Difficulty: Difference between revisions

From Celeste Wiki
Jump to navigation Jump to search
Content added Content deleted
m (added outdated ambox, removed deprecated template)
(+ Grandmaster+1, Hardlist, screenshots)
Line 1: Line 1:
Difficulty in vanilla Celeste is never defined; instead, B-Sides are naturally positioned as harder than A-Sides, with C-Sides being a notch above both. Farewell's difficulty is slightly above the C-Sides themselves. However, [[mods]] have a much greater flexibility when it comes to difficulty, and as such, several difficulty scales have been developed for the purposes of modding. Here are a few examples.
'''Difficulty''' is a measure of skill and effort a player must have to complete a certain ''Celeste'' map or room. Difficulty in vanilla ''Celeste'' is never defined. Instead, B-Sides are naturally positioned harder than A-Sides, C-Sides are a notch above both, and Farewell's difficulty is slightly above the C-Sides. [[Mods]] have a much greater flexibility when it comes to difficulty. Therefore, several difficulty scales have been developed for modded [[maps]]. This article describes the most popular ones.


== Spring Collab scale ==
== Spring Collab scale ==


{{Last revision}}
{{Ambox|type=content|text=This list is outdated. If you can, please take a moment to revise it to comply with current agreements among the community.}}


The [[Spring Collab]] scale is one of the most common ones used in the Celeste community: it effectively divides maps into five broad categories, furthermore adding modifiers in order to indicate whether it is easier or harder than the average in said category. These difficulties are generally defined by techniques used instead of anything else; however, sufficient use of a given technique can propel a map into a harder difficulty, even if a given map does not use tech associated with a specific difficulty.
The [[Spring Collab]] scale is one of the most common ones used in the Celeste community, separating maps into several broad categories by their difficulty. There are also modifiers indicating whether it is easier or harder than the average in said category. The maps are divided by multiple factors: the tech used in them and the complexity of executing it (e.g. tech with setups is easier), the precision required, or other criteria. One example is [[Strawberry Jam Collab/Lava Layer|Lava Layer]], a Grandmaster map from [[Strawberry Jam]] that doesn't use any advanced tech but features incredibly tight movement.


The shortenings and other names are given in parentheses. Grandmaster+1 and higher difficulties are not in Spring Collab; they are extensions of this scale, developed as harder maps released.
=== Beginner ===


=== Beginner (bg) ===
Beginner difficulty, unlike what it may seem, is not necessarily what is typically regarded to as "beginner" in most other games. Most of Celeste's base game [[List of chapters|chapters]] fall into this beginner category, especially the A-Sides but arguably some B-Sides as well. Some simple tech, such as [[Dream tech#Dream Jumps|Dream Jumps]], fall within the scope of beginner difficulty. Beginner maps generally do not have too many tight jumps, and seldom use more advanced techniques.


Despite its name, Beginner difficulty typically exceeds the level of "beginner" in most other games. Most of Celeste's base game chapters and some B-Sides fall into this difficulty. Some simple tech, such as [[Dream tech#Dream Jumps|Dream Jumps]] and setup [[wallbounces]], fall within the scope of beginner difficulty. Beginner maps generally have few tight jumps or maneuvers and seldom use more advanced tech.
=== Intermediate ===


=== Intermediate (int) ===
Intermediate difficulty maps feature the introduction of some tech, notably [[hypers]], [[wavedashes]] and [[wallbounces]]. The precision featured is higher than in beginner maps, but is still relatively lenient compared to higher difficulties. Most of Celeste's B-Sides and C-Sides fall into this category, alongside much of Farewell.


[[File:Temple of a Thousand Skies screenshot.jpg|300px|thumb|A screen of an Intermediate-difficulty map [[Strawberry Jam Collab/Temple of a Thousand Skies|Temple of a Thousand Skies]]]]
=== Advanced ===


Intermediate-difficulty maps feature [[supers]], [[hypers]] and [[wavedashes]]. The precision needed is higher than in beginner maps, but it is still relatively lenient compared to higher difficulties. Most of Celeste's B-Sides and C-Sides fall into this category, alongside much of Farewell.
Advanced difficulty maps are a relatively small step up from what Celeste's base game has to offer. Reversed tech and [[neutrals|neutral jumps]] are introduced at this difficulty level; the level of precision expected from [[Madeline]] also grows significantly higher. Generally speaking, a player who has completed Farewell once shouldn't have too much difficulty picking up the tech used in advanced maps. Some Farewell and C-Side rooms can fall into this category, but that's about it.


=== Expert ===
=== Advanced (adv) ===


Advanced maps are a relatively small step up from what Celeste's base game has to offer. Reversed tech and [[neutrals|neutral jumps]] are common at this difficulty; the level of precision expected from the player also grows significantly. As a baseline, a player who has completed Farewell once typically won't experience many problems tackling the advanced maps. Some Farewell and C-Side rooms can fall into this category, but that's about it.
Expert maps are where things truly start becoming difficult for many. Techniques such as [[Hypers#Dream hypers|dream hypers]], [[cornerboosts]] and [[ultradashes]] are introduced at this difficulty. These maps generally feature very high levels of required precision, and require at least some degree of mastery with Celeste's various tech in order to complete. No Celeste base game level will bring you to this difficulty.


=== Grandmaster ===
=== Expert (exp) ===


[[File:Golden Alleyway screenshot.jpg|300px|thumb|A screen of an Expert-difficulty map [[Strawberry Jam Collab/Golden Alleyway|Golden Alleyway]]. Note that the gates can be triggered by pressing Grab.]]
Grandmaster maps are some of the hardest maps available in Celeste, and are generally limited to top-tier players. These maps feature advanced tech almost consistently, including chained ultras, [[Spike Jumps|spike jumps]] and [[core hypers]]. Deep knowledge of the game and consistency at frame-limited ( 4 frame) tech is expected at this level.

Expert maps start becoming truly problematic for most players. Tech such as [[Hypers#Dream hypers|dream hypers]], [[cornerboosts]], and [[ultradashes]] are introduced at this difficulty. These maps demand some degree of mastery with Celeste's various tech to complete. No Celeste base game level is of Expert difficulty.

=== Grandmaster (gm) ===

Grandmaster maps are some of the hardest maps available in Celeste. They are generally limited to top-tier players. These maps feature advanced tech almost consistently, including chained ultras, [[Spike Jumps|spike jumps]], and [[core hypers]]. Deep knowledge of the game and consistency at frame-limited ( 4-frame) tech is expected at this level.

=== Grandmaster+1 (gm+1, astral) ===

The Grandmaster+1 difficulty introduces specific tech or maneuvers having a window of less than 4 frames. Tech such as [[Tech#Reverse Cornerboosts|reverse cornerboosts]], neutral reverse cornerboosts, and setup ceiling pops are frequently utilized. Screens of this difficulty are usually very long.

=== Grandmaster+2 (gm+2, celestial) ===

{{Construction}}

== Hardlist ==

{{Last revision}}

[https://docs.google.com/spreadsheets/d/1A88F3X2lOQJry-Da2NpnAr-w5WDrkjDtg7Wt0kLCiz8/edit#gid=1904725075 Celeste's Hardest Maps Clear List] is a catalogue of maps that are at least as hard as [[Darkmoon Ruins]] (about red Grandmaster), along with videos of their clears. They are split into four tiers (1 Star - 4 Star) by their difficulty. Each star is divided into high and low subtiers.

=== 1 Star ===

A map is 1 Star if it is as hard as Darkmoon Ruins and up to the peak of Grandmaster difficulty. Examples include [[Forsaken Undercity]], [[The White Hole]], and [[Vivid Abyss]].

=== 2 Star ===

2 Star maps are green-yellow Grandmaster+1 maps. Some examples are [[MOCE|MOCE // CPVL]], [[Mauve]], [[Strawberry Jam Collab/Passionfruit Pantheon|Passionfruit Pantheon]], and [[SWAPSLUT]].

=== 3 Star ===

3 Star maps are red Grandmaster+1 maps up to green Grandmaster+2 maps. Examples of 3 Star maps are [[Crystal Garden]] and [[Avian Ascension]].

=== 4 Star ===

4 Star maps are the hardest humanly possible maps of ''Celeste'', being at or above yellow Grandmaster+2 difficulty. The low 4 Star tier includes maps like [[D1D7]], [[Madeline Votes in the 2020 U.S. Election D-Side]], and [[MOCE|MOCE // LXVI]]. The high tier includes only one map: [[The Solar Purgatory]].


[[Category:Community]]
[[Category:Community]]
[[Category:Celeste]]

Revision as of 14:30, 30 May 2024

Difficulty is a measure of skill and effort a player must have to complete a certain Celeste map or room. Difficulty in vanilla Celeste is never defined. Instead, B-Sides are naturally positioned harder than A-Sides, C-Sides are a notch above both, and Farewell's difficulty is slightly above the C-Sides. Mods have a much greater flexibility when it comes to difficulty. Therefore, several difficulty scales have been developed for modded maps. This article describes the most popular ones.

Spring Collab scale

Last revision: 30.05.2024 (DD.MM.YYYY). Update?

The Spring Collab scale is one of the most common ones used in the Celeste community, separating maps into several broad categories by their difficulty. There are also modifiers indicating whether it is easier or harder than the average in said category. The maps are divided by multiple factors: the tech used in them and the complexity of executing it (e.g. tech with setups is easier), the precision required, or other criteria. One example is Lava Layer, a Grandmaster map from Strawberry Jam Collab that doesn't use any advanced tech but features incredibly tight movement.

The shortenings and other names are given in parentheses. Grandmaster+1 and higher difficulties are not in Spring Collab; they are extensions of this scale, developed as harder maps released.

Beginner (bg)

Despite its name, Beginner difficulty typically exceeds the level of "beginner" in most other games. Most of Celeste's base game chapters and some B-Sides fall into this difficulty. Some simple tech, such as Dream Jumps and setup wallbounces, fall within the scope of beginner difficulty. Beginner maps generally have few tight jumps or maneuvers and seldom use more advanced tech.

Intermediate (int)

A screen of an Intermediate-difficulty map Temple of a Thousand Skies

Intermediate-difficulty maps feature supers, hypers and wavedashes. The precision needed is higher than in beginner maps, but it is still relatively lenient compared to higher difficulties. Most of Celeste's B-Sides and C-Sides fall into this category, alongside much of Farewell.

Advanced (adv)

Advanced maps are a relatively small step up from what Celeste's base game has to offer. Reversed tech and neutral jumps are common at this difficulty; the level of precision expected from the player also grows significantly. As a baseline, a player who has completed Farewell once typically won't experience many problems tackling the advanced maps. Some Farewell and C-Side rooms can fall into this category, but that's about it.

Expert (exp)

A screen of an Expert-difficulty map Golden Alleyway. Note that the gates can be triggered by pressing Grab.

Expert maps start becoming truly problematic for most players. Tech such as dream hypers, cornerboosts, and ultradashes are introduced at this difficulty. These maps demand some degree of mastery with Celeste's various tech to complete. No Celeste base game level is of Expert difficulty.

Grandmaster (gm)

Grandmaster maps are some of the hardest maps available in Celeste. They are generally limited to top-tier players. These maps feature advanced tech almost consistently, including chained ultras, spike jumps, and core hypers. Deep knowledge of the game and consistency at frame-limited (≈ 4-frame) tech is expected at this level.

Grandmaster+1 (gm+1, astral)

The Grandmaster+1 difficulty introduces specific tech or maneuvers having a window of less than 4 frames. Tech such as reverse cornerboosts, neutral reverse cornerboosts, and setup ceiling pops are frequently utilized. Screens of this difficulty are usually very long.

Grandmaster+2 (gm+2, celestial)

Hardlist

Last revision: 30.05.2024 (DD.MM.YYYY). Update?

Celeste's Hardest Maps Clear List is a catalogue of maps that are at least as hard as Darkmoon Ruins (about red Grandmaster), along with videos of their clears. They are split into four tiers (1 Star - 4 Star) by their difficulty. Each star is divided into high and low subtiers.

1 Star

A map is 1 Star if it is as hard as Darkmoon Ruins and up to the peak of Grandmaster difficulty. Examples include Forsaken Undercity, The White Hole, and Vivid Abyss.

2 Star

2 Star maps are green-yellow Grandmaster+1 maps. Some examples are MOCE // CPVL, Mauve, Passionfruit Pantheon, and SWAPSLUT.

3 Star

3 Star maps are red Grandmaster+1 maps up to green Grandmaster+2 maps. Examples of 3 Star maps are Crystal Garden and Avian Ascension.

4 Star

4 Star maps are the hardest humanly possible maps of Celeste, being at or above yellow Grandmaster+2 difficulty. The low 4 Star tier includes maps like D1D7, Madeline Votes in the 2020 U.S. Election D-Side, and MOCE // LXVI. The high tier includes only one map: The Solar Purgatory.