14-Sep-2012, 10:05 PM
Quote:I do apologize for the screw in level 4. I knew it was possible but I expected people to do that room first. The video, however, is hilarious.
For level 7 I know I have seen that concept before, but I do not remember exactly where. It may have been your set. If so, awesome.
You're right, normally Level 4's cook wouldn't be an issue. The problem is that it usually takes 20-30 seconds for the fireballs to drain out of the upper room, so after a few attempts I started working on the lower sections while waiting for the upper to finish. On that particular attempt, I got done with both lower sections (the only time I managed this) before I realized the fireballs had reached equilibrium upstairs instead of leaving like they normally do. As such, I consider the level to be mentally complete, even if my TWS file doesn't say so.
Level 7 reminds me of the blue wall maze in my set where you solve it by turning every time you hit a wall. It's not quite the same, but thinking of it helped me find the solution.
...
It turns out my mistake was downloading the version in your original post instead of the more recent version a few posts above. I now have tried every level in your 31-level set and completed about a third of them (and no, I didn't complete No Good Can Come of This).
#10 Singing Dragon Dungeon is my new favorite. It was hard, and took me at least a dozen tries to complete, but it wasn't so overly demanding as to discourage me; I knew I could do it given enough patience. I.e., perfect difficulty. And it was fun; I especially liked the glider counting puzzle. Only things I have to point out are that you can skip the pop-up wall next to the glider counting puzzle (just bring the block in, wait for an opening, and push it onto the force floor to clog the gliders). Also, the block next to the fire boot is totally unnecessary; you have no reason to go back down anyway.
In #18 Teeth-o-ban, once you're through the tricky rooms to get the keys, it's laughably easy to cage the teeth in against the gravel with blocks, leaving you free to complete the bomb-blowing at your leisure. Still, it's a nice relaxing level and doesn't wear out its welcome, unlike Pain.
In #31 Choose One, I see that the lower section took advantage of that glitch where sliding blocks think Chip-on-a-wall is just Chip and therefore crush him. I tried 5 or 6 times to get by boosting, but never succeeded. Is it known to be impossible to boost away from a sliding block like that? Or was I just unlucky? I wasn't going to even try the top section at first, but then it turned out the pink ball elevator was way easier than it looked, so I got it done.
Overall, this set's main good points are the level aesthetics and the original room and puzzle design found throughout the levels. Some features I don't like so much are the emphasis on dodging monsters colliding with other monsters (such as in #4, #24, and #27) as well as the confusing brown/red button connections found throughout levels like #8, #9, and #14. All the levels I completed, though, I thoroughly enjoyed.