#10 - Good level, kept me guessing.
#11 - Great concept, until I discovered the bust (:
#18 - Another good level, good thing the easiest side of the teleport to access is the right path to take, or this would have been very annoying!
#20 - Very dirty, but I actually really enjoyed it, reminded me of Zelgon's Lair from CCLP3.
#21 - The cloned block to the south can be used to clear the bomb and exit. I don't know if this was the intended solution or a bust, but looking in the editor afterwards, it seemed like there was supposed to be more to the level than this.
#23 - A few problems here: The 9th chip, reached by holding down the brown button is unnecessary, as only 8 are required (this chip is rather hard to get due to pushing blocks over force floors whilst surrounded by blobs on ice...) Also, more significantly, two blue keys are required to reach the exit, but as far as i can tell only one is provided. Lastly, but less significantly, the blobs at the start get stuck on the teleport, and bounce back and forth across the ice, rather than keep the "train" going, as I suppose was the intention.
#24 - Had I not realised it was busted early on, this one would definitely have annoyed me. I don't see a green button to switch the toggle walls and get the two chips. If you fixed that, it would still be horrible getting the gliders through the toggle walls to explode the bombs. And even if you fixed THAT, there must be well over a hundred blocks to push, just to find one green, blue and yellow key. There are fourteen red keys, but taking more than one cooks the level! Aargh!
#26 - Another level I enjoyed once I figured out what was going on, but another level I feel the majority will dislike. It's really hard to figure out when it's safe to push blocks off the third clone machine, and right after that is another cheap hot block >_> Still a well-designed level though, the last level in my CCLP1 submissions set is along the same kind of lines, which might have been why I liked this one.
#27 - I've not tried this level yet, but I did notice while glancing at it in the editor that the northern fireball cloner section involves many red buttons pressed at the same time, so no matter what red buttons you hit in the process of getting the suction boots, the eventual pattern always seemed to end up the same, with fireballs cloned from columns 25, 29 and 30 only. Maybe this is intended, but the escape from this room could be made much harder!
#11 - Great concept, until I discovered the bust (:
#18 - Another good level, good thing the easiest side of the teleport to access is the right path to take, or this would have been very annoying!
#20 - Very dirty, but I actually really enjoyed it, reminded me of Zelgon's Lair from CCLP3.
#21 - The cloned block to the south can be used to clear the bomb and exit. I don't know if this was the intended solution or a bust, but looking in the editor afterwards, it seemed like there was supposed to be more to the level than this.
#23 - A few problems here: The 9th chip, reached by holding down the brown button is unnecessary, as only 8 are required (this chip is rather hard to get due to pushing blocks over force floors whilst surrounded by blobs on ice...) Also, more significantly, two blue keys are required to reach the exit, but as far as i can tell only one is provided. Lastly, but less significantly, the blobs at the start get stuck on the teleport, and bounce back and forth across the ice, rather than keep the "train" going, as I suppose was the intention.
#24 - Had I not realised it was busted early on, this one would definitely have annoyed me. I don't see a green button to switch the toggle walls and get the two chips. If you fixed that, it would still be horrible getting the gliders through the toggle walls to explode the bombs. And even if you fixed THAT, there must be well over a hundred blocks to push, just to find one green, blue and yellow key. There are fourteen red keys, but taking more than one cooks the level! Aargh!
#26 - Another level I enjoyed once I figured out what was going on, but another level I feel the majority will dislike. It's really hard to figure out when it's safe to push blocks off the third clone machine, and right after that is another cheap hot block >_> Still a well-designed level though, the last level in my CCLP1 submissions set is along the same kind of lines, which might have been why I liked this one.
#27 - I've not tried this level yet, but I did notice while glancing at it in the editor that the northern fireball cloner section involves many red buttons pressed at the same time, so no matter what red buttons you hit in the process of getting the suction boots, the eventual pattern always seemed to end up the same, with fireballs cloned from columns 25, 29 and 30 only. Maybe this is intended, but the escape from this room could be made much harder!
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