10-Jul-2013, 1:03 PM
Quote:#14 Key Hunt -- This level seemed to flow very nicely once I figured out the first half. It was enjoyable despite the CCLP3-style "false modularity" where it looks like you can do multiple parts first when there is really only one order (in this case, bottom-left must come before top-right). However, returning to the pink ball corridor is a big problem. In MS, you have 2 ways to avert lucky timing--either "hit the brakes" by moving against the FF, or step off backwards and wait on the gravel. In Lynx, no such luxury--you must walk across the rapidly-filling walker room if you want a fast shot into the corridor.
Also, this level is BUSTED--you can exit using only 2 yellow keys and 0 chips. (-3 penalty
if neither the bust nor the timing issue is fixed, drops to -2
if 1 but not both are fixed, -0
if both are fixed.) (-2
if the timing issue is not fixed, the bust can be fixed or not at author's discretion. I dunno, maybe it'd be nice to have a CCLP1 level with "shortcuts" built in like this one.)
I have fixed these problems on my copy of the Dragon Pack. To correct the force floor issue, i added a floor space at (19,3), allowing the player to wait for the ball to pass. To fix the bust, I have removed one of the yellow keys in the upper right hand room, and I have switched the door at (8,29) from yellow to green.
Question for CCLP1 Staff: Now that I have fixed these problems, should I send you the corrected version of the level?