THIS IS BUFFED FROM THE PREVIOUS SHOWCASES!! Official version, alongside Kugel's ... People calling me "anti-russian" for calling out those who hacked progess on this lol, cheating has nothing to do with ur nationality
I like how in 1:10 , you buffed it to the point where it comes back to how the old impossible part used to be. A consistency wave part. The other death corridor versions turned it into a spam part. super hyped for this
I honestly think this is one of the final few levels that I actually care about. I think in this later stage of GD its lore is kind of deteriorating, there are fewer levels where there is big hype around, especially since the verification of Silent Clubstep I saw that it was all about to change. I hope this isn't the last level to get hype, because excluding Edge of Destiny and some others the future extremes are going to be build only to be "top 1" or something
It's nice to see that they didn't nerf like all of the level, just made some impossible/almost impossible clicks possible. Also buffed some places, but good job on the level.
Hey, if it's open for critiqie, I actually think it's not an improvement from the original. I love how many of the parts are individually rethought when it comes to effects, but the consistency of the effects feel off not to mention some parts feel weirdly untouched or feel off compared to the rest of the level. I'm going to add time stamp edits to give more individualized critique. 0:07 The structuring is very cool, and personally I'd love to see it work better. In most of the level, there is a high emphasis on edge contrast to make the level dark, but readable. In this part, the entire structure feels like nobody could figure out how to rework it and just put shadows over it, and not in a pleasing way. It's jarring and stands out from the rest of the level, sporting a grid-like pattern over it that appears nowhere else in the level. Personally, I think the shadow looks almost like it's being cast by light shining through some sort of grate, so if the entire part was detailed similarly to the rest of the level and the grid shadows moved across it with a slight paralax, it could look very cool and give it a better sense of depth and purpose. 0:09 This part is one of the most similar to the original version of the level, and that's not necessarily bad, but the design is very repetitive and has no structuring in it what so ever. There's an attempted fix with the beams of glow that break the sales up from each other and define the edges, but overall this part could really use some structuring, and a good point of India ration would be the transition into this part from the odd structure at 0:07. There's a bit of structuring that sticks up into the gears and creates a very strong diagonal that helps identify a visual path through the level and looks much better than the gears do individually. Adding custom sales could also help define the path through and also help remove the giant mess of saws. 0:10 The color randomly stops pulsing. This looks more like a mistake when reworking triggers than it does an intentional design choice, so no critique, I just thought it was worth pointing out. 0:14 The shadow along the top of the level is very straight and looks off when compared to the variety of structures shown previously with their emphasis on negative space that gives the death corridor itself such an eerie feeling. The pattern in the blocks stops repeating one block away from the spikes. If I had to guess, this was done for visual clarity, but it fails to do that and makes the design very messy. It would probably look great if the pattern repeated up to 1/2 a block before the spike which could just be filled with a regular 1/2 block rather than the 1/4 block pattern. Also, the fade in looks wrong. No other part of the level at this point had a fade in like that and there's been no change in the tone of the song to need something like that. It looks more awkward than good, and shouldn't fade in. 0:20 This part looks pretty nice, though the ground spikes look messy and could probably be replaced by a detailed ground that fills in the empty space above the top saws and below the bottom saws. 0:24 This is my favorite part of the beginning of this level, though it's worth noting the rest of the level not pulsating after 0:10 makes this feel very out of place and fitting this into the level better would be more about changing the surrounding parts to better match this one. It's also worth noting this may look better with less uniform shadows like suggested at 0:14. 0:28 This cube transition is extremely empty, even after already having more air deco added to it when compared to the original version. The transition at 0:56 already has a polished decoration concept that would work really well if it's just added to this part too. It would add more visual consistency with the rest of the level and help make this part look less empty. 0:39 Oh boy, what to even say here. This part is incredible and I absolutely love everything that's been done to it since the initial version... HOWEVER, there isn't another part of the level with objects that move even remotely similarly to this part. I don't want this part to be changed, but making it work as is would require making similar edits to static structures across the entire rest of the level to have smooth moving parts. I think this level deserves to be at its best, but it would also be so time-consuming that I would understand if this part was altered to be static again. 0:46 I've seen multiple other versions of this level with alterations to this part that if combined here would look putstanding. Basically, this part sells even more atmospherically if it also subtly moves by either swaying or oscillating in and out. The oscillation also serves to make the gameplay more skill-dependant since its harder to bullshit the click pattern by spamming. 0:50 This part all the way to the predrop cube transition should stay red, the entire buildup to this part is completely forgotten and adds nothing to the rest of the level with the way the transition works. Keeping this part being white honestly makes no sense and it makes the entire buildup to it be for absolutely nothing. The song has an entirely different mood from the early white parts of the level, and instead of evolving it just feels like it lost everything new just established. 0:55 This transition would also benefit from some it not being white. With the way the music is building up to the decoration style change after the drop should be reflected in this part. Maybe it could be red and pulse white at each beat emphasized by the bass so the red/white pulsing at the end of it fits better and it shows the struggle between the colors before their unification at the drop to both be part of the deco instead of fighting for it. 1:07 The pattern in the hills has no shadow on it at all and completely breaks the established depth on everything else. Putting black glow on the interior edge of the sloped spikes would work perfectly and make it consistent with the previous part. Maybe making the jump orbs decoration red would also help since this part is completely lacking any red which was a big change in the decoration following the drop. 1:11 The wave part here looks cool, and the lack of air decoration could actually benefit this part. As it currently stands though, the pulsing pattern looks wrong with its uniformity when compared to the previously established chaotic nature of the decoration. I think the part would greatly benefit from the pulsing being less consistent and timed to the music instead of looping like a mince circles effect; think of it more like the very well-known glowy ball part in Cataclysm. 1:16 This notorious mini wave corridor is all too well known, and despite that its the only part of the level that actively doesn't look good imo. The concept is great, but its implimentation was extremely rushed. To make it look like a face, the entire structure should be redone to look like a face instead of just dropping a bunch of black glow in top of it and giving it eyes on top of that. 1:19 I have no criticism for this part at all besides maybe needing some red in it. I'm adding this time stamp because I want to point out how amazing this level would be if every part was held to the same quality standards as this one. Someone even went back to this part just for this version and added spikes in the structures as a callback to the 1.9 impossible version of death corridor. 1:22 This transition is completely inconsistent from the style of the rest of the level. The platforms aren't checkered, the structures have this weird assortment of bricks apposed to the very angular designs present in the rest of the level, and it completely loses the claustrophobic visual precision the drop had up to this point and continues to have in the ship transition following this one. The gameplay works very well, but it would seriously benefit from adding some.level of vertical org to the spikes to make it feel tighter even if it's the exact same timing window as before. 1:27 The UFO part here could really use some white or grey bricks in the patterns and a different block to separate the bricks from the spike to create visual consistency that looks like an evolution of the original style in the beginning of the level. 1:29 This part used to be as notorious as the slow ship from erebus, but it's since fallen to the wayside with more recent versions of this level. The key difference between the visual design of the two that cost this part's reputation is that in erebus the decoration really emphasizes how tight the corridor is by making it the focus where as in Death Corridor, the emphasis has been more on the area around it and has been even more so with each new version. At this point, the flashing is just distracting from what makes this part so jaw-dropping to the point where outright removing it and just making it a black mass would be better at this point. If this transition had decoration that drew attention to it being tight as hell, it would look a lot better than the 1.9-looking effect that occupies the part now. 1:38 The background that starts here either needs to go or be significantly reworked. This part has changed from being a gimmick part with almost no visual clarity to a precision part, but the guts of the old part remain with this part being made of blocks that are only semi-opaque, so the background is visible through nearly everything. The only way I could see it working is if the background starts at the beginning of the drop or this part is changed so it has the original gameplay style where the blocks only appear frames before they kill you and stay mostly invisible throughout. 1:49 This part has always felt empty in every single version. At this point, it really needs some kind of structuring.
The comment was so long that UA-cam stopped accepting edits, so here's a followup. 2:00 From here to the end the level doesn't look that great. I know it's because the level had to be completely rebuild since the original 1.9 version of this part was actually impossible, and after being rebuild it's barely been touched by any of the rework teams. If there's anything that could be done, it would likely be restructuring it to look more like the earlier parts and figuring out a different material than the white glow. All of these parts could be better, and honestly that what I want out of the level. It's been through so much and has been resdesigned so many times by tons of different players. The is now really inconsistent because of that and I think it genuinely could be none of the most memorable extremes for both its gameplay and its decoration if it had some minor touch ups and consistency fixes.
@@starmaster488lol9 it's one of my favorite redemption stories of any level. A once low effort impossible level became one of the most interesting extremes in the game, and as an artist myself, I couldn't help but give critique on it because I truly want to see the level as the best it could be. It's an awesome level, but it has the potential to be so much more than it is now. Nearly every single part has an interesting and unique theme, and you can really see how each part tries to build on what's happened in the last. Sadly though, the truth is that this level has had lots of attention by different creators all with different visions of what the level should be, and it can really suffer at parts because of it. No singular vision is wrong, but each conflicting view of the level can still be seen fighting to be the one "true version" when what this level needs is for those responsible for its handling before release to recognize the validation of each idea and to impliment polishing touches to bring every good idea in the level together. Death corridor is thematically supposed to be a singular, claustrophobic hall of madness and frustration, but currently it feels more like a series of murder rooms each made by different people to test the player.
Okay. First of all, NO hate. This is just a constructive critique. I personally think that this level has too many versions (this one, Kugel's, Kaotik's, Sunix's), and there is no need to make another one. Imo this Death Corridor thing should've ended a long time ago when Sunix verified Death Corridor Z. I think that version looks pretty good and cool. Yes, it is true that a few spots have changed gameplay or modified parts and this one stays true to the original, but I personally don't mind that (in fact, I like some parts more than the original). Also, Sunix asked for permission to have that copy. If I'd been Kaotik in that moment, I'd have let that version be the official one. Also, the achivement of beating DCZ back in 2017 is just incredible (was Top 1 for sure, harder than Sonic Wave). Another thing to keep in mind is the decoration, I mean, from DCZ to this not much has changed. Despite having an slighly better deco like the eyes at 1:03 or the structures at 1:18, the difference between these is almost null (not having difficulty into account). In this aspect I would just simply go for Kugel's version, that for me has more vibes of a remake more than an official Death Corridor version. Even so, the level itself is pretty okay. Like I said, I do not like the idea of having more than 1 Death Corridor version on the servers, but who am I to say that. In fact, I am not trying to stopping you from verifying it nor uploading it. You can make whatever you want. At he end of the day, this is just a videogame...
Kugel's version would still likely get rated (when he beats it) if this got rated as well, because both Silentium Gradas and Silent Clubstep were rated.
feel like there could of been some more effects or at least stuff going on at certain parts of the level (decoration wise), other than that, it looks good and is like a possible version of death corridor now
sad that the old 3x wave spam sync thing is basically free now, even though gameplay wise this is better it just doesn’t do the “old impossible level” vibes for me T_T
I'm creating an unofficial sequel to this level although it may not be as exciting or difficult as the original but I will do everything possible to make it memorable. thank you.
this is real shit. I didn’t see anything new, you upload this level to your channel not for the first time, although there are no changes. lol, it's probably top 60, somewhere like that, although I think sonic wave will be more difficult.
Honestly i think is too nerfed from the original... since the original itself is actually humanly possible after fixing some section i think this version of Death Corridor can be buffed more to the original (at least, in my opinion)
I don't understand how there can be 2 official versions or why this is necessary at ALL. Feels like 2017 again with the multiple dc's and verifiers lol. If Kaotik is just impatient for kugel to verify which is understandable but still kinda sad at the same time because of all the effort and time kugel put in he could just do a verification race or smth. You can say anything u want or disagree with me but this just doesn't feel right man.
THIS IS BUFFED FROM THE PREVIOUS SHOWCASES!!
Official version, alongside Kugel's
... People calling me "anti-russian" for calling out those who hacked progess on this lol, cheating has nothing to do with ur nationality
nice
fire level tho
Very cool icedcave
how does that work though like if both get verified what gets rated
Believe me we could tell it was buffed lol, those wave parts in the middle look absurd
This level is like immune to being finalized lmao
Can’t wait for death corridor z 2 in 2024
Death corridor abcdefghijklmnopqrstuvwxyz rebirth v2 finale
@@lightning7560 i mean that kind of is a thing? the level is called deadly corridor
silent aftercatalusthellnos circles
@@lightning7560 Silent ballistics Death corridor V2 II Z X
Silent Aftercatabathxkatatartarus v2 Z
This is a showcase but it still looks more legit than nickxd’s “progress” 💀
fax💀💀
LMAO Fax
What?
@wolfy474 bro wolfy stop being a nerd 🤓
@@JammyRocket75 lol
Awesome level. Love seeing the legacy of DC honored in such a refined manner :)
Common icedcave W + a W from everyone who worked on making the level
Icedcave an L
@@Ser0zine icedcave owns you
@@humblegod066 Bro what 💀
@@Ser0zine you said icedcave is an L which isn't true
L icedcave
I like how in 1:10 , you buffed it to the point where it comes back to how the old impossible part used to be. A consistency wave part. The other death corridor versions turned it into a spam part. super hyped for this
you probably meant "The consistency part turned into a spam part"
i do too, its so much bettern now, i always hated when people did that, it just took the vibes of the original part away.
@@3jesus3christ3 yes
It should be tighter
dawg it’s like already 8cps 💀 i know that part is iconic in the original but this is already ridiculous and buffing it more would just be unfeasible
I honestly think this is one of the final few levels that I actually care about. I think in this later stage of GD its lore is kind of deteriorating, there are fewer levels where there is big hype around, especially since the verification of Silent Clubstep I saw that it was all about to change. I hope this isn't the last level to get hype, because excluding Edge of Destiny and some others the future extremes are going to be build only to be "top 1" or something
potentially yes but who really knows what will happen in the future. this game and the community are always changing
Limbo is very good too
@@Shimanas527 yes, Limbo is probably my favourite top 10 upcoming demon
ascention to heaven
I think that Ton 618 will call the same hype as this level
Yo this level and thumbnail actually are cool!
It's nice to see that they didn't nerf like all of the level, just made some impossible/almost impossible clicks possible. Also buffed some places, but good job on the level.
Hey, if it's open for critiqie, I actually think it's not an improvement from the original. I love how many of the parts are individually rethought when it comes to effects, but the consistency of the effects feel off not to mention some parts feel weirdly untouched or feel off compared to the rest of the level. I'm going to add time stamp edits to give more individualized critique.
0:07
The structuring is very cool, and personally I'd love to see it work better. In most of the level, there is a high emphasis on edge contrast to make the level dark, but readable. In this part, the entire structure feels like nobody could figure out how to rework it and just put shadows over it, and not in a pleasing way. It's jarring and stands out from the rest of the level, sporting a grid-like pattern over it that appears nowhere else in the level. Personally, I think the shadow looks almost like it's being cast by light shining through some sort of grate, so if the entire part was detailed similarly to the rest of the level and the grid shadows moved across it with a slight paralax, it could look very cool and give it a better sense of depth and purpose.
0:09
This part is one of the most similar to the original version of the level, and that's not necessarily bad, but the design is very repetitive and has no structuring in it what so ever. There's an attempted fix with the beams of glow that break the sales up from each other and define the edges, but overall this part could really use some structuring, and a good point of India ration would be the transition into this part from the odd structure at 0:07. There's a bit of structuring that sticks up into the gears and creates a very strong diagonal that helps identify a visual path through the level and looks much better than the gears do individually. Adding custom sales could also help define the path through and also help remove the giant mess of saws.
0:10
The color randomly stops pulsing. This looks more like a mistake when reworking triggers than it does an intentional design choice, so no critique, I just thought it was worth pointing out.
0:14
The shadow along the top of the level is very straight and looks off when compared to the variety of structures shown previously with their emphasis on negative space that gives the death corridor itself such an eerie feeling. The pattern in the blocks stops repeating one block away from the spikes. If I had to guess, this was done for visual clarity, but it fails to do that and makes the design very messy. It would probably look great if the pattern repeated up to 1/2 a block before the spike which could just be filled with a regular 1/2 block rather than the 1/4 block pattern. Also, the fade in looks wrong. No other part of the level at this point had a fade in like that and there's been no change in the tone of the song to need something like that. It looks more awkward than good, and shouldn't fade in.
0:20
This part looks pretty nice, though the ground spikes look messy and could probably be replaced by a detailed ground that fills in the empty space above the top saws and below the bottom saws.
0:24
This is my favorite part of the beginning of this level, though it's worth noting the rest of the level not pulsating after 0:10 makes this feel very out of place and fitting this into the level better would be more about changing the surrounding parts to better match this one. It's also worth noting this may look better with less uniform shadows like suggested at 0:14.
0:28
This cube transition is extremely empty, even after already having more air deco added to it when compared to the original version. The transition at 0:56 already has a polished decoration concept that would work really well if it's just added to this part too. It would add more visual consistency with the rest of the level and help make this part look less empty.
0:39
Oh boy, what to even say here. This part is incredible and I absolutely love everything that's been done to it since the initial version... HOWEVER, there isn't another part of the level with objects that move even remotely similarly to this part. I don't want this part to be changed, but making it work as is would require making similar edits to static structures across the entire rest of the level to have smooth moving parts. I think this level deserves to be at its best, but it would also be so time-consuming that I would understand if this part was altered to be static again.
0:46
I've seen multiple other versions of this level with alterations to this part that if combined here would look putstanding. Basically, this part sells even more atmospherically if it also subtly moves by either swaying or oscillating in and out. The oscillation also serves to make the gameplay more skill-dependant since its harder to bullshit the click pattern by spamming.
0:50
This part all the way to the predrop cube transition should stay red, the entire buildup to this part is completely forgotten and adds nothing to the rest of the level with the way the transition works. Keeping this part being white honestly makes no sense and it makes the entire buildup to it be for absolutely nothing. The song has an entirely different mood from the early white parts of the level, and instead of evolving it just feels like it lost everything new just established.
0:55
This transition would also benefit from some it not being white. With the way the music is building up to the decoration style change after the drop should be reflected in this part. Maybe it could be red and pulse white at each beat emphasized by the bass so the red/white pulsing at the end of it fits better and it shows the struggle between the colors before their unification at the drop to both be part of the deco instead of fighting for it.
1:07
The pattern in the hills has no shadow on it at all and completely breaks the established depth on everything else. Putting black glow on the interior edge of the sloped spikes would work perfectly and make it consistent with the previous part. Maybe making the jump orbs decoration red would also help since this part is completely lacking any red which was a big change in the decoration following the drop.
1:11
The wave part here looks cool, and the lack of air decoration could actually benefit this part. As it currently stands though, the pulsing pattern looks wrong with its uniformity when compared to the previously established chaotic nature of the decoration. I think the part would greatly benefit from the pulsing being less consistent and timed to the music instead of looping like a mince circles effect; think of it more like the very well-known glowy ball part in Cataclysm.
1:16
This notorious mini wave corridor is all too well known, and despite that its the only part of the level that actively doesn't look good imo. The concept is great, but its implimentation was extremely rushed. To make it look like a face, the entire structure should be redone to look like a face instead of just dropping a bunch of black glow in top of it and giving it eyes on top of that.
1:19
I have no criticism for this part at all besides maybe needing some red in it. I'm adding this time stamp because I want to point out how amazing this level would be if every part was held to the same quality standards as this one. Someone even went back to this part just for this version and added spikes in the structures as a callback to the 1.9 impossible version of death corridor.
1:22
This transition is completely inconsistent from the style of the rest of the level. The platforms aren't checkered, the structures have this weird assortment of bricks apposed to the very angular designs present in the rest of the level, and it completely loses the claustrophobic visual precision the drop had up to this point and continues to have in the ship transition following this one. The gameplay works very well, but it would seriously benefit from adding some.level of vertical org to the spikes to make it feel tighter even if it's the exact same timing window as before.
1:27
The UFO part here could really use some white or grey bricks in the patterns and a different block to separate the bricks from the spike to create visual consistency that looks like an evolution of the original style in the beginning of the level.
1:29
This part used to be as notorious as the slow ship from erebus, but it's since fallen to the wayside with more recent versions of this level. The key difference between the visual design of the two that cost this part's reputation is that in erebus the decoration really emphasizes how tight the corridor is by making it the focus where as in Death Corridor, the emphasis has been more on the area around it and has been even more so with each new version. At this point, the flashing is just distracting from what makes this part so jaw-dropping to the point where outright removing it and just making it a black mass would be better at this point. If this transition had decoration that drew attention to it being tight as hell, it would look a lot better than the 1.9-looking effect that occupies the part now.
1:38
The background that starts here either needs to go or be significantly reworked. This part has changed from being a gimmick part with almost no visual clarity to a precision part, but the guts of the old part remain with this part being made of blocks that are only semi-opaque, so the background is visible through nearly everything. The only way I could see it working is if the background starts at the beginning of the drop or this part is changed so it has the original gameplay style where the blocks only appear frames before they kill you and stay mostly invisible throughout.
1:49
This part has always felt empty in every single version. At this point, it really needs some kind of structuring.
The comment was so long that UA-cam stopped accepting edits, so here's a followup.
2:00
From here to the end the level doesn't look that great. I know it's because the level had to be completely rebuild since the original 1.9 version of this part was actually impossible, and after being rebuild it's barely been touched by any of the rework teams. If there's anything that could be done, it would likely be restructuring it to look more like the earlier parts and figuring out a different material than the white glow.
All of these parts could be better, and honestly that what I want out of the level. It's been through so much and has been resdesigned so many times by tons of different players. The is now really inconsistent because of that and I think it genuinely could be none of the most memorable extremes for both its gameplay and its decoration if it had some minor touch ups and consistency fixes.
What I got from this, less white, more red, moving bad, less jagged edge, fix pulsing bugs
@@ggkkingk6340 moving not bad, moving just not consistent with rest of level.
i didnt ask for this, but now that you point it out, i can see what you're talking about LMAO
@@starmaster488lol9 it's one of my favorite redemption stories of any level. A once low effort impossible level became one of the most interesting extremes in the game, and as an artist myself, I couldn't help but give critique on it because I truly want to see the level as the best it could be. It's an awesome level, but it has the potential to be so much more than it is now. Nearly every single part has an interesting and unique theme, and you can really see how each part tries to build on what's happened in the last.
Sadly though, the truth is that this level has had lots of attention by different creators all with different visions of what the level should be, and it can really suffer at parts because of it. No singular vision is wrong, but each conflicting view of the level can still be seen fighting to be the one "true version" when what this level needs is for those responsible for its handling before release to recognize the validation of each idea and to impliment polishing touches to bring every good idea in the level together. Death corridor is thematically supposed to be a singular, claustrophobic hall of madness and frustration, but currently it feels more like a series of murder rooms each made by different people to test the player.
So looking forward to this levels release!! I can’t wait to try and beat this level!! ❤❤❤
2:08 Where are Knobbelboy?
This is great
Even with the buffs added, it looks and feels more consistent than Kugel's (which is a big plus for me)
Good luck
o WoW this is quite considerable I love your type of creation you are impressive
Okay. First of all, NO hate. This is just a constructive critique.
I personally think that this level has too many versions (this one, Kugel's, Kaotik's, Sunix's), and there is no need to make another one. Imo this Death Corridor thing should've ended a long time ago when Sunix verified Death Corridor Z. I think that version looks pretty good and cool. Yes, it is true that a few spots have changed gameplay or modified parts and this one stays true to the original, but I personally don't mind that (in fact, I like some parts more than the original). Also, Sunix asked for permission to have that copy. If I'd been Kaotik in that moment, I'd have let that version be the official one. Also, the achivement of beating DCZ back in 2017 is just incredible (was Top 1 for sure, harder than Sonic Wave).
Another thing to keep in mind is the decoration, I mean, from DCZ to this not much has changed. Despite having an slighly better deco like the eyes at 1:03 or the structures at 1:18, the difference between these is almost null (not having difficulty into account). In this aspect I would just simply go for Kugel's version, that for me has more vibes of a remake more than an official Death Corridor version.
Even so, the level itself is pretty okay. Like I said, I do not like the idea of having more than 1 Death Corridor version on the servers, but who am I to say that. In fact, I am not trying to stopping you from verifying it nor uploading it. You can make whatever you want. At he end of the day, this is just a videogame...
Looks great, excited for the release of both this and Kugel’s version
Kugel's version would still likely get rated (when he beats it) if this got rated as well, because both Silentium Gradas and Silent Clubstep were rated.
This is sick, but I'm gonna be honest and say I like Kugel's version better. GL on verifying this beast!
I agree
same pfp lol
@@空k7oto ye lol
@@pupnub chad
feel like there could of been some more effects or at least stuff going on at certain parts of the level (decoration wise), other than that, it looks good and is like a possible version of death corridor now
2 official death corridors, 2 official Deimos.... Ok
Lol sure
1:05 those clubstep monsters look like they are rtx 10000
Can I please have an idi for this level?
@@ИнсафЗиатдинов-ъ9ч its not released yet
Hopefully this level finally gets rated with this version
King of corridors still approves of this.
Best version so far!! Finally the wave in the drop got some justice :D
Good luck with this level, I really like it a lot!
Nice to see a final version. It’s good to know that you’re not gonna buff it every time you make any progress and basically become kugel 2
isnt aeden the one who keeps buffing azure flare every time he makes 1% progress
@@exiled_shadegd probably but I don’t care about azure flare
@@npermgd you will care if it is rated
@@exiled_shadegd Kugel does the same with his version of DC
hearing this song gives me goosebumps every time
Contract the suspect I will be the champion eyyyyyy
Death Corridor: The most Famous Unrated Demon Level. i wish this would be a extreme demon.
Me too
1:10 As an OG player, this makes me smile.
I wish there was a redesign of Deadly Corridor as well. It would be such a great level and would fit great if slapped onto the end of this level
this looks really good and i think it would be really fun
Good luck on the verification brother
can't wait for this level's legacy to be finally put to rest, gl on the verification
that tight mini ship part is almost impossible, but if it gets little nerf, its definitely top 1-3
lets admire how this level gives you a break after breaking your keyboard
POV: you die on the kaotic thingy, BRUH NO WHY
i wish i was able to verify this before you that be amazing
I know it’s kaotik’s old 2.0 deco but man I feel like this could have been so much better if someone organized an actual decorated version
honestly it's a breath of fresh air from how complicated and detailed decoration is nowadays. it's pretty nostalgic too
This is fucking sick bro how are u so good at making levels
01:51 SO SATISFYING
1:37 I think this is the only part what is harder than Kugel's version
i think, that 1:29 harder than all level ;-c
sad that the old 3x wave spam sync thing is basically free now, even though gameplay wise this is better it just doesn’t do the “old impossible level” vibes for me T_T
0:00 this where the legend unleashed
this along sonic wave will probably be my fave level of all time
after 10 bazillion years...
Icedcaves deco is AMAZING EVERYTIME
Love it but you made the level easier than the impossible one
I hope this gets rated because the other DC is guaranteed to get rated
Could you do a video teaching us how you make your levels because they look super good
I still hate the fact that the faces move at 0:38, it was better in the original where they didn’t
I'm happy you addressed this stuff in the description but you should prob just link them nork's video about it.
I'm creating an unofficial sequel to this level
although it may not be as exciting or difficult as the original but I will do everything possible to make it memorable.
thank you.
icedcave should honestly use my mashup with this level, that would be wild
nice, big wave on the drop-😋😋😋😋
mini wave-☠️
this is real shit. I didn’t see anything new, you upload this level to your channel not for the first time, although there are no changes. lol, it's probably top 60, somewhere like that, although I think sonic wave will be more difficult.
More like your lvl 💀
the "You cannot verify a level if it has a start pos" at the end
hopefully this forces kugel to finally verify his (far better) version
1:10 q es esto, esa parte me recuerda al wave del 15% de future funk, esto no es top 1, ni siquiera sé si entra a la categoría de extreme demons
"You cannot verify a level if it has a start pos." You didn't have to do me like that man :(
this dude has a 1 in 10 chance of waking up one morning and says “i wanna make a top 1”
Legendary level🙏 the old decoration is bad but nostalgic!
Facts me from 2 months ago
Oh yes, i cant wait for ballistic silent death corridorX Z II v387 in 2040
man's trying to buy the demon list there will be his name under every level
Lemme verify this 8)
Read description.
Yo también subí una versión del Death Corridor, igual de buffeada, solo que la mía la subí unas horas antes...
Bro that sound track slapped way too hard though
you that drop wave part went from an easy part to a choke point
Holy from the first 2 seconds this looks insane
the level showcase doesn't even begin until the third second
@@LivelyLegend2589 👨🦼
yeah i love the text saying "FAQ in the description" it's my favourite part of the showcase
The detail and texture in the F in FAQ is amazing I have never seen such an amazing shape
Purely just amazing
good luck with the verification :D
Now we wait 3 years for Kuggel to beat it
Icedcave is verifying this actually
This level has good deco based off of recent extreme demons
I thought it was verification, it looks amazing
This level kinda doesn’t have good gameplay and decoration but it will always be a memorable level!
I love that it is an update of the current version, the decoration was very good and now it is much better, great job
i just want to see you make a cube focused level
Remember when we thought levels like cataclysm and bloodbath were impossible
The redecorate is very lackluster so I think they fix a lot of the part
you should call this level i-corridor, short for death corridor i, for icedcave
Honestly i think is too nerfed from the original... since the original itself is actually humanly possible after fixing some section i think this version of Death Corridor can be buffed more to the original (at least, in my opinion)
Can't wait for the old version to be verified
Я только сейчас понял что это просто улучшенная версия death corridor Z.
не, ты че они разные
Old vs New, despite this one being possible, I’d doubt I can come close to 5%
Я уже с этим коридором окончательно запутался. Кто верифну? Когда верифнул? Какая версия канон? Когда её зделали? Я уже ничего не знаю
мне просто хочется, чтобы рейтнули Death Corridor Redux и наконец то перестали ебать труп, но так никогда не будет.
@@dorito3347 ну тут не поспориш.
@@dorito3347 based
Just imagine how impossible 1st ver if this alot easier than 1st version of DC
This at 1:10 is literally anime bad guy tooth line
passed in practice for 800 attempts , a cool level
why did they nerf the 1:10 so much it kinda disapointing
Now Haunted corridor redecored xd soo good the final versión
No man no puedo creer que el verifico los 2 niveles más difíciles de gd
no lo hizo xd
I feel like neurosuegeons could use extreme demon levels just to train tbh
1:37 Hardest Part
If icedcave manages to verify that, for me he will be the best geometry dash player but of course cursed and spaceuk are better
ayrelia is legit. where proofs of his hacking? nowhere.
no
Where proofs of his legit? nowhere.
@@Koozoo2000 What about all the recordings, progress, and him always ready to do a proof stream?
I want verify this...
You don't verify this (read description).
Ayrelia does streams, he doesn't hack
the only public vod has no clicks and no interaction with chat, which is easy as fuck to fake
You can hack while streaming
@@emilio1044 Unlikely, if you want to show your true skill in this or that game.
I don't understand how there can be 2 official versions or why this is necessary at ALL. Feels like 2017 again with the multiple dc's and verifiers lol. If Kaotik is just impatient for kugel to verify which is understandable but still kinda sad at the same time because of all the effort and time kugel put in he could just do a verification race or smth. You can say anything u want or disagree with me but this just doesn't feel right man.
Go for the buffed wave
This is how new players seet his one part in toe 2:
imagine that spaceUK passes this level and is the verification
так это просто немного изменённая версия которую верифнул саникс