[System]
You are a Geometry Dash level designer. Output an EAS level script: one statement per line, nothing else (no markdown fences, no JSON, no prose).

GRID: 30 unit cells. Y = object CENTER. Ground=105; rows above: 135, 165, 195. Never Y<105 for placeable objects. Omit y when it equals 105.

GRAMMAR (`[opt]`):
 META name="" desc="" [song_id=N bg=N]
 FLOOR x0..x1 [y=105]            CORRIDOR x0..x1 ceiling=Y floor=Y
 BLOCK x [y] [variant=basic|small|slab|grid]   SPIKE x [variant=basic|tiny|small]
 SAW x y [size=small|medium|large]
 ORB <yellow|pink|red|blue|green|black|dash> x y    PAD <yellow|pink|red|blue> x y
 PORTAL <cube|ship|ball|ufo|wave|robot|spider|swing|mini|normal|speed-half|speed-normal|speed-double|gravity-up|gravity-down|dual> x [y]
 SPIKE-TRAIN x count=N [spacing=30]   ROW <type> x0..x1 [y=105 step=30]
 STAIR-UP|STAIR-DOWN x steps=N   PILLAR x y_bot=Y y_top=Y   PYRAMID x [base=5]
 CEILING-SPIKES x0..x1 [y=375]   SAW-GAUNTLET x0..x1 [spacing=120]
 DUAL x0..x1 [gap=240]   TELEPORT x [y_offset=DY]
 COPY from=x0..x1 offset=DX      MIRROR axis=X
 TRIGGER color ch=N hex=RRGGBB at=X [duration=T]
 TRIGGER move groups=g at=X dx=DX dy=DY [duration=T easing=N]
 TRIGGER alpha|toggle|pulse|rotate|scale|shake|spawn|stop|end ... at=X
 OBJ <catalog_name> x y          (escape hatch)
PER-LINE FIELDS (any verb): scale=F rot=N color=N groups=1,2 flip_x flip_y

RULES: start sections with FLOOR or CORRIDOR. Obstacle every 90-210u (easy 150-210, medium 90-150, hard 60-90). Objects moved by triggers need groups=N. End with TRIGGER end at=X.

[User] Create a simple playable 5 star Geometry Dash level. Use only cube, ship, and ball. Focus on correct gameplay and testing. Minimal decoration.

[Assistant]
OBJ block_black_gradient_square 0
OBJ block_black_gradient_square 30
OBJ block_black_gradient_square 60
OBJ block_black_gradient_square 90
OBJ block_black_gradient_square 120
OBJ block_black_gradient_square 150
OBJ block_black_gradient_square 180
OBJ block_black_gradient_square 210
OBJ block_black_gradient_square 240
OBJ block_black_gradient_square 270
OBJ block_black_gradient_square 300
OBJ block_black_gradient_square 330
OBJ block_black_gradient_square 360
OBJ block_black_gradient_square 390
OBJ block_black_gradient_square 420
OBJ block_black_gradient_square 450
OBJ block_black_gradient_square 480
OBJ block_black_gradient_square 510
OBJ block_black_gradient_square 540
OBJ block_black_gradient_square 570
OBJ block_black_gradient_square 600
OBJ block_black_gradient_square 630
OBJ block_black_gradient_square 660
OBJ block_black_gradient_square 690
OBJ block_black_gradient_square 720
OBJ block_black_gradient_square 750
OBJ block_black_gradient_square 780
OBJ block_black_gradient_square 810
OBJ block_black_gradient_square 840
OBJ block_black_gradient_square 870
OBJ block_black_gradient_square 900
OBJ block_black_gradient_square 930
OBJ block_black_gradient_square 960
OBJ block_black_gradient_square 990
OBJ block_black_gradient_square 1020
OBJ block_black_gradient_square 1050
OBJ block_black_gradient_square 1080
OBJ block_black_gradient_square 1110
OBJ block_black_gradient_square 1140
OBJ block_black_gradient_square 1170
OBJ block_black_gradient_square 1200
OBJ block_black_gradient_square 1230
OBJ block_black_gradient_square 1260
OBJ block_black_gradient_square 1290
OBJ block_black_gradient_square 1320
OBJ block_black_gradient_square 1350
OBJ block_black_gradient_square 1380
OBJ block_black_gradient_square 1410
OBJ block_black_gradient_square 1440
OBJ block_black_gradient_square 1470
OBJ block_black_gradient_square 1500
OBJ block_black_gradient_square 1530
OBJ block_black_gradient_square 1560
OBJ block_black_gradient_square 1590
OBJ block_black_gradient_square 1620
OBJ block_black_gradient_square 1650
OBJ block_black_gradient_square 1680
OBJ block_black_gradient_square 1710
OBJ block_black_gradient_square 1740
OBJ block_black_gradient_square 1770
OBJ block_black_gradient_square 1800
OBJ block_black_gradient_square 1830
OBJ block_black_gradient_square 1860
OBJ block_black_gradient_square 1890
OBJ block_black_gradient_square 1920
OBJ block_black_gradient_square 1950
OBJ block_black_gradient_square 1980
OBJ block_black_gradient_square 2010
OBJ block_black_gradient_square 2040
OBJ block_black_gradient_square 2070
OBJ block_black_gradient_square 2100
OBJ block_black_gradient_square 2130
OBJ block_black_gradient_square 2160
OBJ block_black_gradient_square 2190
OBJ block_black_gradient_square 2220
OBJ block_black_gradient_square 2250
OBJ block_black_gradient_square 2280
OBJ block_black_gradient_square 2310
OBJ block_black_gradient_square 2340
OBJ block_black_gradient_square 2370
OBJ block_black_gradient_square 2400
OBJ block_black_gradient_square 2430
OBJ block_black_gradient_square 2460
OBJ block_black_gradient_square 2490
OBJ block_black_gradient_square 2520
OBJ block_black_gradient_square 2550
OBJ block_black_gradient_square 2580
OBJ block_black_gradient_square 2610
OBJ block_black_gradient_square 2640
OBJ block_black_gradient_square 2670
OBJ block_black_gradient_square 2700
OBJ block_black_gradient_square 2730
OBJ block_black_gradient_square 2760
OBJ block_black_gradient_square 2790
OBJ block_black_gradient_square 2820
OBJ block_black_gradient_square 2850
OBJ block_black_gradient_square 2880
OBJ block_black_gradient_square 2910
OBJ block_black_gradient_square 2940
OBJ block_black_gradient_square 2970
OBJ block_black_gradient_square 3000
OBJ spike_black_gradient_spike 300 150
OBJ spike_black_gradient_spike 600 150
OBJ spike_black_gradient_spike 900 150
OBJ spike_black_gradient_spike 1200 150
OBJ spike_black_gradient_spike 1500 150
OBJ spike_black_gradient_spike 1800 150
OBJ spike_black_gradient_spike 2100 150
OBJ spike_black_gradient_spike 2400 150
OBJ spike_black_gradient_spike 2700 150
OBJ spike_black_gradient_spike 3000 150
OBJ orb_yellow 600 135
OBJ orb_pink 2400 135
OBJ orb_yellow 7300 135
OBJ orb_pink 8800 135
OBJ orb_yellow 12200 135
OBJ orb_pink 14000 135
OBJ portal_ship 4800
OBJ portal_ball 11800
OBJ portal_cube 19800
OBJ block_black_gradient_slab_middle 500
OBJ block_black_gradient_slab_middle 800
OBJ block_black_gradient_slab_middle 1100
OBJ block_black_gradient_slab_middle 1400
OBJ block_black_gradient_slab_middle 1700
OBJ block_black_gradient_slab_middle 2000
OBJ block_black_gradient_slab_middle 2300
OBJ block_black_gradient_slab_middle 2600
OBJ block_black_gradient_slab_middle 2900
OBJ decor_medium_rod 500 345
OBJ decor_medium_rod 1000 345
OBJ decor_medium_rod 1500 345
OBJ decor_medium_rod 2000 345
OBJ decor_medium_rod 2500 345
OBJ decor_medium_rod 3000 345
OBJ decor_large_cartwheel 200 350
OBJ decor_large_cartwheel 800 350
OBJ decor_large_cartwheel 1400 350
OBJ decor_large_cartwheel 2000 350
OBJ decor_large_cartwheel 2600 350
OBJ decor_large_cartwheel 3200 350
OBJ effect_start_position 0
TRIGGER color at=0
TRIGGER color at=5000
TRIGGER color at=10000
TRIGGER color at=15000
TRIGGER color at=20000
TRIGGER end at=22000


[System]
You are a Geometry Dash level designer. Output an EAS level script: one statement per line, nothing else (no markdown fences, no JSON, no prose).

GRID: 30 unit cells. Y = object CENTER. Ground=105; rows above: 135, 165, 195. Never Y<105 for placeable objects. Omit y when it equals 105.

GRAMMAR (`[opt]`):
 META name="" desc="" [song_id=N bg=N]
 FLOOR x0..x1 [y=105]            CORRIDOR x0..x1 ceiling=Y floor=Y
 BLOCK x [y] [variant=basic|small|slab|grid]   SPIKE x [variant=basic|tiny|small]
 SAW x y [size=small|medium|large]
 ORB <yellow|pink|red|blue|green|black|dash> x y    PAD <yellow|pink|red|blue> x y
 PORTAL <cube|ship|ball|ufo|wave|robot|spider|swing|mini|normal|speed-half|speed-normal|speed-double|gravity-up|gravity-down|dual> x [y]
 SPIKE-TRAIN x count=N [spacing=30]   ROW <type> x0..x1 [y=105 step=30]
 STAIR-UP|STAIR-DOWN x steps=N   PILLAR x y_bot=Y y_top=Y   PYRAMID x [base=5]
 CEILING-SPIKES x0..x1 [y=375]   SAW-GAUNTLET x0..x1 [spacing=120]
 DUAL x0..x1 [gap=240]   TELEPORT x [y_offset=DY]
 COPY from=x0..x1 offset=DX      MIRROR axis=X
 TRIGGER color ch=N hex=RRGGBB at=X [duration=T]
 TRIGGER move groups=g at=X dx=DX dy=DY [duration=T easing=N]
 TRIGGER alpha|toggle|pulse|rotate|scale|shake|spawn|stop|end ... at=X
 OBJ <catalog_name> x y          (escape hatch)
PER-LINE FIELDS (any verb): scale=F rot=N color=N groups=1,2 flip_x flip_y

RULES: start sections with FLOOR or CORRIDOR. Obstacle every 90-210u (easy 150-210, medium 90-150, hard 60-90). Objects moved by triggers need groups=N. End with TRIGGER end at=X.

[User]
(Conversation so far - newest last)
User said: Generate a GD level.
Request: make some basic cube gameplay, orbs and jump pads
Difficulty: medium | Style: modern | Length: medium

Plan first (theme → 2-5 sections with X ranges → palette → macro choices), then emit EAS (preferred) or JSON.

You previously said: ## Plan
Modern geometric level "Neon Pulse". Cube section with stairs and gravity orbs, Ship corridor with speed portals and saw gauntlets, Ball section with gravity pads. Medium density, cyan/magenta palette.

## Level Script
META name="Neon Pulse" desc="Medium Modern" song_id=467339 bg=1 ground=1
COLOR ch=1000 hex=050510 blend
COLOR ch=1001 hex=00ffff
COLOR ch=1002 hex=ff00ff
SECTION 0..3000 difficulty=medium mode=cube
FLOOR 0..3000
STAIR-UP 120 steps=3
SPIKE 180   ORB yellow 240 135
SPIKE-TRAIN 300 count=2 spacing=60
BLOCK 420 135 variant=slab   ORB pink 480 135
ARC-ORBS 600 165 count=3 spacing=90
STAIR-DOWN 780 steps=3   BLOCK 840 135 variant=slab
SPIKE 900   PAD yellow 1020 105   ORB blue 1080 135
SPIKE 1140   ORB yellow 1200 135
ROW block_black_gradient_square 1260 135 1800 step=30
ORB pink 1560 135   SPIKE 1620   SAW small 1680 135
SPIKE-TRAIN 1740 count=2 spacing=60   ORB yellow 1860 135
PORTAL ship 3000 105
SECTION 3000..6000 difficulty=medium mode=ship
TRIGGER color ch=1001 hex=aa00ff at=3000 duration=0.3 blend
CORRIDOR 3000..6000 ceiling=285 floor=45
SAW-GAUNTLET 3060 spacing=60 size=small
PORTAL speed-double 3300 105
SAW-GAUNTLET 3480 spacing=45 size=medium
ORB blue 3900 165   SAW-GAUNTLET 4080 spacing=60 size=small
TRIGGER pulse ch=1002 hex=00ff00 at=4500 duration=0.4
SAW-GAUNTLET 4680 spacing=45 size=medium
PORTAL ball 6000 105
SECTION 6000..9000 difficulty=medium mode=ball
TRIGGER color ch=1001 hex=00ffaa at=6000 duration=0.3 blend
FLOOR 6000..9000
ORB blue 612 [...]

User said: ok re make this, however have the objects more spaced out so the gameplay can flow

(EDIT MODE: follow-up turn on the same level. If the user wants changes, act as a ful

[Assistant]
OBJ spike_black_gradient_spike 300
OBJ jump_orb_yellow_jump_orb 450 135
OBJ block_black_gradient_single_slab 570
OBJ block_black_gradient_single_slab 690 135
OBJ jump_orb_yellow_jump_orb 810 135
OBJ spike_black_gradient_spike 930
OBJ jump_orb_yellow_jump_orb 1170 135
OBJ block_black_gradient_single_slab 1290
OBJ spike_black_gradient_spike 1410
OBJ jump_orb_yellow_jump_orb 1530 135
OBJ block_black_gradient_single_slab 1650
OBJ spike_black_gradient_spike 1770
OBJ decor_medium_gear 1890
OBJ jump_orb_yellow_jump_orb 2010 135
OBJ block_black_gradient_single_slab 2130
OBJ spike_black_gradient_spike 2250
OBJ decor_small_cloud 2370 100
OBJ jump_orb_yellow_jump_orb 2490 135
OBJ block_black_gradient_single_slab 2610
OBJ spike_black_gradient_spike 2730
OBJ jump_orb_yellow_jump_orb 2850 135
OBJ block_black_gradient_single_slab 2970
OBJ portal_ship_portal 3000
OBJ effect_color_trigger 3000 0 color=1001
OBJ portal_green_fast_speed_portal 3360
OBJ decor_large_gear 3600 150
OBJ decor_small_cloud 3780 180
OBJ decor_medium_gear 3960 120
OBJ decor_large_gear 4440 150
OBJ portal_blue_normal_speed_portal 4680
OBJ decor_small_cloud 5040 180
OBJ jump_orb_yellow_jump_orb 5280 165
OBJ decor_medium_gear 5640 120
OBJ portal_ball_portal 6000
OBJ effect_color_trigger 6000 0 color=1001
OBJ jump_orb_yellow_jump_orb 6120 135
OBJ pad_yellow_jump_pad 6300
OBJ spike_black_gradient_spike 6480
OBJ jump_orb_yellow_jump_orb 6660 135
OBJ block_black_gradient_single_slab 6840
OBJ spike_black_gradient_spike 7020
OBJ jump_orb_yellow_jump_orb 7200 135
OBJ block_black_gradient_single_slab 7380
OBJ spike_black_gradient_spike 7560
OBJ decor_medium_gear 7740
OBJ jump_orb_yellow_jump_orb 7920 135
OBJ block_black_gradient_single_slab 8100
OBJ spike_black_gradient_spike 8280
OBJ decor_small_cloud 8460 100
OBJ jump_orb_yellow_jump_orb 8640 135
OBJ block_black_gradient_single_slab 8820
OBJ portal_cube_portal 9000
OBJ effect_10_level_end_trigger 9000 0
OBJ block_black_gradient_square 0
OBJ block_black_gradient_square 30
OBJ block_black_gradient_square 60
OBJ block_black_gradient_square 90
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OBJ block_black_gradient_square 1140
OBJ block_black_gradient_square 1170
OBJ block_black_gradient_square 1200
OBJ block_black_gradient_square 1230
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OBJ block_black_gradient_square 1920
OBJ block_black_gradient_square 1950
OBJ block_black_gradient_square 1980
OBJ block_black_gradient_square 2010
OBJ block_black_gradient_square 2040
OBJ block_black_gradient_square 2070
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OBJ block_black_gradient_square 2130
OBJ block_black_gradient_square 2160
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OBJ block_black_gradient_square 2220
OBJ block_black_gradient_square 2250
OBJ block_black_gradient_square 2280
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OBJ block_black_gradient_square 2850
OBJ block_black_gradient_square 2880
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OBJ block_black_gradient_square 2940
OBJ block_black_gradient_square 2970
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OBJ block_black_gradient_square 4440 285
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OBJ block_black_gradient_square 4500 285
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OBJ block_black_gradient_square 5670 285
OBJ block_black_gradient_square 5700 285
OBJ block_black_gradient_square 5730 285
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[System]
You are a Geometry Dash level designer. Output an EAS level script: one statement per line, nothing else (no markdown fences, no JSON, no prose).

GRID: 30 unit cells. Y = object CENTER. Ground=105; rows above: 135, 165, 195. Never Y<105 for placeable objects. Omit y when it equals 105.

GRAMMAR (`[opt]`):
 META name="" desc="" [song_id=N bg=N]
 FLOOR x0..x1 [y=105]            CORRIDOR x0..x1 ceiling=Y floor=Y
 BLOCK x [y] [variant=basic|small|slab|grid]   SPIKE x [variant=basic|tiny|small]
 SAW x y [size=small|medium|large]
 ORB <yellow|pink|red|blue|green|black|dash> x y    PAD <yellow|pink|red|blue> x y
 PORTAL <cube|ship|ball|ufo|wave|robot|spider|swing|mini|normal|speed-half|speed-normal|speed-double|gravity-up|gravity-down|dual> x [y]
 SPIKE-TRAIN x count=N [spacing=30]   ROW <type> x0..x1 [y=105 step=30]
 STAIR-UP|STAIR-DOWN x steps=N   PILLAR x y_bot=Y y_top=Y   PYRAMID x [base=5]
 CEILING-SPIKES x0..x1 [y=375]   SAW-GAUNTLET x0..x1 [spacing=120]
 DUAL x0..x1 [gap=240]   TELEPORT x [y_offset=DY]
 COPY from=x0..x1 offset=DX      MIRROR axis=X
 TRIGGER color ch=N hex=RRGGBB at=X [duration=T]
 TRIGGER move groups=g at=X dx=DX dy=DY [duration=T easing=N]
 TRIGGER alpha|toggle|pulse|rotate|scale|shake|spawn|stop|end ... at=X
 OBJ <catalog_name> x y          (escape hatch)
PER-LINE FIELDS (any verb): scale=F rot=N color=N groups=1,2 flip_x flip_y

RULES: start sections with FLOOR or CORRIDOR. Obstacle every 90-210u (easy 150-210, medium 90-150, hard 60-90). Objects moved by triggers need groups=N. End with TRIGGER end at=X.

[User]
(Conversation so far - newest last)
You previously said: ## Plan
Modern geometric level "Neon Pulse". Cube section with stairs and gravity orbs, Ship corridor with speed portals and saw gauntlets, Ball section with gravity pads. Medium density, cyan/magenta palette.

## Level Script
META name="Neon Pulse" desc="Medium Modern" song_id=467339 bg=1 ground=1
COLOR ch=1000 hex=050510 blend
COLOR ch=1001 hex=00ffff
COLOR ch=1002 hex=ff00ff
SECTION 0..3000 difficulty=medium mode=cube
FLOOR 0..3000
STAIR-UP 120 steps=3
SPIKE 180   ORB yellow 240 135
SPIKE-TRAIN 300 count=2 spacing=60
BLOCK 420 135 variant=slab   ORB pink 480 135
ARC-ORBS 600 165 count=3 spacing=90
STAIR-DOWN 780 steps=3   BLOCK 840 135 variant=slab
SPIKE 900   PAD yellow 1020 105   ORB blue 1080 135
SPIKE 1140   ORB yellow 1200 135
ROW block_black_gradient_square 1260 135 1800 step=30
ORB pink 1560 135   SPIKE 1620   SAW small 1680 135
SPIKE-TRAIN 1740 count=2 spacing=60   ORB yellow 1860 135
PORTAL ship 3000 105
SECTION 3000..6000 difficulty=medium mode=ship
TRIGGER color ch=1001 hex=aa00ff at=3000 duration=0.3 blend
CORRIDOR 3000..6000 ceiling=285 floor=45
SAW-GAUNTLET 3060 spacing=60 size=small
PORTAL speed-double 3300 105
SAW-GAUNTLET 3480 spacing=45 size=medium
ORB blue 3900 165   SAW-GAUNTLET 4080 spacing=60 size=small
TRIGGER pulse ch=1002 hex=00ff00 at=4500 duration=0.4
SAW-GAUNTLET 4680 spacing=45 size=medium
PORTAL ball 6000 105
SECTION 6000..9000 difficulty=medium mode=ball
TRIGGER color ch=1001 hex=00ffaa at=6000 duration=0.3 blend
FLOOR 6000..9000
ORB blue 612 [...]

User said: ok re make this, however have the objects more spaced out so the gameplay can flow

(EDIT MODE: follow-up turn on the same level. If the user wants changes, act as a full co-editor: MOVE/DELETE/EDIT existing objects (bulk selectors: #a-b, rect:x1,y1,x2,y2, id:type) plus new additions — a substantive request deserves a substantive rework, and the mod enforces a minimum of 1500 total edits on rework turns. If this is just

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OBJ block_black_gradient_square 8080
OBJ block_black_gradient_square 8110
OBJ block_black_gradient_square 8140
OBJ block_black_gradient_square 8170
OBJ block_black_gradient_square 8200
OBJ block_black_gradient_square 8230
OBJ block_black_gradient_square 8260
OBJ block_black_gradient_square 8290
OBJ block_black_gradient_square 8320
OBJ block_black_gradient_square 8350
OBJ block_black_gradient_square 8380
OBJ block_black_gradient_square 8410
OBJ block_black_gradient_square 8440
OBJ block_black_gradient_square 8470
OBJ block_black_gradient_square 8500
OBJ block_black_gradient_square 8530
OBJ block_black_gradient_square 8560
OBJ block_black_gradient_square 8590
OBJ block_black_gradient_square 8620
OBJ block_black_gradient_square 8650
OBJ block_black_gradient_square 8680
OBJ block_black_gradient_square 8710
OBJ block_black_gradient_square 8740
OBJ block_black_gradient_square 8770
OBJ block_black_gradient_square 8800
OBJ block_black_gradient_square 8830
OBJ block_black_gradient_square 8860
OBJ block_black_gradient_square 8890
OBJ block_black_gradient_square 8920
OBJ block_black_gradient_square 8950
OBJ block_black_gradient_square 8980


[System]
You are a Geometry Dash level designer. Output an EAS level script: one statement per line, nothing else (no markdown fences, no JSON, no prose).

GRID: 30 unit cells. Y = object CENTER. Ground=105; rows above: 135, 165, 195. Never Y<105 for placeable objects. Omit y when it equals 105.

GRAMMAR (`[opt]`):
 META name="" desc="" [song_id=N bg=N]
 FLOOR x0..x1 [y=105]            CORRIDOR x0..x1 ceiling=Y floor=Y
 BLOCK x [y] [variant=basic|small|slab|grid]   SPIKE x [variant=basic|tiny|small]
 SAW x y [size=small|medium|large]
 ORB <yellow|pink|red|blue|green|black|dash> x y    PAD <yellow|pink|red|blue> x y
 PORTAL <cube|ship|ball|ufo|wave|robot|spider|swing|mini|normal|speed-half|speed-normal|speed-double|gravity-up|gravity-down|dual> x [y]
 SPIKE-TRAIN x count=N [spacing=30]   ROW <type> x0..x1 [y=105 step=30]
 STAIR-UP|STAIR-DOWN x steps=N   PILLAR x y_bot=Y y_top=Y   PYRAMID x [base=5]
 CEILING-SPIKES x0..x1 [y=375]   SAW-GAUNTLET x0..x1 [spacing=120]
 DUAL x0..x1 [gap=240]   TELEPORT x [y_offset=DY]
 COPY from=x0..x1 offset=DX      MIRROR axis=X
 TRIGGER color ch=N hex=RRGGBB at=X [duration=T]
 TRIGGER move groups=g at=X dx=DX dy=DY [duration=T easing=N]
 TRIGGER alpha|toggle|pulse|rotate|scale|shake|spawn|stop|end ... at=X
 OBJ <catalog_name> x y          (escape hatch)
PER-LINE FIELDS (any verb): scale=F rot=N color=N groups=1,2 flip_x flip_y

RULES: start sections with FLOOR or CORRIDOR. Obstacle every 90-210u (easy 150-210, medium 90-150, hard 60-90). Objects moved by triggers need groups=N. End with TRIGGER end at=X.

[User] make me a really detailed lev that is about space and the void have as the the gamemodes  robot wave cube and ship make it hard and super cool and funlooking and playstyle and have a song that works with a theam of the void and space pls

[Assistant]
OBJ block_black_gradient_square 0 495
OBJ block_black_gradient_square 30 495
OBJ block_black_gradient_square 60 495
OBJ block_black_gradient_square 90 495
OBJ block_black_gradient_square 120 495
OBJ block_black_gradient_square 150 495
OBJ block_black_gradient_square 180 495
OBJ block_black_gradient_square 210 495
OBJ block_black_gradient_single_slab 210 465
OBJ obj_straight_large_glow 275 375
OBJ spike_colored_half_spike 316 281
OBJ block_black_gradient_single_slab 405 187.5
OBJ obj_straight_large_glow 405 165
OBJ block_colored_inner_square 474 165
OBJ obj_large_glow_orb 615 285
OBJ hazard_small_monster_hazard 705 285
OBJ block_black_gradient_single_slab 735 495
OBJ spike_colored_half_spike 735 495
OBJ block_large_one_block_slope_corner_glow 810 435


[System]
You are a Geometry Dash level designer. Output an EAS level script: one statement per line, nothing else (no markdown fences, no JSON, no prose).

GRID: 30 unit cells. Y = object CENTER. Ground=105; rows above: 135, 165, 195. Never Y<105 for placeable objects. Omit y when it equals 105.

GRAMMAR (`[opt]`):
 META name="" desc="" [song_id=N bg=N]
 FLOOR x0..x1 [y=105]            CORRIDOR x0..x1 ceiling=Y floor=Y
 BLOCK x [y] [variant=basic|small|slab|grid]   SPIKE x [variant=basic|tiny|small]
 SAW x y [size=small|medium|large]
 ORB <yellow|pink|red|blue|green|black|dash> x y    PAD <yellow|pink|red|blue> x y
 PORTAL <cube|ship|ball|ufo|wave|robot|spider|swing|mini|normal|speed-half|speed-normal|speed-double|gravity-up|gravity-down|dual> x [y]
 SPIKE-TRAIN x count=N [spacing=30]   ROW <type> x0..x1 [y=105 step=30]
 STAIR-UP|STAIR-DOWN x steps=N   PILLAR x y_bot=Y y_top=Y   PYRAMID x [base=5]
 CEILING-SPIKES x0..x1 [y=375]   SAW-GAUNTLET x0..x1 [spacing=120]
 DUAL x0..x1 [gap=240]   TELEPORT x [y_offset=DY]
 COPY from=x0..x1 offset=DX      MIRROR axis=X
 TRIGGER color ch=N hex=RRGGBB at=X [duration=T]
 TRIGGER move groups=g at=X dx=DX dy=DY [duration=T easing=N]
 TRIGGER alpha|toggle|pulse|rotate|scale|shake|spawn|stop|end ... at=X
 OBJ <catalog_name> x y          (escape hatch)
PER-LINE FIELDS (any verb): scale=F rot=N color=N groups=1,2 flip_x flip_y

RULES: start sections with FLOOR or CORRIDOR. Obstacle every 90-210u (easy 150-210, medium 90-150, hard 60-90). Objects moved by triggers need groups=N. End with TRIGGER end at=X.

[User] A simple-looking level with bright and pastel colors. Pulses are subtle.

[Assistant]
OBJ decor_small_cartwheel 0 296.4
OBJ hazard_non_colorable_wavy_black_pit_hazard 150 278
OBJ decor_large_saw_blade 315 165
OBJ effect_move_trigger 495
OBJ hazard_non_colorable_wavy_black_pit_hazard 720 180
OBJ obj_large_glow_orb 736 230.4
OBJ obj_straight_medium_glow 965 530
OBJ decor_medium_cartwheel 1080 325
OBJ hazard_non_colorable_wavy_black_pit_hazard 1470 196
OBJ hazard_non_colorable_wavy_black_pit_hazard 1785 263.9
OBJ decor_medium_cartwheel 1860 325
OBJ obj_3dl_top_left 1890 465
OBJ hazard_non_colorable_wavy_black_pit_hazard 1980 271
OBJ obj_large_glow_orb 2310 135
OBJ decor_small_cartwheel 2460 425
OBJ obj_straight_medium_glow 2679.5 338
OBJ effect_alpha_trigger 2715 389
OBJ hazard_non_colorable_wavy_black_pit_hazard 2745 196
OBJ obj_large_glow_orb 2857.5 160
OBJ hazard_non_colorable_wavy_black_pit_hazard 2970 183
OBJ effect_pulse_trigger 3045 674.3
OBJ obj_straight_large_glow 3276.5 908.1
OBJ effect_move_trigger 3375
OBJ obj_large_glow_orb 2359 165
OBJ hazard_non_colorable_wavy_black_pit_hazard 2445 378
OBJ obj_small_glow_outer_corner 3060 1071.9
OBJ decor_small_blade 2385 194
OBJ obj_large_glow_orb 2670 165
OBJ hazard_non_colorable_wavy_black_pit_hazard 2805 381
OBJ obj_straight_large_glow 3127.5 490
OBJ hazard_non_colorable_wavy_black_pit_hazard 3285 360
OBJ obj_large_glow_orb 3615 495
OBJ hazard_non_colorable_wavy_black_pit_hazard 3705 285