Posts: 165
Threads: 8
Joined: May 2012
Favorite Pack: CC1
18-Feb-2014, 8:58 AM
(This post was last modified: 18-Feb-2014, 8:59 AM by jbdude55.)
Something I've been curious about - I would assume that the set is not comprised of merely the 149 "highest voted" levels, although I hope that this would have been a major deciding factor when the staff put together the set.
My question is, what were the highest and lowest average ratings of levels that made it into CCLP1-proper? I.e. "the highest rated level in CCLP1 had an average rating of abc and the lowest rated level in CCLP1 had an average rating of xyz". Also, to get an idea of how fierce the competition was, what was the highest average rating to not make it into CCLP1?
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
Posts: 921
Threads: 65
Joined: Oct 2012
Favorite Pack: CCLP3
Scorecard:
random 8
How did the nominated levels do in voting?
Posts: 837
Threads: 71
Joined: Nov 2013
Favorite Pack: CCLP4
Scorecard:
chipster1059
Will there be a special hidden level thanking the CCLP1 team?
Posts: 159
Threads: 19
Joined: Jan 2012
Favorite Pack: CC2LP1
Scorecard:
Bowman
How close was Not_CCPL1 to the real thing?
~Bowman
~Bowman
Posts: 215
Threads: 18
Joined: Jun 2013
Favorite Pack: CCLP3
Scorecard:
Eddy Limb
18-Feb-2014, 4:09 PM
(This post was last modified: 18-Feb-2014, 4:10 PM by lookatthis.)
How many designers have levels in CCLP1 and who are they?
Posts: 215
Threads: 35
Joined: Jan 2012
Favorite Pack: CCLP4
Scorecard:
Andrew Menzies
On average, would you say CCLP1 is easier or harder than CC1? What about after we disregard the "fake difficulty" in CC1 (mainly guesswork, tedious block pushing, and slide-delay-induced lucky timing) and focus on the core action and puzzles?
How many 0-chip levels are in the set, and what's the highest chip count for any one level? How many levels have extra chips? If you can't give me exact answers, then how do these numbers compare to CC1?
Did any levels surprise you by doing much, much better in the voting than you expected?
How many levels have 999 seconds? are untimed? (Compare to CC1 if you don't want to give me exact answers)
How hard was it to come up with an ordering for the levels? Was putting levels in the same slot as a CC1 level with a similar concept ever a deciding factor at all?
What were some of the level type categories you came up with to organize/winnow the levels and keep the set varied?
What was your favorite part of the process? What would you change, if anything, if you had to do it again?