Yeah ngl this was kinda a nothing burger to me. Non of the arguments you made convinced me that using pads the “wrong way” is that wrong. Nice editing though!
@deppojacob That's a good point, although I'm curious if he still would have used the double yellow anyways to match the two beats in the song they already line up to
@@vaughnrichards1909 from what i remember, he does sometimes skip notes that could be synced to an action, which maintain a bit of the "vanillaness" of the levels, even if that isn't the point of it. So in my opinion i feel he wouldn't've.
to be perfectly honest i kinda wanna use floating pads MORE now LMAO I completely get your argument and I can respect it, even though I do personally find it a bit weird to call floating pads "bad gameplay" and "illogical". To me it's sort of something that can be used really fucking well (WELL RESTED, CITYFADE and Degenerate are great examples of this, which is funny because you used "WELL RESTED" as an example of poor pad usage when I would argue that it was the best way to represent the song and that any other method of getting from point A to point B would make that part more awkward or just more boring) or could end up making really awkward and poor-flowing gameplay, usually because there are either so many of them or they're just hidden behind gravity portals - PLEASE DO NOT DO THAT UNLESS YOU REALLY KNOW WHAT YOURE DOING (will not name any examples for obvious reasons). It also just feels wrong to put "these creators use floating pads" and "these creators are more hated by the community" right next to each other because it sort of implies that bad gameplay is caused by floating pads, even though I'd argue that there are likely far bigger issues than just that (probably not for ChaSe though, no idea why he suddenly became the gd community's punching bag). Stuff like poor flow, orb timing bugs or just really generic, uninteresting gameplay in general. I know that's not the argument you're trying to make, but even if it isn't you probably shouldn't bring stuff like that up in the first place. Idk, just some dumb thought. anyways ive been yapping way too much have a good day :)
@@N3bulA_ i think you bring up some good points, if i ever make another video thats sharing my thoughts on something, ill try and provide examples of the mechanic being used well. in the video i did say there are times where it can, but never gave any. i’ll improve that for next time, good to hear your thoughts 😄
this is a really good video!! i've noticed this in my gameplay a while ago, and i back then i used it because it was hard to make the player hit the pad on the side without dying to the block at the bottom or overshooting the pad. i only used it for that reason, and i never used it as design choice. to be honest i completely agree when you say it doesn't work without structuring, but at the same time it CAN be used correctly in some situations. i don't though. after some time, i found out from one of wulzy's build swap videos that non-collidable slabs flow much better than two floating pads, and it doesn't kill you when you hit it sideways. this is a really good video and i think that more people should be aware of sightreadability and player-friendly structuring.
Great vid, it looks really professional! I do agree that the aesthetics are not the best and can be improved by the alternative solutions you gave, but I think that having such a doublesided pad in a level doesnt make it bad. The gameplay can be really fun even having these pads. Its like when you say, "ew you cant make the tuba have the melody, it will muddy up the whole symphony", but if used right it can give the music a interesting different feel. Just because its not the convention doesnt make it bad. (Unless you use waboos building tips)
@@sj-comps i think that’s a really good way of putting it, and i agree with it all. it is tough for me to personally rationalize doing it but im not expecting everyone to stop playing tuba, if that makes sense
I can understand most of your points when it comes to floating pads but, sometimes they can be okay to use if used properly. I can understand the structuring issue when it come to floating pads but if a level uses it doesn't necessarily mean that it involves bad gameplay. But I like the video overall!
@@Cookeegs_Spl yeah the structuring is most of my issue in all honesty. i think the shape of 2 pads together is strange, really. if you know any examples of them being used well, id love to check them out :)
6:07 no hate at all but most of these arguments don't make sense at all. I know it's just opinions but like what 😭. You're overexaggerating about a common gameplay mechanic for no reason
you seem to have more a problem with how it looks rather than how it actually plays, not everything needs to be exactly how robtop intended it to be. I do agree that it’s annoying when you can’t see them hidden in the portals though
@@enfeeble2 i think that’s a fair way to come out of this video, and you’re right with using things differently. just this one specific case is an ick for me personally
6:13 my guy cometface did that to represent the music and it worked well. There's a strumming sound and for a lack of better terms, it's like your cube is "strumming" the pads 7:18 again, representation. Why would you want to have floaty gameplay for a harsher note?
Interesting argument but I disagree. There are often many bad uses of floating pads but the idea that floating pads are inherently not a "true" gameplay technique and just used to patch a jump doesn't seem right to me. In a game about sync, there is nothing on a screen that is "true". Pixels on your screen and music indicate when you need to jump, and the default particles of pads paired with sync serve as enough of a visual indicator that the player needs to jump. While they can often look like they are added last-minute, in styles that emphasize some messiness and opaqueness, you can see them looking and feeling really good to play, precisely like in Well Rested. In my level Heist, I connected one double pad somewhat logically to chains hanging from the air, which actually increased the illusion that the level was abiding by some sort of physics.
@@SmitN veeeery interesting thoughts, that chain would help my brain out if i played a level like yours i bet. also, well rested is probably the best usage of them in the entire video, too
i personally disagree with almost everything in the video, but i respect your opinion. here are my reasons why i dont agree as i think of them going through the video: 6 cherrypicked levels language evolves over time, just like the use of pads if the problem is that they are floating midair, then its just an aesthetic problem in reference to back on track, "none of the pads are floating in midair" a lot of the the structures are though if sightreading is an issue, that kind of just comes with experience playing levels and learning levels geometry dash is not minecraft. as mentioned before, structures float in midair in geometry dash too. in my personal opinion, floating double pads gives the *opposite* impression, and seems more like you know what you're doing even more. relating back to the language argument, its similar to how slang is used with people who are more comfortable with the language. just like slopes and portals, floating pads are yet another option to vary a level's gameplay bad transitions are the fault of the way the creator used the pads, not the pads themselves it sounds like you might just not have a huge amount of experience playing levels with pads, idk if that is the case, but i can confirm after 2000 hours of playing levels with floating pads it feels pretty normal. edit: there are floating pads in official levels as well (saw this in another comment) again, i dont mean to say that you cant have your opinion, but i dont agree at all
@@cookiegd not agreeing is perfectly okay! i wanted to make this video to express my thoughts on it, but i don’t want people to take my word as the only truth out there. plus i wanted to see what other people had to say, and you brought up some good things to thank about
ngl, double pads can be used 1. for bugfixing 2. to create auto green orbs 3. when orbs don't really work with sync but the player needs to go up (ex. zodiac pennutoh)
@@Breakloaf it’s not so much whether it’s deco or gameplay, rather that they both have a flat side to them which implies it should be connected to something ‘stable’ feeling. i’m beating myself up for not including that in the video but i agree with what you said here
my issue is when you jump into a pad that sends you.. in the same direction you were already going (6:10). even with orbs this is problematic for me. i keep it as a general rule of thumb that nearly every component in a level should give a direct, responsive, and obvious change to the direction youre going. already going up and having something make you go up again feels less responsive than going up and then making a sharp turn down or the other way around. that reflection in movement is so much more obvious and pleasing to the brain than you changing the speed youre going by a little. if youre gonna be going the same direction several interactions in a row, make them all either heavily change the speed at which youre going that way (ie. waiting for the players jump to reach the vertex of its arc before going up again) or change your gravity (which is more obvious to the brain and feels more responsive for it)
I agree that you shouldn't always use floating pads, but there are a lot of cases where they work just as good or even better than the solutions you showed
i think i probably disagree with most of the points in this video first off, double pads and orbs still look quite different to me, enough so that its never been a problem when I'm sightreading levels. confusing double pads and orbs seems more to me like either a sightreading issue, or the creator used a confusing design, probably with custom pads or orbs. the pads in transitions thing is definitely less because of the pads and more because the pads are hidden from view, if you could see the pads you would know not to click in the transition. as someone who plays levels mainly for the gameplay, double pads have never felt forced or weird to play with to me, and I even use them in my own levels and see no problem with it. gameplay elements obeying gravity would be a good point if not for like 80% of levels that are completely unrealistic in that regard anyway, and also the fact that any rotation that doesn't have a pad facing straight up is gonna be much harder to make supports that fit in with the decoration. using portals instead of floating pads would work in some cases, but mostly it would just throw the sync off, especially if there's only 1 note or whatever. i don't see how anyone would see double pads as creators being lazy or slapping duct tape onto a problem they don't want to fix, it just looks cleaner than having just a single floating pad, which is usually only floating because the pad is rotated at almost any angle. as for the creator not knowing what to do next, why do you think they tried the floating pad in the first place? making gameplay is a very trial and error process, and I myself usually have no idea what the next click is going to be until I'm making it. at the end of the day, double pads are a choice, and I don't think they're a bad one. i may have forgotten something, but I think that's about it, hopefully I explained everything correctly
Yeah, I dont really know about this one chief. I dont see any issue with differentiating floating pads and orbs. Pads dont need to be on the ground just because that's how they're introduced. They aren't effected by gravity, they aren't made better by having supports. The entire point of the level editor is to expand on the ideas the game gives us, and to think outside the box. If every item in the level editor was used *exactly* as intended, we would never see anything innovative or interesting being released. Applying Minecraft (a 3d open world sandbox game) building rules to geometry dash (a 2d autoscrolling platformer) is just completely nonsensical. Floating island builds exist in minecraft, alongside floating lanterns and other small things that can exist in a context. In geometry dash, not everything needs a context. And a sidenote, I thing double floating jump pads DO look good in context. I always thought they looked like a jump pad sitting on top of an upside-down one that acted as a sort of thruster. The mere fact that people put two jump pads together in the first place is a sign they are showing an attempt at making it look cleaner with the level, as a single jump pad placed in the world would be functionally identical. Also I dont understand your argument about slopes being a "good replacement." You showed examples of slopes being placed in a level, floating in the middle of the screen, no visible supports or holdups whatsoever. I dont quite understand why floating platforms get the pass but jump pads dont? is it because jump pads have a flat bottom? Well, thats why people put two jump pads together so I dont see the issue. Look I respect your opinion, and this video is well put together, but I feel like this whole thing is another example of a personal preference/ pet peeve being paraded around as something that is objectively wrong.
@@Zephy3 i think you bring up some good points. something that i neglected to mention in the video was that pads have a flat side to their design, and so it’s nice to see them connected to objects. strangely enough, i really like floating platforms, but not the pads, and im not sure why that is really ¯\_(ツ)_/¯ i like the thought of the 2nd pad being a thruster, that’s a fun thought!
Stopping kids from Stopping kids from saying Stopping kids from saying Stopping kids from saying Stopping kids from saying Stopping kids from saying Stopping kids from saying first
Your arguments are really weak. Floating pad is a choice and can be used right, and RobTop has used it himself.
Kinda agreed 🖤
@@ThiefOfTheMoon i appreciate the honesty, i wanna keep making videos in this sort of style and so this is good advice going forward. thank you :)
If it's blue it's basically blue and yellow
Yeah ngl this was kinda a nothing burger to me. Non of the arguments you made convinced me that using pads the “wrong way” is that wrong. Nice editing though!
@@Raaaptorgd totally fine by me, i appreciate the honesty! glad the editing effort came through 💪
Good video! The double yellow pad at 5% in Electroman Adventures has been REAL quiet ever since this dropped...
TRUUEEE i completely forgot about that. i wonder what robs thoughts would be on this, considering thats the only main level it pops up in
@@j735 Then again, it's basically added onto the other pad, to try to mimic a stronger pad (before red pads)
@deppojacob That's a good point, although I'm curious if he still would have used the double yellow anyways to match the two beats in the song they already line up to
@@vaughnrichards1909 from what i remember, he does sometimes skip notes that could be synced to an action, which maintain a bit of the "vanillaness" of the levels, even if that isn't the point of it. So in my opinion i feel he wouldn't've.
you care more about how floating pads look rather than how they function, they can be used in better ways you just showed wrong examples here.
what are some examples of it being used well? i wanna check them out
to be perfectly honest i kinda wanna use floating pads MORE now LMAO
I completely get your argument and I can respect it, even though I do personally find it a bit weird to call floating pads "bad gameplay" and "illogical". To me it's sort of something that can be used really fucking well (WELL RESTED, CITYFADE and Degenerate are great examples of this, which is funny because you used "WELL RESTED" as an example of poor pad usage when I would argue that it was the best way to represent the song and that any other method of getting from point A to point B would make that part more awkward or just more boring) or could end up making really awkward and poor-flowing gameplay, usually because there are either so many of them or they're just hidden behind gravity portals - PLEASE DO NOT DO THAT UNLESS YOU REALLY KNOW WHAT YOURE DOING (will not name any examples for obvious reasons).
It also just feels wrong to put "these creators use floating pads" and "these creators are more hated by the community" right next to each other because it sort of implies that bad gameplay is caused by floating pads, even though I'd argue that there are likely far bigger issues than just that (probably not for ChaSe though, no idea why he suddenly became the gd community's punching bag). Stuff like poor flow, orb timing bugs or just really generic, uninteresting gameplay in general. I know that's not the argument you're trying to make, but even if it isn't you probably shouldn't bring stuff like that up in the first place. Idk, just some dumb thought.
anyways ive been yapping way too much have a good day :)
@@N3bulA_ i think you bring up some good points, if i ever make another video thats sharing my thoughts on something, ill try and provide examples of the mechanic being used well. in the video i did say there are times where it can, but never gave any. i’ll improve that for next time, good to hear your thoughts 😄
this is a really good video!! i've noticed this in my gameplay a while ago, and i back then i used it because it was hard to make the player hit the pad on the side without dying to the block at the bottom or overshooting the pad. i only used it for that reason, and i never used it as design choice. to be honest i completely agree when you say it doesn't work without structuring, but at the same time it CAN be used correctly in some situations. i don't though.
after some time, i found out from one of wulzy's build swap videos that non-collidable slabs flow much better than two floating pads, and it doesn't kill you when you hit it sideways. this is a really good video and i think that more people should be aware of sightreadability and player-friendly structuring.
Great vid, it looks really professional!
I do agree that the aesthetics are not the best and can be improved by the alternative solutions you gave, but I think that having such a doublesided pad in a level doesnt make it bad.
The gameplay can be really fun even having these pads. Its like when you say, "ew you cant make the tuba have the melody, it will muddy up the whole symphony", but if used right it can give the music a interesting different feel. Just because its not the convention doesnt make it bad.
(Unless you use waboos building tips)
@@sj-comps i think that’s a really good way of putting it, and i agree with it all. it is tough for me to personally rationalize doing it but im not expecting everyone to stop playing tuba, if that makes sense
I can understand most of your points when it comes to floating pads but, sometimes they can be okay to use if used properly. I can understand the structuring issue when it come to floating pads but if a level uses it doesn't necessarily mean that it involves bad gameplay. But I like the video overall!
@@Cookeegs_Spl yeah the structuring is most of my issue in all honesty. i think the shape of 2 pads together is strange, really. if you know any examples of them being used well, id love to check them out :)
6:07 no hate at all but most of these arguments don't make sense at all. I know it's just opinions but like what 😭. You're overexaggerating about a common gameplay mechanic for no reason
you seem to have more a problem with how it looks rather than how it actually plays, not everything needs to be exactly how robtop intended it to be. I do agree that it’s annoying when you can’t see them hidden in the portals though
@@enfeeble2 i think that’s a fair way to come out of this video, and you’re right with using things differently. just this one specific case is an ick for me personally
6:13 my guy cometface did that to represent the music and it worked well. There's a strumming sound and for a lack of better terms, it's like your cube is "strumming" the pads
7:18 again, representation. Why would you want to have floaty gameplay for a harsher note?
Interesting argument but I disagree. There are often many bad uses of floating pads but the idea that floating pads are inherently not a "true" gameplay technique and just used to patch a jump doesn't seem right to me. In a game about sync, there is nothing on a screen that is "true". Pixels on your screen and music indicate when you need to jump, and the default particles of pads paired with sync serve as enough of a visual indicator that the player needs to jump. While they can often look like they are added last-minute, in styles that emphasize some messiness and opaqueness, you can see them looking and feeling really good to play, precisely like in Well Rested. In my level Heist, I connected one double pad somewhat logically to chains hanging from the air, which actually increased the illusion that the level was abiding by some sort of physics.
@@SmitN veeeery interesting thoughts, that chain would help my brain out if i played a level like yours i bet. also, well rested is probably the best usage of them in the entire video, too
i personally disagree with almost everything in the video, but i respect your opinion.
here are my reasons why i dont agree as i think of them going through the video:
6 cherrypicked levels
language evolves over time, just like the use of pads
if the problem is that they are floating midair, then its just an aesthetic problem
in reference to back on track, "none of the pads are floating in midair" a lot of the the structures are though
if sightreading is an issue, that kind of just comes with experience playing levels and learning levels
geometry dash is not minecraft. as mentioned before, structures float in midair in geometry dash too.
in my personal opinion, floating double pads gives the *opposite* impression, and seems more like you know what you're doing even more. relating back to the language argument, its similar to how slang is used with people who are more comfortable with the language.
just like slopes and portals, floating pads are yet another option to vary a level's gameplay
bad transitions are the fault of the way the creator used the pads, not the pads themselves
it sounds like you might just not have a huge amount of experience playing levels with pads, idk if that is the case, but i can confirm after 2000 hours of playing levels with floating pads it feels pretty normal.
edit: there are floating pads in official levels as well (saw this in another comment)
again, i dont mean to say that you cant have your opinion, but i dont agree at all
@@cookiegd not agreeing is perfectly okay! i wanted to make this video to express my thoughts on it, but i don’t want people to take my word as the only truth out there. plus i wanted to see what other people had to say, and you brought up some good things to thank about
I love how underated this is
LMAO
ngl, double pads can be used
1. for bugfixing
2. to create auto green orbs
3. when orbs don't really work with sync but the player needs to go up (ex. zodiac pennutoh)
Auto black orbs too when stacking two blue pads
6:54 chains are decoration so there is no reason to keep them unsupported, pads aren’t decoration so you can’t apply that logic
@@Breakloaf it’s not so much whether it’s deco or gameplay, rather that they both have a flat side to them which implies it should be connected to something ‘stable’ feeling. i’m beating myself up for not including that in the video but i agree with what you said here
Electroman adventures has a floating pad...
I only commented here so more people see it
sometimes you need something to have 2 pads to work (black orb blue pad thing yellow pad and blue pad to mimic a green orb etc)
I tell u what, do whatever u want with the pads
my issue is when you jump into a pad that sends you.. in the same direction you were already going (6:10). even with orbs this is problematic for me.
i keep it as a general rule of thumb that nearly every component in a level should give a direct, responsive, and obvious change to the direction youre going. already going up and having something make you go up again feels less responsive than going up and then making a sharp turn down or the other way around. that reflection in movement is so much more obvious and pleasing to the brain than you changing the speed youre going by a little. if youre gonna be going the same direction several interactions in a row, make them all either heavily change the speed at which youre going that way (ie. waiting for the players jump to reach the vertex of its arc before going up again) or change your gravity (which is more obvious to the brain and feels more responsive for it)
Sick video! I dont want to agree or disagree but all the statements arent necessarily true. But still a good video, look forward to your content.
I agree that you shouldn't always use floating pads, but there are a lot of cases where they work just as good or even better than the solutions you showed
that seems like a you problem
For me id only use the floating jump pads at the end of dash orbs . But ill try not to use them frequently
Does this mean Electroman Adventures is a Terrible level now?
@@rogersasanka3408 not at all! EA is a great level, i just don’t like that one tiny little bit of gameplay is all
YOU CANT TELL ME WHAT TO DO
*puts a gamemode portal immediately after another for no reason*
i think i probably disagree with most of the points in this video
first off, double pads and orbs still look quite different to me, enough so that its never been a problem when I'm sightreading levels. confusing double pads and orbs seems more to me like either a sightreading issue, or the creator used a confusing design, probably with custom pads or orbs. the pads in transitions thing is definitely less because of the pads and more because the pads are hidden from view, if you could see the pads you would know not to click in the transition. as someone who plays levels mainly for the gameplay, double pads have never felt forced or weird to play with to me, and I even use them in my own levels and see no problem with it. gameplay elements obeying gravity would be a good point if not for like 80% of levels that are completely unrealistic in that regard anyway, and also the fact that any rotation that doesn't have a pad facing straight up is gonna be much harder to make supports that fit in with the decoration. using portals instead of floating pads would work in some cases, but mostly it would just throw the sync off, especially if there's only 1 note or whatever. i don't see how anyone would see double pads as creators being lazy or slapping duct tape onto a problem they don't want to fix, it just looks cleaner than having just a single floating pad, which is usually only floating because the pad is rotated at almost any angle. as for the creator not knowing what to do next, why do you think they tried the floating pad in the first place? making gameplay is a very trial and error process, and I myself usually have no idea what the next click is going to be until I'm making it. at the end of the day, double pads are a choice, and I don't think they're a bad one.
i may have forgotten something, but I think that's about it, hopefully I explained everything correctly
Yeah, I dont really know about this one chief. I dont see any issue with differentiating floating pads and orbs. Pads dont need to be on the ground just because that's how they're introduced. They aren't effected by gravity, they aren't made better by having supports. The entire point of the level editor is to expand on the ideas the game gives us, and to think outside the box. If every item in the level editor was used *exactly* as intended, we would never see anything innovative or interesting being released. Applying Minecraft (a 3d open world sandbox game) building rules to geometry dash (a 2d autoscrolling platformer) is just completely nonsensical. Floating island builds exist in minecraft, alongside floating lanterns and other small things that can exist in a context. In geometry dash, not everything needs a context. And a sidenote, I thing double floating jump pads DO look good in context. I always thought they looked like a jump pad sitting on top of an upside-down one that acted as a sort of thruster. The mere fact that people put two jump pads together in the first place is a sign they are showing an attempt at making it look cleaner with the level, as a single jump pad placed in the world would be functionally identical. Also I dont understand your argument about slopes being a "good replacement." You showed examples of slopes being placed in a level, floating in the middle of the screen, no visible supports or holdups whatsoever. I dont quite understand why floating platforms get the pass but jump pads dont? is it because jump pads have a flat bottom? Well, thats why people put two jump pads together so I dont see the issue.
Look I respect your opinion, and this video is well put together, but I feel like this whole thing is another example of a personal preference/ pet peeve being paraded around as something that is objectively wrong.
@@Zephy3 i think you bring up some good points. something that i neglected to mention in the video was that pads have a flat side to their design, and so it’s nice to see them connected to objects. strangely enough, i really like floating platforms, but not the pads, and im not sure why that is really ¯\_(ツ)_/¯ i like the thought of the 2nd pad being a thruster, that’s a fun thought!
0:15 level name?
Good video, I always love watching your videos.
Right when i heard you i added one Plus if theres a pillar under it you will DIE
cool
very underrated creator, keep up the good vids :D
when editor of stick n dash
noooo
if every feature in the game had its own level we would have atleast 5 levels
dont think we didnt notice the beat saber music lmao
YES
THANK YOU
I HATE THESE SO MUCH LIKE OMG
My main problem with them is that they look ugly and out of place and most of the time I'd rather just have them be an orb
strongly disagree
just let them be!
Stopping kids from Stopping kids from saying Stopping kids from saying Stopping kids from saying Stopping kids from saying Stopping kids from saying Stopping kids from saying first
nah shut up lil bro
Shut Up Little Timmy
@@acheron-i5d bruh
@@SelfAwareness100percent just put the fries in the bag lil bro
OH you were not joking when you said this is your highest quality vid, I LOVED IT