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{{ | {{Infobox Level | ||
|image = File:Clubstep_v2.jpeg|thumb|A ship passing through the final anti-gravity portal | |||
|creator = [[Neptune]] | |||
|difficulty = [[File:Medium Demon.png|20px]] Medium Demon | |||
|stars = 10[[File:Star.png|15px]] | |||
|song = Clubstep|composer = DJ-Nate | |||
|id = 450920|imagewidth = 300px|last_updated = 1.9|version = 5|song_id = Official}} | |||
'''[[Clubstep v2]]''' is a 1.6 Medium Demon created by [[Neptune]]. As its name suggests, it is a buffed remake of official level #14, [https://geometry-dash.fandom.com/wiki/Clubstep Clubstep] by RobTop. It used to be considered a Hard Demon but is an Easy/Medium Demon to most now. Clubstep v2 is not too much more difficult than the original and is basically a 1.6-looking level. It does, however, require the player to be more active, as there are almost no rest periods. The easiest part is probably the ball section at 43%, and the hardest section is probably the upside-down ship sequence at 88%, which is also usually considered the hardest part in normal clubstep. | |||
}} | |||
'''Clubstep v2''' is a 1.6 Medium Demon | |||
== | ==Gameplay== | ||
* '''0-25%:''' The level begins with a difficult normal-speed cube section that contains several jump orb traps, triple spikes, size and gravity portals, and tricky memorization. It is quite similar to the original level, but it becomes complicated several times. Here, the player must observe the timings to pass this section. | |||
*'''0-25%:''' The level begins with a difficult normal-speed cube section that contains several jump orb traps, triple spikes, size and gravity portals, and tricky memorization. It is quite similar to the original level, but it becomes complicated several times. Here, the player must observe the timings to pass this section. | * '''26-33%:''' Next, the player enters a quite difficult ship sequence, which is also similar to the original but also complicated. To pass it, the player needs to be able to distinguish between fake spikes from real ones, and also contend with several gravity portals that serve to throw off the player. | ||
*'''26-33%:''' Next, the player enters a difficult ship sequence, which is also similar to the original but also complicated. To pass | * '''34-42%:''' Afterward, the player enters a short auto cube section and then an easy mini-cube section where they only need to understand which jump orbs must be hit and which are traps. The trump card at this stage is its length. This area concludes with another auto cube section. | ||
*'''34-42%:''' Afterward, the player enters a short auto cube section and then an easy mini-cube section where they only need to understand which jump orbs | * '''43-51%:''' Next is a very tricky ball segment that features numerous jump orb-based timings and a lot of memorization in the form of fading spikes, fake spikes, and a couple of fake paths. | ||
*'''43-51%:''' Next is a very tricky ball segment that features numerous jump orb-based timings and a lot of memorization in the form of fading spikes, fake spikes, and a couple of fake paths. | * '''52-55%:''' Then, the player goes through an easy mini-UFO segment. Here, the player only needs to travel through the pillars with spikes, which appear to resemble monsters from Clubstep, and also contend with a gravity change halfway through the segment. | ||
*'''52-55%:''' Then, the player goes through an easy mini-UFO segment. Here, the player only needs to travel through the pillars with spikes, which resemble monsters from Clubstep, and contend with a gravity change halfway through the segment. | * '''56-58%:''' Following this is a short mini-ship sequence consisting of a few tight spaces and gravity portals. | ||
*'''56-58%:''' Following this is a short mini-ship sequence consisting of a few tight spaces and gravity portals. | * '''59-63%:''' Then follows a difficult cube section, similar to the counterpart from the original level. Everything is as in the original, where the player just needs to choose the right paths by hitting the correct jump orbs. | ||
*'''59-63%:''' Then follows a difficult cube section, similar to the counterpart from the original level. Everything is as in the original, where the player needs to choose the right paths by hitting the correct jump orbs. | * '''64-69%:''' Following this, the player transitions into a short but tricky mini-ship sequence that is comprised of several fairly tight spaces, gravity portals, fake spikes, and fading spikes. | ||
*'''64-69%:''' Following this, the player transitions into a short but tricky mini-ship sequence | * '''70-73%:''' Next, there is a difficult mini-UFO segment in which the player needs to be able to carefully time their jumps through narrow spaces and fake spikes as well as their fading counterparts. This segment also features a large number of structure that resembles the monster-like structures from Clubstep. | ||
*'''70-73%:''' Next, there is a difficult mini-UFO segment in which the player needs to be able to carefully time their jumps through narrow spaces and fake spikes as well as their fading counterparts. This segment also features | * '''74-83%:''' Afterward, there is a tricky mini-ship sequence that contains more fake spikes and fading spikes that must be carefully avoided. Then the player enters another ship portal and must contend with a few more narrow spaces and gravity portals. | ||
*'''74-83%:''' Afterward, there is a tricky mini-ship sequence | * '''84-85%:''' Then, there is a simple and extremely short cube section that has a few fading blocks, the last of which must not be jumped on as it will lead the player into a fake path and cause them to crash. | ||
*'''84-85%:''' Then, there is a simple and extremely short cube section | * '''86-92%:''' Next is a tricky mini-ship sequence comprised of a couple of tricky timings and a few gravity portals that may throw off the player. | ||
*'''86-92%:''' Next is a tricky mini-ship sequence | * '''93-94%:''' Following this is another extremely short memory-based mini-cube section that features more fading blocks and a fake paths. | ||
*'''93-94%:''' Following this is another extremely short memory-based mini-cube section that features more fading blocks and fake paths. | * '''95-100%:''' Finally, the level ends with one final easy mini-ship sequence. Here, the player must carefully fly through several fake spikes while avoiding the real fading ones, and fly through a fake path located up top at the end. | ||
*'''95-100%:''' Finally, the level ends with one final easy mini-ship sequence. Here, the player must carefully fly through several fake spikes while avoiding the real fading ones and fly through a fake path located up top at the end. | |||
== | ==Fails== | ||
*[[GuitarHeroStyles]] crashed at 95%. | |||
*[[Brandon Larkin]] crashed at 90% and 96%. | |||
==Trivia== | ==Trivia== | ||
* | *The level cannot be copied. | ||
[[Category:Map | *The level contains 8,507 objects. | ||
*It is the first level in Demon Pack 9. | |||
==Walkthrough== | |||
[[File:Geometry Dash- ClubStep V2|none|thumb|330x330px|Credits to RobTopGames. Keep in mind that this is a hacked version.]] | |||
[[File:"Geometry Dash" Clubstep v2 By Neptune (Demon)|none|thumb|330x330px|The legitimate version, just in case. Credits to Dz3sEr Gaming.]] | |||
==Map Packs== | |||
{{Map Packs}} | |||
[[Category:1.6 levels]] | |||
[[Category:Demon levels]] | |||
[[Category:Medium Demon levels]] | |||
[[Category:Long levels]] | |||
[[Category:Map Packs levels]] | |||