Editing
Subterminal Point
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Description== (0-9%): The beginning is generally considered one of the hardest parts of the level, but especially the first cube. The very first click here is a frame-perfect 120 FPS, of which there are only five in the level. It's immediately followed by three more frame-perfect clicks in a row, all at 60 FPS. These first four clicks really grind out attempts when starting from scratch. There are only two clicks in this section that aren't frame-perfect, and the second-to-last click in this section is also one. As for the gameplay itself, this cube has very complex timings, both between the spikes and on the spheres. The decorations here are dark blue, and we can see underground water below, suggesting we're underground. The blocks are decorated quite simply: a brick base, a blue, broken outline around the blocks, but combined with the use of glow and a background of pale semicircles, the section looks quite good, albeit without any particularly interesting ideas. (9-26%): The scenery here hasn't changed at all, except for a slight change in the block design. This section is already simpler in difficulty than the first cube with constant FPs, but it's still very challenging. First comes the ship section with straights and clamps on the spheres, and at the beginning, we must carefully squeeze between the spikes while holding the pink dash orb, and this click is also an FP. Many of the straights here are inconvenient, as they come immediately after gravity portals, and they are designed as "curve-flying" straights . These straights are difficult to control and practice. The ship changes size and ends with two challenging straights, first in inverted gravity and then in normal gravity, where you need to fly upward a little first. The ship gives way to a ball, which is also quite challenging, with a lot of timing, some of which are FP. The ball gives way to a simpler spider, which requires five clicks, one of which is FP. The spider gives way to a short, curved straight on a small ship, and the section ends with a short transition on a cube. (26-44%): The music has begun to feel like a drop, and the gameplay has picked up speed. The level's scenery has become much brighter, with the background now featuring a night sky with a silhouette of the moon in the center, signaling that we've emerged from the dungeon and are now in the sky. The brick base of the blocks has disappeared, and the block design itself has become simpler, consisting of several borders, each getting darker from the edge to the center. The sawblades are also decorated quite simply, but they blend well with the blocks, and the aforementioned background complements the composition beautifully, creating a nice deco piece. The original version had more green tones, but a visual update released in 2023 gave this section a light blue color scheme. This part is easier than the previous ones. First, there's a ship section with straights, precise orb presses, and portal clamps, one of which is a FP. The ship gives way to a more challenging wave with constant spans, similar to Sakupen Circles . Sometimes we'll need to fly between saw blades, and the last three clicks are quick clicks between spikes, which many people find challenging. (44-62%): The second part of the drop starts with four quick clicks on the spheres accompanied by a piano sync, but then the click rate drops sharply, and they become quite infrequent. Next comes a short mini-ship and an equally short mini-ball with two clicks. After that comes a longer mini-cube section with timings, mostly involving the spheres, some of which are quite well synced to the music. After the last timing on the pink orb, we see a short transition, and then begins one of the most difficult parts of the level β a wave. Although it only has 8 clicks, all of them are FP, as the hitboxes of the spikes that the wave must go around were corrected by adding smaller spikes on top of the larger ones. Because of this, flying here is much more difficult. It is quite possible to achieve consistency here, but it is very difficult, as practicing this part will be quite unpleasant. After the wave, we have just one dash orb on a cube with simple timing, and then we just have to wait for the next part. The level's colors have changed to purple-pink, the background hasn't changed at all, but the blocks have regained their brick base, and some of the larger structures now have dark arches. (62-80%): This section also has its own considerable difficulty and is entirely based on timing. It begins with a small cube where we must jump between spikes and press orbs correctly. The difficulty lies in the fact that every click here requires complex timing, and sometimes even FP occurs. Clicks are quite infrequent here, so there's no emphasis on patterns: only your precision and stress tolerance, since this section is already well beyond 60% from zero, and given the very difficult start of the level, the anxiety will be even greater here. Another unpleasant aspect is the parallax effect in the form of waterfalls, which obscures the gameplay; this also adds considerable discomfort to the progression. Of course, you can get used to it, but the unpleasant feeling from completing this section will remain. After the cube comes the even more difficult robot section. The robot itself is a much more difficult mode than the cube, and this is clearly demonstrated here. Lots of short clicks and precise timings appear, two of which are FP at 120 FPS. This section ends with holding down the dash orb, but unlike the previous section, this is FP. The scenery here is reminiscent of the level's opening, with the same dark blue colors and the same dungeon-like feel. However, the aforementioned parallax effect of waterfalls has appeared, and the block design has been slightly modified: they no longer have a brick base, but instead feature cracks, giving them a "stone" effect. The background now has an additional layer, designed as a blurry pond. (80-89%): The boat again, the last one in this level. While it's not the hardest part, it's quite possible to die here due to the excitement. Here we need to navigate a series of straights, many of which are uneven and crooked. We also need to click on orbs to maneuver correctly and enter portals. The colors here change to purple again, but we're still underground: pink water can be seen from below; the parallax effect is still there, and it will also make the boat a little more challenging. The block design hasn't changed much, and the background remains the same. (89-100%): The final section, while short, is considered one of the most challenging in the entire level. It's a cube with timings, and while there are only six of them, each one is a difficult click, and one of them is a 120 FPS FPS Failure. Add to this the intense anxiety of playing from scratch, and it turns out that flucking this cube is nearly impossible, and the player will likely die here several times. The final click is a jump over triple spikes, but at the end, the character slows down, causing them to land slower, meaning they'll likely crash on the final spike. Because of this, you need to jump at the very last moment, and this click is also a FPS Failure. Finally, after all these timings, the gameplay ends, and the last few seconds of the level are a smooth fade to black, followed by a simple end screen with the author's logo and credit for the author and verifier.
Summary:
Please note that all contributions to Geometry Dash Expanded Wiki may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
Geometry Dash Expanded Wiki:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
associated-pages
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
New files
Random page
New here? Get started
>> Site policy
>> Staff
Help using MediaWiki
GD Base Content
Games
Main levels
Gameplay
Rewards
Rooms (vaults etc.)
Level editing
Account features
Updates
GD Community Content
Demon List levels
Gauntlet levels
Map Pack levels
Classic levels
Platformer levels
Players
Community activities
Wiki Resources
Propose new articles
Submit edits for review
Admin Dashboard
Images
Videos
Audio
PDFs
Templates
Sandbox
Discuss the wiki
Guestbook
Tools
What links here
Related changes
Page information