03-Jun-2012, 2:15 PM
I've now updated the set to Version 1.006.
M11k4, as per your suggestion, I remade Level 67. Same concept, but there are now walls. The level now depicts a familiar scene...at least familiar to anyone who's seen Rockdet's playthrough of Nightmare on Block Street.
Because the new version of #67 is harder, I did not swap it with #38.
I also managed to find the problem you had in #96, M11k4. I added force floors so that bugs that get trapped between toggle walls will keep moving left instead of turning around.
I made a tiny change to Level 70's hint so that it's clearer which way you need to go to survive.
I added chips to #98 and put the keys behind sockets. This way you have to visit the upper-right first, thereby finding out how the tanks and toggle walls are set, before trying to complete the lock section.
Finally, I decided to retract my retraction of Level 99 from CCLP1 submission. That is, I would like it to be considered for voting, along with all the rest of the levels in the set except for #50. I thought about this for a while and decided to do this because one playtester really liked #99 and because it's really not that long, so it shouldn't be too frustrating. Additionally, I feel (correct me if I'm wrong) that many (but not all) of the traps can be avoided with some logic or at least intuition due to knowing that the level is unfair. Plus, some levels in all 3 of the official sets had guesswork anyway. I'll let the community, by voting, decide whether this level belongs in CCLP1 or not.
I've decided that barring more bug fixes, I will not make any more changes or additions to this set. Future levels I create will go into a new 100-level set, and once I am done, I will combine the sets and order the levels by difficulty and advanced concepts used (but this set and the new one will still be available in 100-level form). Speaking of the new set, I should have a preview of ~20 levels out by the end of this month for CCLP1 voting.
M11k4, as per your suggestion, I remade Level 67. Same concept, but there are now walls. The level now depicts a familiar scene...at least familiar to anyone who's seen Rockdet's playthrough of Nightmare on Block Street.
Because the new version of #67 is harder, I did not swap it with #38.
I also managed to find the problem you had in #96, M11k4. I added force floors so that bugs that get trapped between toggle walls will keep moving left instead of turning around.
I made a tiny change to Level 70's hint so that it's clearer which way you need to go to survive.
I added chips to #98 and put the keys behind sockets. This way you have to visit the upper-right first, thereby finding out how the tanks and toggle walls are set, before trying to complete the lock section.
Finally, I decided to retract my retraction of Level 99 from CCLP1 submission. That is, I would like it to be considered for voting, along with all the rest of the levels in the set except for #50. I thought about this for a while and decided to do this because one playtester really liked #99 and because it's really not that long, so it shouldn't be too frustrating. Additionally, I feel (correct me if I'm wrong) that many (but not all) of the traps can be avoided with some logic or at least intuition due to knowing that the level is unfair. Plus, some levels in all 3 of the official sets had guesswork anyway. I'll let the community, by voting, decide whether this level belongs in CCLP1 or not.
I've decided that barring more bug fixes, I will not make any more changes or additions to this set. Future levels I create will go into a new 100-level set, and once I am done, I will combine the sets and order the levels by difficulty and advanced concepts used (but this set and the new one will still be available in 100-level form). Speaking of the new set, I should have a preview of ~20 levels out by the end of this month for CCLP1 voting.