My Extreme With a Story!

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what makes a level good i mean what makes really any form of art good everyone has different opinions on that obviously but for me it's pretty simple i don't want a level to show me where it is i want it to take me there welcome to creator logs where i build worlds and show you how so this is where our story begins this is a really old cellar at my brother's house it's basically just a cave full of random junk there's this crawl space over here and when i first looked at this thing my brain went where any normal person's brain would go and i thought about how it basically probably leads to cave narnia it's called being imaginative i'm not weird shut up and so i came up with an idea of a cellar path a path that leads through ancient ruins and magical forests through crystal caverns and gaping mines and that's what i wanted to do in this level so there's not a lot going on right now but it's helpful to get a good base to work off of i really tried to cement in that cellar theme the windows are really high up where they'd be above the ground and i tried to get this really grungy grimy feeling kind of similar to the original cellar i showed you so one thing i did to do that was get this dirt down here and i actually put in some glow strips attached to the walls to really tie in the two elements so another big thing i added is that in the song you'll notice there's these thunder sounds and i wanted the windows to flash like lightning to those thunder sounds it even pulses different colors when you hear these like weird mysterious creepy sounds in the background which i thought was a really cool detail [Music] another thing i wanted to do in this level is so there's a lot of different details but i want each detail to be as low object as possible because a lot of really good extreme demons look great but like no one can run them in full detail and i want to try to change that at least do my best so for example these windows are just made of four of this object rotated around with a black square and just a square for shadow behind it and then the lighting is just made up of four objects scaled way up sorry if you don't have scale hack and so in total each window is only 10 objects so now it's time for the block design as you can probably see right now there aren't a lot of details and that's because just like with the background it's good to start off with a base really just to help establish the theme of the structuring and make sure that every detail you add on fits in with that theme i also have a couple different kinds of structures like i have those weird like rickety wood mushroom structures whatever they are i have the little like spear things hanging from the ceiling i have those boxes on chains somewhere in here i have some boxes on the ground really i just wanted to reuse a lot of the same structures but at the same time not make it feel repetitive so i have a few different types being mixed together i also have like the portals being connected to their own thing that helps add some variation another thing with those portal structures is that they kind of bounce down same with the boxes on the chains so there's a lot of people who use movement and gameplay like all the time and that's how they make their levels quote unquote good i don't believe in that i believe that there's a lot of better ways to add energy to a level but i wanted to use that sparingly here with a few different structures just to emphasize that kind of rickety falling apart feeling another thing you might have noticed is that the wood texture on these structures seems like it's being masked now there's nothing crazy going on here it's just that the ones on the side are actually behind the ones in the middle and then i just move them out to the side a little bit and because of the way the wood texture looks it just lets you do that and it looks fine finally as i mentioned earlier i'm trying to keep all the assets in this level as low object as i can and so for example these boxes i just added are only five objects each so yeah that's pretty much the base block design done and now it's time to add detail and the details are in i tried to continue this dingy rickety filling that i've been building up with how i detailed and the other little connectors and stuff i added i also tried to fill up more space that was kind of empty but not just with random air deco i wanted everything to be physically connected together and feel like an actual like physical thing inside the environment for the orbs i connected them to the top and bottom with these little like mesh structure things not sure what to call them to be honest and also i put in some more boxes i kind of want to stick with that box theme just like a lot of storage in this seller it makes sense i'm just there's gonna be even more boxes trust me there's gonna be so many boxes you better be prepared if you think this is too many boxes you haven't even seen the beginning of it there's so many boxes all i see is boxes when i close my eyes okay we're back with more progress first of all yes there are more boxes i warned you so what i focused on here is just filling up the background with more stuff because before it was just some blank walls and that doesn't really tell a story i wanted to fill this up with like shelves and a furnace and other stuff that you'd find in a cellar to really as i've said earlier in the video bring you there i don't want just to show where this area is supposed to be i want to kind of immerse people in it and so i also tried to get multiple layers with the boxes and the stuff on the walls just to give it some depth another thing i did was add some wiggly movement to the structures to help it feel more alive and just kind of rickety and lastly there's one very important thing on the back of the wall you probably noticed it at the beginning of the video and that is this cellar path map basically like i said this level is going to take you through many different sections some ancient runes magical forests crystal caves gaping mines those are the ones i said and those are all areas on this map i thought that was just kind of a nice way to sum up the level at the beginning with kind of the intro credits but what makes me really happy is that this is now starting to take on a story it's not just a place it's a place with a story and reasoning behind it you're no longer just traveling through different scenes you're on an adventure and the player gets to be a part of that adventure and that's really what i want this level to feel like okay so that part went on for a little bit long but don't worry my short attention span friends were back to rapid firing new features pretty much all i did here was add a bunch of details to the ground but it really adds a lot it helps tie in everything together and acts as a nice transition between the structures and the borders so it doesn't feel like it's just cut off and adds to the immersion it also helps make it feel more organic which is what i was trying to go for i don't want it to be so sterile and straight i want everything to be a little janky and have a lot of different shapes to it also these mushrooms are only two objects there's something this part's still missing though and that's the small little environmental details to help bring it to life i really only added two things here and that is these cobwebs made out of the different thorn objects on low opacity blending and these little particles flying around they might be bugs they might be dust who knows could be both i used the corner piece object because its rotation center point is actually on the opposite corner so when you rotate it around it kind of wobbles around like that these things might seem small but they really help in bringing a level to life but there is one more thing here let me just give me a second let me okay that's better such a dumb joke so another very important element of making an atmospheric level is the lighting lighting is huge in any form of art animation film drawing and geometry dash levels it does lower performance a little bit because of all the different overlays i added and i added a lot of them they do add up but low detail mode will disable these so it's not too big of a problem and in the end the performance still seems to be pretty fine so i want to explain a few different layers i have going on here first of all i added some lighting and shading to the structures and i added these little lamps hanging down just another atmospheric detail and what i actually did is i had the lighting on the structures flicker in the same way that the lighting of the lamps does and the closer it is to the lamp the stronger it flickers i also have some vignettes going on here where it's just some darker shading on the sides it just kind of brings your focus to the center i have a flickering overlay also flickering the same way that the lamps do i have an overlay that goes to the lightning so the lightning kind of lights up the room one more tiny detail is i actually added some subtle black glow over the player that kind of makes the player a little bit less bright and just kind of fits their lighting with the environment's lighting a little bit better i'm really happy with how this part looks it was definitely a journey to build this but it's super immersive i really feel like i succeeded in making an environment that feels real and yeah on to the next part but first let's talk about gameplay i haven't really said much about the gameplay in this level and i don't really plan on covering it much just a little bit here and there but there is one thing i want to mention in the part i just built you might have noticed something strange if you know a lot about this game you'll know that certain game modes have a fixed camera border and certain game modes let you go freely up and down as much as you want those being the robot on cube now this is the cube game mode but it still has a fixed camera border which that's kind of weird how did i do that so this entire level is actually a dual game mode and that's why the sign is here because another thing about the dual game mode is that it makes ships heavier for some reason duel ships are heavier than normal ships i don't know rob top games so why is the whole level a duel anyway like what is that what's the point um first of all i mean i haven't really seen any extreme demon do this before uh there might be one i don't know extreme demons that well but plus 10 originality points more importantly it creates kind of a tight closed in feeling i want this level to really feel claustrophobic like you're deep underground and having the camera be fixed like that really helps add to the immersion and helps create that feeling speaking of this level filling closed in this next part is the crawl space that leads to the rest of the cellar path and so this part is probably the most closed in out of any of the parts so that means that most of the screen is being taken up by these dirt mounds and there's just a small little gap that the player is going through so my plan is to really fill these mounds with lots of stuff but for now i just have the bare essentials another interesting thing about this level besides just the whole thing being a duel is that i want most of the level to feel like one continuous part that means very few hard transitions that cut to another part or have like something swipe across screen or a flash you can see stuff from the previous part as it transitions into the next part you can see both parts at the same time so for this part i've made it so when you jump through this dirt mound it shows you clearly where you're gonna go and then it disappears and opens up into the gap as if you're going inside of that crawl space and then the camera is showing you what's inside there and with the continuous part feeling there's going to be a lot of things that carry over from previous parts for example the lighting from the previous part those overlays are carrying over to the second part along with the little dust particles for the designs i plan on using a lot of things like wires and pipes and other stuff you'd find buried like underneath a house so the spikes are connected to the top and bottom mounds with these wires that use this specific object uh this is not the last time i'm gonna use this object you can make so many designs with this thing you're just wait and see the spikes themselves are kind of industrial feeling i tried to make them like pretty bright just so that the gameplay is clearly visible i don't want to make another golden yeah all right i think we're ready to add some more details first thing i added some more wires i thought it'd be cool to have some hanging down from the top and moving slightly faster at a parallax to create a little bit of depth like i mentioned earlier i'm carrying a lot of things from the previous parts into parts further in the level and so i have the mushrooms and cobwebs from the first part that just kind of tie everything together basically it's a fancy way of saying i'm lazy i also have some wires just kind of looping around wires do moving forward is when i started to texture everything for the background i used this cracked rock looking stuff on the structures themselves i have these brick objects but i also have them rotating really fast at 90 degree intervals and the reason i did that is that at this point of the music there's this really intense bass like i'll just play clip i also use these sign objects kind of toggling back and forth between two versions of them with glow on the side just a subtle little detail to add some more texture but yeah since these dirt mounds are filling up most of the screen the next important thing to do would be to fill them up with other stuff i decided to go with the brick theme i had established earlier adding these little bits that look like they're kind of embedded inside of the dirt using this object kind of covering up little bits and pieces of them and then matching the energy of the base again i added this kind of overlay over the edges of the dirt that moves in this kind of janky way and that really adds energy without having to move the gameplay itself which would be really annoying other than that i just added a bit of a crack texture overlaying these objects on the bricks and yeah that's pretty much all i did here and this looks cool but it doesn't really feel immersive so next i added some pipes like i was planning on and i added a few other little details inside the dirt here and there i have like some vents i know what you want to say i'm not i'm not going to say it i have this safe i have some skeletons in the ground all these i tried to keep pretty low objects i have these pillars i added in the background one extra layer can't hurt you know and the thing that i think makes this feel really immersive and like a real environment is that all these things move at a slightly different speed there's a very subtle parallax that makes it feel like everything's separated from each other parallax honestly goes a long way in levels i would highly recommend using a lot of it and speaking of depth i actually added more depth by adding this ground on the top and bottom that again kind of like the previous part makes it feel like less straight and more organic but also just having these things that move a lot faster it feels like it's closer to the camera it again adds more depth and yeah that's pretty much it this part is yeah this part's done oh wait no i i totally forgot don't worry guys don't worry i know what you were thinking i remembered i remembered it's okay we have the worm for melodic travel god my retention's got to be plummeting right now hey guys uh i think it's time to bring in a famous person do you hear that famous we got a famous guy we got evw here today to play the level i thought it'd be cool to get a guest each episode to just play the level and kind of give thoughts on the gameplay since up till this point i haven't gotten any outside views on the gameplay other than my own experience with it i just thought it would be cool to get a little extra feedback and also the views so i'm trying to download i guess it's not popping up um oh wait let me accept your friend request i totally forgot oops there we go well i got this friend request from this guy named evw i don't know should i accept it does he have creator points oh he has two creator points okay i think dude look at that oh you tried to get me but you couldn't because i made a fantastic level all by myself without the help of anybody so i got evw right here uh thanks so much man for agreeing to do this i got him here to play test seller path hi i am now a play tester of levels before i get them in my video i can fix them in real time true he did this with uh with woolsey and now it's becoming a running trend so tell me more about celerpad this is uh an extreme demon yes this is an extreme solo extreme demon i'm working on is my first extreme demon that i've ever made i'm gonna be verifying it myself it's gonna be my hardest completion the difficulty is probably somewhere between bloodbath to blade of justice that's like a harder easy extreme demon yeah yeah basically but yeah so i've already decorated a little bit of this but you get to see some of the decoration i've been working on as well so i guess you can comment on that too so this is like a there's a preview in a way it's not just layout it's it's a preview all the gameplay and a little bit of a preview that's pretty sweet yeah um cool well how about we get started uh do you want me to just jump in yeah i think you want to mention before i go in um one thing i should mention this was actually inspired by uh the seller at one of my brother's houses oh okay so dude dude does your brother live in like a mansion with like a creepy seller or something like yeah no he lives in a it's like a triplex it's just got this really old cellar in the back like 100 years old or something wow that's ancient dude some of the jumps are much harder than the other ones like this this one right here seems like pretty free right maybe a little more harder just on this part right here that was fun that was that was fun the beginning part and then the flying looks like bananas oh yeah that's the other thing this entire level is in dual mode so it has fixed camera you notice how the cube didn't move the camera around and so you have heavier ship gravity this is probably the hardest ship part i wasn't ready to have that heavier because like i i totally was just playing it like it was lighter i was wondering like why am i dying mind games um pretty pretty cool though i do like that it does that that's so unique right yeah it's like it's got novelty to it yeah i love unique stuff like that and then here with these last couple inputs i actually took advantage of the heavier gravity and i have it so you have to like maneuver like in these really tight gaps like that that wouldn't work with a normal ship you wouldn't be able to go up that fast that is really fun to play and so far i'm pretty impressed i will say some of the jumps in the very beginning level though when i did say they're free some of them were like really free yeah this is uh also pretty challenging um dude i love uh music sync like unique music thing things like that you know i used this blue or blue pad gimmick a lot and i tried to like change it up and have it so you have to do it a little bit differently a couple times near the end this ball part i really like i think it's really cool what are you doing why am i oh what am i doing yep cut it out of the video cut it out and i'm leaving that in nice this is one of those levels where i feel like this would get hyper consistent like i feel like you've given a lot of thought to making consistent gameplay oh the attempt is blocking the spikes come on attempt two two four out of the way i need to nerf the attempts dude that was fun man nice dude that's that's that's pretty funny yeah that does get consistent dude this is uh this is pretty good with the piano in terms of difficulty so far seems really well balanced i would say the only parts that were easy were like like i said the cube at the beginning was really easy aside from two inputs i i have really no feedback to give because it's exactly the difficulty i think you're setting out to do which is like around like a little bit harder than bloodbath right okay now we've got a bit of um some swing copper action going on here which i haven't done a swing copter in ages so holy crap this is going to destroy my life yeah i mean you did red world rebirth that has really hard swing copter parts i've played red world rebirth just a little bit and i like it doesn't get consistent very fast no no the part the problem with the red world swing copter is it's absolute i tried to like use a lot of curvy games a lot of orbs and like bobbing around it's very little straight fly so i like really tried to take advantage of the heavy ship gravity it's really fun because honestly there's so many levels that just have like like oh time for a hard straight fly part because we needed up the difficulty of the flying you know um this feels i was going to mention before you said that is this feels really unique and it actually makes use of the song like i'm finding when i'm pushing to go around the curves [Music] it's it's it's really fun it's really fun like i'm really enjoying this like honestly i'm pretty sure this is the first extreme demon to have the dual borders for the entirety of the level that's so unique dude that's uh honestly that's i'm kind of honored that i get to play test like such a unique extreme demon because this is like it's going to be solid like this is going to be like a popular level when it comes out yeah i i hope aeon plays it that would be fun to watch um but i don't know if it's just me but this this robot part is kicking my booty and i don't know if it's pretty tough and it's kind of like in your face the whole way like there's not many easy jumps although this this buffer is nice that buffer is like the green or buffer i i've noticed the same thing i i actually have one of the hardest times with this part it's it's one of the hardest parts for me i have considered nerfing this part just a little bit a couple of the really hard jumps just a little bit wider of a gap you know like not much because it's it's almost at that same spot as the other ones are like the other parts of the level but there it definitely feels a little bit off okay and now to the wave and the wave sometimes me and the wave were good sometimes me and the wave we suck also i suck at the waves so the wave parts in this level are not going to be that hard nice yeah that's it's chill i got that some people would be like hard demon gameplay on this part like i hate people insane or just yeah me too i feel like that was one of the harder parts of the level but i'm not too sure if it's because i suck at the wave like talking about like things that i'm good at and things that i'm not good at because it might just be because i suck at the wave you know it is hard to say like with having your own skill set and that's been a challenge for me with this level is like is my balancing just reflecting my skill set is is this part actually way harder than the rest of these parts um i don't know if i just suck but this blue jump orb seems pretty tough it could just be me being bad it is yeah this blue jump orb seems really hard yeah it is right near the beginning of the transition so that might be a good one to nerf because i don't like having really hard parts like right after a transition yeah yeah i get you and i'm the same as well this is one of those parts where i'm pretty sure it would get consistent it's pretty learny for sure um but that's not a bad thing i think like right now i'm sucking but if i went back through the section like i think i would nail it really fast this ball part might be one of the harder parts level i kind of like the way i designed this level is it does get slightly harder as it goes but i tried not to do that too much yeah for i mean it could just be a me thing as well that part was harder but i nerfed it because it was kind of inconsistent that's another thing i've done in this level is i intentionally nerf parts that are harder to make consistent that's it that's a really good idea it's probably why i like your gameplay so much i think like that part just the beginning of the ball and the robot a couple the jumps in the robot parts are the only parts that i'd say to really nerf and then maybe also to counter that buff like a couple the inputs at the beginning are super easy oh dude whoa this is spider hitbox abuse oh for sure i guess it's like it's really not that hard it's just like yeah yeah it's way easier than it looks this spider part is from my own experience is one of the harder parts at first but it's like it's one of the parts that gets the most consistent also i tried to use a lot of spider gameplay in this level just for the sake that people don't like spider gameplay and want to prove that it can be done well i pressed the two i went to ham once i got out oh what are you doing there that green orb seems what am i doing dude ooh dude dude that's uh that's that's that's pretty challenging i i do gotta say like the uh hitting the button like two times really quick although it is like really good and i'm sure i just need to practice it more but it could nerf that uh that one timing like with the two spikes next to each other just a tiny bit but yeah um cool so back to the now now it's a thick ship but with the dual so it's gonna be really heavy and then oh you just hold it down what am i doing the uniqueness of this part is if it was just like a normal ship yeah like it would be like simple and easy to get but like because of the nature of the duel it makes it like really fun yeah it's interesting because usually dual ship gameplay is attached with being really unfun i wanted to try to take it's like like it's quirks and use them in a way where it like they play to an advantage this part's interesting you don't actually hit that green orb oh okay oh yeah the green orbs is there so you like don't like buffer the jump too early yeah you have to like you have to buffer it because the spikes are really like it's a quad spike there is like almost a frame perfect you have to buffer it after you pass the green orb so that like that's the timing yeah that's that's pretty consistent and solid that's it's good i think this part's pretty unique oh you can just do that i'll take notes on that there we go i broke it i broke it finally you found something and see this is why this is why we get play testers nice that's fun dude that's that's really good i found that more consistent than the other spider part for sure i also tried to make this part a little bit easier because it's building up to the final drop and so i tried not to make these parts too hard i can tell that the ending is harder than the beginning for sure like the beginning parts i was getting through pretty easily like the first 40 i do find it is quite a lot harder though for me but yeah it's just like i said it could just be a me thing right got you this wave is like you can do a complete run of this wave just out of nowhere and then like other times it'll just trip you out like when you're in the middle of it you'll just like panic and have no idea what's going on yeah that's right it kind of has that feeling to it doesn't it it helps if you make a loud sound it does dude i'm such like a i'm the kind of guy that plays racing games and then like i lean into my turns you know whenever i'm opening like a bag of chips or like a jar or something and it's really hard to open i'll just go like oh dude that's cool now you now you get the actual duel the dual's been building up the whole time now now it's now it's real dude the other thing is i couldn't have a duel until like the very last part once i make it like separated duel it has to stay that way because it pushes the top one like it's been stuck in the top of the screen the whole time and so once it pushes it out it's really hard to like isolate it and get it back up there like guaranteed no i i get you yeah like it's something i don't even think about as a player but like as a creator those are things like you got to think about like getting the objects to where you need them to be so it doesn't seem like weird okay wow that was cool just hit you have to hit all the orbs as the ufo and then make sure the ship goes at the right angle while you're up there that's that's pretty challenging yeah holy shoot it's definitely the most learning part of the level yeah you just kind of tap it but then the last one you got to tap it up though and bounce that okay that's pretty challenging hold and then like okay hold a little bit a little got to go down a little bit faster wow that's really challenging i think i should nerf this tool a little bit a little bit i think the dual up to this part is good this this part is quite hard though i should probably explain this part basically what you have to do is you have to go into all the portals like up and then down into them and then you got to keep the ship as much in the middle as possible so you kind of click to the music hold through each portal that's that's what i was meant to say why doesn't the ship change gravity when the wave changes gravity it's weird because some game modes do and some of them don't dude what man that's weird that's tripping me out like i thought the ship would be switching too right the ship the way it moves is exponential so the more you hold down it exponentially moves up the bigger the click is on the wave like the exponentially bigger impact it'll have on the chip so it's like the relationship between them is really strange but it's cool and i like it also it was terrible trying to get this part to work on 60 hertz too this wave part at the end is like very hard i might nerf it but at the same time i kind of want it to be like really intense yeah it is it's it's pretty hard but it's not i don't think it's super egregiously hard you know okay yeah cool then we have just a new timings at the end we have a nerve destroyer nice yeah that's pretty easy ooh that last one's pretty far away though okay [Music] the music's like actively slowing down so i try to reflect that in how each spike gets further away every click that's a nice touch yeah yeah no that's a really cool ending hold on level um that's awesome yeah i definitely think what you are doing needs a little bit of rebalancing like the end of the level it does get harder than the beginning and i know you said you wanted to do that however i do think it's like quite a lot harder there's just a couple parts at the end that could go for some nerfing like one of the parts in the duel that i mentioned that i had like a really hard time with um but other than that like most of the parts in the parts at the end are good it says there were like there were a couple hiccups which if you go you know you go back through the footage you'll be able to see which parts i was having like a really hard time with and as always mentioned though however this is just one tester and it's my specific skill set um but overall dude i'm excited for this level it's really cool so yeah no you test it with other people too like see what they say and i'm sure once you like you know mix the rounds with a couple other people i'm sure it's gonna be good to go um i do appreciate you having me on first though to do it and i honestly like considering i'm the first person to have tested it i think the level's like already in a pretty sweet place it's just like these changes are fairly minor you know yeah yeah i was gonna say go make sure you check out jamatek's channel because he's gonna have updates on it and then i'm like wait i'm not this isn't my channel guys be sure to check out evw's channel if you haven't there we go that's that's what needs to happen what am i what am i doing [Music] so originally after i showed evw playtesting the level i had this whole thing recorded where i went through and just edited everything that evw said i should change went and explained everything i was changing but this video is already like 12 years long so i'm just gonna summarize basically yeah so the duel at the very end i nerfed a couple of the timings there i buffed a few of the jumps in the cube at the very beginning i nerfed that one robot part which honestly i probably would have done that anyway and yeah in general i just nerfed a lot of the stuff like in the second half of the level made it a little bit easier originally i wanted for the level to progressively get a bit harder as it went but evw kind of got me thinking i'm going to be targeting this level more towards people who are like doing this as a new hardest or who aren't experienced with really hard levels and i think just in general it would be good design to have this level give them a fair chance if they get far and i mean i'm verifying this so uh just saying but yeah that's pretty much all i changed i fixed that one blue pad skip that evw found yeah get people to play test your levels it is that is a very good thing to do you should do that and thank you so much to evw for being in this episode honestly i don't know how i got him to do it either if any of you want to play test this level um you can dm me on discord and maybe you can do it in an episode most likely not i mean i'm not going to have very many episodes of this but also if you just want to play test this level not in a video my highest tier on patreon actually has a perk where you can play tons of unlisted copies of any level i'm working on and just practice it ahead of time give me feedback on things that you think i should change you can also hide stuff in this level which is pretty cool as long as it's something reasonable i don't want nsfw that takes 20 thousand objects also the two tiers below that can play test my levels two days early so you won't get to playtest it as early on but you can still give me feedback and just see if there's any serious issues with the level yeah consider giving me money i like money money is cool i like it i can eat and and live i like that okay on to the last part [Music] so the first thing you might notice in this part is that it carries the ground and vines over from the previous part that's just kind of in tune with the whole continuous feel i wanted in this level i'm not lazy that's not the reason for the block design specific to this part again i started with a base just getting down the basic color and shape that i wanted i used this specific object to create these kind of circular cracks inside of the rock which i think that looks pretty cool for the spikes i didn't do anything too crazy i just used this one slope object copied and pasted and flipped and that makes for a pretty cool spike design i tried to create some variation in the exact shape of these arches so different parts have different thicknesses i also got some little wood structures sticking out the sides in some places just to have some variation so it doesn't get super samey and now that the base was down i started filling in the details of the block design now i wouldn't be myself if i weren't stealing some idea from mpka a while ago you saw my mackinal video you might have seen that he has a part in that level too and he came up with this cool brick design and so i wanted to do something similar i didn't want to do the exact same thing but what i found looks pretty cool is layering these two different types of bricks because they have the same tile set i changed the color of some bricks for a little bit of variation and added some rock outline tiles in order to create this cool like crack texture now like i've said before my goal with this level is to create something immersive and atmospheric so the next thing i did was add some details that would enhance that feeling these objects i showed before make some great wires but they also make great vines you really can do anything with these things honestly they are the duct tape of optimization again from earlier parts i have the cobwebs and mushrooms carrying over you'll probably be seeing this until there's a hard transition at some point the mushrooms are getting smaller though just some sort of progression i don't know the structures felt a little flat so i added some shading to make them pop a little bit more look a little more three-dimensional and then it was onto the background i wanted this part to feel like it's opening up from the last part that felt very closed in so i created a much more strong parallax that's moving a lot slower so that it'll feel bigger and further away moving objects tend to lag a lot more than objects aren't moving so i'm trying to keep the background simple in this level this background is really just made of this one cloud object and just uses like 200 300 objects i'll put it on screen exactly how many it uses but yeah that's not a lot i made each layer get a bit darker as it goes back which enhances that feeling of depth now speaking of parallax this wouldn't be a jam attack level if it didn't have a realistic parallax effect i had a cool idea to make these 3d arches that kind of move past the gameplay originally they looked pretty copy pasted and not very organic at all so what i actually did was i rotated each column a little bit which adds some variation and makes them look a lot more organic no i don't have footage of what it looked like originally i forgot to record that and i actually layered these columns so that the player's glow from the previous part would carry over and actually go over them so that you can see where the player is at all times but on top of that i also added outlines to everything that go above these arches so that you can see where the gameplay is as well finally i just wanted to add a little more energy to this part as it feels like it's kind of building up and so i took inspiration from this one effect i've seen over defo use a lot i really like the sense of motion it gives and i wanted this part to feel like you're trudging forward so i added some glow strips moving past the player really quickly so it kind of feels like pushing through a dust storm or something i've gotten the comment that it's a little weird that there's stuff blowing past you underground but the point of this is that things are gonna start feeling more surreal as you get further along the cellar path things are kind of gonna come alive with magic and so i want to kind of create more of a surreal feeling as you go but yeah that's every part for this episode don't go don't go i mean i'm assuming you want to see the showcase of everything i've built in this episode i'm going to have my patrons and youtube members scroll across the bottom of the screen while i show this and i had a few people cancel and youtube doesn't really show you what members you've had in the past patreon does but youtube doesn't anyway i've tried to track everyone down but if you were a member at some point and you're seeing this and your name isn't here then just contact me i can see if i can get you refunded but yeah anyway join my patreon get your name at the end of the videos get a lot of other cool perks also if you want to see me build this level live go ahead and follow me on twitch i'll put a link for that in the description i stream working on this level quite a lot actually and yeah here's the showcase you
Info
Channel: JamAttack
Views: 127,215
Rating: undefined out of 5
Keywords: creating, building, tutorial, level editor, map editor, creativity, building advice, creating advice, creative advice, Geometry Dash, impossible game, rhythm game, rhythm based platformer, Extreme Demon, Cellar Path, Atmosphere, Atmospheric, Demon List, Storytelling, immersive, building proccess, creating proccess, XL demon, XL extreme demon, demon, GD demon, Geometry Dash demon, Zylenox, Culuc, JonathanGD, EricVanWilderman, EVW, creator logs, cellar path, the cellar path
Id: zg8bERZTnFY
Channel Id: undefined
Length: 36min 59sec (2219 seconds)
Published: Thu Aug 11 2022
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