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Why I had to vote 1 on some levels -- and why you will hate me for it |
Posted by: geodave - 19-Jul-2013, 12:22 PM - Forum: Blog Station
- Replies (16)
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Okay, so I've played through about half the packs, and generally I start at 4 and go up and down from there. An atrocious level may still get a 2 from me, because I'm nice like that. However, a few levels left such a bad taste in my mouth that they got the "kiss of death". As follows:
Yoshi Coal Mine -- Flouncy Level 8
I found this level exceedingly dull and tedious. It's not complicated, but it has really no redeeming value. I've made plenty of levels like this and I'm not proud.
Water Slide -- Flouncy Level 44
These slide-type levels are not my favorites to begin with, but this one in particular is annoyingly hard. I think we do need some TORTURE CHAMBER-style levels, but not this one.
Finding -- Giraffe Level 18 and Puzzling -- Helmet Level 29
Okay, this was mostly just on principle. However, I have played these levels before and yes, I hated them then also.
Death Box -- Giraffe Level 32
Could not figure this out. Seems like a re-hash of "Commit Suicide?" with no solution. I'm sure it's there somewhere, I was just not interested in figuring it out.
Blocked Block -- Lipstick Level 13
This level is, for me, completely unsolvable. And not in a good MORTON "there's some trick to this right?" kind of way.
The Inner Plague -- Vermillion Level 23
OMG OMG OMG OMG OMG TEEEEEEEEETH!!!!!!
Flareon -- Dragon Level 6
Really? Pokémon? I mean, it's not even a fun level to play.
Teknopathetic -- Roadcone Level 42
Honestly, this is supposedly a great level. I could not get off the start tile in Lynx. It passed testing, so I'm sure it's possible, but if my old fingers cannot manage it, then it has a BA of 0 and that's just how it is.
In conclusion, I judge levels based almost solely on how I feel about them, rather than some external list of features or requirements. So, if you happen to make me ill, you will feel my wrath.
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Xaser2.dat - Now With 100% More Everything |
Posted by: Xaser - 16-Jul-2013, 3:50 AM - Forum: Under Construction
- Replies (4)
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Greetings, all,
I'm an old-time Chipster of sorts... really more of a kid who submitted some levels, grew up, then realized that growing up is completely overrated.
Long story short, I started a "sequel" to my first levelset ages ago, which I decided to finish recently. You'll find 100 levels of mixed goodness and badness in the MS ruleset because rule-breaking is fun. It's got a lot of old stuff packed in front, but the later levels (from 70 onward or so) are some of my least-sucky creations to date. Might be best to start there. Or not! Or both! Because paradoxes!
Some level previews, for funsies: http://imgur.com/a/wMBfb#0
(As an aside, not being able to embed images makes me a sad Xaser. D: )
The set is more or less in 'public beta' for now, so I'm sticking it in this subforum -- if it seems to be relatively bug- and bust-free (though the latter can be fun ), I'll submit it to a more permanent place and I suppose someone can boot up a thread in the Level Discussion area. But for now, here's a link:
http://ionline.vectec.net/xaser2.dat
At any rate, enjoy!
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need tips on Vermillion levels 22 and 24 |
Posted by: BillR - 09-Jul-2013, 7:56 PM - Forum: Level Discussion
- Replies (7)
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These two levels have stymied me. In 22 (Thief, You've Taken All That Was Me), I can't figure out how to get the blocks on top of the trap buttons in the lower right-hand area. In 24 (Propaganda), I use the ant/bee to pop the lower bomb because I think I need to use the block to pop the bomb behind the yellow door. But I can't figure out how to get the yellow keys since I'd have to step on the tank button, which would move the tank off the trap button. Could someone give me some pointers?
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