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FarewellMap
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2184768289
Please rename this file really really away from anything like FarewellMap .
but, the operation is slowed down by the decoration of the map.
I think this is not a good map to know sdj.
and...please delete the fucking TV, it is very annoying. not funny.
After the fancy cutscene played, the in game FPS dropped to 12 and stayed that way, no amount of tinkering with graphics settings, even dropping to the absolute lowest could fix it.
I'm not normally to complain about framerate, but when it is that low the game starts behaving weirdly, like platforms take way too long to respawn, and the camera controls jump around like crazy not to mention the severe lag
And the rest of the level ran perfectly with no slowdown on the recommended 30 fps
What an unpleasant surprise.
Anyways uh love me a good Celeste reference cool dyes (although it's sad to get a Rift Token only for it to go away to get the Dyes D:)
Would be better if there was a clearer indication when you successfully pull off the hidden technique, at least for this level, part of how Celeste helps you learn its own hidden technique in farewell is an indication (The white speed ring things). Also, being 3D, it suffers quite a bit from camera screw, not sure how much AHiT engine even allows to fine tune the camera, and you can also consider adding binoculars in some spots which Celeste also had on longer screen.
this level took me a while to beat but oh my god it is SO satisfying (also worth it because i love the dyes) theres like... a couple of things i dont like about the level but its still fun
for people complaining about it being too hard: you can keep trying... or dont play the mod? yeah it's hard but that's. kind of the point. if you think it's hard you can always find mods that are less hard or take a break and try again later! ur literally not even obligated to play it if u dont want to
(also for people who were once complaining about this mod being on challenge road because it was too hard... yeah. thats the point. challenge road is supposed to be challenging. there's a level i don't like either that was on challenge road because it was too hard for me. does that mean i have to come over and complain in the reviews "UGH TOO HARD!!! I CANT BEAT CHALLENGE ROAD!!!!" no! the point of it is to be hard!)
But in seriousness, I am very much not a fan of celeste for reasons completely unrelated to its difficulty, so maybe I just didn't "get" this level, but even without liking the inspiration this is pretty good. Assuming the required mechanic works in the base game that might explain how i get past some jumps other mods want me to make that seem impossible.
People that are talking about "this frame perfect behavior" being a bad thing is the BEST thing about the map. It's a celebration of Celeste, the game that turns into exactly that once you're doing the b sides.
You really nailed it with this one, great job! :)
Unless you're supposed to use mod items but then that would just be cheating
But next time, skip the haha funni TV.
It's a good level for the most part but that really rustled my jimmies.
Beating this singular level took more time than the others. Mostly due to the C Side. It was also the level I enjoyed the least. The others had good quirks, this was almost akin to a Kaizo Level. It basically is a HiT Kaizo Level.
Asking the player to input frame-perfect strings is not good level design. Having several Super Jumps in a row on falling/moving platforms is not good design, nor is it in any way practical. I had to change my camera spin speed after a certain point because it became impossible to orient myself on a lower camera spin speed.
The line in the description of "The Celeste Devs" inspiring this says a lot -- clearly the devs here liked Celeste but didn't understand why it could pull off "Kaizo"-like levels in a fun way, and why they don't translate well to a 3D Environment.
For the later parts; learning SDJ and then doing SDJ consistently takes practice but it's really satisfying. My only complaint in the end is how my FPS, normally 60, dropped to ~24 at the very last bit (I guess people would call it part C)
I love how you dug out some obscure bug-like mechanic used only by hardcore speedrunners and presented it as a feature. Just like in Celeste's Farewell, I mean!
The additional mechanics you used in an unexpected way are so great too. Interpreting Celeste's space jelly as infinite climb is so clever on your part. As the use of momentum with bouncy objects you did there - it captures the feel of movement from the original game just so perfect.
Imo it wasn't as hard as Celeste's Farewell was, but it still is a considerable challenge. The most cursed thing were SDJs off the falling platforms. Like, my brain can't keep up with all the things happening, and 30 fps lock doesn't help either!
Timepiece animations were janky, camera wasn't the most helpful thing during the wallclimb sections, physics of cogs was half-broken, but except for that it's an amazing level. My honest thanks for that experience.