The infamous super-collab level - Printable Version +- CC Zone - Chip's Challenge Forum (https://forum.bitbusters.club) +-- Forum: Chip's Challenge (https://forum.bitbusters.club/forum-4.html) +--- Forum: Under Construction (https://forum.bitbusters.club/forum-19.html) +--- Thread: The infamous super-collab level (/thread-2272.html) |
The infamous super-collab level - chipster1059 - 13-Jan-2014 Sorry about that mistake. What section DID you make, Michael? And I just noticed that some other parts would have to be modified. The last set of blocks, once placed on the trap buttons, blocks the way back to the exit. Some (recessed) walls would have to be placed. Also, due to the many thieves across the way back, some extra boots would have to be placed throughout the level. The infamous super-collab level - random 8 - 14-Jan-2014 The thieves shouldn't be a problem because you only need to backtrack to the [2,15] teleport. The infamous super-collab level - random 8 - 24-Jan-2014 I made one more revision to the level here. Changes: [7,5] force floor S --> ice to ease timing in MS [3,5-6] added bomb, moved trap button one space west [2,14] ice corner NW --> thin wall W to eliminate lucky timing [12,17] removed ice skates because they seem to serve no purpose [8,23] + [13,23] wall --> west block cloner, added clone button underneath block connecting to [13,23] so bug can't interfere with SW corner of level I was considering removing the ice corner at [10,1] and changing [12,1] to a wall so the room would be more equal between the rulesets (you can move two at a time in Lynx), but decided it wasn't a big-enough issue. What do you guys think? |