I believe they may have stolen that page from the new Grandmaster Heartside's Heart of the Storm flag in the Spring Collab, but at least there it's not *in front of* the player.
this map actually makes a good job on making everything grayscale while changing the bg music to the kevin room, it feels like if Madeline is trapped on a lucid nightmare!... and judging by the thunders and how the gameplay looks... maybe its the only good thing :'v
At the start of this video I was thinking "what makes this so hard aside from the visual fuckery of so many lightning strikes? Even I could do this and I wouldn't touch grandmaster levels in Strawberry Jam!" Then I saw the farewell final room recreation. What the fuck was that. EDIT: WHAT THE FUCK IS THE NEXT ROOM THAT STARTS AT SIX MINUTES
the 6:00 room is actually not too bad tbh, aside from the falling block being luck based. Farewell final room is the only really difficult room in this, although without final cheese this would likely not be rta viable. An update of the collab was put out to fix this cheese, aswell as tweaking some of the things that made final so hard, I might actually go back and clear the new version
I don't know how much of 7d1d1b you've played, but its actually a really cool and unique map. There's so many niche uses for the box that make both routing and clearing very enjoyable, it is not a bad map
What farewell looks like to people who skipped the heart gate
@@RaghavanRamanujam relateable
I’ve been there lol
doing that aint worth it, just get the hearts like a real person dawg
@@TheOlidosOfficial oh I did my first playthrough because I did not know the skip even existed
@@TheOlidosOfficialI skipped the gate and beat the level on my first playthrough
back in my day we called this "hot garbage"
Me when quality standard is removed from hardlist
Whoever decided that a thousand of lightning strikes per second is a good idea must be insane
I believe they may have stolen that page from the new Grandmaster Heartside's Heart of the Storm flag in the Spring Collab, but at least there it's not *in front of* the player.
I agree, it should have at least been 10,000. Having only 1,000 just doesn't quite cut it
Ah, I see this map takes the "spamming lightning is good ambience" from HotS to the next level.
they should add that at the end the lighting strikes u irl
new celeste tech! death
@@littleepic941 the fact that its in original farewell its crazy
This quickly turned from "Hey, this might be a 2 star I could do!" to "I hate everything about this"
They don't tell you this, but the jump refills are free, you can take them home with you
- This run, probably
Yeah, this does feel like a mental breakdown
Stockpiling an absurd amount of jumps to cheese the everliving shit out of something is the best game mechanic
aw hell nah, wtf did they do to my chapter 9, farewell, the free dlc released on september 9th, 2019 😭
there year is 2050, the celeste community has buffed farewell beyond all recognition and final is now gm+7
@@littleepic941 psh, only gm+7 in 2050? might as well be beginner
unironically this is what a mental breakdown feels like to some people
Grayscalel filter makes it even less readable
oh how i love celeste mappers
same
this is where you go if you use the double gulp cup with the fucking slurpee
😭
trust me, the hard list quality requirements are real, you just have to believe
the quality requirement is dead! let chaos reign!
Im ngl this is how it felt playing HoTS
There is an amount of lightning you're allowed to use and this is too much lightning.
You can never have too much lightning
this map actually makes a good job on making everything grayscale while changing the bg music to the kevin room, it feels like if Madeline is trapped on a lucid nightmare!...
and judging by the thunders and how the gameplay looks... maybe its the only good thing :'v
At the start of this video I was thinking "what makes this so hard aside from the visual fuckery of so many lightning strikes? Even I could do this and I wouldn't touch grandmaster levels in Strawberry Jam!"
Then I saw the farewell final room recreation.
What the fuck was that.
EDIT: WHAT THE FUCK IS THE NEXT ROOM THAT STARTS AT SIX MINUTES
the 6:00 room is actually not too bad tbh, aside from the falling block being luck based. Farewell final room is the only really difficult room in this, although without final cheese this would likely not be rta viable. An update of the collab was put out to fix this cheese, aswell as tweaking some of the things that made final so hard, I might actually go back and clear the new version
why does this look kinda fun
I LOVE VISUAL CLUTTER!!!!!!!!!!!!
My favourite inconcievable hard list gameplay
After a mental breakdown
1 map remains (Please don't do it its not worth it)
gd players making a celeste map:
At this point, just make the entire screen just flashing lights, or alternatively, have a flashbang go off every second.
not the worst anymore, 7d1d1b just dropped
I don't know how much of 7d1d1b you've played, but its actually a really cool and unique map. There's so many niche uses for the box that make both routing and clearing very enjoyable, it is not a bad map
@littleepic941 I'm mostly just playing around I'm sure it's fine
what the flip
extrajump tech
also are those fire core bumpers or what?
uhhhh where?
color awitch ahh gameplay
First part is moonberry but silly
and then the rest just gets even sillier
Is 4:11 pixel perfect??? Wtf
does he know
No the electricity has a hitbox one pixel smaller on all sides then shown in screen
No it's at least a few pixels, it varies depending on the pufferfish cycle
What collab is this in?!?! I need to play it!
You do not need to play it (lpl collab, it's only available in the debug room)
@@littleepic941 oh, so this is not normal gameplay in this map?
@SSP2056 it's a joke map in a collab of joke maps, so yeah this is not normal gameplay
This map leaves me unconvinced my game does the play :/
Honestly, the ambiance and vibe might be really cool if it wasn't so obnoxious.
wtaf
WTF
this is disgusting
it is amazing
After a mental breakdown