only took me like 3 years but my second really-big map is finally done! Play it if you have longing nostalgia for the feeling of stress you get during a big exam
gamebanana.com/mods/628864
@tobyaaa.bsky.social
celeste mapper
only took me like 3 years but my second really-big map is finally done! Play it if you have longing nostalgia for the feeling of stress you get during a big exam
gamebanana.com/mods/628864
Thank you very much!
23.07.2025 22:30 β π 1 π 0 π¬ 0 π 0I've no idea how other games (eg. SMW) have handled this but I think there's a chance it'll always be just a little easier to find/FMOD an arbitrary song yourself than get someone to make a cover of it for celeste... a section of the Asset Drive for audio is an appealing idea either way though
22.07.2025 02:03 β π 6 π 0 π¬ 1 π 0this is fantastic!! Thanks so much!
(fun fact I have every part of this puzzle memorized except the 4th and 6th colors)
A bit back, abuffzucchini and I were chatting about how to do an Music Translation map of Solar Fields' No Answer. Zucchini's idea released a while ago, but here's mine!
gamebanana.com/mods/600953
I hope you enjoy! It's a bit of a strange one.
I finally put out a new Celeste mod! This is an effort to be more creative and less restrictive, reminding myself why I love making maps. Here are two of my favorite rooms, or watch and download the whole thing on the mod page!
gamebanana.com/mods/598635
It's been so long since this mechanic came out, it's incredibly underused
28.05.2025 16:28 β π 9 π 1 π¬ 1 π 0can we get some cooking tips
25.05.2025 01:49 β π 1 π 0 π¬ 1 π 0forgot to post this here, me and @bosssauce.bsky.social made an Music Translation map! Since the contest requires submissions to have the same title as the relevant song, we naturally chose a song no one knows the name of. I think the map turned out really well!
gamebanana.com/mods/592788
I do find this really interesting actually since Celeste doesn't render more than >128ish onscreen lights at once and allegedly sometimes less? It's still usually way more than enough but I wonder if the technique got altered at some point
19.04.2025 01:57 β π 5 π 0 π¬ 1 π 0!!!
17.04.2025 02:07 β π 6 π 0 π¬ 1 π 0I think the biggest takeaway I have from this level is that this sort of βcrypticβ puzzle should always try to be as friendly & easy as it can. Iβm not kidding that EVERY puzzle in this level was harder at some point in development, but very little was lost in making any of them simpler.
05.04.2025 20:40 β π 1 π 0 π¬ 0 π 0A tree with several orange flowers below it, and some red flowers to the left of it. There's a patch of purple flowers hanging to its right.
I felt the need to sprite an additional flower color, as well as hanging flowers, since I wanted to draw attention away from the purple lilac. The flowers are also often grouped into similar colors, because that also makes the groups of purple fit in more.
05.04.2025 20:40 β π 1 π 0 π¬ 1 π 0a bunch of spooooky's trees in various colors and a set of birch trees in a gradient.
The trees all belong to spooooky; for each one I spirited 3 or 4 variants with more yellow/orange leaves. Each tree in the level is one decal with 5 flag decals on top of it, and there are savefile-persistent flags set to progress as the player hits certain milestones.
05.04.2025 20:38 β π 1 π 0 π¬ 1 π 0A room with 4 tree decals, maybe 8 tiny flowers, 1 painting, and little other decoration.
I've heard that the level is a bit under-decorated. This is true; I underscoped decoration since I was so worried about getting the trees to change color as you progress through the level. In the end, partially thanks to lonn layers (a lifesaver) it was easier than I expected.
05.04.2025 20:37 β π 1 π 0 π¬ 1 π 0A room full of yellowing birch trees
I consider fall to be one of the most difficult aesthetics to nail in a celeste level; nothing ever really matches going outside in the fall and staring in awe at individual trees (yes I do this). I donβt think this level succeeds either, but I do think specific parts capture some aspect of it.
05.04.2025 20:36 β π 1 π 0 π¬ 1 π 0The vertical room with the variant. This is the specific section that was way too hard.
There also used to be a challenge with the extended variant βlava/ice everywhereβ (it swaps when you dash, itβs super cool and very underused). It was a fun twist but it made the vertical room way too hard (and playtesters noted that it ruined the atmosphere).
05.04.2025 20:34 β π 1 π 0 π¬ 1 π 0The room to the left of the well (I like calling this room "the epilogue room")
Early on I came up with the idea of having a knowledge check in the form of doing part of the map grabless, instead of a dash code. I loved this idea of imposing challenges on gameplay youβve done many times (kind of like the Forgotten unlock in TBoI), so I did it a bunch in the level.
05.04.2025 20:34 β π 1 π 0 π¬ 1 π 0I knew from KTaNE that if the SFX puzzleβs message was too long, itβd be annoying; but too fast, itβd be hard to parse the morse. I shortened the message from FIND LAVENDER to NEAR LILAC; NEAR is shorter than FIND in morse.
05.04.2025 20:32 β π 1 π 0 π¬ 1 π 0The "tuning fork" used in the SFX puzzle.
The SFX puzzle itself has also been in my head for several years; now felt like a good time for it, though I think maybe I shouldβve included other similar puzzles. The shape is a FEZ reference because itβs the first geometry I placed then I never felt the need to change it.
05.04.2025 20:32 β π 1 π 0 π¬ 1 π 0Thereβs a post joking about puzzle-game conlangs being just encrypted english. The blue text came from reading this and imagining such a βconlangβ turning out to be simple obfuscation, like bad handwriting. This idea had stuck in my head for some time before starting work on the level.
05.04.2025 20:31 β π 1 π 0 π¬ 1 π 0A room showcasing the "blue text"
Originally, the SFX puzzle gave the hint about the blue text; and the blue text led to the hidden signs. This got flipped after some playtesters figured out the blue text immediately, and the blue text was made more clear (though it probably could still have used a more distinct single hint)
05.04.2025 20:29 β π 1 π 0 π¬ 1 π 0In retrospect it probably wouldβve been a good idea to have helpful hints for the other path if the player got too far down a single one only. A lot of people do end up stumbling on hidden signs by chance and I think a lot of that is from lack of guidance.
05.04.2025 20:28 β π 1 π 0 π¬ 1 π 0I really wanted players to have multiple βroutesβ through the puzzle flowchart, so if theyβre stuck on one puzzle they can still make progress elsewhere. I did include several gates to make sure they never fell too far behind either path, though.
05.04.2025 20:27 β π 1 π 0 π¬ 1 π 0I gave myself a certain deadline to get all the puzzles implemented, and stuff like the "paintings clue" didnβt make the cut. The colors in the picture are to help me track my progress implementing each puzzle. It stopped getting updated after a while though.
05.04.2025 20:26 β π 1 π 0 π¬ 1 π 0a lot of notes-to-self and signboards highlighted in colored rectangles
I use this one diagram program all the time and I used it for this map to brainstorm what sort of puzzles would fit the map, and what order theyβd go in. I donβt have that anymore but I did copy it into lonn. A lot has been moved around or scrapped since then, though!
05.04.2025 20:25 β π 1 π 0 π¬ 1 π 0a simple wooden well in the ground. There's significant negative space on the left side of the screenshot showing off another exit.
The exception is the room left of the well; itβs meant to feel like a secret, but the room geometry tries to push your eye towards it. Itβs a clue that thereβs more to find.
Eventually I settled on more-hidden secret rooms, with a map in the well to show their locations; this worked perfectly.
an average room in the level. There are many "breaks" around the outsides of the room that are all blocked by spikes.
The reason the levelβs geometry is so βbrokenβ around the edges of rooms is to make the 4 main hidden rooms blend in more with the rest of the level. Those went back and forth from more- to less- hidden as I wanted players to find them during precisely their 2nd run through the level.
05.04.2025 20:21 β π 1 π 0 π¬ 1 π 0From this idea the concept of using morse (and even the βrotatedβ morse) sprang forwards pretty quickly. In addition, wondering what sort of information a sign saying βtry againβ would convey led naturally to the restart code, the key-smuggling puzzle, and even the final puzzle of the map.
05.04.2025 20:20 β π 1 π 0 π¬ 1 π 0the player in a dark room, with a bunch of strange text and a sign labelled TRY AGAIN. The end of the level is locked behind a door with no clear way to open.
I like having a βpitchβ to myself for my levels (say, a map of just the 2b heart room). For this, the whole level came from the concept of beating a map, entering the heart room, and being told to TRY AGAIN and seeing a bunch of cryptic symbols; replaying the map youβd find stuff youβd missed before
05.04.2025 20:19 β π 1 π 0 π¬ 1 π 0