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Polygon Dreams

A Map for Celeste

Updates

Update 5.0.5 16d
  • Adjustment 3A - room a25 - changed the room a bit to make all entities used.
Update 5.0.4 - aka the proper endings update 1mo Addition Adjustment4 Refactor2 Update 5.0.3 2mo Adjustment Update 5.0.2 3mo Adjustment Update 5.0.1 4mo Improvement
Introducing my mini campaign for the platformer game Celeste called Polygon Dreams.
All chapters are done!
---------------
I embarked on this project midway through 2018, and it's been great to produce this kind of experience with my own creativity and ideas as one.
I wish to thank all the people who participate in the feedback throughout the making of this campaign, actively and passively.
Without your support I wouldn't be making custom content for Celeste.

Have fun yo!

Please see the information written in the documents!
It's very important :)


There is a leaderboard for this Campaign, you should be the best!
https://www.speedrun.com/Celeste_Custom_Maps#Polyg...

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Dependencies and prerequisites required to use this Map

Files

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  • Ezra3 avatar
    Ezra3 Joined 8mo ago
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    access_time 8mo
    I would rate this 9/10 . It has plenty of good content, but is much more difficult than Celeste.
    Bananite
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  • Caio2000 avatar
    Caio2000 Joined 8mo ago
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    access_time 8mo
    Awesome!

    Bananite
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  • Ezel142 avatar
    Ezel142 Joined 9mo ago
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    560 points Ranked 45300th
    access_time 9mo edit 9mo
    Seems like a mostly well crafted map, I enjoyed most of the levels and they seemed to try to stick with a consistent theme. They feel kinda vanilla-ish for most of the time, but they try to have something new that suits the vision of the creator. Design-wise it was pretty good and I liked it.

    It has a lot of secrets and I like when people reward exploration in many ways. I really enjoyed the parts in which you have to climb a hill which transitions into other areas, often giving the player one or several berries. It definitely stays strong in terms of exploration, and if someone's interested in finding collectibles, they may like it.

    My main problem however would be that the difficulty is all over the place, mostly in the A-Sides. I don't mind B-Sides or C-Sides using precise and hard tricks, but there were situations like this appearing in A-Sides which felt really out of place, considering they overall ranged from easy to moderate difficulty. Good examples were for example in 4A's cassette room. I personally found the use of the crystals really annoying, because you were forced to do very awkward dashes on overhangs sticking from the ceiling, which felt unnecessary difficult. As I said again, I wouldn't mind that if it was a B-Side, but for the regular level it'd be better if the difficulty was balanced, at least if we're going for mostly an easy-ish level.

    Another issue I found was in the crystal heart room of 3A. I dashed right into the heart and I died afterwards like a derp, but not sure if it's a bug or not, but I wasn't teleported to the beginning of the room, just to the place where the heart was. This required me to do a really weird wavedash followed by a tall wallbounce and some awkward walljumping in which it's easy to run out of stamina. Not sure if it's an intended way to go back, so I wanted to point it out. If it is, perhaps making it easier to go back would be nice, as the rest of the level wasn't that hard, and a lot of people may think they got stuck in that section.

    Apart from that I think it wasn't a bad map. The difficulty issues definitely affected my enjoyment but I really appreciate the effort put into the exploration. I think it's something that some other maps are lacking, and it's good to see more reasons to look around in areas. 
    Bananite
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  • access_time 1y edit 1y
    I played through all A, B, and C-sides, and got almost all the red berries, though there were a few in 3A I couldn't figure out. Throughout these levels there is an emphasis on pure platforming (i.e. not many screens involving mechanics such as feathers, red bubbles, seekers, etc., and those that are there are relatively easy compared to the other rooms). Most rooms are on the shorter side as well, which personally I strongly prefer compared to some other customs like D-sides where the difficulty comes primarily from the length of the screens rather than the actual difficulty of the individual maneuvers.

    Within a single level I found the difficulty to be pretty consistent, but the difficulty curve between levels was pretty wacky; if you bothered to check out the readme before playing you might realize this, but otherwise it could easily catch you off-guard. The A-sides, 1B, 4B, and the C-sides are all roughly the same difficulty, comparable to the main game B-sides but requiring some more advanced movement like extended hypers. The red berries range from about the same difficulty to significantly harder, sometimes requiring more obscure movement tech like corner jumps or ultra dashes.

    2B and 3B, however, are on a totally different level difficulty wise; they are MUCH harder than everything else, and also much longer than the other 2 B-sides. I still felt they were reasonably well-balanced, but definitely expect to use all the advanced movement tech such as extensive neutral jumping, corner jumps, precise reverse wave dashes, and ultra dashes (only a few ultras though). That being said, definitely check these out if you are looking for something a bit more challenging than the A-sides, as these levels definitely felt rewarding to complete. I would have preferred if 1B and 4B were similar in length and difficulty, it feels strange to have half the B-sides be shorter and easier than the A-sides and the other half be super hard.

    Overall this is one of the better custom map packs I have played, I'd give it an 8/10 and would strongly recommend to anyone looking for custom maps that will force you to use some advanced movement, but aren't super punishing or frustrating due to the generally short screens which typically have lots of places where you can pause and catch your breath.
    Bananite
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  • Oatmealine avatar
    Oatmealine Joined 2y ago
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    Arceus Studio Flag Affiliation: Arceus Studio
    559 points Ranked 45317th
    Oatmealine Arceus Studio Flag
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    Arceus Studio
    access_time 1y
    played through polygon dreams (asides) again, heres what i have to say: imagine the perfect map pack. short, simple, nice and good, balanced and fun. now crumble it into a ball, rip it a bit and you have polygon dreams. polygon dreams is.. really unbalanced. one room takes 3 seconds to beat, next one is a tight-ass room where you have to complete it 2 times in a row to move past it. it has a lot of really tight spots followed by easy spots, really good and fun spots followed by precise and bad spots. a lot of the rooms feel like they arent made to make the player have fun and have a challenge from it aswell, but solely for the challenge, but a lot of other rooms feel like they were made just for fun and rely on 0 challenge. out of all the chapters i feel like home troubles and i took the elevator were the best in that part: relied both on challenge and fun and overall were quite balanced in difficulty. here's some per-stage nitpicks: i took the elevator feels very unpolished in one room, then polishied in another; take for example the "elevator" room at the start and the secret path to the left of it. the elevator room is neatly decorated, has nice terraforming and just overall quite neat, the room to the left is a literal fucking box
    why is home troubles' crystal heart path so hard??? like what is that you beat a bunch of rooms and go through a bunch of challenge just to be met with "here, have a crystal heart" and nothing else. it would be much better if the heart ended the level, or if it led back to the main path so you dont have to go back manually i dont have any nitpicks for everytime though dear diary is so. confusing. like jesus, its like a maze, but not like a mirror temple maze that marks your progress with closing doors and checkpoints, but more like an actual maze. i couldnt figure it out for the life of me and had to use f6 overall i'd say the map pack is a neat 7/10. lacks some polish and is unbalanced, but i enjoyed it for the most part so it gets the badge of approval from me
    • Agree x 1
    • Disagree x 1
    oatmeal expert
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  • access_time 1y edit 1y
    It has its flaws, but I'm having fun playing it, which is what matters in the end. Thanks! (I'm at ch2 right now)
    Bananite
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  • Exudias avatar
    Exudias Joined 2y ago
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    1,339 points Ranked 22681st
    8 medals 1 rare
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    access_time 1y
    Good map pack, although plagued by bad difficulty spikes/unnecessarily precise jumps. You can't go from dashing twice to clear a room to requiring 3 cornergrabs/spike jumps/etc. In some places it is also confusing to go through and easy to get lost, like chapters 2 and 4.  I got everything except chapter 2's B-Side Heart and when I see some of those rooms I'm glad I haven't. Heavily suggest you nerf some rooms/make them less precise.
    • Agree x 1
    • Disagree x 1
    I don't like the artstyle
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  • Meowsmith avatar
    Meowsmith Joined 2y ago
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    327 points Ranked 50887th
    access_time 1y
    After careful reconsideration and playing through the maps once again, I am bumping my review score to 8. This still deserves a play mainly for the development of the campaign and how far it has come, but it still has its faults that keep it from being a quality 9.
    "It's okay, I guess"
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  • heyjas08 avatar
    heyjas08 Joined 2y ago
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    access_time 2y
    very nice having a lot of fun playing this, even though i'm only half way into the second chapter.

    Keep em' coming
    Bananite
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  • tom avatar
    tom username pic Joined 19y ago
    End Boss Ripe Supporter TBS2 Manager Super Admin
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    tom avatar
    tom
    End Boss
    access_time 2y
    Great work! We will tweet this :)
    testing 1234 222
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orbittwz
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Cruor
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