Map Components are what the player has to navigate through in order to complete levels in Geometry Dash. A combination of platforms, hazards, triggers, decorations and cosmetic effects form the design of levels.
Note: Mentions of tabs are in reference to those displayed by the Build tool of the level editor.
Platforms are usually safe to make vertical contact with and travel over. Platforms consist of: blocks, located under the first tab and by default occupy one square unit; other platforms, located under the second tab and come in various shapes and sizes, and slopes, introduced in Update 1.8, located under the fourth tab and may allow the icon to travel at angles (horizontal movement speed remains constant). Some platforms are physical objects while others are decorative and must be used in combination with outlines to enable them a physical condition.
Update 1.3 was the first update to introduce new platform styles.
Update 1.4 introduced smaller scale platforms.
Certain platforms introduced in Update 1.6 have special properties, whose block and slope variants are located under the second tab.
- Fading platforms will become increasingly transparent when the icon is in close proximity. Crashing will reveal all fading platforms on-screen. These are not included in the galleries below.
- Destructible blocks will be destroyed in horizontal collisions and sometimes in vertical collisions, with no damage to the icon.
Update 1.7 introduced variants of the grid, tile, chipped, black and brick blocks that can be customised using colour channels. These are not included in the galleries below.
Update 1.8 introduced platforms that incorporate colour channel customisation with base styles.
Outlines are platforms with no internal styling, located under the third tab. They may be used individually or in combination with decorative platforms to enable them a physical condition. Cornerpieces are decorative and may be used to fill in gaps left between certain outline arrangements.
Outlines of increased thickness were introduced in Update 2.0. These are not included in the galleries below.
The slope outlines were changed in Update 2.1 to allow them to be used without the need of their corner-pieces. These are not included in the galleries below.
There are various types of hazards which will destroy the icon under any form of contact. Hazards consist of: spikes and pits, located under the fifth tab; animated monsters, introduced in Update 2.0 and located under the seventh tab, and rotating saw-blades, introduced in Update 1.4 and located under the eleventh tab. Although they are animated, the hitboxes for monsters and saw-blades remain static.
Update 1.4 introduced smaller scale hazards.
Certain hazards introduced in Update 1.6 have special properties.
- Fading spikes and saw-blades will become increasingly transparent when the icon is in close proximity. Crashing will reveal all fading hazards on-screen. These are not included in the galleries below.
- Fake spikes with black outlines will not destroy the icon and act like decorations.
Update 1.7 introduced spikes and saw-blades that can be customised using colour channels.
Update 2.1 introduced the ability to customise the colour of all pits and saw-blades, as well as new monsters and saw-blades.
Update 2.1 introduced new monsters, saw-blades, the ability to customise the colour of all pits and saw-blades, the option to change the animations of the monsters and the option to customise the rotation of saw-blades. These are not included in the galleries below.
Introduced in Update 1.9, 3D components are decorations appended onto platforms to enhance spatial perception of the environment. Outlines and surfaces with relative designs to platforms may be used together to achieve this purpose.
Under the seventh tab are special components that includes pads, rings, portals, collectibles, text and various animated components (these are mentioned on other sections of this page).
For information about pads and rings, see Transporters.
For more information about portals, see Portals.
Decorations enhance the visual design. Certain decorations can be customised using colour channels while others pulsate. Types of decorations include animated decorations, located under the seventh tab; ground decorations and lighting effects (not included in the galleries below), located under the eighth tab; regular decorations, located under the ninth tab; pulsating decorations, located under the tenth tab, and rotating decorations, located under the eleventh tab.
Update 2.1 introduced new decorations. These are not included in the galleries below.
Triggers are located under the twelfth tab.
For more information, see Triggers.