That is relatable when you make normal collabs. But this ... This is of course an exception , utterly needed optimizations , and I thank them all for that. Good job.
For the kind of level it is, 400k is a really low number of objects. I knew that at some point in GD someone would use touch triggers to load/unload other parts of a level, amazing stuff. Same with the offscreen teleporting bgs. I also can't imagine how stressing it was to organize this. Like, I'm sure you had at least a few good cries over this, because if it's not correctly organized it could go to shit for the smallest mistake. I love this level so much. Good job to everyone involved!
we definitely had a big crisis moment near the end when we found out about a ton of overlapping groups and then realized we couldn't make it for the deadline ha ha But it all paid off, glad you like it :)
I have to say this, just thank you and the team for pulling out this masterpiece. You could have turned this level into 5 separate levels and made more CP but no, you took the time to organise, plan, and merge a collab with this much people in it with a concept so hard to execute as parts overlap themselves. It was a really fun experience to beat and I 100% respect you for going through this endless maze being organising this monstrous project. Every part in this level is fantastic and I just want to say the whole team outdid themself for something under 50k obj/minute. For a level to be considered better it will be really hard, because you all took the standards and set them really REALLY high!
Ooh, I’ve wondered what this level looks like in the editor! I find it interesting to see what interesting levels like this & How by Spu7nix for example actually look like in the level editor.
2.2 will have a huge revolution with the platformer mode and the kind of levels that will be made. Also, remake of 1-1 from the original super Mario game with platform mode?
I hate using grid. In my opinion it just clutters the workspace, and I almost never place things in perfect spacing so I haven’t used it in years. Although I understand why it’s more useful for others.
actually I normally use it! But here it's zoomed out so far you can't see it (either that or I litterally deactivated it for the video, can't really remember it's been a while since I recorded these^^)
grebeworld had like 1/100th the objects of castlemania and it was already hell to make, i cant imagine how much time and effort everyone involved put into this
@@hivemind5281 basically GD and most games can only process information on a single core of a given CPU. by utilizing multiple cores, work can be done a lot faster, since you're splitting tasks on every cores. however, implementing such is a tall task, and given how already complicated the game is, Rob won't likely add it. but let's see at 2.2
[FR] C'est un travail de géant je te félicite énormément pour cette oeuvre incoyable! [ENG] This is a giant work, i really congratulate you for this amazing artwork!
Now I’m curious to know how many backups of this level you had, or how many Arb had, because there would be nothing worse than incorrectly merging a part and ruining everything. It’s just one of those mistakes you cant come back from unless you have a backup, or 300 backups XD
Serponge, I’m so proud to have called you my favourite creator for many years now, you simply do not miss. Everything you put out is just masterpiece after masterpiece!
Your The Person who always Defies what people think can be done with the GD Editor and it's just amazing how you're able to make Such Pieces of Art in a level editor of a 1 Dollar game. Your a Genuine Artist not only Just a Creator but an actual Artist with several masterpieces that cannot be outdone
Very interesting! ive thought of making a multi-track level, as im sure many creators actually have, but seeing just how insane this is, i have a new respect for you and your team for actually pulling it off.
There should be something like manual load / unload trigger that would make gd load particular parts of the map one at a time (or have a load / unload option in turn on/off trigger). That would be a massive improvement to level optimization.
5:58 Reaper: hey Altus do you copy? Altus: yeah! What is it man? Reaper: look I protect roof and you protect The Depths while these jumping players come got it? Altus: sure man got it
The fact that you ran out of vertical room and had to place metric shit tons of triggers in other people's parts is insane. This deserves the whole internets attention.
“This is a very realistic level in terms of graphics. There is even a layer of heat added to it, which makes the level more releastic. I don’t know why it smells like metal thoug-“ End of transcript. The original commenter was found deceased a couple of hours after the transcript was likely made.
5:30 It would be better to do with speedhack (to get veery smooth video after speeding it up) P.S. I mean, even if 4x slow is not enough you always can make it even slower and it will work
Serponge: we tried to keep the object count as low as possible Castlemania: **has a stickman at the bottom of the map that serves no purpose and the player can’t see it** 0:53
Ok... think about jumper v2 by iIneptuneIi. Now think about THIS. THIS IS RIDICULOUS. I can't even load it. This is so amazing! You have inspired me. Thank you, serponge.