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Dream Travel

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Dream Travel is a 2.1 solo Insane Demon created and published by SuprianGD and verified by GuitarHeroStyles . It is the 20th travel level, containing a massive amount of 296,278 objects, and is 7 minutes and 30 seconds long (12 seconds short of the song that is used). The level starts calm and ranks up in difficulty over time. Low Detail Mode is available. It is the longest non-minigame Insane Demon.

  • 4 Walkthrough

Gameplay [ ]

  • 0-1%: A nice logo to begin the level (pictured right).
  • 1-5%: An autumn/fall themed cube segment begins at half speed. Falling leaves and what appear to be sunbeams layer over everything.
  • 5-7%: Next is a ball segment at normal speed. It is a brown colored segment that is not too difficult, except for some fake red orbs/switches that you cannot hit or you will crash.
  • 8-10%: The next part starts off with a UFO at 1x speed. After a couple of gravity portals, it then transitions into a ship sequence, with a few gravity switches again. After this is a simple spider transition, and then the next part begins.
  • 10-14%: A nice background scene is shown in a city for about three seconds, and then the first drop begins. The beginning of the first drop is at 2x speed and includes a short UFO section with four consecutive gravity portals, which is then followed by a short cube section with some jump orbs. After a small ball section, it then transitions into a tight wave segment which can be a little tricky without practice. Finally, the player transitions into a very short dual spider area where they are required to click/tap at least 5 times or they will not be able to pass the section.
  • 14-17%: This part begins with a somewhat difficult mini cube section where the player has to hit quite a few switches and orbs along the way. Then it transitions into a ball segment that consists of a little bit of memorization, where the player will have to collect two flasks in order to trigger two platforms required to land on. Next is a ship segment that starts off with the player having to hit a switch to open an area to pass through, then two more gravity portals with some flying follow after.
  • 17-21%: This section starts off with a city-themed background as a normal speed robot, where the player has to jump and hit a switch followed by two very small jumps. A couple more semi-tricky jumps and the player transitions into a 3x speed ship segment in which they have to fly through a moderately tight corridor up, and then down where there is a red jump orb required to hit. After hitting the red jump orb, the player transitions into a spider section where there are a couple of jump orbs and a switch required to hit, followed by a couple of tight spider "jumps".
  • 21-25%: The player then gets thrown into a difficult transition into a ball part (it is still 3x speed), where the player needs to tap relatively fast in order to hit all of the jump orbs and pass the spikes in time. Be careful, though, because some of the orbs and jumps have timings to them so you can't hit them too early. After a series of pink jump orbs, the player then transitions into a difficult wave, with somewhat tight corridors at 3x speed. Toward the end of the section are a pair of dash orbs in a dual wave that the player needs to hit with precision, or they won't hit the orbs and ultimately die from the two gears that needed to be triggered by the orbs. The first pair of dash orbs is followed by another pair of dash orbs, then after that the player goes back into a normal wave for a short segment where they ultimately hit a dash orb to transition to the next part.
  • 25-33%: The player then gets a "break". This part consists of basically four segments, all of which include a short cube part at normal speed and end with a dash orb that needs to be hit. When the dash orb is hit and held, an animation is played that imitates the player's cube with the dash orb trail. This animation is played for every dash orb except the last (4th) one, in which the player can actually see their cube. After the fourth one is hit, the player then goes into an auto cube section that syncs to the music, then the second drop begins.
  • 33-37%: The player enters the first extended dual section of the level, which is at 3x speed (it is also symmetrical). It begins with a dual cube with some easy jumps and orbs with not much timing involved. After a few of these jumps comes a somewhat tricky section with a total of six dash orbs. The first pair of dash orbs needs to be hit a tiny bit late (but not too late, just not as early as possible) and need to be release very quickly. The next four orbs can be hit early but both pairs of dash orbs need to be held longer than the first pair was. After this is a short dual ball in which the player needs to jump early for the first jump and late for the second jump, then hit two yellow orbs to transition into an easy dual flying section. After this the dual ends, and the part finishes with a spider section that isn't too difficult (some easy timings).
  • 37-43%: Next is a quick transition into a mini cube that the player must be prepared for. All that the mini cube includes is a couple of quick jump orbs and jumps that need to be buffered or else the player will end up jumping too late and they will crash (since it's still at 3x speed and it's so fast). In this section (and through some other parts of the level as well) are animations of some icons of famous Geometry Dash YouTubers (such as Juniper 's, Dorami 's, Nexus ', and EricVanWilderman 's). After this, the player quickly transitions into a spider section with three easy but fast clicks, and then a green orb. After this is a dual spider spam where the player must tap/click at least 15 times to pass (similar to the 14% spam but much more difficult). This short section is followed by a couple of simple clicks and orbs. After a few of these clicks comes a dash orb that the player must hit and hold for a long period of time (precisely around 7 seconds) which transitions them into the next segment.
  • 44-47%: The player then goes into a 1x speed ball section, consisting of only slopes and every orb is a switch that is colored the same color as the orb they represent. The goal of the section is to collect 8 red skulls in order to pass. If the player does not end up doing so, they will be greeted with a monster at the end of the section saying "F". Since the orbs in this section are replaces with switches, sometimes the player will hit the switch instead of the actual orb. Because of this, there are timings required for some of the orbs, which therefore makes this section harder. There is also sometimes luck involved in this section.
  • 48-52%: (Note: from here until 61%, the level is at half speed.) The player enters a half-speed mini cube with yellow glowing objects and platforms, very similar to a specific section in the 6-minute long hard demon Dark Travel. It is a very calm and chill part, with just a few simple jumps. After this section ends, the player is thrown into yet another questionable transition into a ship segment. The player must immediately fly up after entering the portal, but after that, it is just simple ship navigating.
  • 52-55%: The player then enters a robot section with a sign that says "Halfway Point". The background consists of a nice art piece of a man sitting in a field looking at a city. At the end of the section, the year "2020" pops up in the sky. As for the gameplay of the robot, it is just some simple jumps with a few jump orb timings. After a normal-sized robot section, the player transitions into a mini robot with a few tricky small jumps, but that's about it for the difficulty of this section.
  • 56-61%: The player transitions into another ship segment. They must wait and not touch anything until the yellow jump orb, which they must click in order to deactivate a barrier. This flying section is somewhat tight, but not too difficult with practice. There is another jump orb that is required to deactivate another barrier (this time a red jump orb), and then some more flying. After this is a short ball section that is very easy, with easy jumps and orb timings. After the player hits a dash orb, they transition into a grey ship section with a little bit of straight flying but nothing too difficult. There are a few gravity portals throughout the section.
  • 61-67%: The next section begins with a normal speed mini robot with some tricky timings. There are some tiny jumps that the player needs to do, mixed in with medium-sized jumps etc., making this section probably more nerve-racking and difficult than the previous sections. After a bit of robot gameplay, the player transitions into a normal-sized cube and falls on a series of platforms that sync to the music. at the end of the platform, they have to hit a dash orb that brings them to the next segment at 3x speed.
  • 68-74%: This part begins with a ship at 3x speed. You only need to tap once or twice after entering the final blue gravity portal. Then is a very short ball segment with a few jump orbs, followed by a UFO where there are arrows to tell you where to jump (including a red jump orb). After that is a straightforward flying section, where the player is required to hit a dash orb to deactivate a wall blocking the path. After the dash orb is two gravity portals and some easy flying sections. Then it is a robot with quite easy and simple jumps, including a dash orb and a yellow jump orb. Following this is a very short, somewhat tight mini spider section, which is then followed by a mini robot segment starting off with a dash orb, and has a few easy jumps and jump orbs. To end the section there is a cube portal that transitions the player into the 3rd and final drop.
  • 75-78%: This whole section is a dual segment, it starts of with a ball-cube part, where the player must jump a little late as the cube and hit the three jump orbs given, and then jump and hit the pink jump orb as the cube. After that, the cube turns into a robot, where the player must do a full jump to land on the top platform and do three consecutive small jumps. After this, the ball changes into a cube and the player must do an almost full jump as the robot (doing a complete jump makes the next jump more difficult) and then tap once to hit the red orb/do a small jump as the robot. After the player hits a yellow jump orb as the robot, they will enter a straight fly/ball spam section. You have to wait until you are off of the platform as the ship, wait a split second, then start spamming fast (but in control so that you don't crash while straight flying). After this is a series of jumps and orbs that are mostly straightforward. After this is a dual cube (still asymmetrical). A good way of doing this part is tapping and holding every time you hit a jump ring so that the cube on top jumps at the right time while the cube on the bottom also hits the jump orbs early enough. After jumping once, the player then enters the symmetrical dual section.
  • 78-82%: The symmetrical dual is easier than the asymmetrical dual section. to start it off is a dual robot where the player has to do three as-small-as-possible jumps in a row, followed by a pair of yellow jump orbs. After this is a dual wave, where the player simply has to do three somewhat small taps to go over three pairs of small spikes, then a UFO section which the player can do a couple of different ways. The most popular way to do this section seems to be to tap as soon as you exit each gravity portal (there are five gravity portals in the middle of the corridor), and then there is a dash orb that needs to be hit. After this is a dual ball section, where the player should click where the arrows are, as they are very useful. For example, clicking too early before the arrows may result in the player crashing into saw-blade between the dual icons or crashing into the back end of the pair of spikes ahead of them. After this is a yellow orb, followed by a pair of black orbs, followed by another pair of black orbs, and then a pink orb. It is recommended that you hit all of these orbs as early as possible, as to not crash into the saw-blades ahead. After this is a few more simple jumps and then a short dual ship segment. Then, the dual ends.
  • 82-86%: This part begins with a short mini cube "break", which consists of a few jumps and orbs and a gravity portal, then the bossfight starts. To start off is a ship in which you have to fly up, then down as reverse, and stay down as a normal gravity ship until you reach a red jump orb which needs to be hit. Then is a short UFO where it is suggested that you first jump a little late, then jump as soon as you enter the gravity portals (two of them). after is a short ball segment where you need to jump as soon as you land or the boss attacks will kill you. After you hit a yellow orb (as soon as possible, again), you transition into a ship where you have to hit a switch and simply fly between the boss's lasers.
  • 86-92%: After this you get thrown as a cube into a wave section where you do the same as the ship segment (stay between the boss's lasers), while also having to dodge some attacks. After this, you enter a spider portal where it is necessary to buffer three orbs (black, blue, blue) so that you don't crash into the boss's attacks. Then is a UFO section where it is once again necessary to hit a switch, then jump into various gravity portals. It is recommended that you jump before the arrows tell you to jump because if you jump too late you will inevitably die because of the flames the boss throws at you. Then, you are thrown into a short ship section where you once again hit a switch then fly down to hit a red jump orb and straight fly into a cube portal. When you enter the cube portal, a short easy mini cube begins where you have to jump once and hit a blue jump orb a little late, then jump and hit a few more jump orbs that lead to a dash orb that you need to hold for a while (~7 seconds again). Then it is a short auto section.
  • 93-100%: The player gets boosted up into a half-speed ship sequence, which consists of some easy flying and ship control. However, it is right at the end of the level, and there are a couple of tight spaces, so it is recommended that you stay focused so you don't die in this section (because you definitely can). Following this is a quite easy, but at the same time somewhat tight mini robot segment. There are a few tight jumps in this section, which includes small jumps, full jumps, and some in the middle. There are also a few orb timings. The level ends with an easy small jump, followed by an actually somewhat difficult jump at 99%. The player has to jump over a quadruple spike, but there are also spikes hanging over the top of the quadruple spike on either side. To pass this jump, the player has to jump late (they cannot jump early or they will crash at the last spike), and it has to be a maximum robot jump. This jump used to be nearly impossible, but thankfully SuprianGD nerfed it to be easier. After the player completes the final jump, a nice end card is shown with the name of the level and all the people it is dedicated to.
  • EricVanWilderman crashed at 84% at the boss fight.
  • Juniper crashed at 88% at the boss fight.
  • SrGuillester crashed at 95%.
  • GuitarHeroStyles crashed at 99% twice while verifying the level.
  • Dorami crashed at 99% fifteen times at the last jump.
  • The password for this level is 240220.
  • The level contains 296,278 objects.
  • This is the third longest rated-level in the game, behind Hypnotic Travel at 9m 26s and The Long Walk Home at 11m 20s.
  • Dorami died at this jump a grand total of 15 times before it was nerfed.
  • American player Juniper did not die here once, which is considered surprising since one of the things she is known for is dying at the end of long levels (for example, she died at 99% on Future Funk II four times, 97% and 98% on Dark Travel , and 98% on Hypnotic Travel ).
  • If the player manages to die here, a death message pops up saying "Ah sh*t, here we go again." "Kkkkkk" "¿?" "Really?" "Wtf..." "99%" "Bruh moment." and in red, "NOOOOOOOOOOOO".
  • The dedication to- and the text stating that GuitarHeroStyles is the verifier of the level has been removed from the end card after the final jump.

Walkthrough [ ]

''Dream_Travel''_100%_(XXL_Demon)_by_SuprianGD_-_Geometry_Dash_-2.11-

''Dream Travel'' 100% (XXL Demon) by SuprianGD - Geometry Dash -2.11-

The full walkthrough of Dream Travel. Credits to Nexus .

  • 1 Geometry Dash Demonlist
  • 2 Tidal Wave
  • 3 Bloodbath

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The last six levels of Geometry Dash, with a minimum difficulty of 10 stars, will be a really tough challenge for players. Play for free right now!

Hexagon Force (Insane 12☆)

Hexagon Force introduces new sloped blocks, which give the icon more ways to move and interact with the level. For example, sharper angles give the icon more vertical momentum. The level also introduces the dual portal, which has more complex gameplay and requires you to pay more attention to be able to move two icons on planes that are upside down. The dual portal affects parts of the cube, the ship, and the ball. Both parts of the ship are the same, so you can usually focus on one while the other stays out of harm's way. Both the cube and the ball have two parts that aren't the same size, so both need to be watched. There are also jump rings on them. Sometimes, one icon has to move while the other one is in the air. There are sometimes arrow pulsators to show when to jump. Normal-speed portals restore movement speed to normal, whereas slow-speed portals need a different approach to be utilized securely. Hexagon Force takes at least 103 jumps and 92 seconds to finish.

Blast Processing (Harder 10☆)

Blast Processing is the seventeenth level of Geometry Dash and the fourth level of a  Harder difficulty rated 10 stars. This level adds 3D embellishments to fill out the level. It also introduces the wave shape in long, uninterrupted sequences. Although artificial slopes are included in Blast Processing as part of acquiring the first hidden coin, they are not fully presented until Theory of Everything 2. The only levels with a wave gateway after the first cube section are Blast Processing and Deadlocked. Blast Processing takes 102 seconds and a minimum of 65 leaps to finish. This also makes it the official level with the longest duration, followed by Geometrical Dominator (100 seconds) and Clutterfunk (99 seconds).

Theory of Everything (Demon 14☆)

Theory of Everything is the twelfth level of Geometry Dash and also a Demon level with a 14 stars difficulty rating. The magenta jump pad and magenta jump ring are introduced in this level, and they are commonly utilized in conjunction with other pads and rings during cube and ball sequences. In addition, the UFO shape is presented, along with elements concerning the size of the portal. During ship and UFO sequences, dangerous alternative pathways occur on a frequent basis, with the right ones highlighted by arrow pulsators. Theory of Everything takes 86 seconds and a minimum of 62 leaps to accomplish.

Geometrical Dominator (Harder 10☆)

Geometrical Dominator is the nineteenth level of Geometry Dash and also a Harder level with a 10 stars difficulty rating. This level features numerous new elements, including the robot game mode (which can make lower and higher jumps by tapping and holding down), the alpha trigger, the move trigger, the pulse trigger, the toggle trigger, monsters, animated thorns, water, bushes, flowers, in-game text, and many new decorations. For a short period of time inside the level's memory region, small glowing stars will appear to show the symbol exactly where it needs to travel. It takes at least 76 leaps and 100 seconds to finish Geometrical Dominator.

Deadlocked (Demon 15☆)

Deadlocked is the twentieth level of Geometry Dash and and have a  Demon difficulty 15 stars. To unlock this level, players must collect 30 secret coins. Deadlocked adds new elements to levels, such as the green jump ring, which changes gravity by adding more speed (like the yellow anti-gravity jump ring), teleportation portals, which send players to a different location from a linked portal along the Y-axis, and keys and keyholes (which serve as a visual guide for touch-triggered triggers; however, green inverted-square triggers were used in Geometrical Dominator). At 64%, there is a "boss fight" segment. The level also uses triggers in a more advanced way to make "laser-shooting monsters," which can be seen in the first segment of a normal-sized UFO at 64%. The wave gives you your first taste of antigravity, which you will see in the second wave sequence.

Only the Deadlocked level gives 15 stars, which is the most you can get from any level. Many players think that the official level "Deadlocked" is the hardest one. Deadlocked can be finished in 99 seconds if you jump at least 98 times.

Fingerdash (Insane 12☆)

Fingerdash is the 21st official level of Geometry Dash and has a 12 stars  Insane difficulty. In this level, players will use the spider form, which, like the ball form, can alter gravity by touching it, but instead of just rolling off one surface and onto another without losing speed, the spider teleports to the next opposite solid surface. In addition, the level introduces new elements such as black rings that, when interacted with, cause the player to fall in the direction of gravity; green and magenta dash rings that cause the player to move in a straight line for as long as the screen is held, with the green retaining gravity and the magenta switching gravity; red jump pads and rings that launch the player higher than a yellow jump pad or ring; rotating objects; new triggers; lasers; and a wide variety of new decorations. In order to accomplish Fingerdash in under 85 seconds, you'll need to do at least 79 leaps.

How to play

Thanks to chikomastr from Scratch for this project!

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  • #116 - Deimos by Endlevel
  • #117 - Pagoda by Seturan
  • #118 - Moving Forward by crohn44
  • #119 - ATOMIC CANNON by Lieb
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  • #148 - CHROMA FINALE by Renn241
  • #149 - SZYSLAK by Zeniux
  • #150 - REPENTLESS by Renn241

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#1 – Tidal Wave

#2 – avernus, pockewindfish, #3 – acheron, #4 – silent clubstep, therealsailent, #5 – abyss of darkness, #6 – kyouki, #7 – slaughterhouse, #8 – sakupen circles, [tcd] diamond, #9 – tunnel of despair, #10 – kocmoc, #11 – firework, [tcd] trick, #12 – minusdry, #13 – the lightning rod, #14 – deimos, #15 – limbo, #16 – poocubed, #17 – saul goodman, #18 – eyes in the water, #19 – solar flare, #20 – belladonna, #21 – the hallucination, #22 – edge of destiny, #23 – codependence, #24 – mayhem, [auf] lordvadercraft, #25 – combustion, [skwad] cersia, #26 – walter white, #27 – unknown, #28 – deadlier clubstep, herozombie80, #29 – arcturus, #30 – sinister silence, #31 – sonic wave infinity, apteamofficial, #32 – saryyx never clear, #33 – damascus, #34 – midnight, #35 – tartarus, [ussr] dolphy, #36 – jigsaw, #37 – oblivion, [auf] dice88, #38 – the golden, bobobobobobobo, #39 – verdant landscape, #40 – atomic cannon mk iii, #41 – shukketsu, #42 – delta, [faze] drakosa, #43 – climax, #44 – trueffet, #45 – aerial gleam, #46 – network, #47 – critical heat, #48 – zodiac, #49 – hard machine, #50 – terminal rampancy, #51 – esfera, #52 – kenos, #53 – keres, #54 – fragile, #55 – frost spirit, #56 – crackhead circles, #57 – neutra, #58 – promethean, #59 – lotus flower, starkythesalad, #60 – thinking space, #61 – qoueo, ghostvandalf, #62 – superhatemeworld, #63 – cold sweat, #64 – widestep, #65 – crimson planet, #66 – renevant, #67 – conclusion, dreamzonegd, #68 – sky shredder, #69 – calculator core, #70 – shimmer, [kirb] amplitron, #71 – directions, [meow] ryli06, #72 – cognition, #73 – cosmic cyclone, #74 – trotil, #75 – amalgam, #76 – sary never clear, [s9] kugelblitz, #77 – instinct, krazyman50real, #78 – scream machine, #79 – lucid nightmares, #80 – rust, #81 – corrodere, [moosh] moosh, #82 – atomic cannon mk ii, #83 – shardscapes, #84 – akashic records, #85 – ruthless, #86 – sides of my mind, #87 – horros, #88 – ragnarok, #89 – escape room, #90 – torn, #91 – me when machine gang, #92 – launchpad labyrinth, #93 – silent club, #94 – descent into exile, grenadeoftacos, #95 – omega interface, #96 – congregation, #97 – pandemonium, #98 – the rupture, #99 – jupiter my favourite, #100 – kappa, #101 – the art of the blade, #102 – bloodlust, #103 – fog, [kirb] notes, #104 – coral cave, awesomeme360, #105 – asterios, #106 – jesse pinkman, #107 – terminux, vulgarisaerae, #108 – no jokes, theparadoxteam, #109 – twilight, #110 – citra, [prime] varse, #111 – sazerix, #112 – barbarosfinalefinale, #113 – gracefully, #114 – awedsy, #115 – aronia, #116 – deimos, #117 – pagoda, #118 – moving forward, #119 – atomic cannon, #120 – sigma, #121 – neon skyline, #122 – knights of thunder, #123 – atmos, #124 – ploink, #125 – ithacropolix, #126 – nhelv, srguillester, #127 – untitled unmastered, #128 – cicatrize, #129 – dsink, stanstanmansan, #130 – sand sailor, #131 – farthest outpost, #132 – ouroboros, #133 – connect, #134 – ourwa, #135 – kowareta, #136 – friday, metalface221, #137 – dump, #138 – visible ray, #139 – excruciation chamber, #140 – th3dev0n, #141 – the yandere, #142 – arctic lights, #143 – worstbrainmap, #144 – plasma pulse finale, #145 – gustavo fring, #146 – frozen cave, trueparadoxteam, #147 – fragmented, #148 – chroma finale, #149 – szyslak, #150 – repentless.

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travel levels gd

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travel levels gd

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Global Entry Mobile App Now Available in More Airports

WASHINGTON – U.S. Customs and Border Protection (CBP) announced today that the Global Entry mobile application can now be used at eight additional airports, enabling more trusted travelers to complete their arrival processing on the plane instead of waiting in line to use a portal.  

“CBP has prioritized Global Entry arrival to enhance the speed, accuracy, and security of the arrival process for trusted travelers,” said CBP’s Senior Official Performing the Duties of the Commissioner Troy A. Miller. “CBP officers are often the first to welcome trusted travelers when they arrive home, and we want to continue to find ways to improve that experience through new technologies and innovations while maintaining the highest levels of security.”  

Travelers may now use the app at Austin–Bergstrom International Airport, Nashville International Airport, Houston International, Kansas City International Airport, Louis Armstrong New Orleans International Airport, San Antonio International Airport, St. Louis Lambert International Airport, and Toledo Express Airport. The app will be available to Trusted Traveler Programs members flying into all 77 U.S. international airports by the end of fiscal year 2024. A list of U.S. airports that currently accept the GE mobile app .

The Global Entry app is available to be downloaded from the Google Play Store or Apple App Store, and can currently be used at 53 international ports of entry in the United States and all Preclearance locations. Upon landing at any of these airports, Global Entry members can complete their entry processing before leaving the plane, and then bypass the Global Entry portals to speak with a CBP officer.  

Global Entry is one of the Department of Homeland Security’s Trusted Traveler Programs , and is used at land, air, and seaports of entry into the United States at all major airports and all Preclearance airports. All applicants undergo rigorous and recurring background checks and an in-person interview before initial enrollment. To maintain Global Entry members as low-risk travelers, any violation of the program’s terms and conditions will result in appropriate enforcement action and termination of the traveler’s membership privileges. For more information on Global Entry and CBP’s Trusted Traveler Programs please visit our dedicated webpage .

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IMAGES

  1. My 2nd Travel level

    travel levels gd

  2. I played every Geometry Dash Travel Level and lost my mind

    travel levels gd

  3. Geometry dash travel levels Tier List (Community Rankings)

    travel levels gd

  4. Travel levels ranked Worst to Best

    travel levels gd

  5. Every Geometry dash level! with coins! (GD, Meltdown, Subzero, World

    travel levels gd

  6. Geometry Dash (GD) Levels Tier List (Community Rankings)

    travel levels gd

VIDEO

  1. Geometry Dash, Levels of Increasing Difficulty 😏

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  6. All levels gd world

COMMENTS

  1. Is there a list of every rated travel level in GD?

    The fifth number: melodic is probably easier than dem what am i doing. 9 but its upside down: hypnotic travel was once medium demon so its probably the easiest hard one. Second hardest: dark travel i guess i give up. Hardest: dream travel because its insane demon. There are some other rated travel lvls but i haven't even played those lvls so yeah.

  2. Geometry Dash all travel levels!

    Here's ALL travel levels in GD so far! Gameplays by: Nexus, KrmaL, Michigun, Maksimym200, Luqualizer, beemil2, Metalface221, Robotic24, Alias, Partition, Mul...

  3. All Travel Levels + All Coins

    This took a while to do, I rebeat all of these levels for better quality since I didn't have the original recordings, while I was at it I also took all the c...

  4. All gd travel levels

    This is a playlist of every gd travel level currently in the game, but don't worry i will add new ones but don't expect them immediately

  5. Ranking all Travel levels from worst to best

    2. Dark Travel by JonathanGD. Incredible art, probably the best of the whole Travel series in this regard. The level is extremely memorable and has unique gameplay to fit every single area, such as conveyor minigames in the Factory section, and perfect sync throughout, making it the second best Travel level for me. 1.

  6. Travel Levels :: Geometry Dash General Discussions

    2. Dem Travel by Serponge. 3. Neverending Travel by Darwin. 4. Dark Travel by JonathanGD. in that order. I would appreciate it if you help! Since a lot of Travel Levels are popping up lately in GD, I want to know all currently rated travel levels in GD in release date order.

  7. Hypnotic Travel

    Hypnotic Travel is a 2.1 solo Hard Demon created, verified and published by Alkatraz. It is the seventh longest rated non-minigame level and third longest Hard Demon, being 9 minutes and 26 seconds long. The story of Hypnotic Travel is continued in Deep Travel. It has been requested that this section be rewritten. Reason: Inaccurate :/ Hypnotic Travel is similar to the other XXL Travel levels ...

  8. Every Official Level Ranked From Easiest To Hardest by r ...

    I conducted a survey on this subreddit asking redditors to rate each level from original GD, Meltdown and subzero's difficulty on a scale of 0 to 10, I got about 50 respondents. Enjoy the results! lol i changed every 10 on back on track to 1. 28: Stereo Madness / 0.541 27: Back on Track / 0.604 26: The Seven Seas / 1.456 25: Polargeist / 1.583

  9. Dream Travel

    Dream Travel is a 2.1 solo Insane Demon created and published by SuprianGD and verified by GuitarHeroStyles. It is the 20th travel level, containing a massive amount of 296,278 objects, and is 7 minutes and 30 seconds long (12 seconds short of the song that is used). The level starts calm and ranks up in difficulty over time. Low Detail Mode is available. It is the longest non-minigame Insane ...

  10. Is there a full list of all the rated travel levels anywhere?

    Dont Think so. The only good own Anyway is lonely travel so dont bother with the rest. 1. Award. 332K subscribers in the geometrydash community. The longest-running community for Geometry Dash, a rhythm-platformer game by Swedish developer Robert….

  11. Level Search

    Search for Geometry Dash levels, and filter by length, difficulty, song + more!

  12. RobTop Travel 100% XXXXL 30+ MINUTE LEVEL / ALL ROBTOP LEVELS ...

    RobTop Travel is a Geometry Dash level by Atomic that contains all 21 main RobTop levels + The Challenge all in one. That means that you have to do every sin...

  13. Geometry Dash: Levels 16-21

    For a short period of time inside the level's memory region, small glowing stars will appear to show the symbol exactly where it needs to travel. It takes at least 76 leaps and 100 seconds to finish Geometrical Dominator. Deadlocked (Demon 15☆) Deadlocked is the twentieth level of Geometry Dash and and have a Demon difficulty 15 stars. To ...

  14. Category:Levels

    The Cellar. The Challenge. The Secret Hollow. The Seven Seas. The Sewers. The Tower. Theory of Everything. Theory of Everything 2. Time Machine.

  15. what makes a level a "travel level?" : r/geometrydash

    Any level that makes you feel like you are on a long journey. Take lonely travel for example. If you watch/ play the level, you would feel like you are in a travel of sorts. Levels like the long walk home however are not travel levels as they are just super long levels.

  16. Robtop Travel (60733712)

    Level Info. Robtop Travel ID: 60733712 [[ORIGINALINFO]][[LOWDETAIL]][[PASS ... Version: 1 GD Version: 2.1 [[OBJECTINFO]][[REQUESTED]] Saved! Robtop Travel has been added to your saved levels list. Delete Level. Are you sure you want to delete this level from your saved levels list? Level Analysis. Level analysis is currently blocked by RobTop ...

  17. Travel levels in GD (In progress)

    Let me know by commenting on one of my videos if I forgot to put one

  18. Geometry Dash Demonlist

    The main section of the Demonlist. These demons are the hardest rated levels in the game. Records are accepted above a given threshold and award a large amount of points! #1 - Tidal Wave OniLink #2 - Avernus PockeWindfish #3 - Acheron ryamu #4 - Silent clubstep TheRealSailent #5 - Abyss of Darkness Exen #6 - Kyouki {出見塩} #7 ...

  19. Geometry Dash Wiki

    This wiki is a collaborative resource for information about the Geometry Dash series and is maintained by the contributions of fans. Feel free to create an account and join the community! For more information about the wiki, head over to the Community Portal.If you're jumping right in, you can find all content articles easily accessible through the navigation links on the header.

  20. What's a good song for a travel level : r/geometrydash

    Within the sadness by infinity is a good one. Village up north by waterflame. Anything by Inf1n1ty (Personally, I don't like Inf1n1ty but it fits very much on travel levels) Song ID: 769809. Creo - Aura. I recently used some non-used songs in GD that were allowed, they are pretty long and fit for my long "travel" type layouts (the one level ...

  21. DREAM TRAVEL but I don't fail at 99% // Geometry Dash INSANE ...

    Geometry Dash XXL Insane Demon DREAM TRAVEL by SuprianGD. This is an awesome travel themed level that clocks in at 7 minutes and 30 seconds. The level is mas...

  22. Global Entry Mobile App Now Available in More Airports

    WASHINGTON - U.S. Customs and Border Protection (CBP) announced today that the Global Entry mobile application can now be used at eight additional airports, enabling more trusted travelers to complete their arrival processing on the plane instead of waiting in line to use a portal. "CBP has prioritized Global Entry arrival to enhance the speed, accuracy, and security of the arrival process ...

  23. How long does a level need to be, for it to be considered a travel

    Post your videos, levels, clips, or ask questions about the game here! Members Online • [deleted] ADMIN MOD How long does a level need to be, for it to be considered a travel level? Question Archived post. New comments cannot be posted and votes cannot be cast. Share Sort by: ... A GD player gets outed as a cheater with irrefutable, concrete ...

  24. ''Dream Travel'' 100% (XXL Demon) by SuprianGD

    First to beat this, definitely one of the best travel levels. GG :)