempts: 756 My personal enjoyment rating: 70/100 Worst fail: 60% Hardest part: 0-24%Getting the 6.0 Hero Badge | Roblox Super Bomb SurvivalChocoRazor2023-04-29 | A couple days ago, Polyhex released the long awaited 6.0 intensity to private servers in their landmark title, Super Bomb Survival. The mode takes the game's difficulty to a brand new tier of challenge, blowing hardcore 5.0 out of the water. Threats that are usually exceptionally rare such as the Ultimate Destroyer are frequent appearances in 6.0 rounds. Not only does this contribute to the spectacle of watching several different bomb types accumulate and occupy the map, but it significantly reduces the player's maneuverability. To leverage this, mobility tools are essential, as getting caught up in multiple fatal blasts would otherwise be nearly inescapable. Additionally, the presence of numerous large bombs over a lengthy period of time absolutely destroys terrain, which is your biggest natural ally in 6.0, as it shields you from the lava layer waiting at the bottom, which becomes extremely deadly towards the ending of rounds when Destroyers and various other bombs inevitably stockpile in the depths. The spawn rates of all bombs are also drastically increased, which does foster quite an exhilarating, albeit repetitive environment. In particular, Grimbells, Homing Missiles, and Wingseekers are enormous annoyances, and are constantly present and pestering you. Fortunately, there is a half-solution to combat the latter two of the list. If you have the double perk gamepass, then I highly recommend combining the perk Aurora Wings—a mobility perk that provides invaluable access to speed getaways and height gain for protection—with the perk Unseen, which completely removes the threats of missile targets from your experience. However, there is a catch to this: many times, I've encountered bugs in the RNG generation of 6.0, which would occasionally send banded groups of Wingseekers after me—even when Unseen was equipped. As a result, deaths due to Wingseekers were excessively frustrating, second only to physics deaths that would suck me towards lava under the ground, thereby also leaving me vulnerable to Grimbells, which are in no shortage in 6.0. As for the skill choice, Platform is a surprisingly excellent selection that proved the best overall for my goals. It seems that Platform as finally found its niche use, as it allows you to remain in the air for the majority of the round. The importance of this can't be understated enough; it is obvious that with no method of staying away from the lower terrain layers, you would most definitely be overwhelmed by hoards upon hoards of Destroyers, Homing Missiles, Nukes, and quiet bombs. Thus, Platform is the optimal skill to use in conjunction with the aforementioned perk combo, though good luck if a glitched Wingseeker group spawns, because then it's probably game over. Anyways, some other miscellaneous tips I offer concern collectibles: they are indeed important. Invulnerability Shields are the most precious of them all. Seriously, being able to trigger explosions of airborne bombs without being damaged and saving terrain from annihilation is super helpful. If you opt for Forcefield, which is my second go-to skill for 6.0 mode, then Supercharge Sodas are your best friend, which grant you access to the best ability in the game in regards to Forcefield. By the way, don't get greedy in any circumstances for riches. This mistake, combined with physics and Unseen glitches, were responsible for the brunt of my deaths. Terrain is always being destroyed, and it's never reasonable to risk your life for a few coins or a Yellow Gem. The only time when risking in the obsidian layer is advantageous is when a Supercharge Soda and/or Invulnerability Potion are available with NO threats nearby. Otherwise, just forget about it and enjoy the prime safety in the skies. One more thing: don't grab Event Icons if you're not low on health. It's just not logical to increase the amount of threats coming your way, but if you just want to have some fun, then go ahead (I did that myself most rounds for an extra challenge). With that stated, I conclude the 6.0 discussion. If you request additional tips, please insert them into the comment section! Finally, this was by far the hardest badge to obtain in the game when considering sheer difficulty. Of course, badges like Nuclear Rank do take longer by default, but the strain associated with them is not as pronounced as it is with 6.0 Hero. While I experienced my fair share of fun achieving the badge, it is ever-so-slightly pay to win, as evidenced by the ideal strategy involving an expensive wing perk and a gamepass, which feels a little icky. Nonetheless, I'm thrilled that 6.0 was finally added to the game, and hope that the playerbase overall expands greatly, because Super Bomb Survival is one of Roblox's classic prized gems.
Victor number for the badge: 121ChocoRazor Texture Pack: Alternate Edition Release (100 New Icons) | Geometry Dash 2.11ChocoRazor2023-03-13 | I thought I'd modify the texture pack that was previously released and create a personalized version with my icon preferences in mind. This pack is quite similar to my 2.0 mix, but with some noticeable differences to help distinguish it. Switching off from Hussey's dark menu, Tetry's menu now serves as the primary visual interface of the pack. I find Tetry's menu to be one of the best to ever grace the game, with excellent fonts, UI symbols, and chromatic colors, so I decided to include it in here. It is especially pleasing when paired with Absolute's patcher, which darkens up game assets which are usually hard-coded brown and thus polarizingly stand out. Absolute's patcher is included in the pack as an option to run. Of course, you can mix the icons with other menus if desired, it just takes some hybridizing of game files. Once again, you will need the Sai Mod Pack in order to access all of the icons, with the 4GB Patch HIGHLY recommended as an addon for boosting game performance. Additionally, I've provided a link in the pinned comment that leads to a condensed version of the texture pack showcased in the video. This is intended for people with lower-end hardware that still can't fluidly run the pack with all the icons utilizing the 4GB Patch. So, if you like the icons featured in this video but play on slow devices, that link is for you. However, you will only be able to access icons up to the slot constraints of normal Geometry Dash. With that out of the way, here is a list of changes implemented after version 2.7: Added a new menu, updated the purple fire trail, and cleaned up the duplicant and bad icons of the pack by replacing them with A LOT of creations stemming from Krintop's Extraction texture pack, Denni's 2.21 texture pack, Fenixcore's texture pack, Ketsu's public mix texture pack, and Hyperbola's CRYPTOSv3: Twilight Version texture pack. In total, about 100 icons have been cumulatively added from all gamemodes after version 2.7.
*All download links can be found in the pinned comment*
The 4GB is HIGHLY recommended for superior performance under a Geometry Dash affected by a higher processing load. I would not recommend running my pack without this patch.
If you need help with the installation of Sai's Mod Pack, please visit any tutorial video related to the subject. Thanks!
Anybody can showcase my texture packs without extensive permission. So, you don't have to ask.
| UPDATE LOG | Update 1.1: Fixed the practice mode checkpoint colors Update 1.2: Added a modified Technical49 icon, Zeronium icon, Bgram 3D glasses icon, Crisis ship, and 120 user coins wave, which all replaced five low resolution Fenixcore iconsHotel and A-1000 Full Run + Scanner Gameplay | Roblox DoorsChocoRazor2023-03-12 | A-1000 is Door's hardest badge currently obtainable in the game. It requires the usage of two lockpicks and one Skeleton Key to unlock the entrance door to The Rooms, which is always located around room 60. That being said, I didn't really suffer much when the time came and I decided to challenge myself and attempt to claim victory over A-1000. Comprehensively progressing throughout The Rooms is a matter of endurance and time, not speed. This is the message I relayed within my mind as a I neared closer to the finishing section, which helped calm down my psyche, thus leading to superior playing performances. That's how I managed to complete A-1000 in the span of just about only 3 runs, all of which took place today. I don't have anything else to say about my personal proudness regarding this achievement, as I expected the experience to draw to conclude fairly quickly. But, I will supply a self-written guide below to assist players in beating The Rooms, as it contains some useful information.
A-60: Probably the least of your worries, A-60 is not a formidable threat. Its sound cues are loud and clear, with its presence not much of a secret, either. Similar to Rush, it will always spawn when the player encounters a room containing at least one serviceable hiding spot, so keep that fact in mind. It's also less dynamic than the other two entities inhabiting The Rooms, so there isn't anything extra or hidden to internalize while combatting it. However, I noticed that when I got deeper into the rooms, A-60 would spawn together with A-90 much more often, almost at the exact same intervals each time. There's no secret that A-60 pairs well with A-90, so when searching for a locker to hide in, maintain a healthy sense of caution when doing so, as that is a probable moment when A-90 will strike. Speaking of A-90...
A-90: This glitchy face of horror is most definitely the prime threat of this challenge. Even one input while it's active will cause a tremendous amount of health to be deducted from the player, sometimes even killing them in the process. In addition, A-90 leaves players open to attacks from the rushing entities if it manages to execute a successful offensive move. A-90 was my biggest worry during this run because it's spawn rates seemed to drastically increase whenever another entity was nearby. This rendered me vulnerable to sudden flashes of A-90 while running away from the other two creatures, which culminated in me nearly dying as evident in the video around room 500. So, to avoid the situation I fell victim to, try to enter a locker as quickly as possible while being chased by either A-60 or A-120 to avoid deadly encounters with A-90. I say this because it is advantageous to take your hands off of any electronic peripherals while hiding, as your not conducting any other actions, so it is best to just abstain from contact with the keyboard, mouse, touch screen, etc. However, never let your guard down, and always be on the lookout for A-90, as it can spawn independently of the other two entities, albeit with increased rarity. To be honest, I find A-90's design to be quite erroneous in comparison with the other beasts of Doors, as its mechanics are counterintuitive and plainly terrible. It's just annoying to be hit by it while pressing E as a means of escaping to a locker. Anyways, on to A-120 now.
A-120: Many people have grievous issues with A-120 due to its less strict spawning protocols relating to locker-containing rooms. What I like to do is systematically memorize the room layout I'm currently residing within as I progress through The Rooms, giving me absolute opportunities to discover hiding areas. This strategy was superbly effective for me because it essentially counters the coding design behind A-120. Unlike A-60, A-120 can actually spawn inside of barren rooms with no lockers, rendering more clueless players susceptible to deaths. Though, I took this information and figured out that if I'm already inside a location with no lockers and A-120 hasn't spawned yet, then if it does attack me in the following door that the following room will 100% lodge 1 locker at minimum. If A-120 spawns in that manner and the previous room had good hiding spots, you could also just double back to where you came from, which is what I did as demonstrated numerous times in the video. Using my method, I never died to A-120 once, and it was a complete joke of a threat as a result. That being said, watch out for A-90 when A-120 is present, as it is more unpredictable and unexpected than when paired with A-60.
Miscellaneous tips: The regular flashlight is the best item to have in The Rooms because of the invaluable vision assistance it provides. In conjunction with using it, always be vigilant of batteries' spawn locations. Memorizing the layouts of all the room variations is also helpful in fending off the entities. With that, I conclude this description in the hopes that my words will help others conquer A-1000.My Oddest Occurrence... | Roblox DoorsChocoRazor2023-03-11 | During my quest to earn the A-1000 badge, the first run successful up to The Rooms created this abomination of an event. I have no clue as to what exactly happened here, but my ping---as shown in the video---did halt completely. Perhaps the game encountered a fatal bug regarding room generation which caused me to get killed in response to a failed failsafe attempt. One can only assume whatever plausible circumstances, though. Feel free to comment down below potential hypotheses for explaining my predicament. By the way, I have since beaten A-1000, which was executed right after this run in less than 3 attempts.Rearmed by KrmaL 100% | Geometry Dash 2.11ChocoRazor2022-12-21 | Rearmed is a decorative makeover of KrmaL's oldest level named "Unarmed", back when his online name tag used to be Krazyman50. This fact really shows up strongly in the level when one thinks about the amount of time that has passed since the original level's inception and refurbishment. Fancy and flowy decorative elements really are not Rearmed's strong suit, with generic 2.0 radial air objects reigning supreme as the primary group of ornate objects utilized to fill up the level with haphazard junk. Given the odd overall structuring of the entire level too, which is typical of KrmaL's creating methods, and there is a lack of harmony or consistency with the visual parts of the level. Certain parts such as the green initiating at 24% are extremely pleasing to the eye because of exemplary use of solid colors, while others such as the compact maze-like section beginning at 49% are just utterly messy and cluttered in their nature. So, the decoration of this level isn't too notable, but an aspect of it that is pertains to the superb Dex Arson song that accompanies it. The vocals sang by the female and male duo are absolutely outstanding and are so elegantly modulated. Truly, the song is a quality composition, and is what pulled me into start playing the level. As expected, listening to the song never got boring or grueling, because its dynamic characteristics eliminated any semblance of lingering monotony between the parts. Now, let me discuss the final facet of this level, and that is the unique gameplay. Rearmed incorporates traditional KrmaL gameplay, albeit with a considerably greater presence of complex duals and clunkiness. The infamous orange-colored dual part starting at 37% is especially frowned upon by numerous community figures for it being mostly dysfunctional, but I discovered a rhythmic click pattern that I hummed in my head that ended up working super well after an extended period of practice. Because of this method, which I'll be happy to share with any commenters as requested, the dual became trivial in its difficulty, and I passed it more times than not without a sweat. The real gripes I have with this level's gameplay mechanics mainly stem from the drop-signaled wave section, which is a thoroughly annoying chunk of the level in terms of playing design and innovation. Yes, the slope pans, which are accomplished with move triggers, were intended to create synchronized and satisfying gameplay, but it quite frankly fails miserably in doing so. I don't have a clue as to what KrmaL was thinking when he integrated those nasty and jutting movements into his level, because it clearly should've been identified as a problematic gameplay decision. What's more infuriating is that occasionally, one can die during one of the wave slope movements because of egregious hitboxes. Seriously, the one (and thankfully only) time I died at that section was because the outer rim of my wave got clipped by some deceptive and unassuming slope hitboxes. Another feature of the gameplay that I want to complain about is the hold input before the drop/wave part begins. It's a tough and blind timing that isn't even competently lined up with the "you make me go" line said by the song speaker in the moment. I died to it once or twice as a result. Anyhow, that about wraps up my thoughts concerning Rearmed by KrmaL. It's a serviceable overhaul to the first level of one of Geometry Dash's most influential creators of all time, and to that I can say it holds a historic place in the game's chronicles. Some instances of gameplay of course could've been modified or replaced with more creative and interesting gimmicks, but it is what it is.
Due to the fact that I've recently caught both Covid-19 and type A influenza at the same time, I've felt rather sick as of late. My microphone was turned off for this video to prevent excess coughs from being heard. Don't worry, though, because antiviral treatments have already left me feeling fairly recovered. The worst days are behind me on that front.
My texture pack: youtube.com/watch?v=Ya_5KvA4Cvo&t=519s My mouse: Razer Viper Ultimate Personal level difficulty rating: High-end Insane Demon Attempts: 1950 My personal enjoyment rating: 44/100 Worst fail: 71% Hardest part: 63-100%Swag Route Completion on Weird Trash by Megadere | Geometry Dash 2.11ChocoRazor2022-12-04 | I was just playing this level for fun when I randomly discovered a secret way hidden in plain sight beginning at 50%. No further comments, just thought that this was a happily little accident to publish. I know that I could've just stayed fixed to the ceiling in the 80s, but risking the last straight fly was far more worth it.
My texture pack: youtube.com/watch?v=Ya_5KvA4Cvo&t=519s My mouse: Razer Viper Ultimate Personal level difficulty rating: no idea Attempts: ≈100 My personal enjoyment rating: 90/100 Worst fail: 69% Hardest part: 96-100% with the intended route, 50% with my methodColorful OverNight by Woogi1411 and Minus 100% | Geometry Dash 2.11ChocoRazor2022-12-04 | Colorful OverNight is one of the primary examples of Geometry Dash's best 1.9 levels. It houses vibrant and dynamic colors in spite of the 1.9 editor limitations, displays some of Woogi's finest designs, and fairly enjoyable gameplay along side observable passion. The colorful constellations blending with the black background of the second part is especially noteworthy with its visuals in my opinion, as it manages to properly distinguish itself from non-themed design parts while also maintaining stellar quality. Even better, the player is treated to a unique black and white outline-based part following the contrasting chromatic fest of the second part. Interestingly enough, that type of environmental transitioning was far less common back in the era of 1.9, so seeing something so novel in a promising level was a treat to behold the first time I viewed Colorful OverNight. As for the rest of the level, it manages to uphold the quality standards set in the first half, with some recurrent but pleasing designs from Woogi. However, this level doesn't quite support such admirable gameplay. It's likely that its poor balancing was intended for by Woogi and Minus, but it tanks my enjoyability rating considerably nonetheless. Although, the parts preceding the Windy Landscape-esc dual ship are a blast to play with their consistent gameplay, it's just that the level rises in difficulty and plummets in fun around the 70% mark. The dual cube segment at 84% is especially horrible for its incomprehensibly speedy and faulty sequence, one that I had to pause intermittently at in order to successfully pass it. Overall, Colorful OverNight is most definitely Woogi's magnum opus, as it serves to shine his foremost creator strengths and innovations. Essentially, its a combination of all factors that contributed to Woogi's fame and creative excellence during the 1.9 era. Yes, I know Minus undoubtedly played an influential role in the construction of the level, but in all honesty, I don't have a clue on which aspects were polished by him. Additionally, I want to mention that I've dropped Extreme Demon Supercharged by TheRealWeenside and more, being that its frustrating and boring pre-drop has annoyed me into moving on to more desirable projects. I've spent way too long trying to complete Supercharged, so moving on from its toxic grasp is just the most sensible action to take. In succession of this decision, I now plan to beat Ddiamond by Lfritz as my next Extreme Demon. It's a prospectively fun and enchanting level, to say the minimum.
My texture pack: youtube.com/watch?v=Ya_5KvA4Cvo&t=519s My mouse: Razer Viper Ultimate Personal level difficulty rating: Mid-tier Insane Demon Attempts: 795 My personal enjoyment rating: 65/100 Worst fail: 84% Hardest part: 84-85%CHROMA by Renn249 100% | Geometry Dash 2.11ChocoRazor2022-11-10 | Just felt like uploading this clip out of need for habit and filler. This level is simply fun and its decoration style is appealing with the saturated and dynamic color scheme. No further comments to really elaborate on are needed. I recommend beating this if you feel like sharpening up on high-speed wave skill or getting a taste for unbalanced levels that are still fun to play (it will prepare you for the despair to materialize down the road). Overall, Renn249 did an excellent job in creating this charm of a level. As for my next proper Extreme Demon, that is likely to be the 1.9 megacollab Supercharged by TheRealWeenside and more. It's shaping up to be a quite exhilarating experience, so look out for an upcoming upload when it arrives.
My texture pack: youtube.com/watch?v=Ya_5KvA4Cvo&t=519s My mouse: Razer Viper Ultimate Personal level difficulty rating: Hard Demon Attempts: 114 My personal enjoyment rating: 95/100 Worst fail: 85% Hardest part: 53-58%Digital Descent by Viprin and more 100% | Geometry Dash 2.11ChocoRazor2022-10-31 | You know, I try to enjoy playing these enticing Extreme Demons, but they always disappoint me in how excruciatingly annoying they are. I desired to beat this level to work towards my goal of completing the famed Technology Trilogy consisting of this level, Artificial Ascent, and Cybernetic Crescent. Digital Descent is quite the practice-based level, with muscle memory building up only gradually as all parts are sluggishly learned and executed consecutively. At least half of my attempts stem from learning sessions alone, due to how long sections such as Devon and Etzer take before becoming mildly consistent (although there are methods I discovered for the former that render it drastically easier). My experience with Digital Descent wasn't unusually terrible until I finally broke through a lengthy progress barrier and reached G4lvatron, where events went awry hastily. From that point onward, each death occurring before Devon felt preventable and frustrating, as I created a mind block in my head that I should possess greater consistency. However, deaths in the second half only accelerated as I gained more consistency with all the parts before Devon (including Manix's unexpectedly difficult section) between sessions and vice-versa, creating a monotonous loop of dying at the same unfun parts over and over again. This level not only corresponds to my most substantial disappointment of a level, but it has also impressively topped Altered Ascent for reigning as my new worst experience in Geometry Dash. Yesterday, I acquired fails at 82% and 93% respectively. To the say the absolute least, I was determined not to die at the easy ending at all, but of course, I can never fluke a level. In all honesty, this is the only Geometry Dash level that has sent me into a primal mental rage, given just how maddening my unlucky streak concerning it was. Admittedly stating, however, my mindset was problematic and hopeless, so that only negatively impacted my play, I presume. Regardless, I'm tired of playing these difficult levels in happy anticipation of having fun with them (I enjoy the grind cycle, but don't like levels solely made to be difficult) and then just getting wrecked by despair and the parts of careless creators, which is only further intensified in severity by verifiers who only seek to pump out non-quality hard levels. All in all, this level is saddening with its repulsiveness and I hope prospecting victors don't suffer the same awful experience as I did. It's just a major shame; this level could've been so fun...
My texture pack: youtube.com/watch?v=Ya_5KvA4Cvo&t=519s My mouse: Razer Viper Ultimate Personal level difficulty rating: Extreme Demon Attempts: 5265 My personal enjoyment rating: 0/100 Placement on the Demonlist: 142 My personal placement opinion: Legacy; should've swapped with Artificial Ascent ages ago. Worst fail: 93% Hardest part: Etzer (What was he thinking when he made that abomination?) silly levelDigital Descent Progress #1: 50% | Geometry Dash 2.11ChocoRazor2022-10-22 | I'm currently attempting to slay this level as my next Extreme Demon. It's quite the complex level, and thus requires ample and focused practiced sessions. Today was my first delve out from practice mode and I yielded this 50% result fairly quickly. Homogenous with other levels, the first half is drastically more difficult in Digital Descent, although the raw gameplay isn't as excruciating as levels such as Altered Ascent, for prime example. I reckon this level is even easier than the likes of Artificial Ascent. Anyhow, my personal experience up to this achievement has been average; not many complaints to detail. It must be stated, though, that this level contains quite remarkable designs for its age. Digital Descent is definitely one of ViPriN's more classically refined megacollabs. Expect a 100% completion video in the coming days, as I anticipate a victory rather soon with this level.
My texture pack: youtube.com/watch?v=Ya_5KvA4Cvo&t=399s My mouse: Razer Viper Ultimate(New Hardest) Altered Ascent by Prism and more 100% | Geometry Dash 2.11ChocoRazor2022-10-09 | Yet again, I have claimed victory over a new personal hardest achievement in Geometry Dash. This level appealed to me greatly after my Artificial Ascent completion, being that it was seemingly higher quality compared to its original source material in the gameplay department. However, the experience did not transpire in the least bit that I expected. The first few days were bearable, and even fun given the circumstances that I was still learning and soaking up the level's layout. Well, once I reached the second half from 0% for the first time, that's not only when the quality of my experience dipped immediately, but the issues of Altered Ascent became extremely apparent. You see, this level only exacerbates the detrimental gameplay decisions of Artificial Ascent, with moronic transitions and buffs located in every single crevice of this forsaken creation. I will give credit where it is due, because Michigun's part was nerfed into the absolute ground, which I duly appreciate, but that doesn't deter from the fact that Altered Ascent is a failure of an Artificial Ascent remake. Prism and his team tried to capitalize off of the original's success by bringing big names into the collaboration lineup and buffing the level to the extreme, sacrificing enjoyability and sensibility for the cause. Personally, my time with this level was the worst that ever took place within Geometry Dash. Every second felt torturous and all possible thanks to careless creating and balancing decisions, with specific parts such as Angryboy, Prism, Juhou, Pennutoh, Tho4, and Straw really upsetting me with their unnecessary difficulty. Once you inevitably get consistent with the parts leading up to Juhou, the same deaths will start to occur, adding even more monotony to a probably already garbage experience. What didn't aid in what little enjoyability I possessed left with this level were the unbelievable 10 deaths I suffered passed Straw's part. For those unaware, this level gets drastically easier after Straw's part (starts at 58% and ends at 64%), so I was expecting a couple deaths at most stemming from Lieb's part exclusively. Of course, though, I just had to die a few times at Bianox and Sminx, who didn't even create such egregious parts, but they still dragged out the victory run by a couple thousand attempts or so. My two deaths at Bianox were especially demotivating, as they were both unexpected and presumably precursing to a 100% finish. Never has a level in a video game filled me with such rage and the inclination to slam my setup, but this level altered that for the worst case scenario. This description isn't even to mention the frustrations I experienced related to not being able to pass Juhou consistently, which trapped me in a loop concerned with playing the beginning excessively, and then later buckling under nerves and pressure once at an actually far-in and difficult part. Other victors mention the ease at which they passed Juhou, and I even adopted their good methods to beat the part consistently, but my mind couldn't wrap itself around the utter ignorance and variability of the transitions into his part, and so I died there countless of times (at least in the hundreds). Then, there's Pennutoh and his garbage excuse for a remake part. I won't even delve into that machination of a section, but will mention the annoying bug at 49% transitioning into Failure's part which I eventually mitigated through not holding out from the ship, but still died there a total of 11 times. All in all, this level is an enormous disappointment. Artificial Ascent always seemed like such a magical level back in 2016, but this diabolical remake has definitely and permanently ruined that sense of wonder. Altered Ascent simply doesn't try to innovate. Instead, it was most likely plotted up to extract fame from the community, which it admittedly did. Ultimately, the question begs: why wasn't balancing allotted a more influential role? Now, with that out of the way, here is a list of all the parts and how they compare gameplay quality wise with the original: Codex/Queso: moderately worse Manix/Angryboy: substantially worse Sanic/Prism: tremendously worse Hinds/Shocksidian: considerably better Zobros/Juhou & Ryder: tremendously worse Michigun/GS Craig: tremendously better Anthrax/Drak: moderately worse Zenthic/Eclipsed: moderately better ViPriN/Nico99: slightly better Loogiah/Pennutoh: tremendously worse Wamiq/Failure: tremendously worse Nasgubb/Tho4: tremendously worse Abstract/Straw: tremendously worse Etzer/Sminx: moderately worse Speed/Lieb: substantially worse Serponge/Bianox: moderately worse Galva/Voltex: idk tbh Terron/Ilogic: considerably worse
My mouse: Razer Viper Ultimate Personal level difficulty rating: Extreme Demon Attempts: 7822 My personal enjoyment rating: 0/100 Placement on the Demonlist: 114 My personal placement opinion: fine Worst fail: 81% Hardest part: Pennutoh It's over. I never have to play this level ever again.Altered Ascent Progress #2: 54% | Geometry Dash 2.11ChocoRazor2022-09-29 | Swift progress is being made as expected. This death was quite disheartening, considering the hundreds of attempts I've dedicated to start positions stemming from Nasgubb's section, but nerves are just different beasts I can't control. As for overall fun concerning the rest of the level, it's definitely dipped over the past day. The more I play Altered Ascent, the clearer its problems become strongly linked with its source material. This statement about sums up the failure of this level: it's an average remake with select few parts of notable decoration and plagued by nearly identical issues related to its predecessor. Enjoyment may fluctuate in the coming days, but I dearly hope to finish this hastily and painlessly.
My texture pack (now updated to version 2.2!): youtube.com/watch?v=Ya_5KvA4Cvo&t=399s My mouse: Razer Viper UltimateAltered Ascent Progress #1: 53-95% | Geometry Dash 2.11ChocoRazor2022-09-27 | It's time to stop delaying this as my next hardest. So far, I'm having an alright experience with this level. I've poured about 2.5k attempts into it thus far, and consistency is already starting to build up quite noticeably. Even though almost every part is buffed in comparison to the original, the overall balancing and individual part quality is definitely superior in this version. I do believe that finishing this off will be a brief process, as empowering confidence as been built up as a result from the many post-AA completions I've conducted. Anyway, here's a personal list of all the parts and how I feel about them compared to the original based on raw difficulty:
My texture pack (now updated to version 2.2!): youtube.com/watch?v=Ya_5KvA4Cvo&t=399s My mouse: Razer Viper UltimateDaydream by Yendis 100% | Geometry Dash 2.11ChocoRazor2022-09-17 | This completion feels extra satisfying considering the sour history between me and this almost-enjoyable level. I originally intended to complete Daydream as my first Extreme Demon about a year ago before I dumped it in favor of Pumped up Kicks. The decision was with viable reason, however, as I felt that the level was borderline unplayable due to its atrocious balancing. Seriously, I genuinely despised this level a year ago, to the point where the past hatred most likely surmounted that of mine's toward Artificial Ascent. However, when re-visiting over a year later, my perception has vastly changed. Skill boosts have done me wonders in assisting the completion, empowering me to push through parts (like the 70% ship) I genuinely couldn't grasp a year ago. The polarizing balancing still stands, but the pre-drop does eventually get consistent with enough practice provided you are skilled and determined enough. From the drop and beyond, this level can feel a tad bit overwhelming and luck-based given its high cps gameplay, which did annoy me time and time again. An additional factor that didn't help in me enjoying the level was the second half, which I actually found to be fun and easy while practicing but gave me immense trouble in normal mode. One more thing I will mention is that in the last 30 minutes of the victory session, I was immaculately consistent at the pre-drop, passing it every other attempt or so. Indeed, that remarkable consistency does impact the enjoyment rating below. Nonetheless, I am glad to be finished with this.
My texture pack: youtube.com/watch?v=Ya_5KvA4Cvo&t=519s My mouse: Razer Viper Ultimate Personal level difficulty rating: Extreme Demon Attempts: 1039 (there are lost attempts from 2021 not affecting this tally) My personal enjoyment rating: 49/100 Worst fail: 88% Hardest part: 8-18%Unearthed by YakobNugget and More 100% | Geometry Dash 2.11ChocoRazor2022-09-10 | This was an old project I started all the way back in 2019 when I was still operating under a 60hz monitor. It was a captivating level, filled with great and awe-inspiring segments. Despite this, it was clearly out of my skill range, and so I dropped it fairly quickly after just 407 attempts. Coming back to this level after Artificial Ascent, I realize it is plagued by almost the same detrimental issue, and that is poor balancing. The re-learning process was fast and fun, but once I began playing from 0, things took a stark turn for the worse. Every attempt, I either died at YakobNugget's buggy mess of a part or iNubble's section, which is the hardest part of the level. From Konsi and onward I had fun with this level, with a couple pain-inducing deaths at 88% to compensate for my pleasure. Overall, I did not enjoy my experience with this level. The wasted potential is real.
My texture pack: youtube.com/watch?v=Ya_5KvA4Cvo&t=519s My mouse: Razer Viper Ultimate Personal level difficulty rating: Extreme Demon Attempts: 838 (not counting the 407 attempts from 2019) My personal enjoyment rating: 26/100 Worst fail: 88% Hardest part: iNubbleRed World by saRy and NePtunE 100% | Geometry Dash 2.11ChocoRazor2022-09-01 | I had an excellent time with this classic level. I beat it extremely fast and have no major complaints to make. For its age, its gameplay style surprisingly appealed to my liking during the completion process. The decoration is a different story, but I had ample fun nonetheless. This level is a great entryway for players looking to bridge the gap between average and difficult skill-based levels, but be cautious about the slow swing copters.
I'll come back to Altered Ascent eventually, but so far its showing signs of being even worse than Artificial Ascent in terms of difficulty balancing.
My texture pack: youtube.com/watch?v=Ya_5KvA4Cvo&t=519s My mouse: Razer Viper Ultimate Personal level difficulty rating: Extreme/Insane Demon (it's really on the border; quite accessible to players with the appropriate skill sets) Attempts: 514 My personal enjoyment rating: 98/100 Worst fail: 67% Hardest part: 65-100%
My mic was muted due to excess background noise.(First List Demon) Artificial Ascent by Viprin and More 100% | Geometry Dash 2.11ChocoRazor2022-08-18 | Where do I even begin? I initially picked this level up as an entry to the Demonlist to really challenge myself for the first time in my 7 years of playing this game. I felt that I wasn't pushing my skill ceiling enough, and so I sought for a list extreme to beat. This level instantly crossed my mind; it's a classic, accessible, and visually appealing. So, what went wrong in the completion process? Well, quite frankly, this level's balancing is abhorrently despicable. Michigun is just so brutal compared to the rest of the level, that it's actually insane how Combi didn't nerf his part in the slightest. My luck at the parts succeeding Michigun was average at best. I died countless of times at Viprin and ZenthicAlpha, two quite easy parts, so the experience was psychologically demotivating. However, I did enjoy the pure adrenaline rush this level gave me. I never realized just how satisfying it is to complete an extremely hard Geometry Dash level while under utterly unusual stress and nerves. I will think about this level as awful in the future, which it unfortunately is due to disgustingly terrible balancing, but at least I will remember my completion of this legendary collaboration years after my departure from Geometry Dash.
Altered next? I heard it's fun and has better balancing compared to Artificial Ascent. We'll just have to wait and see I presume.
My texture pack: youtube.com/watch?v=Ya_5KvA4Cvo&t=519s My mouse: Razer Viper Ultimate Personal level difficulty rating: Extreme Demon Attempts: 9550 My personal enjoyment rating: 3/100 Placement on the Demonlist: 148 My personal placement opinion: Slightly underrated Worst fail: 78% Hardest part: Michigun (it's not even remotely close)
GG!ChocoRazor Texture Pack 2.0 Release (1000+ Icons) | Geometry Dash 2.11ChocoRazor2022-08-09 | Well, that didn't take long to assemble, did it? This is the successor pack to my week-old original release, adding hundreds of new icons thanks to Sai's Mod Pack. Additionally, a larger and more diverse color pallet, along with other neat refinements are included in the pack. The menu for this pack was extracted from RedHussey's dark menu, which includes a patcher created by Absolute. Run this patcher after extracting and replacing the resource files, otherwise hard-coded game assets such as profile borders will appear brown instead of the intended black. Go read my 1.0 release description to peruse my further thoughts on the making of this texture pack.
*All download links can be found in the pinned comment.*
Unfortunately, I was unable to successfully port the huge pack to medium graphics settings. If anyone would like to fix that failure up, I would be exceedingly thankful.
The 4GB is HIGHLY recommended for superior performance under a Geometry Dash affected by a higher processing load. I would not recommend running my pack without this patch.
If you need help with the installation of Sai's Mod Pack, please visit any tutorial video related to the subject. Thanks!
@IrvingSoluble Feel free to showcase this texture pack in one of your compilations! No further permission is required. This goes for other showcasers, too.
| UPDATE LOG | Update 2.1: Added Bgram's 2022 icon and square wave; fixed up glow for a few ships; added three trails, including purple fire, invisible trail, and blue plasma
Update 2.2: Added three ships, two icons, 2 UFOs, and three waves from Hyperbola's CryptosV2 pack; re-added the Illuminati wave, Michigun icon, toothed Demon Key UFO, and 15 Poison Shards UFO; added blank seahorse and Electroman Adventures ships; added a modded rhino ship from Umyo's Cursed Texture Pack V2
Update 2.3: Added TROLLMACHINE'S full icon set; added a custom recreation of a troll cat icon; added an additional troll icon; added a modified Aeonair icon; added a modified Zephal icon
Mini update 2.4: Re-added the original Sunix robot
Optimization update 2.5: Reduced the icon gamesheet sizes to 10,000x10,000 units, rendering the pack more easily processable to players running older and/or slower computers. For those that already installed the 4gb patch and continued experiencing issues with black icons, you should now be good to go to experience the pack in its entirety with this version!
Update 2.6: Added the newest Doggie UFO (replaced UFO 152), further decreased icon gamesheet size to 8000x8000 units
Mini update 2.7: Fixed a bug with the troll cat icon that caused it to have an extraneous asset
Unrelated update: The alternate version of this texture pack has been released now. It contains various differences in icons and supports a new menu by Tetrys. Check out the video going along with it for more information: youtube.com/watch?v=Hmlt4J73jmA&t=60sArtificial Ascent Progress #1: 68% | Geometry Dash 2.11ChocoRazor2022-07-31 | Today was seemingly a fruitless session for progress until I got this run out of oblivion past AbstractDark the very first time I got there. Perhaps this completion is sooner to come than I first expected. The first 35% is still the undeniable hardest part though and is eating up my attempts.
My texture pack: youtube.com/watch?v=To7-YosoDZI&t=415s My mouse: Razer Viper UltimateChocoRazor Texture Pack Release | Geometry Dash 2.11ChocoRazor2022-07-30 | Here it is! This texture pack is a mix between Crafting v7, Cryogen 1.0, ssoh v3.2, and Denni 2.11. The production of this pack wouldn't have been possible without the assistance of Spectra's TPManager program, so massive thanks to him and fellow collaborators for providing the public with an amazingly useful tool for texture pack editing. The menu for this pack was extracted from RedHussey's dark menu, which includes a patcher created by Absolute. Run this patcher after extracting and replacing the resource files, otherwise hard-coded game assets such as profile borders will appear brown instead of the intended black. Anyways, this pack took about one week to fully develop and is my first attempt at a proper texture pack for Geometry Dash. I hope you guys will enjoy the contents of this pack, and I'll see you again at another time. Peace.
*All download links can be found in the pinned comment*
Android is currently not supported. Don't count on a future release.
- UPDATE LOG - Update 1.1: Added the iconic Utopia wave; re-added the Ultimate Clubstep and Krmal UFOs
Mega Update 1.2: Added a Gang Mix cube, UFO, and robot; re-added Viking Arena, Batman, and Master icons; added the classic rabbit UFO; added a Sunix-type icon with a vortex edit; added wide-mouthed Nswish ship; re-added original Edialex ship; added a HyperBola round ball; smooshed in the Xander wave
Mega Update 1.3: Added modded versions of EVW's icon, ball, and UFO; added a modded Theory of Everything II cube icon; added the Hello Kitty icon; added a CryptosV2 seahorse ship; added Knobbelboy's actual ship; added a semi-detailed Zobros seahorse ship; added the Zylenox sawblade ball; added fnm04's old UFO; added a modded 1,000 User Coin UFO; added an enormous re-sized Knobbelboy wave; added one of Cursed's waves; added the 2.2 "A" wave with tweaks to help make it superior; added modded versions of the last two robots in the community shop; added a modded version of the spike-adorned shopkeeper spider
Update 1.4: Added a Viper Arctarus UFO; added modded varieties of the Mario-styled and Ultimate Theory of Everything II icons; added two classic 1.9 texture pack icons, including the Maxis9 icon; added two more forms of the Knobbelboy ship