this is probably the hardest map i'm going to complete, at least for a long while. it pushed the limits of my motor function a bit. FINAL DEATH COUNT: 34610 TIME TO CLEAR: 27:02:26 Download the map: gamebanana.com...
this map feels desolate, in an eerie sort of way. like there's not just something wrong, but something _missing._ like you're not supposed to be here, but nobody's around to stop you. unsettling.
To me it seems playful and serene, like a park maybe. It's the friendly little green patches guiding you along. They make it seem like you have a friend here Edit: just from watching, to be clear. I haven't played it
This map feels good. Vibe wise, I mean. Im so used to seeing horrifyingly tense looking gameplay, and while this map is undoubtedly hard, theres something I really enjoyed about Madeline's chill little hike. Yknow what I mean ? Felt nice, is all Im sayin.
Between the atmosphere and the extreme lack of spikes (or any other special elements), this looks like a super easy level that's more of an interactive cutscene, like a story break between actual levels. Instead it's a super precise gauntlet made for people that are 3 levels above anything the game ever throws at you. Celeste is fun
It's amazing how this level manages to look like decorative natural terrain in an irrelevant section, when it actually is carefully designed to be really precise and difficult but definetly possible. It did a good job.
Yea, the clear layout makes it much clearer to see what's happening, feels like what a climbing instructor would use to demonstrate advanced techniques in a real environment. Not that i know any of that
if i had only five words to describe the vibe of this mod, it would be "everything is gone but you", which is why I think the flower at the end is so heart warming
This map disturbed me the first time I saw it, and still does. Like, sure, it's calm and peaceful and whatever, but personally I think that's a load of bullshit and I think the creator(s) probably know that. There's a story here, but one that you're not being told. The formula for every room is repetitive- challenging, ramping up in difficulty somewhat, but really never changing. It's eerily quiet. There isn't even the sound of birdsong. The only sign of life besides Madeline is some patches of grass- and at the end of the chapter, you reach a point where even that is dead. Black specks of... *something* drift on the wind in the background- ash, maybe? You can see a city overlooked by whatever mountain you're climbing. That's a sign of human life, right? But the windows are dark and empty, and you keep coming across the ruined pylons of long-collapsed structures. The music is shallow and forlorn and reused from the entrance to the core where literally nothing happened and it was only there as a sort of filler because it was just meant to drive anticipation except in this chapter it never progresses and never changes and the chapter ends in a dead rocky hole in the ground with nothing in it but a single flower and *why is Madeline the only sign of actual human life*
The camera cuts are so subtle yet genius in a way I can't describe. In your video about the "Kunst saga" the way you this clutter of visuals clashing for screen space combined with the unsettling ambient music makes this really unsettling atmosphere, but then the images resolve their war and the hellish chords stop being played, replaced by the calm empty field of black and the almost heavenly chorus begins as the video comes to its resolve. What I'm trying to say is that you're the only person I've ever seen that can really tap into the *video* in video essay. You're an amazing artist.
this level has such an impenetrable aura about it. it's like meticulously designed to be hostile while not losing its sense of forthrightness and naturality. great stuff
This feels like a playable cutscene gone long and gone wrong, I keep expecting to hear the music progress, or something to happen, or someone to talk to Madeline, and it just never does It's not hostile, it's not really friendly, it just is It's after the end of the world
While the tech is easy to understand, knowing the tech’s names, setups, and criteria for that tech is the hard part Also at the final room, there is a delayed ultra which is “easy” to understand
this map feels so vast. it's like a collection of tiny, cramped islands in the sky and the massive space between them. it never felt like there was anything beyond those gaps and there always was
I love the way the game plays with the very sparse bit of advice it gives, and then very quietly breaks its own setup. Green is the way forward, you have to figure out how to use the green patches of lands to do those insane jumps, some of them you end up not using anyway... and then there are these stretches where there is no green, and then a couple of new features pop in, crystals for a little bit and then they're gone, you just.... gain your double dash out of nowhere. I dunno, I like it, it's very quietly messing with you while it messes with you.
Never head of this game don’t have any interest in playing and I’m assuming this was a mod for it, but I could tell I was witnessing some real skill. I watched start to finish and enjoyed it all. Very little videos like this ever reach me this was a nice switch up
This map's vibe is interesting. There's absolutely nothing about the city in the background that gives the idea that it is empty, but everything about the level makes it _feel_ that way. There is something that once was, and now isn't, and you are there to not see it. This little sign at 5:45 will remain in my mind for a long time. Someone digged for something. But there are no signs of an excavation anywhere (except maybe the very last room? but that feels like a stretch), that sign is a sign that someone was there, you are not the first one to be here, but whoever was here is gone, and the only proof of their existance is a small unreadable yellow sign, telling us of whatever they were doing there. (Obviously the unreadabilty is an artifact of the fact that it's pixel art, but I like what that adds to the sign). It almost makes me think of Rain World. I'm captivated by whatever this map is doing, y'all
This gives me some of the the same feelings as Getting over it with Bennett Foddy, but without Foddy’s meta narration. Climbing up a mountain that seems devoid of human life with only the sounds of wind. With challenges that comes from the geometry of the mountain and not from a bunch of different game mechanics. It’s just you learning how to use the movement style to climb above unforgiving great voids of open air.
The dissonance in this video is very real, atleast from the perspective of someone who's never seen this mod Like the map has a chill atmosphere owing to it's naturalistic palate/texture choice, lack of overt hazards, and stripped down piano background music. But then you read the description and Patty says "this is probably the hardest map i'm going to complete" and "FINAL DEATH COUNT: 34610"
i imagine that a lot of the difficulty in this mod comes from figuring out what you even need to do in the first place, before you grind your hands to dust attempting it
ehhh to be fair if you know the tech well then you can see it without too much trouble as of the grass that marks where you're supposed to make contact with surfaces. the ultras are just very unforgiving
I used a video for 100% of the rooms, and I can tell you that’s not where the difficulty comes from lol The difficulty comes from execution, some rooms needing you to press many buttons over the span of 1 second. Lots of rooms look easy but are actually extremely difficult and mindblockable challenges that really get to you at some point
i love how... unassuming this looks it really seems like its the introduction to something more intense with spikes everywhere, but nope ! instead you have great difficulty with alsmost no spike at all, and the movvement for the rooms isn't as contrived as other hard maps
I love Celeste, it's by far my favorite game of all time. After seeing your video on it, I've actually recently been playing through the Spring 2020 Collab (About halfway done with the intermediate worlds). That being said... I could literally never finish this map, I don't think. Not only do I not have the motivation or time I would need to memorize the layout and movements necessary, I just don't have enough dexterity in my paws to do the actions necessary :( Still loved watching you beat it, though!
@@Patricia_Taxxon Noted, will do :> As an aside, I've had your music on in the background while I play through this, thought that may make you happy to know
This mod gives me the same... calm but curiosity filled(?) energy I used to get from a different game (william and sly), that I wasn't expecting to find again. The calm music while you explore, the wooshes as you jump and fall, the trail of hair flowing the same way the fox's tail did in william and sly. Heck, even the way you did those little crouches in celebration reminded me of the way you could just flick around to celebrate getting into somewhere hidden. The cozyness of seeing both the sky and the dirt in the background, knowing you're free even while jumping precise jumps. This was interesting, and I wasn't expecting to find this feeling again, especially in celeste.
This map reminds me a lot aesthetically like getting over it, with the visual connectivity between levels, the stressful and impossible seeming routes to progress combined with the calming music and random architectural quirks of the map making a seemingly impossible but also strangely comforting evironment
That was probably the most natural feeling I've seen the things that take those high difficulty movement techs. Like it really feels like a lot of the lower intensity areas in vanilla just instead of regular jumps and dashes you have to do reverse supers and hypers. Really cool design and well done!
i remember you mentioning Celeste wayyyyyy back in the getting over it video and how different the vibes are in each one. well it seems that if in aesthetic at least Celeste is coming closer, especially with those evil wall jumps and ultras. TBF that is also relying on the assumption I've made that the pits in each screen just take you to the screen below lol
This mod and your quiet playthrough of it was very... desolate and lonely, I felt cold from that sheer feeling at the end honestly, and went to go hug my cat after watching, great gameplay too ^-^
GG! I remember playing this map 3 months ago and it was super fun all the way until I reached the hard rooms lol The only reason this map is gm+1 is because of water room and final room imo
I’m on the final room rn and watching this video back somehow gives me nostalgia, despite only having 6 hrs in the level over 2 days. It’s a testament to the atmosphere and the intensity I felt when clearing any room in this. Amazing map, but I’m not done and my paws hurt as well, 0/10
This truly is something else of a map The few spikes that exist are placed incredibly intentionally, and they're not meant to be death hazards. The only way to die is to fall, and there's something very.. real about that? Like, this isn't a level in a video game made by a creator, this is a rock formation in the side of a cliff that's nearly impossible for a human to traverse without the proper equipment and knowhow. A space without the intent to be platformed on, a rock that didn't choose to be climbed
I'm bad at platforming. Is this stage considered to be more difficult than ordinary Celeste? I'm a bit lost here. Lovely video btw. I like how she showed all the dead ends.
Ok, consider how difficult to play 8-bit games were in say 1982, just imagine what it would be like watching someone author them in real time video clips
you did some good work on this one, ma'am. personally, i still genuinely struggle with doing neutral walljumps. those things are the bane of me, but it's more towards a matter of practice and finding ways around having to do them if i can.
you might as well be bounding from mountain top to mountain top you have reached a point in skill where you can just super jump over any obstacle. Thats how high level Celeste makes me feel some times
dear lord. how long does it take to get to this level? i'm just starting out in the celeste modding scene and have beaten a few of the advanced levels so far, but i could never imagine attempting this.
i'm around mid advanced in skill level but i've beaten ultra skool and was able to reach 1-7 (2:22) in not *too* long, i've heard it gets much much harder later on though
If youd like to try a heavily nonlinearity-focused map, I made one but it allows you to get properly lost so some people understandably didnt enjoy that aspect of it (it also has only ambience in most rooms cuz Idk why but I love that) but I really made the map with this very thing being the focus for me so If it sounds enjoyable (I love getting lost lol) maybe give it a try some day 😳👉👈
i barely even managed to clear Summit what in the world is this hm, well i guess Summit was made a easier by the double-dash, but it was still super hard
@@Patricia_Taxxon whaaaat? you really think so? ive found sj is a *vast* improvement, especially expert lobby is really well made (except the lantern map) out of curiosity, can i ask what your gripes with it are?
it's an improvement on a surface level but it makes all the same mistakes i talked about in my too-late video, in some cases even stumbling harder. like, the problem of overly scripted levels where the spikes are just for show was something I thought would be exclusive to expert & above but strawberry jam imported that property into a majority of advanced & even intermediate maps. its as if they tried to impart the aesthetic of exp/gm play in a lower difficulty but didn't realize that a lot of that aesthetic is a negative thing that's only made as a concession because the difficulty is a worthwhile tradeoff. the new variety is skin deep, like in 3 years the community has certainly learned to make photographically absurd levels with eye catching movement sequences but unfortunately most of them feel exactly the same to play.
@@Patricia_Taxxon looking forward to the SJ video then i found it a vast improvement over all SC lobbies so far with making even the lower lobbies memoriable which dident happen for spring collab for me. Well i dont have to agree with all your takes tbf
@@michodali5342 I'm not making an SJ video, the first one is general enough to be applied to it fine. Like, it's enough material to understand why SJ basically makes all of the same mistakes even if it looks prettier and is smoother to play.