05-Jun-2013, 6:28 AM
That's fair enough - like I said it's a perfectly good level, I just thought it would be better to prioritize "new" content. Everyone gets to put their two cents in though, and if the consensus is that it should be in, then it'll go in. It's good to see so many differing opinions on what makes separates a good level from a great one - it's indicative of the variety of levels in the voting pool, and also of the preferences of the community itself, which can only be a good thing. While in most people's books, bad levels are still bad levels, it's also interesting to here others' praise for levels I didn't like or didn't get, and vice versa.
On the subject of levels, I completed the Shampoo Pack last night, and these are some of my thoughts. I apologize to anyone if I'm ruining the levels for you by discussing them in here - if this is the case please do say and I'll tone it down, I won't be offended (:
Firstly, is #13 (Breaking into Fireball Lab) busted? My reasoning is as follows:
(1) The clone button next to the flippers produces fireballs that I think are designed to block the exit, but they end up drowning in the water anyway, which nullifies the challenge somewhat.
(2) There are two pairs of unconnected clone buttons at (12,13) and (14,8), and fireball clone machines at (12,14) and (14,14). I'm guessing the intended solution was to jam up these machines, preventing fireballs from cloning near the exit?
(3) Very minor: the hint mentions glider controls, but there are no gliders in the level, although this seems to reinforce point (2).
#25 (Teamwork) was a great little monster manipulation level that was long enough to be non-trivial, but not too long that it overdoes the concept.
I know it's been mentioned before in previous threads, but I'd like to reinforce/reiterate that #28 (Chip Suey) is an ideal CCLP1 candidate, and would work really well as a "review" level. There's a wide variety of challenges presented in an interesting and novel way, but the level also gives you plenty of breathing space to stop and work things out before rushing into them.
#30 (Tesla Coil - Part A) was a level that I found challenging, yet hugely entertaining. Watching the streams of fireballs in the southern section pass by each other was nothing short of mesmerizing, and I was quite sad when I had to shut them off! The only small criticism is that it's very easy to go through both teleport rooms first and get stuck because you haven't collected all the chips yet. Thankfully, this is quite near the beginning of the level, so it's not really a game-breaker for me.
#31 (Booster Shots) was another level I really enjoyed. While primarily a block-pushing exercise, there are also elements of monster manipulation and dodging to spice things up in between rooms. I also love that you can explore almost the whole level using the force floors, allowing the player to choose what order to do things in.
While an interesting level, I found #34 (Out of the Frying Pan) took far too much effort just to figure out what I was supposed to do. I spent hours pushing blocks randomly into teleports and deflecting fireballs with almost zero knowledge of what I was supposed to be doing, let alone why. It's just not a very intuitive level, so I can't vote it very high. Also, dodging fireballs in a 7x3 room with two blocks you cant trash, especially when the floor is also fire and the fireballs are hard to see was just mean.
Waiting around for 30 seconds at the beginning of #39 (Fwackoom) is really annoying, especially since once you're finally freed, you have to make a mad dash for a blue button to avoid cooking the level. On top of this, once you're past this point there's nothing more to the level than cloning some more fireballs and destroying some bombs...
Lastly, I'm so glad this set was rounded off by a level like #49 (Relic 2). The extra teeth monsters really add to the sense of urgency and make the level far more exciting. Running away from monsters, combined with the fast-paced nature of an ice puzzle, was incredibly enjoyable. Far from being annoyed when I found out most of the teeth were superfluous, I praise this level for two reasons:
(1) This level succeeds where so many others fail based on the simple concept of "more stuff does not necessarily equal a better level" - call it smoke and mirrors if you like, but this level achieves a lot by doing very little, and that has to be commended.
(2) This is the first level that has genuinely terrified me since VICTIM from CC1
To the Lipstick Pack!
On the subject of levels, I completed the Shampoo Pack last night, and these are some of my thoughts. I apologize to anyone if I'm ruining the levels for you by discussing them in here - if this is the case please do say and I'll tone it down, I won't be offended (:
Firstly, is #13 (Breaking into Fireball Lab) busted? My reasoning is as follows:
(1) The clone button next to the flippers produces fireballs that I think are designed to block the exit, but they end up drowning in the water anyway, which nullifies the challenge somewhat.
(2) There are two pairs of unconnected clone buttons at (12,13) and (14,8), and fireball clone machines at (12,14) and (14,14). I'm guessing the intended solution was to jam up these machines, preventing fireballs from cloning near the exit?
(3) Very minor: the hint mentions glider controls, but there are no gliders in the level, although this seems to reinforce point (2).
#25 (Teamwork) was a great little monster manipulation level that was long enough to be non-trivial, but not too long that it overdoes the concept.
I know it's been mentioned before in previous threads, but I'd like to reinforce/reiterate that #28 (Chip Suey) is an ideal CCLP1 candidate, and would work really well as a "review" level. There's a wide variety of challenges presented in an interesting and novel way, but the level also gives you plenty of breathing space to stop and work things out before rushing into them.
#30 (Tesla Coil - Part A) was a level that I found challenging, yet hugely entertaining. Watching the streams of fireballs in the southern section pass by each other was nothing short of mesmerizing, and I was quite sad when I had to shut them off! The only small criticism is that it's very easy to go through both teleport rooms first and get stuck because you haven't collected all the chips yet. Thankfully, this is quite near the beginning of the level, so it's not really a game-breaker for me.
#31 (Booster Shots) was another level I really enjoyed. While primarily a block-pushing exercise, there are also elements of monster manipulation and dodging to spice things up in between rooms. I also love that you can explore almost the whole level using the force floors, allowing the player to choose what order to do things in.
While an interesting level, I found #34 (Out of the Frying Pan) took far too much effort just to figure out what I was supposed to do. I spent hours pushing blocks randomly into teleports and deflecting fireballs with almost zero knowledge of what I was supposed to be doing, let alone why. It's just not a very intuitive level, so I can't vote it very high. Also, dodging fireballs in a 7x3 room with two blocks you cant trash, especially when the floor is also fire and the fireballs are hard to see was just mean.
Waiting around for 30 seconds at the beginning of #39 (Fwackoom) is really annoying, especially since once you're finally freed, you have to make a mad dash for a blue button to avoid cooking the level. On top of this, once you're past this point there's nothing more to the level than cloning some more fireballs and destroying some bombs...
Lastly, I'm so glad this set was rounded off by a level like #49 (Relic 2). The extra teeth monsters really add to the sense of urgency and make the level far more exciting. Running away from monsters, combined with the fast-paced nature of an ice puzzle, was incredibly enjoyable. Far from being annoyed when I found out most of the teeth were superfluous, I praise this level for two reasons:
(1) This level succeeds where so many others fail based on the simple concept of "more stuff does not necessarily equal a better level" - call it smoke and mirrors if you like, but this level achieves a lot by doing very little, and that has to be commended.
(2) This is the first level that has genuinely terrified me since VICTIM from CC1
To the Lipstick Pack!
CC1: 5,954,550 (completed)
--- CCLP1: 5,989,110 (completed)
--- CCLP2: 5,936,410 (148 levels completed)
--- CCLP3: 1,223,887 (a few levels completed)
My levelset JRB_CCLP1.ccl
--- CCLP1: 5,989,110 (completed)
--- CCLP2: 5,936,410 (148 levels completed)
--- CCLP3: 1,223,887 (a few levels completed)
My levelset JRB_CCLP1.ccl