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What 'Elements' -make a great level? - Printable Version

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What 'Elements' -make a great level? - Lessinath - 21-Feb-2012

Quote:I still maintain that Ctrl-N is a lot less effort than fooling around with an editor. Teeth


You still have to open the editor to find the password your first time through.


What 'Elements' -make a great level? - BitBuster - 22-Feb-2012

Not with passwords disabled.

(I didn't know that any Chipsters still used passwords. Wink)


What 'Elements' -make a great level? - tensorpudding - 22-Feb-2012

I use passwords as an impetus to finish levels I don't like instead of skipping them. It does make for slow going though. I started CCLP3 back last summer and I just recently passed the halfway point.

I totally don't use passwords while playing random people's sets though because some levels are just a royal pain, or are terrible.


What 'Elements' -make a great level? - BitBuster - 22-Feb-2012

Quote:I totally don't use passwords while playing random people's sets though because some levels are just a royal pain, or are terrible.


Yeah, that was what I really had in mind. I'll admit that I skipped all around CCLP3, but I suppose a lot of people refused to do that so that it would better mimic the original levelset experience...


What 'Elements' -make a great level? - rockdet - 22-Feb-2012

Here I come (except not in much detail)

Ian has it all. Good puzzles are those where you can see everything you need to solve it, and trying something won't necessarily cook it up instantly. Sort of why Cloner's Maze and Stress Fracture are amongst my favourite levels.

I don't really care for dodging/extra difficulty at the end, but it has to be consequent. If you have to play a 600 seconds gauntlet before getting there again, then an obvious no.

Generally, I prefer non-linear levels, where you can choose where to start without necessarily having to follow the exact same pattern every time.


What 'Elements' -make a great level? - quiznos00 - 22-Feb-2012

Partial posts.

That is all.


What 'Elements' -make a great level? - BitBuster - 22-Feb-2012

Quote:Generally, I prefer non-linear levels, where you can choose where to start without necessarily having to follow the exact same pattern every time.


Thumbs up



Quote:Good puzzles are those where you can see everything you need to solve it, and trying something won't necessarily cook it up instantly.


I'm tempted to agree, but then there's a level like Commit Suicide? that relies on the player not being able to see everything...and it's done in a clever way, not a "let's irritate the player with pointless guesswork" way.


What 'Elements' -make a great level? - rockdet - 22-Feb-2012

In that case I'm all in favour of it. I put it out there as a general rules, but some levels just shine without it.

I guess in a way that I'm worn out by the massive amount of tediousness brought by restarting a whole level by cooking it late because of something I couldn't have known that magically cooked it.


What 'Elements' -make a great level? - tensorpudding - 22-Feb-2012

Quote:Partial posts.

That is all.


I think most of the levels in TS0 that I've played that had partial posts were less fun than the ones I played that didn't, but You Can Lead A Horse To Water... is a very notable exception.


What 'Elements' -make a great level? - rockdet - 22-Feb-2012

Boom! Except that was an obvious joke.