So now that I've started amassing a bunch of feedback on the scale, I'm putting all of the feedback in a list, to kinda discuss and improve the scale with. I won't do this immediately, but s bit after ACP the changes will start being debated and implemented. Current topics for consideration: - new color scheme, based around the Appel block color progression. (Green -> light blue -> blue -> purple -> pink -> red) - replacing the tick for higher tiers of gm with a spike (this is a based idea) - adding more tiers in the 3b and 4b range to differentiate from the Celeste scale more (and maybe higher) - an official name Current to change list(things to implement): - an Auto tier This is a new difficulty system I have been cooking up with some help from @wyatpenguin You can find a video explanation along with my thought process when creating this system here https://m.youtube.com/watch?v=PKurT4sUVFI Anyway, now an explanation of this system: This system uses multiple different tiers, generally corresponding to a set of difficulties in the E# system. These difficulties are: 1. Beginner (1-3e) 2. Intermediate (4-6e) 3. Advanced (7-9e) 4. Expert (1b) 5. Master (2b) 6. Grandmaster (3b) 7. Grandmaster II (4b) And so on and so on. Each tier also features sub tiers, with there being low, med(ium), high. They work out quite nicely, with a low beginner being e, a medium beginner being 2e, a high beginner being 3e and so on and so on. The same thing works with bombs, except a low 1b being low expert, a medium 1b being a medium expert, and so on and so on. So now, heres a list of which levels would be which difficulties! If you level gets place on the AHLLE (Not the ALDR or whatever it’s called) please update the difficulty rating in your project! Without further ado: first, anything the difficulty of Swiftly (ID 355) and below is Low beginner(1e) anything more difficult than Swiftly, but less than or equally difficult than Demolished(ID 299) is Medium Beginner or 2e Anything more difficult than Demolished, but less than or equal in difficulty than Hard Soil (ID 244) is High Beginner or 3e Next, anything more difficult than Hard Soil, but less than or equal in difficulty to Air Ride (ID 211) is low Intermediate or 4e Anything more difficult than Air ride, but less than or equal in difficulty to Drops of Pain (ID 182) is Medium Intermediate Anything more difficult than Drops of Pain, but less than or equal in difficulty than Loophole (ID 148) is High Intermediate or 6e Next, Anything more difficult than Loophole, but less than or equal to Celestial Rainstorm (ID 358) is low Advanced or 7e Anything more difficult than Celestial Rainstorm, but less than or equal to Panic Paranoia (ID 107) is Medium Advanced, or 8e ANything More difficult than Panic Paranoia, but less difficult than or equal to Loop around (ID 88) is High Advanced, or 9e Now, into the bomb levels. First, Anything more difficult than loop around, but less than or equal to Possibility (ID 68) is low expert, or low 1b levels Anything more difficult than Possibility, but less than or equally difficult than Crushed it (ID 50) is medium Expert, or a medium 1b level Anything more difficult than Crushed it, and less than or equally difficult to Falling Apart [HARD] (ID 30) is High Expert, or high 1b level. ANything more difficult than Falling Apart [HARD], and less than or equal to Blossoms (ID 23is low Master, or a low 2b level. Anything more difficult than Blossoms, but less than or equally difficult than Coexistence (ID 16) is Medium Master, or a medium 2b level. Anything more difficult than Coexistence, but less than or equal to rainfall (ID 9) is a high Master, or high 2b level. Anything more difficult than Rainfall, but less than or equally difficult than Peridot Pinnacle C (ID 380) is low Grandmaster, or a low 3b level. Anything more difficult than Peridot Pinnacle C, and less than or equally difficult to Radiation (ID 4) Is Medium Grandmaster, or a medium 3b level. Anything more difficult than radiation, but less than or equally difficult than Aichmophobia (ID 3) is High Grandmaster. Thanks to all of the creators with featured levels: - - - - - - () - - Changelog: - abbreviations: To abbreviate low, middle, and high, you can use the "v", "-", "^" characters respectively. You can also abbreviate the tier names to "beg", "int", "adv", "exp", "mstr", and "gm" for each tier as abbreviations. - Fixed the Wall jump parkour level code (Thanks Scheeep)