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10 Mazes I'd Like To See in CCLP1 |
Posted by: quiznos00 - 25-Jun-2013, 3:25 PM - Forum: Blog Station
- Replies (7)
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Mazes are level genres that truly have been overlooked during CCLP2 and CCLP3 voting. There are about nine in CCLP2, and CCLP3 only has four (though, depending on your interpretation of what a maze is, these numbers could be slightly greater or fewer). How many did CC1 have? Around 23. The distaste in mazes can be attributed to the fact that they don’t offer much optimization potential, and many of them are just plain monotonous. Look at CC1 and some of its most despised levels. Rink, Doublemaze, and Stripes? are all mazes. Levels like Scavenger Hunt, Chipmine, and Now You See It aren’t too exciting either. On the other hand, mazes are excellent for beginners because failure will rarely occur. Time is the only enemy. I compiled a list of what I consider 10 well-designed mazes that I would like to see in CCLP1.
A-Maze-Ing
Ida4.ccl #11
Remember playing Strange Maze and feeling that great sense of triumph after collecting all the chips and being able to bust open all the chip sockets? This level extends such a concept throughout the whole level, though in four separate quadrants. However, the keys that are just out of reach truly make this level interesting, and would make a wonderful level early in the set.
Chip Be Steady
CCLP1Submissions-KTNUSA #17
J.B. has praised this level in the past, and although I initially thought this level was nothing special, I am starting to agree with him. The “avoid the toggle button maze” is a concept that has been around for ages, but this level truly perfects it. It has the best aesthetics of levels I’ve seen of this type, and the actual maze is confined to a space small enough as to not make the level tedious.
Choices, Choices
pieguy1.dat #11
This choice may surprise many of you. Pieguy isn’t exactly known for his beginner-friendly levels. This level is seemingly complex, however, one must realize that all sixteen combinations that the player chooses in this level are solvable. This, while additionally being extremely impressive conceptually, adds a ton of replay value for the player. Plus, it’d be neat to have a computer generated level in an official CCLP.
Elemental Park
ajmiam-the-other-100-tiles #13
The four element maze is a concept explored quite often, and Elemental Park is probably the only one that has done it right. Eight chips per element, and no unintended shortcuts to be found. That teleport is an excellent touch as well.
Invisibility Cloak
Markus_CCLP1 #38
Here’s a word of advice – avoid invisible walls as much as possible. Blue walls and hidden walls are more reasonable, as their true identity is revealed after a simple touch. Invisible walls are often abused to hell, sometimes filling up entire levels (cough cough Stripes?), but this levels confines its invisible wall usage to a 9x9 space, and uses normal walls to guide the player. It is amazing how the addition of the invisible walls actually make the level more intriguing.
Fiery Fogstorm
JCCLP #48
Here is yet another acceptable use of invisible walls. Their usage, along with the usage of the fire, makes this level quite appealing to look at. While the force floor navigation could possibly be tricky for beginners, this level is wonderfully straightforward but its design choices elevate it above other mazes.
Frozen Labyrinth
JCCLP #37
Everyone knows that I am in love with this level, so there is no real need to go into detail. Just the sheer concept of this level is brilliant and nothing in the level is arbitrary. The fact that the thin walls and ice can combine to form a straightforward maze is incredible.
Slide Labyrinth
GAP’sSub.ccl #24
Very few levels seem to have a large open space with rooms arbitrarily scattered. I think it creates a unique atmosphere. Ice mazes are too often made to span the entire 32x32 map. This level cuts the ice maze in half and adds in some neat pink ball dodging rooms. Play it yourself; it’s really fun to navigate. My only qualm is the short time limit, which can easily be changed.
Tunnel Clearance
TS0 #11
Yes, this is my own level, but it is one that I am very proud of. It is a maze concept that to my knowledge had not been used before, coupled with symmetry and some cool aesthetics, this one belongs in CCLP1.
Whirlpool
JBLP1 #82
This level is quite beautiful, and uses blue walls in a wall that is sensible, i.e. not filling the entire level with them. A beginner may easily get lost, but we need higher difficulty mazes in the set too
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Vermillion Pack - Discussion |
Posted by: Flareon350 - 24-Jun-2013, 11:26 PM - Forum: CCLP Discussions
- Replies (13)
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Okay so I just finished playing the Vermillion Pack and I wanted to give my shot on a review of the levels so here you are. I hope my comments aren't bad to you guys.
1. Lesson 10
Was an okay level. Could of had a little more dodging though. It was boring to walk around the teeth half the time.
2. Guidance for Experts
This is one of my levels, and I don't really need to play it to know if it is worthy of CCLP1. But to be fair, I'll give it a 4 because of the bottom left section being really difficult, especially to newcomers.
3. Progress Bar
Awesome idea. Awesome sokoban.
4. QuadPort
Decent level but kind of a random ending. Not bad though.
5. Traveler
Really good. The teeth at the end was a nice touch.
6. Slimy Swarm
Fun level. Would of been nice to know there were extra chips but no complaints.
7. 436f6c6c6973696f6e73
Precision timing. Loved it. But please give it an actual level name, not this.
8. Thief Street
I liked the twist to the level. Nice partial post too.
9. Ice, Ice, Maybe
Great level, one of my favorites of the pack.
10. Cloverleaf
Nice twist. Cool design.
11. Pole Position
If this doesn't get a 5, then I don't know what will.
12. Meteor Shower
I love levels like this. The pattern of the fireballs doesn't really change either. Very well suited for beginners.
13. Busted?
An okay level. It made me think of CC1 a lot.
14. Assembly Line
Loved this level so much.
15. Choices, Choices
Amazing level. That is all.
16. Pattern
A pretty good level. Very trivial though.
17. Key Farming
Great level, I think it will be perfect for beginners 
18. Pickup
This was probably the best chip collecting level I've ever played. It was different compared to others to me.
19. Action!
Well I wasn't expecting to use blocks at the end, but otherwise good level.
20. Pow
It might be a little difficult for beginners, but I think they could use a blocksliding challenge or two!
21. Evaporation
Nice little block pushing level. I'm thankful it wasn't abused.
22. Thief, You've Taken All That Was Me
This really needs to be in the 140's of the finalized set. It's amazing in almost every way possible. All I would advise is a much higher time limit, for newcomers.
23. The Inner Plague
Fun teeth level.
24. Propaganda
Another fun one. Awesome design too.
25. Pickpocket Land
Cool looking design and concept. Not much else to add.
26. Connect the Dots
Good level idea. Plenty of room for error too.
27. Flowchart
Very confusing. The design is alright, but I don't get this level at all. The random sliding monsters didn't help either...
28. The Pace Quickens
Awesome level idea! Reminded me of Oorto Geld.
29. Be Quick About It, Man!!
An pretty well crafted chase level. Ended up with a few extra keys which was nice.
30. Gate Keeper
Nice idea. Seems to be perfect for beginners.
31. Warehouse 8
Another good sokoban level. It fits the theme from the Warehouse series in CCLP2.
32. Checkmate?
It was kinda good. Not one of my favorites though.
33. Mirages
I liked the idea, that's all I can really say about it.
34. The Bright Idea
Have to mention I died right at the start by going left... lol but good level.
35. Vlost
This one reminded me of various other ice levels, like Ice Cube and The Lake in Winter. Both of which I did not like at all.
36. Gold Mine
Great aesthetics.
37. Lesson 5
Kinda cool introducing blobs. I lol'd at the arbitrary blob by the exit.
38. 4^3 Cell
Well designed puzzle but not a big fan of these kinds of things.
39. Square Dancing
Decent.
40. Burning Desire
Blue walls plus an interesting maze equals pure win for me. Loved this one a lot.
41. Spumoni
Another amazing level. I love the design and concept of this one.
42. Blue
Sort of reminded me of Mishmesh from CC1. Other than that, I have no further comment on it.
43. The End
Okay.
44. The Big Apple
I like the design, however, it took me about 30 minutes to figure it out. Might be a little extreme to beginners.
45. Yeti
I think the northwest room would intimidate players but it was still a lot of fun to play.
46. The Elements
Pretty good tutorial for the elements.
47. Enter the Fortress
One of my levels and it's pretty linear. The only thing I can see newcomers will get stuck is to how to get the last teeth monster on the toggle button. Gave it a 3 for this reason.
48. Twice the Fun
It's so different than anything I've played in this pack and I actually enjoyed this level.
49. Frog in a Well
Not bad but kind of repetitive.
50. Lesson 3
Anybody would get this on at least their 2nd try. Guaranteed.
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Zephyr Pack - Discussion |
Posted by: Green Kitten - 22-Jun-2013, 5:59 AM - Forum: CCLP Discussions
- Replies (14)
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Hmm... I'm going to join in you guys and help with the voting (just make sure level 121 has teeth. ) So, without further ado... Zephyr.
1. Blockage. This one confused me so bad. I haven't a bloody clue how this level works, even looking at it in the editor. Is it even possible? Uh, it is Jacques, because it's in the pack. But whatever it is, I cannot complete it. This pack is aimed at players like me, who aren't very good at the game. I had no idea and was totally lost, so this level does not belong anywhere near the pack. All in all, not a great start for Zephyr.
2. Shoes Wanted. Not too bad. A little too easy... but you can never have it too easy. Would be good as a level in the 10s. Stupidly, I attempted to do the teeth section first, because I'm just stupid like that. Turns out the yellow key was useless anyway. The level is untimed for some reason... but I completed it in 70 seconds, including the exploring since I wasn't sure what to do. Not too bad.
3. Slide Labyrinth. Very fun! The ball rooms aren't too hard either. I enjoyed this. My only complaint is that the time limit is too low. Raising it would be perfect for beginners like me. I ran out of time after collecting 7 chips.
4. Making a Difference. Very easy level, though the fireball room was pretty fun - that was the highlight of the level.
5. Stairway Mazers. I liked this. The bug at the start was fun to move around against. No dirty tricks, just mazey fun. But when you see a thief and a stairway made of force floors? GO ON THE FORCE FLOORS AS SOON AS YOU SEE THEM! I completed the water and ice part before doing the force floors bit... and I thought "if I make another block, I wouldn't be able to advance to the corridor of fireballs. So I left out that chip and went towards the exit without it. The rest of the level was very fun though.
6. Treasure Island. I did this level quite aimlessly. Still pretty fun though - there are some islands that you'll need to use the blocks on other islands to get to.
7. Criss Cross. This one sure was confusing, but I got the hang of it, after a few deaths. No, I'm not doing that on purpose, you stupid game. A bit repetitive, I must say...
8. Holy Chip. Aah... collecting lots of chips level. Coming from the guy that subjected people to filling a room with Computer Chips under Computer Chips, and calling it a level, seen in Jacques.dat like 30 times, I found it never unbearable, and the designer kept it interesting. A bit scary with that ball on the ice, and going back and forth to deal with the blocks and traps was a bit boring, but you only had to do it 5 times. Really good stuff. Easy, but never unbearable. Speaking of collecting lots of chips, is my stupid level BuggyChip in one of those packs? It made it into the final stages of CCLP3 voting for some reason I cannot explain.
9. Occupied. Fun concept, and not too tricky. A few switches were hard to get to when pink balls were released, but all in all it was fine.
10. Slow Melting. AAUGH! ICEDEATH LEVEL! Oh wait, Ice Skates. Phew. Kinda meh, really, but there's always that one chip you forget to get. Always.
11. Parody Bit. Pretty fun. Short but sweet. Definitely reminds me of something I would make, especially the toggle room with monsters, which is a staple in many of my levels. W-wait, was Mr. Designer parodying me? Thanks, Mr. Designer! 
12. Paid in Full. It took a little while to realise what the hell I was doing, but this turned out to be a fun and straight-forward little level. Could have added a bit of challenge, but it's alright. What's up with the name?
13. Four Ants. This level was just annoying... and you had to use some of the blocks to go to the exit. It got old after the fifth time being killed after an ant.
14. Cakewalk. I enjoy these kind of levels very much. This one was really fun, and it was a bit of a rush for me (though leave the time limit alone - it encourages you to move quick but not too frantically.) I ran out of time first time, but that enticed me to try again! The block section was a bit scary... but we all need those scary sections otherwise Chip's Challenge would get boring. My only complaint is that the panels could look a bit neater - levels built with panels do have a tendency to look messy in the MS graphics. The top-left with the alternating north and south panels could be edited to look a bit better, but a good level.
15. Center Priority. Easy stuff. I missed my exit on the paramecium section so I had to do it twice. It did not make me a happy bunny. And the SE Panel... use it! (There was a point where it could have been used neatly but the designer opted for separate N and W panels. I'm really stingy about panels...) Not particularly fun.
16. Taking. This level would either be evil (the bugs/paramecia would circle a 2*2 square after a chip was collected so timing was key) or dull (the bugs/paramecia would continue the 3*3 circle). Indifferently surprised, it took the dull option.
17. The Maze That Turned On And Off. Really, really fun! This could be a contender for level 121 - as level 121 must have teeth. You'll find yourself praying for that pink ball to hit the button quite a lot, but this was an exciting, fun level. 5'd.
18. Confounded. I kinda got bored of this one fast. There weren't any moving tanks by the point I got bored. A bit annoying too, really, I was going round in circles at some points.
19. Fresh. Nothing fresh about this level, which was essentially a Jumping Swarm, just with some gravel here and there. Well, at least it wasn't a 900s Jacques.dat Jumping Swarm, because that would get a 1/5.
20. Protect Your Fortress. Very, very fun. Took me a little while to realise what to do, because somebody didn't read the hint. Not hard, and very fun. 5'd.
21. Enough Lessons. Fun enough. Very straightforward and no challenge whatsoever... would be perfect as a very early level. Nothing much else to say.
22. Synchronisation. Just... really frustrating. I ran out of time before that BLASTED PINK BALL created the second block so I could detonate the bomb AAAAAURGHHHHHHHHHHHHHHHHH
23. Into the Vortex. Easy, but fun stuff. What was the point of the pair of suction shoes?
24. Boa, Boa, Boa. What a silly name, I first thought whilst playing this bizarre level. However... it was exciting, exciting stuff. And soon enough after playing, I understand why the designer gave it such a name. The boa constrictors are very numerous and I made a mess of it a lot of times. A very exciting, and fun level. I think I will... Yeah, 5'd.
25. Spirals. It's alright, a bit repetitive though. The odd sliding that monsters tend to have didn't bother me once here.
26. Backfire. "Moving blocks are dangerous, try not to get squashed by them". Well duh. Basic stuff here, executed quite nicely here. Would be fun as an earlier level.
27. Renewable Swarm. Exciting stuff, and lots of frogs! Could be a contender for level 121, but I'd prefer level 121 to be a full level which uses the entire space of the 32*32 map. The rhythm of the button pushing by the enemies was easy to get into. Click, click-click, click, click.
28. Fireball. What a mess! How the hell do you get past the tanks? The beginning with the fireballs was hella hectic too. Harumph. We'll swiftly skip this one.
29. Ballroom Blitz. Nice concept. Could have been a bit harder, but I liked it, random as it was. Ballroom dancing with pink balls.
30. Start Off. Just hideously dull, really. We want to entertain our beginner Chipsters, not bore them!
31. And The Buttons Were Gone. Fun. Though it involves the killing of those cute widdle fwoggies. Oh well, it proved to be a fun level. You may need to think before quickly trapping the frogs, warning from Jacques.
32. Guarded Hallways. Perfect difficulty... oh rats, that fireball room. It made it so confusing with the fire under the fireballs - everything was hard to see. It might look better in Lynx... but I never liked Lynx graphics, I'll stick with MS, however 'crappy' it looks, because Chip to me will always be the guy with green trousers and a teal blue shirt, not some random guy with a backpack who's so ugly you can't see his face! Oh, what am I even talking about? This was pretty good, not 5 quality stuff, but fun nonetheless.
33. Ratchet. My lucky jersey number. Yeah, it would be 121, but that's too big to fit on a baseball jersey. Jacques, stop rambling. A great concept. The first time I tried it, of course I let the fireball through, but yeah, I can kill all those frogs quite easily. I then realised what was going on, and thought "this concept is great but... could have been used better". Then I saw the trap, and quickly rethought. Interesting concept, used well, in the end. All in all, a good map. 5'd.
34. Route 66. More cruel than it should have been because my left and right arrow keys were playing up, so the glider and fireball rooms, and the 2*2 squares with enemies were a nightmare when they really shouldn't be. Not at any fault of the map, that is, which is a fun romp. with nothing too tricky. Damn arrow keys. I will 5 this, whatever.
35. Teleporter Action. A short boring level on partial posting. That is all I really have to say.
36. 4 Ways to Win. I did it... the bomb way. I don't see any other way to do it, but there you go. GreenKitten, everyone. A fun little puzzle which was satisfying to solve. I enjoyed this level.
37. Mega Blocks. I can easily see this level in CCLP1. It's just jam-packed with little block puzzles which are never boring, and not too hard, but with a bit of thinking ahead involved. Nicely built and always entertaining, this level is 5'd.
38. Kill Blob. Aah... my kind of level - killing those disgusting green objects. That was about 5% of the level... the rest of the level was a scavenger hunt - which did entertain me - it wasn't too long and irritating a-la CC1 #32. I was thinking the scavenger hunt to be a while-u-wait for the blobs to drown, but you had to get the blobs killed and the chips collected before you could enter the scavenger hunt. Not the way I would do it, but who cares? And this level gives us a chance... to kill blobs!
39. Peek-A-Boo. Ooh, another scavenger hunt. Unlike Zommy08 I found the item-swapping here to be more interesting than the previous level - you have to do a bit more thinking here. But there's no blob-killing... this level sure could use some blob killing.
40. The Perks of Dodging A Block. Annoying timing needed here - once you get all the chips and pass the socket, the level is reminiscent of the block nightmares of Blockbuster I... and II. That's not a good thing - and especially after you've gotten all the chips, it just makes it a bit annoying, really.
41. Novice Hall. No animals were touched in the completion of this level. Which is just as well. Nothing special really... the only danger is if you make a misstep into the frog cage - which is almost certain death. Basic... but is it too basic?
I shall continue later, and I'll do all the voting once I've finished the set.
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Eggplant Pack - Discussion |
Posted by: BigOto2 - 21-Jun-2013, 10:55 PM - Forum: CCLP Discussions
- Replies (6)
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My notes for the Eggplant pack:
Note that I comment on time limits being too short in a lot of the levels. This does not cause me to remove points from my votes as I know the CCLP1 staff will address these issues. As such I add this feedback to help them judge how much time should be fair IF the specific level is included.
1 - Fisherman's Maze I - Simple maze level with chips, land, and water. Borders were touchable which gives the sense that the level takes place outside, but aesthetically it might be sensible to add proper borders in the "land" area. The extra chips were a nice touch but it felt kind of monotonous with the large walking areas.
2 - Lakeside - While it seems like an easy dodging challenge to the experienced player, a new player might find it intimidating with the tendency of gliders to get stuck in specific loops caused by the thieves. This concept might work better if the gliders were routed by the theives to not get stuck.
3 - Dynamite - A very nice block-bombing level. Maybe some gravel would make it look even more interesting. The block pushing felt a bit excessive with the number of buttons involved, and it could use a higher time limit for beginners who aren't in practice with the arrow keys.
4 - Sampler II - The elemental rooms here worked very well and this is the sort of thing that seems spot-on. The "power button" concept was also amazing. My only concern would be that the fireball room may be hard for a beginner to follow with untrained eyes.
5 - Chip's Goal - Nice aesthetically pleasing lesson level. The text in the title and hint seems a bit cheesy, however, and could sound a bit more elegant?
6 - Chain Reaction - It is worth noting that I ran out of time searching for the last chip here. In my opinion it should be possible to take this level at a slow and steady pace (easier for beginners to get the hang of) as the teeth are not exponentially cloning.
7 - Subliminal - Not sure how I feel about the removing dirt from the fireball room. Even with trained eyes it took me a few attempts to get right, and as Ajmiam mentioned, that kind of monster timing is actually quite annoying. The tank trick was also a bit tricky and had me stumped. Besides those things I really enjoyed the elemental straightforward nature of this one too. We definitely need a lot more time here, as I screwed myself in the last block pushing section due to time pressure with less than 30 seconds left on the clock.
8 - Crescent ISland - A bit difficult, but a very creative but simple (and aesthetically interesting) block-pushing strategic level. It would fit well toward the end of the set where manually making a map would be encouraged by beginners who are less likely to naturally look in the editor to quickly find a solution.
9 - Five Twelve - Very straightforward. Reminiscent of a JoshL2 level but much easier and simpler. I didn't quite understand the hint or title but this won't affect my scoring of course.
10 - Blocking - Nice idea with the block placement to move the tanks out of the corridors. The last into-exit timing may be a bit of an obstacle for a beginner so some redundancy with a bomb to kill the tanks might help.
11 - Cruise - What is great about this level is that it requires the player to actually think about their next move. It is not just a mindless itemswapper, but a puzzle that involves proper management of the available resources (blocks, teeth, etc.) to accomplish the needed tasks, and this does a good job of capturing some of the techniques from CC1.
12 - Chain Capturing - I have never played this level before, but I can tell with almost total certainty that it is a Josh level, knowing his style really well (I was informed after the fact that this is actually not a Josh level). The double-button cloner is really intuitive. I didn't have to wait at the end (like the hint said) as the water was already filled in to dirt. The tank-button block pushing section was a bit tedious and it might be a bit confusing to beginners as there were no tanks visible (might be better to use a straightforward clone button here).
13 - Lesson the 8th - This lesson level combines the ideas of extra chips, bombs, and blocks together really well. I don't think it is a good idea to introduce partial posts this early into a beginner's game, especially seeing as many original players from CC1 were confused even at level 138, and so unfortunately I cannot rate this level highly unless it were to be removed. Not that partial posts shouldn't be in the game, but that if we want to make a good challenge out of them we should introduce them in the mid-late level range like CC1 did.
14 - Route 101 - Getting ridiculously plomped by the block, of all things, on the last slide, is hilariously annoying. However, my big issue is the fact that you have to block-slide it, as that does not seem like a concept that should be forced of a beginner (especially early on). It seems very possible that it would simply escape their minds, unless a hint or some direct reference from a previous level were given (many people learned about it from the CCLP2 level BlockSlide). I would love to give this level a 5 for the awesome tank slide but I must rate in favor of beginner accessibility.
15 - Cube and Square - This level does a very good job of capturing the spirit of beginner play, starting with a simple but intuitive maze, followed by some easy block pushing and a simple invisimaze. Returing to the start at the end was also a really nice addition of exploration. This is one of my favorites up to this point in the set.
16 - Super Swap Meet - The hint says "just take your time" but it seems quite easy to blaze right through as an experienced player! Not much mental power is needed here so if anything it would be a very early level.
17 - Generic Ice Level - Some chips are readily available, while others are faster to obtain via block in bomb, and others are required for a block to be pushed into a bomb. I wouldn't call this generic, but actually very unique and fun!
18 - Lesson 6 - While this is more elaborate than its CC1 predecessor, mirroring CC1 too closely feels boring to me.
19 - Reverbation (Doubt) - I love the random name and everything besides that pesky bee room which could be a bit of a frustration.
20 - Tagliatele - The structure of the appearing wall/real wall maze here is executed very well, but it got a bit tedious across the entire level, although the abundance of chips certainly made it quite fun. Also, we are definitely not short on time here!
21 - Promise To Water The Flowers - Although there is not much wiggle room in between monsters, the concept was great. However, the fireball cloning part at the very end caused me to die, and I don't think a beginner would know what is going on until they die because of it. As you guys all know I think deathtraps right at the end only remove from the fun of a long level such as this one. For now I will not take points off for it with the assumption that the trap will be removed with designer permission.
22 - Hampton Palace - with Ghosts!! - The blind ice slides with water and blocks lost me on this one.
23 - Maze of Death - The only part that I felt a bit uneasy about was the block and force floor section which might be a bit too flashy for untrained eyes, but it was really well-crafted so that avoiding being squashed by a block is easy. The title fits the level perfectly and I like the way it all circles back to the middle.
24 - Whirlpool - The deathtrap in the lower right corner (because of the socket) was annoying. Otherwise, nice concept with having to push blocks in the corner but also making good use of them to figure out where to go.
25 - Puzzlerama - Another deathtrap in the toggle and tank section, where I got stuck between two tanks. One of the important things that I think we should see in CCLP1 is less things in a level that could cause a player to have to restart with no way out, as most CC1 levels were "recoverable" after a mistake unless it somehow defined the level (such as Cellblocked). I really liked its linear nature and the ending with the green key was nice.
26 - Exhibit Rooms - The tank only screwed me over twice, and I don't think it would hurt to not have it there. The teeth room didn't help either.
27 - Broiled Quesadillas - The first part of this level was originally from PB Gourami and could use some cleanup (I don't know why I didn't do so myself before voting, I guess I was just lazy with this one). However, the itemswapper and teleportation is very creative.
28 - Gridlock - A very unique dodging challenge, and makes good strategic use of pop-up walls. Of COURSE I died trying to get the last chip because I was trapped in by two teeth, but I blame this on my not using the pop-up walls enough (and it certainly won't lose points just because I failed).
29 - Compaction - This concept works surprisingly well even though the blobs do not express proper squishy qualities. The concept is also very unique and it is hard to screw which makes it ideal.
30 - Lesson 1 - Chips - Is this supposed to be a ghost from PacMan or something, or just a random shape?
31 - Sokoban Memory - As cool as it is to combine concepts from two levels, I feel like the way these are combined comes out quite tedious, and it seems quite intimidating. Of course it could always be a late-in-the-set candidate.
32 - Frozen Pipelines - An interesting spin on a typical ice level.
33 - Wreak Havoc - These Lemmings-style levels are always fun. I would really like to see a fair number of these in CCLP1, where lots of orderly guarding monsters must be disrupted and disposed of in order to accomplish a goal.
34 - Two-by-Two - The concept here was unique, but the block pushing part was boring. It could use some fleshing out of concept.
35 - Slime Slider - Nice blob-dodging level. Not too hard but not boringly easy, so I can easily see this making it in. On a slightly unrelated note, I hate how blobs always seem to kill you when you are right next to them even if they have 3 other squares that they can go to.
36 - One Block - Very cool, levels that require one to take it slow and think about how to achieve each goal are great for the later section of the set. The only annoying thing is only having 9x9 view area which restricts open-spaced levels like these, but of course that won't lose points.
37 - Forced To The Rear - While it certainly requires more than one attempt to know where all the bombs are, it works out perfectly here especially with the room for error with the extra chips. It is also great when you can see the safe squares below and can strategize.
38 - Flyers - The gliders and pop-up walls made for an enjoyable strategic dodging challenge. The key swapping felt a little bit like artificial difficulty, however, and I'm not sure a beginner would notice it right away which might cause frustration.
39 - Chiptropolis - The open-exploration city style works very well here and is very enjoyable. As you (Tom) foresaw, the fireball room is in my opinion too tricky without any hint or direction. The level could also benefit from a LOT more time (like 300 seconds or more) as I was running to push the last blocks in the water and get the exit with less than 40 seconds on the clock.
40 - Go Slow - As creative as this idea is, the inability to see the teeth while going through the spiral makes it really confusing. The hint is also completely misleading as it makes it seem like you must wait there for a while to hear a boom, when in reality you must wait for a few seconds and then return. I'm afraid this one doesn't make the cut for me seeing as the playing window is just too small to see things happen which would make it more fun.
41 - Animal Farm - Very cool but simple dodging concept where you must go to the middle after releasing all of the monsters.
42 - Hornet's Nest - Another nice dodging concept which involves exponential growth. The aesthetics match perfectly too. Definitely a high rater.
43 - Moving Sidewalks - Nice but overly simple with a lot of waiting. Could be useful to introduce the concept, if a hint were added.
44 - Who's The Boss? - Very intuitive teeth-outsmarting action here.
45 - Toxin Factory - Nice aesthetics and dodging challenge. I'm not sure if I approve of the finish as it might be a bit too hard (yes, I said it, deal with it). What would make it better IMO is a little bit of gravel but a way for the blobs to go in the water and die. I am all for something like this otherwise!
46 - Over and Under - This one frustrated me a bit as it is impossible to see the movements of the teeth while in the other room, which a beginner would have a really hard time with anyway.
47 - Lesson 3 - Footwear - Typical lesson level.
48 - Icefail - The tricky secret here had me stumped. Not sure whether it would be an asset or an annoyance to CCLP1 if it were included, as such things can be fun but also take forever to figure out.
49 - Chip Mania II - While collecting tons and tons of chips can be fun, it kind of bores us experienced players (not that it would do the same for a beginner). I think it would be better to have these on a smaller-scale. The weird open area in the upper right along with the lack of proper borders made the levels seem just a tad bit rushed.
50 - Graveyard - A simple and unique task with a background story which helps make it more interesting, although tedious to try every wall which can be boring and not the most memorable for a player.
The levels that I gave 5 stars to in voting are: Cruise, Cube and Square, Generic Ice Level, Gridlock, Wreak Havoc, and Hornet's Nest.
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