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{{Infobox Level|image=File:KOCMOC Konsi.png|difficulty=[[File:Insane.png|20px]] Insane ([[File:Extreme Demon.png|20px]] Extreme Demon if rated)|stars=[[File:Star.png|15px]]0 ([[File:Star.png|15px]]10 if rated)|creator=[[Cherry Team]] (spk, Synd, Vinty, Sauzzeth, Bli, Xatz, Konsi, Deadlox, Cauer, Hantein, & Vernam) (verified by [[Trick]])|version=3|last_updated=2.1|id=87665224|song=KOCMOC|composer=Sleeping Hummingbird|song_id=NONG}}
{{Infobox Level
{{Quote|OT 3AKATA DO PACCBETA // verified by GMD TRICK ;)|Vernam|the level's description}}
|image = File:KOCMOC Konsi.png
 
|creator = [[Cherry Team]] (spk, Synd, Vinty, Sauzzeth, Bli, Xatz, Konsi, Deadlox, Cauer, Hantein and Vernam) (Verified by [[Trick]])
'''KOCMOC''' is an unrated 2.1 Extreme Demon created by the members of [[Cherry Team]] and verified by [[Trick]] on March 11, 2023. The level is largely inspired by the former top 1 demon [[Slaughterhouse]], with the majority of the gameplay consisting of tight wave gameplay and spam-based parts. The level's gameplay was fully built by spk (previously known as SpikeGMD), and it was later decorated and verified by Cherry Team. It is expected to place among the top ten on the [[Geometry Dash Demonlist|''Geometry Dash'' Demonlist]].  
|difficulty = [[File:Insane.png|18px]] Insane ([[File:Extreme Demon.png|20px]] Extreme Demon if rated)
|stars = 0[[File:Star.png|15px]] (10[[File:Star.png|15px]] if rated)
|id = 87665224
|version = 3
|last_updated = 2.1
|composer = Sleeping Hummingbird
|song = КОСМОС
|song_id = NONG (Not on Newgrounds)}}
{{Quote
|OT 3AKATA DO PACCBETA // verified by GMD TRICK ;)
|Vernam
|the level's description}}
'''KOCMOC''' is an unrated 2.1 Extreme Demon mega-collaboration created and published by the members of [[Cherry Team]] and verified by [[Trick]] on March 12, 2023. The level is heavily inspired by the former Top 1 Demon [[Slaughterhouse]], with most of the gameplay consisting of tight wave gameplay and spam-based parts. The level's gameplay was fully built by spk (formerly SpikeGMD) and later decorated by Cherry Team. It is expected to place among the Top 10 on the [[Geometry Dash Demonlist|Demonlist]].  


==Gameplay==
==Gameplay==
''Note: The creators listed here are the level's decorators, the gameplay was created by spk.''
''Note: The creators listed here are the level's decorators. The gameplay was created by spk.''


*'''0-6% (Synd) -''' Similar to [[Slaughterhouse]]'s beginning, the level starts with a half-speed cube segment with strict timings along with a few size portals. To complete the first half of the cube segment, the player must time a series of orb clicks and jumps properly.
*'''0-6% (Synd):''' Similar to [[Slaughterhouse]]'s beginning, the level starts with a half-speed cube segment with strict timings along with a few size portals. To complete the first half of the cube segment, the player must properly time a series of orb clicks and jumps.
*'''6-13% (Vinty) -''' Before continuing to the second half of the cube segment, the player automatically rides up a slope before doing additional tight timings, tight jumps, and size portals. The entire cube segment ends with six dash orbs and two challenging timings of varying sizes. The player will see a brief transition listing the name of the level just before the drop begins.
*'''6-13% (Vinty):''' Before continuing to the second half of the cube segment, the player automatically rides up a slope before doing additional tight timings, tight jumps, and size portals. The entire cube segment ends with six dash orbs and two challenging timings of varying sizes. The player will see a brief transition listing the name of the level just before the drop begins.
*'''13-29% (Sauzzeth) -''' The level suddenly speeds to quadruple speed, and the level's difficulty increases. The player must perform tight maneuvers before entering a mini-sized portal and performing further tight maneuvers. This mini-wave portion concludes with a very tight spam, followed by a ship segment. Here, the player must fly upward for a brief moment before hitting a black orb and doing a straight-fly on the bottom half of the screen. The ship segment then concludes with a big-sized straight-fly that slows down as it progresses.
*'''13-29% (Sauzzeth):''' The level suddenly speeds to quadruple-speed, and the level's difficulty increases. The player must perform tight manoeuvres before entering a mini-sized portal and performing further tight manoeuvres. This mini-wave portion concludes with a very tight spam, followed by a ship segment. Here, the player must fly upwards briefly before hitting a black orb and doing a straight-fly on the bottom half of the screen. The ship segment then concludes with a big-sized straight-fly that slows down as it progresses.
*'''29-44% (Bli + Sauzzeth) -''' The level then speeds back up to quadruple speed, and the player becomes a mini-wave once again. The segment that follows begins with a quick automatic transition before displaying extremely tight gameplay. To make the segment more forgiving, arrows are displayed to show the player where to go. The player grows in size in the middle of the segment and must accomplish a few more seconds of tight maneuvering. After that, the player is faced with a short ball segment with precise orb timings and clicks. To finish the section, the player must perform a quick mini-wave spam.
*'''29-44% (Bli + Sauzzeth):''' The level then speeds back up to quadruple-speed, and the player becomes a mini-wave again. The segment following begins with a quick automatic transition before displaying extremely tight gameplay. Arrows are displayed to show the player where to go to make the segment more forgiving. The player grows in size in the middle of the segment and must accomplish a few more seconds of tight manoeuvring. After that, the player encounters a short ball segment requiring precise orb timings and clicks. To finish the section, the player must perform a quick mini-wave spam.
*'''44-59% (Xatz) -''' The level slows for a brief moment before speeding back up, and the player is now required to complete a big-sized wave segment with strict timings and a quick spam. After completing this, the player must complete a ship section that starts out small and displays a lenient straight-fly before growing big-sized in the middle and becoming automatic. The player is then met with another tight wave part that changes size several times. The section concludes with a mini-UFO part featuring three orb timings.
*'''44-59% (Xatz):''' The level slows briefly before speeding back up, and the player is now required to complete a big-sized wave segment with strict timings and a quick spam. After completing this, the player must complete a ship section that starts small and displays a lenient straight-fly before growing big-sized in the middle and becoming automatic. The player is then met with another tight wave part that changes size several times. The section concludes with a mini-UFO part featuring three orb timings.
*'''59-74% (Konsi) -''' The final section of the drop is entirely wave-based, with numerous difficult timings and gravity/size changes. The section's difficulty is divided by long periods of wave navigation and a fast spam portion at the end, which is the level's hardest spam corridor. After completing the spam corridor, the level returns to half-speed and the player is presented with a transition themed with a broken foggy ambience.
*'''59-74% (Konsi):''' The final section of the drop is entirely wave-based, with numerous difficult timings and gravity/size changes. The section's difficulty is divided by long periods of wave navigation and a fast spam portion at the end, which is the level's hardest spam corridor. After completing the spam corridor, the level returns to half-speed, and the player is presented with a transition themed with a broken foggy ambience.
*'''74-81% (Deadlox) -''' Similar to the pre-drop, the final cube section is split into two halves. Besides being longer than the former, the gameplay is fairly similar, as the whole section features difficult timings, tight jumps, and a handful of size changes.
*'''74-81% (Deadlox):''' Similar to the pre-drop, the final cube section splits into two halves. Besides being longer than the former, the gameplay is fairly similar, as the whole section features difficult timings, tight jumps, and a handful of size changes.
*'''81-88% (Cauer + Sauzzeth) -''' The timings remain tight in the second half of the last cube section. When the player approaches the level's final few jumps, it resembles the finale of Slaughterhouse, with a couple mini-sized double spikes and a pink orb timing.  
*'''81-88% (Cauer + Sauzzeth):''' The timings remain tight in the second half of the last cube section. When the player approaches the level's final few jumps, it resembles the finale of Slaughterhouse, with a couple of mini-sized double-spikes and a pink orb timing.  
*'''88-100% (Hantein) -''' Afterward, the player is met with the endscreen of the level, featuring each creator's name and the title of the level.
*'''88-100% (Hantein):''' Afterwards, the player meets the end-screen, featuring each creator's name and the level title.


== Trivia ==
==Trivia==
*The password for the level is 001441.
*The level contains 197,862 objects.
*The level is 1m 28s in length.
<!--
*The level was rated on ??? ??, ????.
*The level was initially placed at #?? on the [[Geometry Dash Demonlist|Demonlist]] on ??? ??, ????, above ??? (#??) and below ??? (#??).
**This addition to the Demonlist knocked ??? into the Extended List and ??? into the Legacy List.
-->


* The password to create a copy of the level is 1441.
==Videos==
 
== Videos ==
<tabber>
<tabber>
|-|Full Detail Showcase=
|-|Full Detail Showcase=
[[File:-top_1-_KOCMOC_-_full_official_showcase-2|center|thumb|330x330px|A full detail showcase of KOCMOC. Credits to [[Neiro]].]]
[[File:-top_1-_KOCMOC_-_full_official_showcase-2|centre|thumb|330x330px|A full detail showcase of KOCMOC. Credits to [[Exen]].]]
|-|Old Version=
|-|Old Version=
[[File:【4K】_RUSSIAN_SLAUGHTERHOUSE_REMAKE%3F_"КØСМØС"_by_spkgmd_(Impossible_Demon)_-_Geometry_Dash_2.11|center|thumb|330x330px|A showcase of the old version of KOCMOC. Credits to Just a GD player.]]
[[File:【4K】_RUSSIAN_SLAUGHTERHOUSE_REMAKE%3F_"КØСМØС"_by_spkgmd_(Impossible_Demon)_-_Geometry_Dash_2.11|centre|thumb|330x330px|A showcase of the old version of KOCMOC. Credits to Just a GD player.]]
</tabber>
</tabber>
[[Category:Extreme Demon levels]]
 
[[Category:Demon levels]]
[[Category:Collaborations]]
[[Category:2.1 levels]]
[[Category:2.1 levels]]
[[Category:Collaborations]]
[[Category:Long levels]]

Revision as of 14:51, 12 March 2023

Template:Infobox Level

“
quote
~ originator

KOCMOC is an unrated 2.1 Extreme Demon mega-collaboration created and published by the members of Cherry Team and verified by Trick on March 12, 2023. The level is heavily inspired by the former Top 1 Demon Slaughterhouse, with most of the gameplay consisting of tight wave gameplay and spam-based parts. The level's gameplay was fully built by spk (formerly SpikeGMD) and later decorated by Cherry Team. It is expected to place among the Top 10 on the Demonlist.

Gameplay

Note: The creators listed here are the level's decorators. The gameplay was created by spk.

  • 0-6% (Synd): Similar to Slaughterhouse's beginning, the level starts with a half-speed cube segment with strict timings along with a few size portals. To complete the first half of the cube segment, the player must properly time a series of orb clicks and jumps.
  • 6-13% (Vinty): Before continuing to the second half of the cube segment, the player automatically rides up a slope before doing additional tight timings, tight jumps, and size portals. The entire cube segment ends with six dash orbs and two challenging timings of varying sizes. The player will see a brief transition listing the name of the level just before the drop begins.
  • 13-29% (Sauzzeth): The level suddenly speeds to quadruple-speed, and the level's difficulty increases. The player must perform tight manoeuvres before entering a mini-sized portal and performing further tight manoeuvres. This mini-wave portion concludes with a very tight spam, followed by a ship segment. Here, the player must fly upwards briefly before hitting a black orb and doing a straight-fly on the bottom half of the screen. The ship segment then concludes with a big-sized straight-fly that slows down as it progresses.
  • 29-44% (Bli + Sauzzeth): The level then speeds back up to quadruple-speed, and the player becomes a mini-wave again. The segment following begins with a quick automatic transition before displaying extremely tight gameplay. Arrows are displayed to show the player where to go to make the segment more forgiving. The player grows in size in the middle of the segment and must accomplish a few more seconds of tight manoeuvring. After that, the player encounters a short ball segment requiring precise orb timings and clicks. To finish the section, the player must perform a quick mini-wave spam.
  • 44-59% (Xatz): The level slows briefly before speeding back up, and the player is now required to complete a big-sized wave segment with strict timings and a quick spam. After completing this, the player must complete a ship section that starts small and displays a lenient straight-fly before growing big-sized in the middle and becoming automatic. The player is then met with another tight wave part that changes size several times. The section concludes with a mini-UFO part featuring three orb timings.
  • 59-74% (Konsi): The final section of the drop is entirely wave-based, with numerous difficult timings and gravity/size changes. The section's difficulty is divided by long periods of wave navigation and a fast spam portion at the end, which is the level's hardest spam corridor. After completing the spam corridor, the level returns to half-speed, and the player is presented with a transition themed with a broken foggy ambience.
  • 74-81% (Deadlox): Similar to the pre-drop, the final cube section splits into two halves. Besides being longer than the former, the gameplay is fairly similar, as the whole section features difficult timings, tight jumps, and a handful of size changes.
  • 81-88% (Cauer + Sauzzeth): The timings remain tight in the second half of the last cube section. When the player approaches the level's final few jumps, it resembles the finale of Slaughterhouse, with a couple of mini-sized double-spikes and a pink orb timing.
  • 88-100% (Hantein): Afterwards, the player meets the end-screen, featuring each creator's name and the level title.

Trivia

  • The password for the level is 001441.
  • The level contains 197,862 objects.
  • The level is 1m 28s in length.

Videos