Home Celeste Programming

Celestial Cliffs Blizzard

by DX3906 mod link Played on 2025-02-20

This map has beautiful deco, as is to be expected from the CN mapping team at this point. They've made their expertise in deco very clear. The gameplay is a faithful recreation of the style used in 4a, with a couple small additions. In particular, the use of wind in this map is very creative. It's nice to see an often-hated mechanic like wind used in such a polished way. Towards the end, these fields that cause some breakable blocks to break were introduced but I feel like they were not really explored very much. There were only a couple rooms that used them and they didn't really feel like anything unique. I would like to see more gameplay using them in the future though, I feel like there is some potential.

Above the Peak of the Sky

by UnderDragon (Host), BluePari, paperlock, SDBnkaf, Kurose_Karasu, Inker, AfterDawn, Breaker-K, moshugu18, hoshiya kimu, 南冥, senri, Create_W, diandzer, foxpear, RikiUwU, DX3906
mod link played on 2025-02-20

The visual style and colour scheme does not match at all with the majority of the rooms. This actually makes perfect sense, because the visual style was chosen randomly and applied to the whole map, after all the individual rooms were made. As for the gameplay, there are some extremely creative parts (The throwable clouds were incredible and so much fun to play around with), and several of the rooms also have very well made gameplay. Unfortunately, the quality is inconsistent at best. However, this is completely understandable since the rooms were mapped under a time limit as part of a mapping event. Even if this map is clearly lacking polish, its wonderful that the mappers got together and made this project.

Flowing Water on the Peak (B-Side)

by CN Celeste Modding Team
mod link

The CN Mapping Team never fails to make absolutely gorgeous celeste maps. A medium-length relaxing journey through the same snow-blanketed landscape seen in the A-side. Indeed, this map does the A-side justice, exploring the same set of entities and their interactions at a slightly higher difficulty level.

Journeys of a Bygone Wanderer

by Fonda
mod link

Found in the medium lobby of the Secret Santa Collab 2024, this map stands out like a gemstone among the already incredible maps that make up the rest of the collab. Fonda makes use of many kinds of swap blocks throughout the map to make gameplay that both looks and feels incredible while also being extremely intuitive. The lack of complicated tech and approachable gameplay design makes many of the rooms sightreadable. By the end of the first checkpoint, I was already amazed at the variety of flashy moves that Fonda had crafted. It feels like each room has its own distinct identity while at the same time is closely tied together with the rest of the map. Somehow, Fonda manages to keep this feeling that each room is unique throughout the entire length of the map, which is not by any means short. As if that wasn't enough, this map also comes with a riveting story. Normally, I'm not one to pay too much attention to the story of Celeste maps. I always read the story, but it's secondary to the gameplay for me. Despite that, Journeys had me hooked from the beginning. Top things off with an excellently selected soundtrack and you have my favourite map I've ever played.

Counterclockwise

by UnderDragon
mod link

Originally created for the Celeste Sightreading Compettition, Counterclockwise is a tech-focused expert map with impressive visuals. The movement, while pretty standard techspam, is very well polished, with lenient hazards and no jank to speak of. The imposing machinery in the stylegrounds integrates cohesively with the visual style of the foreground elements to truly give the impression of being dwarfed inside an enormous clock. A very solid example of how to make a map well.

Darkmoon Ruins

by Cabob and Ru
mod link soundtrack link

This 6 checkpoint map is quite long and difficult, having around 80 rooms and peaking at red gm difficulty. However, if you're up to the challenge, it's absolutely worth it. The gameplay is phenomenal, making extremely creative use of the limited entity palette. Most of the entities in the map are various kinds of blocks, such as switch gates, falling blocks, intro crushers and crumble on touch blocks. The music for this map was composed by the wonderful Matt Sexton and is probably the best soundtrack created for any Celeste mod ever.