Ah, level design. Pretty much any time I play a game, I think of all the possibilities the developers left unexplored, and think, "Wouldn't it be clever if they had done that?" Ever since I was about 8 years old, I would draw out my own Mario and Zelda levels on paper, and I also made a few paper levels for Chip's Challenge (though not much because I wasn't all that good at the game early on). Unfortunately, I didn't know about level editors for any of the games I played, so my ideas were forced to remain still pencil drawings on the page...and it didn't help that my family got a new computer a few years later, one that didn't have Chip's Challenge on it.
Luckily, one day I was feeling really bored and curious about old games, so I searched up Chip's Challenge, and to my great surprise, I found a clone of the engine (Tile World), a level designer (CC Level Designer) and even a whole new pack of custom levels (CCLP2)?!?! (I can't remember where I found these things, but I sure am glad I did!) Well, I played CCLP2 for a bit, but got kind of weirded out by all the tiles-under-other-tiles-that-didn't-make-logical-sense and stopped at level 19. But with the editor, I was finally able to build my very own levels! I made about 60 of them, and lacking a name for the set, I just went with the default of "levelset 1.ccl".
Unfortunately, this first set did not last, as our computer I was using at the time was dying. I meant to back up all of my files on this computer, but evidently missed levelset 1, since it was nowhere to be found on our external hard drive when I went searching later.
That kind of put me off of level designing for a while. But interests tend to come and go with me, so a few years later in early 2011 I looked up CC again and--surprise!--there was CCLP3! CCLP2 had been a bit off-putting with its unusual tile combinations, but I read that CCLP3 was compatible with both MS and Lynx (meaning I wouldn't have to worry about such shenanigans), so I gave it a try. CCLP3 being CCLP3, the going was slow, and around level 61 I stopped playing it on my own and started watching Trevor Hedges' Let's Play of it. I noticed that many things I didn't care for gave him problems too, especially guesswork, lucky timing, and needlessly difficult dodging right at the end of a level. "I can do better", I thought, and began designing levels again, taking inspiration from CC1, the good parts of CCLP3, and my own ideas. Being somewhat ambitious, I titled this set "Tiles 200" because it was supposed to have 200 levels (to distinguish it from all the 149-level sets, I guess...?) Once again I got through a bit more than 50 levels, but disaster struck again in the summer of 2011 and my laptop's operating system crashed, requiring a reformat! Shame on me for not backing up my set....
Well, not to be deterred, when my laptop was repaired, I got right back to work, remaking and improving on some of the designs from Tiles 200 and adding a few new ones. I also played a few custom sets from CCZone, such as BigOto Returns and JoshL2. Before long, though, the community began talking about creating CCLP1--a set for beginners designed as a copyright-free substitute for CC1. I realized that since my set's levels were all rather player-friendly (partly because of my design philosophy that emerged from the Trevor LP of CCLP3, and partly because I wasn't very good at making hard puzzles), my levels would be good candidates! As CCLP1 plans solidified, I realized I would never finish 200 levels before submissions closed, so I cut the set's planned size into half. Unable to resist a punny name, I renamed the set "Pit of 100 Tiles", after the Pit of 100 Trials from the Paper Mario games. I quickly finished the set, submitting it here on CCZone in 2012, and to my delight over a quarter of its levels became part of CCLP1!
Background information (VERY SHORT VERSION):
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"Levelset 1" refers to my first (incomplete) levelset I created in an editor, I forget when but around junior high/early high school. It was between the releases of CCLP2 and 3.
"Tiles 200" refers to my second (incomplete) levelset, created after CCLP3's release. It was much more similar to Pit of 100 Tiles than "Levelset 1" was to it or Po100T.
"Pit of 100 Tiles", or Po100T for short, is my first finished levelset--the one released in 2012 and that provided 27 of CCLP1's 149 levels.
Levels 1-10:
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Level 1
"A Simple Maze"
One question I had to ask myself as I made Po100T was who the audience was to be for the game. Over time I decided that it would be for someone who at least played a little bit of CC1 and CCLP3 (kind of like myself), but wanted to leave the possibility that a complete beginner could pick up the set and play it. As such, I didn't make full-blown lesson levels. However, when I made this level, I deliberately put in multiple solutions, each using different items, with the hope that a beginner could experiment with the items and discover how they work.
Level 1 is quite trivial for any moderately experienced player to solve, and I liked it that way. I wanted it to serve as a gentle "welcome to the set", setting the tone for what was to come and serving as an extremely low difficulty level that I could curve up from. I felt as though "Entrance Examination" from CCLP3 was a poor choice for a Level 1--the hot block at the beginning made me expect unfair CCLP2-like shenanigans throughout the set, and the partial post (without explanation) would have likely stumped me if I weren't an avid Chip Wiki reader by that point. I found it strange that the next 6 or so levels after Entrance Examination were, in my opinion, far easier than it.
I wanted to be sure my Level 1 didn't have the same problems CCLP3's did, but still served some purpose. I ditched my previous idea from Tiles 200, which was a smaller, more open maze with a few monsters and no non-chip items.
Level 2
"Welcome to Dinner!"
This level's goal was very simple--introduce monsters! The name stuck through all three iterations of the levelset--Levelset 1, Tiles 200, and Po100T--but the idea of a house-shaped upper area (where a has invited Chip to have be dinner), wasn't added until Tiles 200. The wall formations outside the house aren't meant to represent anything, even though some say the upper-left one looks kinda like a fork.
Level 3
"Returning the Favor"
The title and basic concept of helpful monsters lasted through all three iterations of my levelset, and it was Level 3 in each of them, but each time I remade this level I added something new to it while recreating the previous parts nearly tile for tile. It started off with just the glider and tank/fireball in Levelset 1. In Tiles 200, I added the area (inspired by one of my favorite early CCLP3 levels--My Friend) and the fireball area at the exit. In Pit of 100 Tiles, I added the ball/toggle wall area between the Teeth and fireball areas because I figured it was a good idea to show that monsters can push other buttons too.
I realize that the fact that the tank needs to be flipped before it's released (else it drowns, cooking the level) may trick new players, and it's a minor violation of my friendly design philosophy, but I decided to let it slide because it's less than 10 seconds into the level and should only be a problem at most once.
Level 4
"Chip's Checkers"
(CCLP1 Level 24!)
This level is wholeheartedly and unabashedly inspired by Doublemaze from CC1--but it's even more complex in concept, as there are toggle wall states to swap, too! Thankfully, from the very beginning I chose to keep it small (imagine how hard it would be if it took up the whole map!) The level was originally made in Tiles 200, then reproduced (in concept, though certainly not in exact layout) in Po100T. The original version in Tiles 200 had 29 chips, and realizing that Doubledoublemaze was quite hard for Level 4 of any set, from the start I decided to make only 25 of them required. The Po100T version has 25 chips and requires Chip to collect only 20 of them.
Level 5
"Leave No Stone Unturned"
(CCLP1 Level 12!)
I'm not sure why the "stuff can be hidden under blocks" lessons of the time always seemed to have the side-effect of teaching the player "Be nervous about pushing blocks, since you never know when will happen." It wasn't just Lesson 4 of CC1 that did this; several custom sets I started playing as I was making this set had a "things can be hidden under blocks" lesson level where at least one of the blocks had a water, fire, or bomb tile underneath. Obviously that would not fly under my minimal-guesswork philosophy, plus I didn't want to make the player shy away from blocks in the future, so I came up with a safe way to teach the lesson. I force the player to acquire fire boots under a block before they have any chances to push hot blocks!
This level first appeared in Tiles 200 and didn't change much between then and Po100T. It has a few references to Lesson 4: the first sentence of the hint here is the same as the last sentence of the hint in Lesson 4; and the contents of the X block formation (chip in middle, fire outside) is the inverse of the same shaped formation in Lesson 4 (fire in middle, chips outside). Later I decided to use this difference as a very subtle hint for part of a future level....
A few last things: I think the "push all blocks" puzzle in the room before the fire boots might be a bit too tricky for an absolute beginner to get on the first try, but oh well, the set needs to start being a challenge sometime. Fun to optimize, that was. For some reason, the CCLP1 staff removed the hint's second sentence ("But don't worry about being killed by fire in this level") in the CCLP1 version--maybe because it sort of referenced CC1? Also, the level title is apparently a common phrase, but I first saw it in a Super Mario Bros. 3 strategy guide, of all places
Level 6
"25 Cell"
Trinity had always been one of my favorite CC1 levels. I liked mazes of one-way passages for some reason, and the dodging was simple enough for me to handle back then, so I made this level full of one-way passages and 3x3 room monster dodging as a sort of tribute. I first made it in Tiles 200. After playing it a few times, I decided I liked it so much I made a few sequels....
Level 7
"Two Mazes for the Price of One"
I seem to get a lot of my level ideas by thinking of clever-sounding titles, and this is one of them. It appeared in all three iterations of my set (with the same concept but completely different layouts each time, naturally). I realize that this "the walls switch places with the floor" maze concept is rather well-known and common by now, but to me at the time of Levelset 1 it was an original idea. I think the closest thing CC1 had was Steam, which offers a lot more chances to "change mazes" and thus plays differently. Ah, well. I purposely made this level's borders in a bit from the outside of the map on all sides since I didn't want the player to get tired of the level. This level, and another one, helped me realize just how much of a difference moving the borders in made....
Level 8
"The Monster Cages"
(CCLP1 Level 13!)
This level appeared in both Tiles 200 and Po100T, virtually unchanged. I always liked "Hunt" from CC1, in particular the use of chips to contain monsters, so I used that concept here. I also decided to include water around the edges so the escaped monsters wouldn't be a problem, and so that the player wouldn't have to ever take an isolated chip as it was being circled by a bug or paramecium (like in Chchchips). I then added a hint to make it clear that water kills monsters. (I found the hint especially necessary for MS players, where the lack of a splash animation/sound can make it a bit confusing what happens to the monsters. For instance, back in my early CC1-playing days, when I used a block to deflect a paramecium into the water in Arcticflow, I thought I had actually crushed the paramecium under the block.... )
One notable thing about this level is that there's no time limit. This is because of the walkers. For the vast majority of CC levels, there's a clearly defined, well known best possible time, and I don't think it's fair if the player has to restart the level 512 times or so to score it because they were playing perfectly but got unlucky. Therefore, I decided to make all* of my levels with random elements untimed. *There's a minor exception coming up in a bit, but there the randomness shouldn't really be a problem for optimizers.
Level 9
"Cloud or Circle?"
(CCLP1 Level 29!)
Religious references? In my CC game? It's more likely than you think. Well, I had a bunch of level ideas as I was making Po100T, but none of them seemed a good fit for the 9th slot, so I went with the ol' clever title method and came up with this, which references two phrases including the number 9: "Cloud 9" and "9th circle". Naturally, I made the upper part a wide-open sky with a couple gliders flying around and a few small blue-wall clouds containing chips, and the lower part a perilous, Fireflies-inspired fire-and- brimstone gravel region with fireballs patrolling in circles rectangles, just difficult enough to trip up anyone who's not sufficiently cautious. Oh, and since the imagery or references or whatever you want to call it couldn't stop there, I put 7 chips in the "Cloud 9" and 13 in the "9th circle" and stole digits from the numbers 13, 7, and 666 to make the time limit. 376 is also the number of an interstate near my house.
Interesting fact: I made all the fake blue walls be non-adjacent to glider paths so the player could find them all without having to take too many risks.
This level was renamed "Sky High or Deep Down" in CCLP1 because the title didn't work very well without the level being in the 9th slot.
Level 10
"Three Strikes You're Out!"
Obvious baseball reference is obvious. This level appeared in all 3 iterations of my set, and the only major change between versions was the very long detour to the 12th chip in the Po100T version to make it both easy to pick up that chip if the player needed it and easy to skip past it if they didn't. I'd say that this level was inspired by Joyride II from CCLP2, but I actually don't think it was, since I never made it that far before I built this in Levelset 1....
This is the level that gave me the idea to make every 10th level (except 50) an "action" level, since I liked how fast-paced and short this one was. Admittedly, some of the "action" levels like 30, 40, and 51 had much slower pacing than what I was going for with this category of levels, but 20, 60, 70, 80, 90, and 100 are closer to my idea of "action".
Who's craving for a create competition? Let's find out...
Your task is to pick a level from CCLP2 and use its arrangement of walls to create a new level. You can pick any level from the range #1-#149, then delete anything you want except for any walls, and finally rebuild it into a new level. If you wish, you can also pick another prominent tile in the level and replace it with some other tile exactly.
This is the sequel competition to the one we had last year in February. It was a successful theme and this was even requested. As was the case last time, by 'walls' I specifically mean the normal wall tile, but you can choose to keep other walls intact too. You may add new walls, but I would rather you didn't. I will judge the submissions myself during of March 2015. For this kind of thing, I enjoy it most when the level highlights a different thing than the one it uses as a base. For example, if the wall arrangement was designed for dodging tanks and you find a way to use something else there in a natural way, I will like that. On the opposite side, if you pick a level with very few walls, I will not easily see much value in that (within this competition). I can't wait to see what you guys come up with!
Notes:
-Submissions are open as long as it is February 2015 where you live!
-Do not make a overly difficult level. A moderate difficulty is fine but then it would be nice if it wasn't too long.
-The level must be solvable, but does not need to work in both MS and Lynx. You may even use invalid tiles if you wish.
-The level must be new; it must not have been released earlier.
-Please give the level a new name, time limit and set a new password. Don't forget!
-You may submit more than one entry, but please keep the levels distinct from each other.
-Points will be deducted for late entries, but will be accepted until a notice is posted in this thread.
-Entrants receive the normal prizes: the "You're Winner!"-award, Chip Cup points, and "Tool Box"-award for first time entrants.
-Please ask about other unclear situations.
Email and attach your submissions to valeosote at hotmail dot com. I will strive to reply with a confirmation that I have received your entry.
I prefer if you use your username and this competition in the subject. Keep it short and simple, something like: "February Create - Melinda"
I like these Time Trials in general. I like the levels and the atmosphere of competitive fun. However, it's not always easy to run the perfect Time Trial because there are so many details that have to go right. One of the things I've tried to do, is to have more than one level in each competition, and yet have a simple level in the mix. This month, we're using two of these 'simple' levels. You can download them here: http://cczone.invisionzone.com/index.php?/files/file/438-ccz-tt-1502ccl/
You'll notice that both levels utilize blocks and we just had an intense block pushing level last month. I actually made the first level for last month's competition and saved it for this month precisely because of that reason. I had also planned for the second level to be used in March, but didn't want three consecutive months to use block oriented levels, so I thought to use it here instead. Though there are blocks in both levels, I feel that the first as a strong element of monster manipulation mixed in, and the second remains more of a chip collecting exercise than a Sokoban. If this all still disheartens you, then you'll be delighted to know that next month the focus is totally off the blocks.
Enjoy!
Just a few technicalities if you're interested:
1) The person with the highest combined remaining time on the two levels wins! 2) You may enter in either MS or Lynx, with the former being the primary rules. This means that any Lynx solution times that exceed the best MS solution time will be considered equal to that MS time, but otherwise all the times will be compared together in one category. There may be a tie in the overall score, but since that happened last month I might issue a new tie-breaking round at the start of March (if that happens, the tie-breaker is possibly the same levels but in Lynx and with an extra week of time). 3) Please send your solutions (either the tws file or avis) to CCZoneNextLevel at gmail dot com, or to my own email valeosote at hotmail dot com. Do not post your solutions or solution times or share them with others before the competition results are announced. All times will be published at the same time, and the quickest solutions will eventually be released. I will strive to respond to your message by a confirmation that your score has been recorded.
4) The levels aren't hard to solve. Don't be afraid to send in your solutions even if you sense they aren't perfect, and simple casual solutions are also appreciated. You may enter if you solve at least one of the levels, but solving more will obviously place higher. Both levels have a time limit of two minutes.
5) This is part of the 2015 season of the Chip Cup. Winner will be awarded 15 points, second place 12, third 10 points, and so on. If you win a competition here for the first time, you receive the "You're Winner!" award. All participants who haven't participated in a time trial earlier receive the "Run, Chip, Run" award. If you want a special prize for effort, you can try requesting something from me.
6) Submission deadline is March 1st where you live. I will judge the submissions without warning the following week but will accept submissions until I do. If you need a more specific time, you can always ask. To avoid losing on time (it is a time trial after all), get your solutions in early rather than later! You can send in improvements while the competition is running, so there is no downside to sending in something you know might not be your best effort if you had forever to work on it. 7) The designer of the levels (myself), may enter the competition, as I have not optimized them, nor will I have significantly more time to work on them compared to the rest of you. However, if someone protests against this, I may exclude my own submission.
Apply a single point to the wish that you would like to assist, and remove two points from those you despise.
Rounds will begin with each wish automatically gaining nine points.
Please wait your turn to contribute - after you submit your decisions, wait twice before participating again!
Custom rules:
1) A wish is limited to twenty supporters at any given time! However, if only two wishes are competing at once, this rule vanishes for the remainder of the duel!
2) On every post that is a multiple of 10, you have a chance to apply or remove an extra point to any remaining wish,
but it is your choice!
3) The winner of the last round of wishes will have a chance to thrive in the next round!
A few months ago, I played the CCLXP2 Beta and filmed myself as I did. I am currently uploading these videos on Youtube, with a few comments on each level. However, since then, I have replayed some of the levels, and here is a more up to date opinion on the various levels.
I liked most of the adaptations. Most of the time, they were done well. I did not notice the changes unless I paid specific attention to them. There are a few levels, like Frost Rings LX and Frostbite LX, which don't feel like the original, but are still fun and I can't see how they could be improved.
Here are the adaptations I think were done well. There are lot of them, and there may be a lot of repetitions. Sorry.
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The Parralel Port *: A very good adaptation. Moving the various objects doesn't make the level much harder. However, I find the hint somewhat pointless because of the CCX file.
Debug File *: I like this way of pushing blocks off blue walls. It is very similar to flicking, and it is build in such a way that the splash animations can't cause any major delays.
Double Trouble *: The blue wall sections were handled very well, replicating the mechanism very accurately. I especially love the glider part: that is even more creative than just moving Chip or the glider.
Ranger Denmark *: If I understand correctly, the rotation was made because gliders turn left and fireballs turn right? Anyway, it plays pretty much the same way and the random force floors don't pose too much trouble.
How Goes? *: The whole thief mechanism was a good alternative to the double recessed walls. Sure, the fireballs move now, but this only affects the way the level looks, not the way it plays.
Traps I *: Changing just one tile...it's a shame this wasn't already like this in the original, but TW Lynx didn't exist back then, so I forgive the designer.
Work Fast *: I hate invalid tiles that do absolutely nothing like in the original...
Madness I LX: The corners were handled well. The block slapping part at the end felt a little strange, but I understand why it is required. It feels a little hard for the end of the level, but putting it earlier would involve modifying the whole level.
Chase Race *: Once again, it plays exactly the same way. A very good adaptation.
Cypher II LX: I really like the May Apes Eat Radish part. As for the level itself, the adaptation was all right. For a while, I thought blocks could have been used to hide chips, but that would ruin the shapes of the letters. I don't really understand why the block clone machine was changed into a tank clone machine, however.
Fun-House Rink *: I had to go to the wiki to understand the presence of the extra force floor. Such a simple change...
Breaking the Rules *: The original had the most annoying invalid tile of the whole set...
Tele-Rooms *: The only possible problem with this one is the locks next to the suction boots, which are impossible to cook this time. But an attentive player could notice the cook before it happens in MS, so it's all right.
Security Breach *: I noticed the extra pink ball mechanism. It looks very complex and I don't understand it entirely myself, but either way, it is very effective.
Killer Rooms *: Everything plays almost the same way. I never liked that underwater slide anyway.
Dangers of Fire and Beasts *: Replacing gliders that don't burn with fireballs that drown. It works perfectly.
Quad-Boot *: The starting section feels a little different, but I don't mind. The water and ice part was handled well. In fact, I prefer it!
Icy Moat *: It took me a while to figure out what the change was. For a certain amount of time, I thought the original had a random force floor!
Chips on the Blocks *: Nothing to say. Handled very well.
Loop Holes *: I really don't understand the purpose of some invalid tiles. This adaptation was handled well, although I would have preferred it to have only gliders and fireballs, except where they can kill Chip if he picks up the chip at the wrong moment. But that would have been too many changes.
Madness II LX: I really like putting blocks over what was originally under the floor. The corner chip feels a little out of place, but being in the corner, no block could have been used, so it's all right.
Killer Spiral *: Pretty much the only changes that could have been made.
Mads Rush II *: I like the little twist you added to simulate the skates under the floor.
Checkerboard I *: I like those extra blocks. In fact, they are the only blocks in the entire level I like!
Bumble Boy *: The first few tiles are much more creative than just moving the bug up one tile. Changing the blue key into a red one is the only thing that could have been done.
Chip Search *: Everything was handled well, especially the ice ring.
The Search for the Exit *: All the invalid tiles were handled well. I especially like the tanks near one exit. Such a creative way to die!
Frost Swirl *: Moving the gravel...such simple modifications.
Just Enough *: I didn't feel a single difference between this version and the original.
The Block Stops Here LX: The tanks are really awesome. The block slapping is even better. Really a great adaptation!
Follow The Glacier Brick Road *: From one point of view, I am disappointed at the use of dirt because it doesn't feel like the original. However, I can't see any other way of improving this.
Creative One-Ways *: The block is a nice way to hide the recessed wall. Good job!
Checkerboard II LX: I absolutely love this adaptation. It was replicated very well and it is very fun.
Loop *: Not much to say about this. The changes that needed to be made were made.
One-Block Sokoban *: A concept that cannot be replicated exactly, and unfortunately this level feels different. But I don't see any way it could be made closer to the original.
Hard as Rock *: Another simple problem in the original that is very easy to fix.
Island Hopping *: That trap is a very creative way to make the level solvable. Very nice.
Pyramid *: Those traps are pretty much the only thing that could have been done. It is slightly easier to notice which teeth don't move, but that's all right.
Yet Another Puzzle LX: I like the fact that the room where all the blocks are to be placed before the walls are toggled is made smaller, considering that less blocks will be needed. What I prefer even more is the lack of an annoying glider moving around the room and distracting me whie pushing the blocks.
Bounce LX: The first room was handled well. I guess the second room was added to replicate part of the original that was lost in the adaptation, and I like it too.
Tricks *: Simply removing the invalid tiles and replacing them with good alternatives. It plays the same way as the original.
Blocked Trap LX: I really like this way of replicating the hidden buttons. The traps under the locks weren't much of a problem and were rather pointless in the original.
Monster Factory *: I really hate burning gliders. Such a simple difference with the original. Also the block mechanism is really awesome.
Turn Turn Turn LX: I really like the fact that some dirt tiles are better not removed. It contributes to preserving the feel of the original.
Frost Rings LX: I find this version to be better than those from the competition. It replicates the restrictions of the original very well. However, why the block?
Paramecia *: The mechanism to make the level solvable without boosting is very effective. I presume the toggle walls are to prevent paramecia from getting stuck between the two teleports, but why? This can also happen in MS.
Blocks 'n Bombs *: Another blue key problem!
Escape from Chipkatraz *: Originally, I thought a second block and slide should have been added to the bottom room, but then I realized that the slide cannot be seen without entering the room, so this is a really good adaptation.
Captured LX: Those ice tiles are a nice alternative to flicking. I don't mind the fact that the level requires more moving than the original, it is still fun.
Block Maze *: Locks under blocks should be used more often. This is a nice way to prevent the bugs from entering the last room.
Microcosm *: I like the recessed wall room. It is a nice alternative to hidden fire. You could have put recessed walls in the corners of that room, but it wouldn't change much considering Chip can never step on them.
Iron Mysticus *: It seems that some designers used invalid tiles just becuase they could. As this level shows, they are often pointless.
Frostbite LX: This is one of those levels that cannot be replicated well in Lynx. Still, you made a good job and imposed a few restrictions in the way chips can be picked up.
Chomper Romp *: I really wonder why the original designer put teeth under blocks...
While I liked most adaptations, I think some of them are not perfect and could be improved. Here they are:
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A Sample of Things to Come *: Sometimes I wonder why people place pointless invalid tiles like most of the gravel tiles. However, I think too much gravel was added, as most of it does not contribute anything: I thought the goal was to modify the levels as little as possible. The block trick near the red locks is really great!
Sudden Death *: The modifications are all right. The new fire tiles felt a little pointless. As for putting clone machines under the clone blocks, this feels strange considering that the force floors can be avoided entirely in Lynx due to their behavior.
Frozen Floors *: I don't really understand the purpose of this extra force floor?
Yike-o-Matic *: Changing the fire into water was all right. I still don't understand the purpose of the block and water after the thief, however.
And Then There Were...Four? *: This is a very creative way of forcing the tile to be stepped on twice. However, most of the other buttons were confusing and I don't understand their purpose.
Fire Bugs *: The extra blocks feel a little out of place considering the fact that there were no such "holes" in the floor in the original level.
Exit Chip *: You managed to closely replace all the tricks of the original levels. But I don't understand the purpose of all these invisible walls. They make the level much harder and much more painful. Sorry.
After The Rainstorm LX: From one point of view, I like the lack of the cheap trick at the end, but it should be replicated to maintain the accuracy with the original. How about a certain device with block slapping?
Teeth *: Yes, it's because odd-step is required. It feels annoying and with odd-step being a more or less obscure mechanism, especially in Lynx, I'm afraid this may turn away some players.
Time Bomb LX: I really love most of this adaptation, and it recreates the feel of the original despite the differences. The one thing that I find could be improved is the walker part: walkers don't burn, so they may get annoying later on.
Keep Trying *: I like the bug, but the random force floors are still annoying due to lack of boosting. Maybe adding a second bug would help?
Wormwood *: I really like the trap for the teeth. But I don't understand the traps under the blocks. I know about the block slapping problem, but I can't find any use for the extra blocks, so why not stick with bombs like in the original?
Gauntlet *: The ways the gliders and splashes were handled is very good. The problem I find is the fact that it is impossible to use flicking in the final room, therefore making it possible that the walker will go in the wrong direction and flood the room.
Unfortunately, there are four adaptations I hate. In two cases, it's because of a force floor room that gave me a headache. In the other two, it's because it's much easier than the original:
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Block Away! *: I'm sorry, but this one was a major disapointment. The lock part was well replicated. The yellow and green keys were minor annoyances. The biggest problem is the buttons that don't kill. If at least they cloned a block near the exit to make it impossible to access...
Lot of Danger *: The paramecium and keys is a minor annoyance, compared to the starting room. Every time I played this level, I had a headache. Sorry.
The Walker Machine LX: The use of blue keys is very creative, but the result is something much easier than the original. I preferred Reynaldi's version from the competition, but it does divert a lot from the original...
Abandonned Mines *: Those force floors give me a headache every time I play this level. I'm sorry, but it is much harder than the original.
And finally, five special cases:
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Madd Maze *: I was unable to find any differences between the original and this version, other than the * in the title.
Glider and Fire: This level was left unmodified, but I don't care. I prefer it to playing this level in MS, partly because it is much harder to cook and I like block slapping. The problem with fireball and water style levels is that the blocks cannot be reused.
Frozen Birdbath LX: I find it difficult to compare this level with the original. It is...well adapted, but I don't know. This may be a very different level to optimize, but I'm not much of an optimizer, so I can't say anything useful about this level. Sorry.
Run-a-Muck: I just want to thank you for putting the warning about teeth in the CCX file. The random force floor part wasn't a big problem, considering the new feature in TW2.1.
Cloner's Maze *: I will be able to give my opinion when I will have solved it. I still didn't make any progress.
Overall, all this work has really paid off and the CCLXP2 Beta is a really great set. I rate it and a half. I am really looking forward to the final version. Thanks for reading!
+1 for the thing you want to heal, -2 for the thing you want to hurt. A thing will be eliminated when it hits 0.
Copy and paste the latest post reply, then make your changes with +1 and -2 to your choices and numbers.
Rules - No double posting! Wait until at least two different people after you have responded minimum before you play again and post!
NOTE - If a thing you want to give a -2 score to has only 1 remaining, the -2 vote must be shared with another thing.
Hydrogen [10]
Chocolate [10]
A yellow submarine [10]
Ponies [10]
The color green [10]
Melinda the Mental Marvel [10]
Time [11] +1
Antidisestablishmentarianism [10]
Happiness [10]
This thread [8] -2