Do you agree with my rankings? Why or why not? Let me know! Also, if you'd like to see more countdown videos like this one, check out my playlist: ruclips.net/p/PLqu9Hh8jRA8AWveVC6rFgU9veT2USHL77
@@chaken6187 there was a google form in official gd server back in 2021 that asked the community if they wanted effect layouts to be rated (it's closed now)
@@Pgpxd i would say yes. But it has to be executed extremely well, or else it will look just like a normal ah effect layouts, repetitive and forgettable
One of the things i appreciate the most about the 1.9 style, specifically in RobTop's own levels, is the variety of individual experience that comes from having so many effects using the custom colours of the player. It really felt like your icon was special and making an impact on the game
mostly agreed, the glow style should be higher tho bc of how hard ut is to make. Good glow style is really hard to build and to learn, yes its generic, but still hard to make.
@@susybaka0148 Oh yeah that sounds easy, unfortunately you have to spend hours just for 1 second gameplay. Its easy, yes, but its taking up so much time. Thats why glow is high effort. Try out yourself and realize how much effort you need to put in it
Also, I think hell theme is overhated. It's far from as common as people make it out to be. Extreme demons are dominated by generic glow/design stuff - with hell style just here and there.
@@rootbeerfloathaspop3301 but red and orange is still more interesting than just red. Obviously this doesn't work for every theme but I'm specifically talking about the hell theme.
the "space" theme is very interesting since you can do almost whatever you want if you just respect the colors and decorations. I'd say my best space theme is Dimensional from Darwin, it has this weird yet calm space vibe to it. I love it
It should be noted that there's a clear distinction between the terms Style and Theme: Styles are how a creator approaches design, These are the rules you follow in the editor, Everyone has a unique style but high quality decoration needs a good set of ground rules to follow, I'd recomend picking a popular style which you can then expand upon when you get familiar with the basics of it. Themes on the other hand are not made to be versatile, They are more like locations you build using a style. Here are lists to seperate the ones mentioned in the video: - Styles Traditional Nostalgia (Past Updates) Glow Art Modern Effect Core - Themes Nine Circles Hell Tech Space Horror - Gameplay Minigame
As a design lover, Exg isnt really good. Still, some design works are simply outstanding ( desticy’s last level, kwms’ part in quaoar, or sedulous by samifying)
Design and glow are both my favorite styles by a mile. I don't think that everything has to be so creative and original. These styles just always look so visually pleasing to my eye
Damn bro I just started playin GD again and I had NO IDEA that there was this much depth to level themes. All the ones on this list looked pretty good to me, and that’s kind of intimidating since I’m trying to build my own level and I’m not sure how to approach decorating. I don’t want to make something people will just brush off, and I’m scared of spending so much time and putting so much care into my level only for people to view it as “lazy” or “unimpressive”
@@Tyler-xn2usmaking short parts is the opposite of what i recommend, its much easier to get ideas for 5 or 6 parts than it is to try and make 15 or so
The idea of "realism" has been exponentially crashing gd ever since the community acknowledged culuc's existence, lol. I personally wouldn't say it's underused by now
i would add bossfight levels as their own little category, and place them just above modern levels (they can look really awesome if you pull it off correctly [i.e. hhyper and xender game] but a lot of them aren't executed well)
In my view, though, I find effect layouts very limiting when it comes to innovation and creativity (granted how it actually just revolves around 1.0 elements). So unless you break out of theming so much to the point where it can't be considered an effect layout anymore, it usually just ends up looking like any other effect layouts out there and becomes... ..not so memorable
The level I think did hell theme right was Reanimate. There are some really cool parts and they actually vary from just the dark red and black style commonly associated with extremes. Take the second drop for example. From the predrop to the end of the level everything is amazing and really pushes the hell theme to its limits. The creators decided to use not just red and black but other colours like oranges, yellows and pinks. It also uses glow really well in my opinion.
A style that I don't remember you adding is the realism style like Culucs part in emerald realm. In my opinion realism is a really really difficult style to do and I generally looks so damn good But I want to hear what you think about it?.
10:23 i found it very cool you used zenderwar's creations to represent tech and not just xender game's old levels. I really liked zenderwar's tech era because he made the tutorials which taught me how to build that style. Pretty sad he quit tech and is now doing art and minigames
this video is more or less interesting but however there are things I have points to approach with your video - 1: about design,glow and modern I can find it a little easy for people to qualify for this level of fegnant or a way to be because it's not necessarily true (and you mentioned it) and also very important: -it's often a way for designers to express their creativity, they will know more about how to use this style at their end, they will be able to do beautiful things with it and they will have more ideas with their styles than anyone else (I'm thinking of hinds, starkythesalad, licen, yunhaseu14, qmistic, flosia, ilnm ect...). -but above all it's the most accessible and fun creation styles of this game for beginners, it's the easiest styles to learn and to progress, it's the best way to start small, it's too hard for us to start with something new, we have to do the most basic things first before we start going further, that's why nowadays we see it in the levels recent and it does not bother me because some their weapon is the way they are executed and not their originality or the long work. and I don't agree with the people you quoted who say that modern is lazzy because the blocks are simple Complexity does not mean worked 2-: horror themes I think about the same thing, there are many that are not very scary (tokidfrendly) but above all even if it's the objective, levels like man man or red roms go much too far, it's so bloody and excessive that it will shock 70% of audiences (or maybe not) and some parts are sometimes really cringe. the best horor theme of gd is collab level and soon antares even if it is more a borderline horor theme. 3-: the hell themes a lot of geometry dash hell theme are an important part of history, i think a lot of hell theme level came out when we had 1 top 1 every two years and when this trend was minimal, now hell theme can be a way for many creators to express their creativity (greafer, insxne, burgadaz, icedcave ect...). I'm also not a big fan of style art as I prefer simpler blocks and a lot of it is overdetailed. You could have talked about neo design, the pure definition of simple and effective. interesting video and sorry for the length and the English (thanks google translate :D).
best modern level:Insomnia by Dimakulov best NC level:The Hallucination best hell theme level:Titanomachina best space level:Cosmic Cyclone best art level:Devin2003 best horror level:Man Man best 1.9 style level:Sinister Silence best factory level:Alika best upcoming level:Return 0
I think I understand when people complain about hell theme. Like yeah, it's overused for extreme demons, but sweet Lord, their complaints are *WAY TOO INTENSE* . I don't really think the community should be developing a hatred *THIS* inflated for something that actually shouldn't be their bussiness. It's just too much of an overreaction and a cringy way to handle things you don't like.
I Disagree With The Opinion About Effect Layout because its not important how the design how creative or artistic you are, the mission is to improve your gameplay creativity and gameplay effect (some of them abuse lol) to make more fun and enjoyable (except for Havoc) and also to respect others low devices like mobile or old computers. So, thats my opinion.
I feel like core done RIGHT can look really fkn cool! Levels like Khorne are really bad tho since it always feels like they just spammed objects for the sake of... well... spamming objects. Being the creator of core... i feel like MaJacko still - after 8 years - makes super unique core levels. That style will always hold a special place in my hearr
That's an absurd rating for a glow level ngl. Yes it's not that creative and really overused but it's fun to play nonetheless. AndrixGD is one of my favorite creator when it comes to creating glow levels. He's killin' it lol
I think this video has a lot of pretty sticky takes in it, but I can at least see where you’re coming from with them, even if I don’t agree. Honestly like half of this list I agree with, but there’s so much I would personally switch around; many of the things I would switch you had made comments or jokes about being controversial.
@@rootbeerfloathaspop3301 first off, I think mini game should be like mid tier. They’re cool, but I’m not playing geometry dash so I can actually play some other game. Also, I’m one of those people that think that modern is the new generic. I swear I can’t go into the featured tab without being swarmed with modern levels, so I would put that much lower. I would also put hell theme pretty much at the bottom. Dispute the fact that most of the hell levels being made now are pretty decent, I feel like my past experiences have completely soiled my enjoyment with them. This one I understand being a little bit of a weaker leg to stand on. I think that design and glow levels should be higher. Probably at least mid tier, but I wouldn’t put them in the top 3. Personally when I think of a geometry dash level, what comes to kind and what i expect is pretty much exactly what the design and glow levels are. I feel like if you would have put them at the bottom in 2.0 to early 2.1 I would agree with you, but the fact is that they really aren’t made as much as other levels anymore, and I think they’re really refreshing to play over the sheer amount of modern levels in the game. Those are all of the big changes that I would make to this list (unless I forgot something, but I don’t think I did). I would make a lot of other changes, but they all boil down to just changing something by only a couple of places, so I’m not going to bother typing them all out. Overall, it’s nice to see a tier list/ ranking video that I disagree with but still can understand and respect. I’m definitely going to subscribe to keep up with the content.
There is one style i wanna point out that i dont know the name of and i just love it here's three levels in this style: -idkwhattowritehere by Faronium -wewas by Powidlo -HOW TO COOK MR WHITE by (i dont remember) If someone experienced told me if this style has a name, i'd appreciate it
The theme you're looking for is called neo-design, it's a style made popular mostly thanks to a creator called overdefo. The 3rd level you've cited is kinda in between effect, modern and neo-design however
I think one you should do is pixel themed levels. They are like retro levels, but usually way better. They are almost always based off of games, similarly to retro levels, but for me personally, it is hard to find a bad pixel level.
I think Edge of Destiny is a combination of design and art, not really a glow level, I mean every style uses glow at some extent. Good vid nonetheless.
@@rootbeerfloathaspop3301 You pretty much need glow in everything you want to look smooth or to represent certain objects, glow functions like a soft brush in drawing programs such as Photoshop for example, think about it that way I guess. There isn't really a glow style in this game(imo), it's just levels that use it.
u forgot about some themes, mainly atmospheric and tech but overall i kinda agree with some of the points u made. As for glow however i kinda would agree to disagree, on one hand i truly believe that most glow levels are ass but there are some that are amazing ones that makes me forget about the bad ones thats why i would put glow a bit higher, overall good video
Thanks, though first of all, I did include tech theme and second, I don’t consider atmospheric a theme since any level can have an “atmosphere” regardless of theme.
Agreed with most of these. Whilst I think that Minigame, no matter how much I adore it, doesn't deserve the top spot. They're janky, buggy, and most of them are just inferior game recreations. The original prototype games like Mastergame, Dungeon Escape, Floating Maze/Floating Outskirts, Bitworld Odyssey and so on are phenomenal though. My top 3 would probably be Minigame at No.3, Art at No.2 and Tech at No.1, but that's just me. Also, I'll quickly list out some of my favourite levels from some of the styles, as you didn't share that many top notch examples of them: *1:25* I agree, most of the layout levels are pretty bad, but there are a lot of exceptional effect layouts. The best one by a gigantic margin has to be Omorfia by HHyper, it's simply immaculate. *4:50* Tunneling Vermin by YoReid is a prime example of a superb retro level, I think for how limiting this style can be, it can have a ton of potential. *9:45* How is a great example of an effect level, but considering how ABSOLUTELY every asset is custom-made, it deserves a category of its own above effect. *10:24* Tech is my favourite style for a reason, not only does it take insane amount of effort and creativity to make cool custom cyberpunk-esque designs like that, but also very high skill with glow, object management, backgrounds and bosses that 95% of the tech levels include. And even aside the skill required, the results look indubitably awesome. Some of the best tech levels include The Eschaton by Xender Game (Any one of his boss series to be honest), The Mayhem War by HHyper, Ocellios by Dolphe and so on. Last thing, a couple styles you forgot to mention that I think are note-worthy: 1. Sunset. The style that involves a usage of mostly black and a complementary colour that the entire level is made of. 2. ''Photo-realistic'' as I like to call it. Basically the style that Culuc uses, that incorporates fantasy concepts in extremely real looking landscapes and assets. It can be ruled into Art, but I feel like it's different enough to count as a style of its own.
Ok for my opinion, i think that Layout level themed are the most underrated styles of all time because Reason 1: Easy to build Reason 2: Easy to see and follow Reason 3: Can have deco (whatever they wanted it to be) Reason 4: Idk looks cool as hell
Imo the best gd style is art levels. I really Dont have much to say... Art levels in gd are usually outstanding, especially more recent Art levels such as Espionage by Subwoofer, and A Final Memorial by ItsKiba. Levels in this style are definitely the best by far. My #2 spot goes to effect levels. Effect based levels, if done properly, can be outstanding. One Effect level that caught my eye recently was ABEL by Diened. Like how do you even make a level this good! Although Effect levels are great, a lot are not sightreadable. My #3 spot goes to the modern style. Modern style is great! But its overused. 90% of daily levels if not being glow style, are Modern, which brings this style down a bit. Modern also has to be done correctly. For example red mug by Lyriaki. Red Mug is actually probably my favorite non-demon level in geometry dash. The levels transitions are super smooth, and differentiating it from other modern levels, it has GOOD GAMEPLAY. Most modern levels are 5-7* bc they are in the featured tab which is basically all 5 and 6 star levels, and they have the most boring, generic gameplay ever. But if modern levels had good gameplay and were less overdone, they would easily take #1 spot. (The reason I don't have minigames on here is because I play on mobile and opening a mini game level is the equivalent to playing bloodlust on a nokia💀)
I pretty much agree with you on art; only reason it’s not #1 for me is cause I love Minigames so much. Maybe that will change when I play some more of them (I could experience lag like you said). Effect levels are cool too, but not as good as some others imo. As for modern, I placed them near the middle because of how overdone they are; many people say they wish the style was even lower.
@@rootbeerfloathaspop3301 Splinter25? APStrom? There a lot more design levels then you make there out to be, I think you just misunderstand what a design level is. The ones that look similar to the gauntlets just don't exist anymore, the style has evolved A TON. Also you also don't understand what "Generic" means. If levels look similar, they aren't generic, but just different takes on the same style, if each levels used the same block design and the same gameplay, THAT would be generic, but the design style has so many varying block designs and gameplay usage that it just isn't the same. Also NEUTRA is a design level, is that a bad level????
@@rootbeerfloathaspop3301 There are also hundreds of bad glow levels, art levels, minigames, any other category. There will always be bad ones of each category. There is no category that has 0 bad levels. All of them have a ton of bad levels. But there are also a ton of good ones.
@@thearmyants. You don’t seem to have payed close attention to this video. Potential for good is only part of the equation for which styles are better than others. I’m also taking into account the average quality of levels in a certain trend. And no, not every trend has the exact same amount and magnitude of good and bad levels. Some styles TYPICALLY produce better levels, and others TYPICALLY produce weaker levels. Design falls into the latter category.
In my opinion the best type of levels are space theme for decoration, and nine circles levels for gameplay. Nine circles level are strange, cuz you can make really fun levels like Jawbreaker or Supernova, or make completly garbage, unfun and unbalance gameplay ( Crimson clutter, sakupen circles, Poltergeist)
@@rootbeerfloathaspop3301 oh you are so creative, you rank effect layouts above design style and make a video why layouts should never get rated. I think you are not the smartest one out there 😔
@@rootbeerfloathaspop3301 don’t talk if you have no clue is what I’m saying, putting the style which is the origin of everything this game has become on the last place is just stupid
I agree with most of these! But I don’t agree with the #1, the reason is because it’s not geometry dash it’s just something else! I will say it’s very cool to have those levels though! Not saying it’s not impressive to make those, very hard to make good mini games, but if I want to play some type of mini games I’m not gonna go in geometry dash. Nice list👍🔥
I feel like you can't combine style and theme into one list. A theme is when a level has an idea or concept that spans across the whole level or a significant portion of it. A style is just how the artist/decorator chooses to represent their level. You can have modern-hell levels, core-space levels, and even 1.0-art levels, so putting them in the same list kind of doesn't make sense to me. As a plus, I wouldn't include the "game style", or minigames, in this list. It's not a style or necessarily a theme, and completely changes how a level plays.
@@rootbeerfloathaspop3301The difference between "Game Style" and literally every other style/theme is that it isn't a style, or even a theme. It's entirely dependent on what the creator wants to make. You can make a minigame with the theme of space and core decoration, or the theme of hell with modern decoration. The theme of a minigame is entirely dependent on what the creator wants to make, and it doesn't have to stick to a specific style. It's like putting platformer levels on the list because they require you to take a different approach to creating, it makes zero sense to put it on the list.
Art levels will always be be too of the charts in my eyes as they, more often than most levels, are trying to tell a story. This means parts that might not look the best are elevated by their dedication to the theme or story progression of the level, leading to an experience that can be best described as greater than the sum of it's parts.
My opinion: Hell themed levels are good. It just perfectly matches with extreme demon main idea: it's super hard, so it feels like a hell. Yeah, it's kinda overused now, and there are lots of bad and boring levels, but it's still a good theme, that has at least some idea and creativity. It's also very nostalgic. Nine circles levels are garbage. This levels have an insanely bad gameplay, because you can't see anything and you have to memorize the gameplay. This style is fun to look at and firstly was creative, but Geometry dash is a game, that you have to play, not just look at fancy decorations, and in terms of gameplay this levels are garbage. Minigames are fun only in terms that they are made in GD - a game where you have to jump over the obstacles being a cube. They are hard to make and lots of effort were put in them, and it's cool. But in terms of gameplay it has awful uncomfortable controls that you should get used to. Effect layout levels can also be good. Yes, there are lots of non-creative levels with just some glow and move triggers, but it proves that level not always have to be fancy decorated to get a star rate. It just needs to look good and have something about it, and that's very good, because sometime the deco standards in this game are getting too far. Some good levels with this style should definitely be rated. Retro - I don't understand this style. There is only one famous level that was made using this style - Retray. If you beat 4/5 levels from the poison gauntlet, you may also know Generation retro. I don't think that this should be a separate style, because nobody makes levels in it. The rest - agree.
I don't care about the style of the level as long as its creative. I always hate on glow and modern levels for being unoriginal, but they can actually be done right, but nobody ever does which bothers me
Hot Take: Modern is meh. A lot of Modern level that I see lately are very easy to build and the visuals are very bland and boring. I do think some are pretty good ones so I wouldn't say it sucks, but half of them are peepee.
Glow at 14 is honestly sad as most people just seem to treat it like it's all still early 2.1 shit. Glow is actually a very difficult style to build (Advanced glow is. The deco tutorial level stuff isn't and it's ass). Just because a level is generic doesn't mean it should be that low. With MOST of the good glow levels either unrated or hard to find it makes it harder to tell the apex of the style.
some glow stled levels just melts your eyes and they easily get eoic rating. but some are actually good and doesnt hurt youreyes nor effect the gameplay being not sight-readable.
bruh why all the hate it’s actually a good video, it’s his opinion also it’s kinda sad that effect layouts have really good effects, sometimes better than effect levels, so they could’ve just decorated them
Sorry for commenting twice but my favourites are: 5 - Nine Circles 4 - Glow 3 - Space Theme (the cold colors look so cool, specially in levels like SWI) 2 - Art Honorable mention - Effect 1 - MaJackO Core
I just think effect levels are the best. No doubt about it. I’m not really talking about the low-effort “effect” levels. I mean the boundary-pushing, how-the-heck-did-they-even-make-that kinds of levels
Nie Circles levels are the best thing ever. Modern NC levels are so beautiful and creative and fun if ur amazing at wave gamemode. Bausha Vortex and Solar Flare are my personal favourites
I feel like it's missing quite a bit, most of which are unnamed (so I'm giving them names as I go). Such as - Era style. 1.0 and 1.9 styles got their own sections but why should other updates (1.3, 1.7 etc.) be left out? - Self-referential style. Recreating objects and style found in GD menus and such. Egzamples would include l Built a Level, Animation vs GD and so on. - Animations. They can be so unique I'd call them a separate style - first levels that come to my mind are Wysteria, GD Legends Finale and A Special Place. - Low object levels. They became popular recently and look different enough to be their own thing. - Themed levels. Some creations have such a strong identity it's hard to group them with anything else. Like, in what kind of style is Heartbeat? - Bossfight levels. Pretty self-explainatory. - Experimental/weird. Pretty much nothing from this category gets rated but they exist nonetheless. I swear, Driproom should get the stars it deserves...
I'm currently decorating a hell-themed effect level, which'll be based on how people with severe depression and suicidal thoughts see the world. It'll be red themed, but the decos will no way at all represent a ridiculously overdecorated, generic sinful-castle-bloody type level. I wonder where you'd put that on your list lmao.
Even though you prefer modern nc more then legacy nc levels As someone who loves making legacy nc im happy you put the nc style in 8 I dont wanna bother making counterpoints to your opinion because i agree. Legacy nc was repetitive. But hey! Got any gra- its 8 and thats good enough 👍🏻
Do you agree with my rankings? Why or why not? Let me know! Also, if you'd like to see more countdown videos like this one, check out my playlist: ruclips.net/p/PLqu9Hh8jRA8AWveVC6rFgU9veT2USHL77
6:30, what level it is?
@@Child_Of_God_Our_Lord Hue Effect
@@rootbeerfloathaspop3301 ty
@@rootbeerfloathaspop3301 my hardest is WL and now im grinding on SuperSonic
@@Child_Of_God_Our_Lord ok
"nothing is more important than gameplay"
proceeds to put the buggeist type of level at #1
*puts layout style in at #13*
@@phewiss3066 well, he likes gameplays, but not effect layouts that people want some to be rated…
@@chaken6187 there was a google form in official gd server back in 2021 that asked the community if they wanted effect layouts to be rated (it's closed now)
@@phewiss3066 I think gameplay is most important, but deco shouldn’t be forgotten
@@Pgpxd i would say yes. But it has to be executed extremely well, or else it will look just like a normal ah effect layouts, repetitive and forgettable
One of the things i appreciate the most about the 1.9 style, specifically in RobTop's own levels, is the variety of individual experience that comes from having so many effects using the custom colours of the player. It really felt like your icon was special and making an impact on the game
My top 3 are
1. Effect
2. Art
3. Modern
I’d say this as a creator they are the most fun to create and most appealing to the eyes (for me)
Agreed, my fave is modern due to my mild colourblindness
u are litterally me
My fav is adventure. Im making a 4 min lvl
Art and modern are just so beautiful
My top 3 :
1) art
2)effect
3)glow
P.S: i hate modern,idk why
mostly agreed, the glow style should be higher tho bc of how hard ut is to make. Good glow style is really hard to build and to learn, yes its generic, but still hard to make.
But is it more so than other styles?
@@rootbeerfloathaspop3301 yeah, i would say so
just know how to use the editor and watch a glow tutorial
@@susybaka0148 Oh yeah that sounds easy, unfortunately you have to spend hours just for 1 second gameplay. Its easy, yes, but its taking up so much time. Thats why glow is high effort. Try out yourself and realize how much effort you need to put in it
@@billyy2260 I did it 2 times it took like 30 minutes at most and then you can copy paste
you sound like if gd colon was in a bad mood and asked chatgpt for a video script and youre reading it for the the first time
Lol
Also, I think hell theme is overhated. It's far from as common as people make it out to be. Extreme demons are dominated by generic glow/design stuff - with hell style just here and there.
Yeah, I think you’re right about that; I looked through some recent extreme demons and only found one or two hell levels
when levels like apt or slaughterhouse. its actually an amazing theme
i think the hell theme is great. just add some orange so its not only red.
@@admiralensin. You don’t have to use orange if it doesn’t fit the theme you’re going for
@@rootbeerfloathaspop3301 but red and orange is still more interesting than just red. Obviously this doesn't work for every theme but I'm specifically talking about the hell theme.
the "space" theme is very interesting since you can do almost whatever you want if you just respect the colors and decorations. I'd say my best space theme is Dimensional from Darwin, it has this weird yet calm space vibe to it. I love it
what about solar flare
i've heard good stuff about that level
@@AustynL yes, i just checked it out, it is so good, especially the music, it was so "spacy"
@@sagasaga64 when i learn how to deco levels im gonna make a space themed level with at the speed of light
@@AustynL it is going to be a good match, hope you do well
Transtellar by grax
It should be noted that there's a clear distinction between the terms Style and Theme:
Styles are how a creator approaches design, These are the rules you follow in the editor, Everyone has a unique style but high quality decoration needs a good set of ground rules to follow, I'd recomend picking a popular style which you can then expand upon when you get familiar with the basics of it.
Themes on the other hand are not made to be versatile, They are more like locations you build using a style.
Here are lists to seperate the ones mentioned in the video:
- Styles
Traditional
Nostalgia (Past Updates)
Glow
Art
Modern
Effect
Core
- Themes
Nine Circles
Hell
Tech
Space
Horror
- Gameplay
Minigame
The themes are commonly associated with these styles:
Nine Circles [1.9 / Effect]
Hell [1.9]
Tech [Glow]
Space [Glow]
Horror [Art]
As a design lover, Exg isnt really good. Still, some design works are simply outstanding ( desticy’s last level, kwms’ part in quaoar, or sedulous by samifying)
I agree. Design can be done right, but it’s potential is usually left untapped.
Design and glow are both my favorite styles by a mile. I don't think that everything has to be so creative and original. These styles just always look so visually pleasing to my eye
Is Sedulous a design level though? I'd say it's definitely Art, as every asset is hand-made.
@@NickAndriadze every asset is hand made in design levels as well
Finally, someone brave enough in the GD community to call out 1.0 levels/""layouts""
Good video btw, I agree with your list
Thanks, although it’s far from the strongest reaction I’ve received from an opinion shared in a video.
Damn bro I just started playin GD again and I had NO IDEA that there was this much depth to level themes. All the ones on this list looked pretty good to me, and that’s kind of intimidating since I’m trying to build my own level and I’m not sure how to approach decorating. I don’t want to make something people will just brush off, and I’m scared of spending so much time and putting so much care into my level only for people to view it as “lazy” or “unimpressive”
Make short parts so it doesn’t take so long and ask people for feedback
@@Tyler-xn2usmaking short parts is the opposite of what i recommend, its much easier to get ideas for 5 or 6 parts than it is to try and make 15 or so
No way I made it in the thumbnail
Well done Flaaroni
I personally really like realistic themed levels. Sadly not a lot of people use it.
There really hard to make and look good
It's actually very fun to make a realistic level.
(Only if you can actually do that though. It's extremely hard to learn)
The idea of "realism" has been exponentially crashing gd ever since the community acknowledged culuc's existence, lol. I personally wouldn't say it's underused by now
I thought you meant the Devin style
@200dollarcalc devin is a much more stylistic approach I'd say. Something that can be considered realism would be motheye's style
i would add bossfight levels as their own little category, and place them just above modern levels (they can look really awesome if you pull it off correctly [i.e. hhyper and xender game] but a lot of them aren't executed well)
You have to know few underrated bossfight craters like Nf89! dolphe gostley and also DuKoGpoM
But bossfight levels are mostly one of these styles with a boss added. Some levels are made around the bossfight but there are very few of those
@@igorPatritrov It's very subjective to the creator but the people I listed above are very good at bossfight
Omoforia 🔥(I think idk how to spell it)
@@Sir_catfish_the_4th its omorfia
Effect layouts when made well are extremely underrated and are one of the best styles next to effect and realistic styles imo
I dont care the freaking design! gameplay it is
(I still hate Havoc)
In my view, though, I find effect layouts very limiting when it comes to innovation and creativity (granted how it actually just revolves around 1.0 elements). So unless you break out of theming so much to the point where it can't be considered an effect layout anymore, it usually just ends up looking like any other effect layouts out there and becomes... ..not so memorable
The level I think did hell theme right was Reanimate. There are some really cool parts and they actually vary from just the dark red and black style commonly associated with extremes. Take the second drop for example. From the predrop to the end of the level everything is amazing and really pushes the hell theme to its limits. The creators decided to use not just red and black but other colours like oranges, yellows and pinks. It also uses glow really well in my opinion.
A style that I don't remember you adding is the realism style like Culucs part in emerald realm.
In my opinion realism is a really really difficult style to do and I generally looks so damn good
But I want to hear what you think about it?.
I would give it 2nd
Personally. the easiest style to master
No
@@demeraracake4475 no
10:23 i found it very cool you used zenderwar's creations to represent tech and not just xender game's old levels. I really liked zenderwar's tech era because he made the tutorials which taught me how to build that style. Pretty sad he quit tech and is now doing art and minigames
this video is more or less interesting but however there are things I have points to approach with your video
- 1: about design,glow and modern
I can find it a little easy for people to qualify for this level of fegnant or a way to be because it's not necessarily true (and you mentioned it) and also very important:
-it's often a way for designers to express their creativity, they will know more about how to use this style at their end, they will be able to do beautiful things with it and they will have more ideas with their styles than anyone else (I'm thinking of hinds, starkythesalad, licen, yunhaseu14, qmistic, flosia, ilnm ect...).
-but above all it's the most accessible and fun creation styles of this game for beginners, it's the easiest styles to learn and to progress, it's the best way to start small, it's too hard for us to start with something new, we have to do the most basic things first before we start going further, that's why nowadays we see it in the levels recent and it does not bother me because some their weapon is the way they are executed and not their originality or the long work.
and I don't agree with the people you quoted who say that modern is lazzy because the blocks are simple
Complexity does not mean worked
2-: horror themes
I think about the same thing, there are many that are not very scary (tokidfrendly)
but above all even if it's the objective, levels like man man or red roms go much too far, it's so bloody and excessive that it will shock 70% of audiences (or maybe not) and some parts are sometimes really cringe.
the best horor theme of gd is collab level and soon antares even if it is more a borderline horor theme.
3-: the hell themes
a lot of geometry dash hell theme are an important part of history, i think a lot of hell theme level came out when we had 1 top 1 every two years and when this trend was minimal, now hell theme can be a way for many creators to express their creativity (greafer, insxne, burgadaz, icedcave ect...).
I'm also not a big fan of style art as I prefer simpler blocks and a lot of it is overdetailed.
You could have talked about neo design, the pure definition of simple and effective.
interesting video and sorry for the length and the English (thanks google translate :D).
i agree with you so hard oml
@@ihavenoidea404 thanks you :D
Nice video, I honestly kind of agree with your list.
Good to hear!
i didn't really take it for granted when you made that "Do i sound like gd colon" short, but now i geniunly thought i had put on a colon video lmao
best modern level:Insomnia by Dimakulov
best NC level:The Hallucination
best hell theme level:Titanomachina
best space level:Cosmic Cyclone
best art level:Devin2003
best horror level:Man Man
best 1.9 style level:Sinister Silence
best factory level:Alika
best upcoming level:Return 0
W picks
sinister silence ugly asf ngl
Bro forgot kokmoc or edge of destiny
best art level: No Man’s sky by Konsi
my favorite art level, a creator
I think I understand when people complain about hell theme. Like yeah, it's overused for extreme demons, but sweet Lord, their complaints are *WAY TOO INTENSE* . I don't really think the community should be developing a hatred *THIS* inflated for something that actually shouldn't be their bussiness. It's just too much of an overreaction and a cringy way to handle things you don't like.
I Disagree With The Opinion About Effect Layout because its not important how the design how creative or artistic you are, the mission is to improve your gameplay creativity and gameplay effect (some of them abuse lol) to make more fun and enjoyable (except for Havoc) and also to respect others low devices like mobile or old computers. So, thats my opinion.
Still, I don’t like effect layouts as much as other styles because they’re inherently worse from no decoration
@@rootbeerfloathaspop3301 maybe we have different perspective/conclusions to me and yours.
Bro just angered 80% of the world’s population with that glow ranking 💀💀💀
I feel like core done RIGHT can look really fkn cool! Levels like Khorne are really bad tho since it always feels like they just spammed objects for the sake of... well... spamming objects.
Being the creator of core... i feel like MaJacko still - after 8 years - makes super unique core levels. That style will always hold a special place in my hearr
5:31 Gboy: Are you sure about that?
rootbeerfloathaspop: Yes.
You should have included travel levels. Then, there would be an even spread. 16-9 would be the bad half and 8-1 would be the good half.
@@luvsgreen10 Yeah, they definitely would have been a good style to include
That's an absurd rating for a glow level ngl. Yes it's not that creative and really overused but it's fun to play nonetheless. AndrixGD is one of my favorite creator when it comes to creating glow levels. He's killin' it lol
Good for him
I think this video has a lot of pretty sticky takes in it, but I can at least see where you’re coming from with them, even if I don’t agree. Honestly like half of this list I agree with, but there’s so much I would personally switch around; many of the things I would switch you had made comments or jokes about being controversial.
Which placements in particular would you change?
@@rootbeerfloathaspop3301 first off, I think mini game should be like mid tier. They’re cool, but I’m not playing geometry dash so I can actually play some other game.
Also, I’m one of those people that think that modern is the new generic. I swear I can’t go into the featured tab without being swarmed with modern levels, so I would put that much lower.
I would also put hell theme pretty much at the bottom. Dispute the fact that most of the hell levels being made now are pretty decent, I feel like my past experiences have completely soiled my enjoyment with them. This one I understand being a little bit of a weaker leg to stand on.
I think that design and glow levels should be higher. Probably at least mid tier, but I wouldn’t put them in the top 3. Personally when I think of a geometry dash level, what comes to kind and what i expect is pretty much exactly what the design and glow levels are. I feel like if you would have put them at the bottom in 2.0 to early 2.1 I would agree with you, but the fact is that they really aren’t made as much as other levels anymore, and I think they’re really refreshing to play over the sheer amount of modern levels in the game.
Those are all of the big changes that I would make to this list (unless I forgot something, but I don’t think I did). I would make a lot of other changes, but they all boil down to just changing something by only a couple of places, so I’m not going to bother typing them all out.
Overall, it’s nice to see a tier list/ ranking video that I disagree with but still can understand and respect. I’m definitely going to subscribe to keep up with the content.
@@LukeTCC big agree tbh
I always use layouts, not effect layouts, just plain layouts, well mostly, some times I use a OUNCE of decoration
i cannot beloved you put effect layouts over actual deco LOL
And I cannot believe that you said “beloved” instead of “believe”
Ty for the nc levels, I owe you one for that!
There is one style i wanna point out that i dont know the name of and i just love it here's three levels in this style:
-idkwhattowritehere by Faronium
-wewas by Powidlo
-HOW TO COOK MR WHITE by (i dont remember)
If someone experienced told me if this style has a name, i'd appreciate it
The theme you're looking for is called neo-design, it's a style made popular mostly thanks to a creator called overdefo. The 3rd level you've cited is kinda in between effect, modern and neo-design however
Thank you so god damn much
It’s sort of a retro-modernistic style, mixing 1.7 style graphics with more detail
Hell themed is very overused,almost all the top 1's have been hell themed for god sake
Core deco can be really good when its done well, and some of the more modern levels are great.
But its still nothing compared to real art style.
I’m surprised you had the courage to upload this on RUclips. I don’t agree with all of the rankings but good job at showing your opinions
Thank you
Would be cool to rank gameplay styles
I think one you should do is pixel themed levels. They are like retro levels, but usually way better. They are almost always based off of games, similarly to retro levels, but for me personally, it is hard to find a bad pixel level.
why is CORE playing in the background of the art level section and not the core section
1:47 I would rank the limited objects separately from the other “1.0” styles and with an actual 1.0 level.
I think Edge of Destiny is a combination of design and art, not really a glow level, I mean every style uses glow at some extent.
Good vid nonetheless.
Guess so. I’ve heard people call APTeam levels glow style, and EoD (which was at first being built by the team) seems the most glowy of them
@@rootbeerfloathaspop3301 You pretty much need glow in everything you want to look smooth or to represent certain objects, glow functions like a soft brush in drawing programs such as Photoshop for example, think about it that way I guess. There isn't really a glow style in this game(imo), it's just levels that use it.
But there can be exceptions, there can be no glow in a level, and doesn't need it.
we call this art design
@@laskouide_newragingbulls Pretty much
4:11 also, there is a very good hell themed level called rare by greafer
nearly 13 minute video?? 😳😳😳😳
My top 3:
Realistic
Modern
Detaleid tech glow
Devin2003’s horror style is so *bloody* good 😉 (that was a bad joke)
layout creators after hearing someone call 1.0 stuff bad: *insert that one spongebob meme here*
u forgot about some themes, mainly atmospheric and tech but overall i kinda agree with some of the points u made.
As for glow however i kinda would agree to disagree, on one hand i truly believe that most glow levels are ass but there are some that are amazing ones that makes me forget about the bad ones thats why i would put glow a bit higher, overall good video
Thanks, though first of all, I did include tech theme and second, I don’t consider atmospheric a theme since any level can have an “atmosphere” regardless of theme.
Wheres neo-design?
@@Ranyyz Not in this video
@@rootbeerfloathaspop3301 why not
@@Ranyyz I didn’t look into neo-design as I figured it must be pretty similar to the rest of design
Agreed with most of these. Whilst I think that Minigame, no matter how much I adore it, doesn't deserve the top spot. They're janky, buggy, and most of them are just inferior game recreations. The original prototype games like Mastergame, Dungeon Escape, Floating Maze/Floating Outskirts, Bitworld Odyssey and so on are phenomenal though. My top 3 would probably be Minigame at No.3, Art at No.2 and Tech at No.1, but that's just me.
Also, I'll quickly list out some of my favourite levels from some of the styles, as you didn't share that many top notch examples of them:
*1:25* I agree, most of the layout levels are pretty bad, but there are a lot of exceptional effect layouts. The best one by a gigantic margin has to be Omorfia by HHyper, it's simply immaculate.
*4:50* Tunneling Vermin by YoReid is a prime example of a superb retro level, I think for how limiting this style can be, it can have a ton of potential.
*9:45* How is a great example of an effect level, but considering how ABSOLUTELY every asset is custom-made, it deserves a category of its own above effect.
*10:24* Tech is my favourite style for a reason, not only does it take insane amount of effort and creativity to make cool custom cyberpunk-esque designs like that, but also very high skill with glow, object management, backgrounds and bosses that 95% of the tech levels include. And even aside the skill required, the results look indubitably awesome. Some of the best tech levels include The Eschaton by Xender Game (Any one of his boss series to be honest), The Mayhem War by HHyper, Ocellios by Dolphe and so on.
Last thing, a couple styles you forgot to mention that I think are note-worthy:
1. Sunset. The style that involves a usage of mostly black and a complementary colour that the entire level is made of.
2. ''Photo-realistic'' as I like to call it. Basically the style that Culuc uses, that incorporates fantasy concepts in extremely real looking landscapes and assets. It can be ruled into Art, but I feel like it's different enough to count as a style of its own.
Let’s be honest, terraria is a theme and is 2nd or 1st
Why did you mix themes and styles? There are SO many themes you can have so its just kinda stupid, same for styles just on a smaller level.
Design style was hardcore robbed of first place
Okay
no one cares kid
On JOBY
I love how so many channels use terraria music, as background music
Ok for my opinion, i think that Layout level themed are the most underrated styles of all time because
Reason 1: Easy to build
Reason 2: Easy to see and follow
Reason 3: Can have deco (whatever they wanted it to be)
Reason 4: Idk looks cool as hell
Thanks I'll try to look outside the box for preview 7 of Scorpion Circles.
Imo the best gd style is art levels. I really Dont have much to say... Art levels in gd are usually outstanding, especially more recent Art levels such as Espionage by Subwoofer, and A Final Memorial by ItsKiba. Levels in this style are definitely the best by far. My #2 spot goes to effect levels. Effect based levels, if done properly, can be outstanding.
One Effect level that caught my eye recently was ABEL by Diened. Like how do you even make a level this good! Although Effect levels are great, a lot are not sightreadable. My #3 spot goes to the modern style. Modern style is great! But its overused. 90% of daily levels if not being glow style, are Modern, which brings this style down a bit. Modern also has to be done correctly. For example red mug by Lyriaki. Red Mug is actually probably my favorite non-demon level in geometry dash. The levels transitions are super smooth, and differentiating it from other modern levels, it has GOOD GAMEPLAY. Most modern levels are 5-7* bc they are in the featured tab which is basically all 5 and 6 star levels, and they have the most boring, generic gameplay ever. But if modern levels had good gameplay and were less overdone, they would easily take #1 spot.
(The reason I don't have minigames on here is because I play on mobile and opening a mini game level is the equivalent to playing bloodlust on a nokia💀)
I pretty much agree with you on art; only reason it’s not #1 for me is cause I love Minigames so much. Maybe that will change when I play some more of them (I could experience lag like you said). Effect levels are cool too, but not as good as some others imo. As for modern, I placed them near the middle because of how overdone they are; many people say they wish the style was even lower.
@@rootbeerfloathaspop3301 👍
4:52 i knew you were gonna use... that one level
I think These rankings are pretty accurate and a level im excited for is ascension to heaven by blueskii
rootbearfloathaspop3301 :ranks hell / death theme at 12th
Bloodlust : "Am I a joke to you"
Idk what you're trying to say, please elaborate.
@rootbeerfloathas pop I think he means that bloodlust is one of the better hell themed levels
@@TheIdleonEnthusiast Not sure why they think one level makes the theme good tho
Recent tab style?
I wouldn’t call that a style so much as a result of new creators not having creating skill
@@rootbeerfloathaspop3301 lol
Triple six is also a really cool hell themed level
Personally I would of put design in the top 5, theres a lot more to it then just early 2.1 levels XD
True, but the “lot more” levels don’t make up a lot of design levels
@@rootbeerfloathaspop3301 Splinter25? APStrom? There a lot more design levels then you make there out to be, I think you just misunderstand what a design level is. The ones that look similar to the gauntlets just don't exist anymore, the style has evolved A TON. Also you also don't understand what "Generic" means. If levels look similar, they aren't generic, but just different takes on the same style, if each levels used the same block design and the same gameplay, THAT would be generic, but the design style has so many varying block designs and gameplay usage that it just isn't the same. Also NEUTRA is a design level, is that a bad level????
@@thearmyants. Oh boy, you can name a whole three good design levels! It’s not like there are hundreds of bad design levels!
@@rootbeerfloathaspop3301 There are also hundreds of bad glow levels, art levels, minigames, any other category. There will always be bad ones of each category. There is no category that has 0 bad levels. All of them have a ton of bad levels. But there are also a ton of good ones.
@@thearmyants. You don’t seem to have payed close attention to this video. Potential for good is only part of the equation for which styles are better than others. I’m also taking into account the average quality of levels in a certain trend. And no, not every trend has the exact same amount and magnitude of good and bad levels. Some styles TYPICALLY produce better levels, and others TYPICALLY produce weaker levels. Design falls into the latter category.
In my opinion the best type of levels are space theme for decoration, and nine circles levels for gameplay. Nine circles level are strange, cuz you can make really fun levels like Jawbreaker or Supernova, or make completly garbage, unfun and unbalance gameplay ( Crimson clutter, sakupen circles, Poltergeist)
I have been a part of this community for ages but this has to be the worst and most ridiculous video i have ever seen
I have been a part of this community for ages, but this has to be the worst and most ridiculous comment I have ever seen.
@@rootbeerfloathaspop3301 oh you are so creative, you rank effect layouts above design style and make a video why layouts should never get rated. I think you are not the smartest one out there 😔
@@woomgd It’s called “changing your mind”. Is that a foreign concept to you?
@@rootbeerfloathaspop3301 don’t talk if you have no clue is what I’m saying, putting the style which is the origin of everything this game has become on the last place is just stupid
@@woomgd Don’t talk if you’re going to be an asshole. Calling someone’s opinion “stupid” is just stupid.
5:52 Counterpoint: Goldcrest Palace.
It’s kinda cool I guess, tho I still don’t think it’s very special
I agree with most of these! But I don’t agree with the #1, the reason is because it’s not geometry dash it’s just something else! I will say it’s very cool to have those levels though!
Not saying it’s not impressive to make those, very hard to make good mini games, but if I want to play some type of mini games I’m not gonna go in geometry dash.
Nice list👍🔥
Yes they are Geometry Dash! They were made in the GD editor, so they are GD. But I’m glad you liked the video!
4:02 you dont like bloodlust ? :(
Personally glow is 1
I feel like you can't combine style and theme into one list. A theme is when a level has an idea or concept that spans across the whole level or a significant portion of it. A style is just how the artist/decorator chooses to represent their level.
You can have modern-hell levels, core-space levels, and even 1.0-art levels, so putting them in the same list kind of doesn't make sense to me.
As a plus, I wouldn't include the "game style", or minigames, in this list. It's not a style or necessarily a theme, and completely changes how a level plays.
I don’t have a problem with your opinion on combining style and theme, but your objection to my inclusion of Minigames makes zero sense
Like, so what if it changes how a level plays on a fundamental level? It is still a type of Geometry Dash level
@@rootbeerfloathaspop3301The difference between "Game Style" and literally every other style/theme is that it isn't a style, or even a theme. It's entirely dependent on what the creator wants to make.
You can make a minigame with the theme of space and core decoration, or the theme of hell with modern decoration. The theme of a minigame is entirely dependent on what the creator wants to make, and it doesn't have to stick to a specific style. It's like putting platformer levels on the list because they require you to take a different approach to creating, it makes zero sense to put it on the list.
@@Toby135 Bruh, they are a completely different style of level from the others, how can it not be a different style?
@@rootbeerfloathaspop3301 Because your list ranks decoration styles, not level styles?
pov: you see generation retro and the first video on your feed is "The Worst Geometry Dash Level" by GD Colon
You should've added the bossfight style. I personally would put it between art and tech or art and minigame.
I don’t consider boss fight to be a style.
@@rootbeerfloathaspop3301 ok
I cant get over the terraria cave music syncing with the levels I the background
Art levels will always be be too of the charts in my eyes as they, more often than most levels, are trying to tell a story. This means parts that might not look the best are elevated by their dedication to the theme or story progression of the level, leading to an experience that can be best described as greater than the sum of it's parts.
My opinion:
Hell themed levels are good. It just perfectly matches with extreme demon main idea: it's super hard, so it feels like a hell. Yeah, it's kinda overused now, and there are lots of bad and boring levels, but it's still a good theme, that has at least some idea and creativity. It's also very nostalgic.
Nine circles levels are garbage. This levels have an insanely bad gameplay, because you can't see anything and you have to memorize the gameplay. This style is fun to look at and firstly was creative, but Geometry dash is a game, that you have to play, not just look at fancy decorations, and in terms of gameplay this levels are garbage.
Minigames are fun only in terms that they are made in GD - a game where you have to jump over the obstacles being a cube. They are hard to make and lots of effort were put in them, and it's cool. But in terms of gameplay it has awful uncomfortable controls that you should get used to.
Effect layout levels can also be good. Yes, there are lots of non-creative levels with just some glow and move triggers, but it proves that level not always have to be fancy decorated to get a star rate. It just needs to look good and have something about it, and that's very good, because sometime the deco standards in this game are getting too far. Some good levels with this style should definitely be rated.
Retro - I don't understand this style. There is only one famous level that was made using this style - Retray. If you beat 4/5 levels from the poison gauntlet, you may also know Generation retro. I don't think that this should be a separate style, because nobody makes levels in it.
The rest - agree.
1.9 style is mostly agreed but there are a lot of special 1.9 styled levels including tartarus.
That was the least enthusiastic intro I’ve ever seen lmao
Wrong!
1:10 YOU DID NOT JUST SAY Edge Of Destiny IS A Generic GLOW LEVEL! I don’t hate on the opinion but I respectfully disagree
“YOU DID NOT JUST SAY THAT” and “I respectfully disagree” do not belong in the same sentence.
Space theme sort of melts into glow themes
i will NOT accept effect slander
I havent decided on the rankings except for the top 3:
1. effect
2. art
3. minigames
I don't care about the style of the level as long as its creative. I always hate on glow and modern levels for being unoriginal, but they can actually be done right, but nobody ever does which bothers me
missed opportunity to play CORE from undertale when discussing about the gd style and not at the end
Not sure how I didn’t think of this
Does nature theme count? because some of my favorite lvls are nature themed
Do you think nature theme is the same as realistic theme?
@@rootbeerfloathaspop3301 Probably yes
@@ndinomyte I think it counts
The scariest level is killbot hack, it scares my sister and cousin with just two furries moving front and back
Love the Undertale Ost backround music 🎉❤
Hot Take: Modern is meh. A lot of Modern level that I see lately are very easy to build and the visuals are very bland and boring. I do think some are pretty good ones so I wouldn't say it sucks, but half of them are peepee.
Glow at 14 is honestly sad as most people just seem to treat it like it's all still early 2.1 shit. Glow is actually a very difficult style to build (Advanced glow is. The deco tutorial level stuff isn't and it's ass). Just because a level is generic doesn't mean it should be that low. With MOST of the good glow levels either unrated or hard to find it makes it harder to tell the apex of the style.
some glow stled levels just melts your eyes and they easily get eoic rating. but some are actually good and doesnt hurt youreyes nor effect the gameplay being not sight-readable.
@@x_odysseia_x most good glow levels don't get epic anymore my guy. Many of the best ones aren't even rated lmao
bruh why all the hate it’s actually a good video, it’s his opinion
also it’s kinda sad that effect layouts have really good effects, sometimes better than effect levels, so they could’ve just decorated them
I really like the space theme from kocmoc, really cool
this video makes me cry in decoration pain
#0: Shardscapes
half-jokes aside, agree with nearly everything here! Nice video :)
Sorry for commenting twice but my favourites are:
5 - Nine Circles
4 - Glow
3 - Space Theme (the cold colors look so cool, specially in levels like SWI)
2 - Art
Honorable mention - Effect
1 - MaJackO Core
I just think effect levels are the best. No doubt about it. I’m not really talking about the low-effort “effect” levels. I mean the boundary-pushing, how-the-heck-did-they-even-make-that kinds of levels
We can't make a tier list like that, because there are too many variables that are changing the result.
I didn’t make a tier list
@@rootbeerfloathaspop3301 so what is it? (I just try to understand)
@@ghiahrim248 Ranking from worst to best.
Nie Circles levels are the best thing ever. Modern NC levels are so beautiful and creative and fun if ur amazing at wave gamemode. Bausha Vortex and Solar Flare are my personal favourites
I feel like it's missing quite a bit, most of which are unnamed (so I'm giving them names as I go). Such as
- Era style. 1.0 and 1.9 styles got their own sections but why should other updates (1.3, 1.7 etc.) be left out?
- Self-referential style. Recreating objects and style found in GD menus and such. Egzamples would include l Built a Level, Animation vs GD and so on.
- Animations. They can be so unique I'd call them a separate style - first levels that come to my mind are Wysteria, GD Legends Finale and A Special Place.
- Low object levels. They became popular recently and look different enough to be their own thing.
- Themed levels. Some creations have such a strong identity it's hard to group them with anything else. Like, in what kind of style is Heartbeat?
- Bossfight levels. Pretty self-explainatory.
- Experimental/weird. Pretty much nothing from this category gets rated but they exist nonetheless. I swear, Driproom should get the stars it deserves...
1. Because I don’t see many creators making 1.3, 1.7, 2.0, etc. style levels, whereas I do for styles such as 1.0 and 1.9.
2. That’s happened maybe 3 times. I’d hardly consider that a full-fledged style
3. Sure, I could have included that
4. Maybe
5. “Themed level” isn’t a single style, most themed levels fall into another style (Heartbeat is hell theme).
I'm currently decorating a hell-themed effect level, which'll be based on how people with severe depression and suicidal thoughts see the world. It'll be red themed, but the decos will no way at all represent a ridiculously overdecorated, generic sinful-castle-bloody type level. I wonder where you'd put that on your list lmao.
Sounds like a great level! Can’t put it on this list, though, since this video tries to rank entire themes, and not individual levels. Best of luck!
Even though you prefer modern nc more then legacy nc levels
As someone who loves making legacy nc im happy you put the nc style in 8
I dont wanna bother making counterpoints to your opinion because i agree. Legacy nc was repetitive. But hey! Got any gra- its 8 and thats good enough 👍🏻
Love me or hate me but i'm still in love with hell themed levels