26-Aug-2013, 6:13 AM
I enjoy devices, as long as they do something that the level does for it to work properly. Also, I enjoy them more when they are made efficiently, like just pushing a block onto a toggle button instead of cloning a block that then changes the toggles off-screen, or using single-use cloners instead of just a trap. One of my own levels have also used a toggle resetting device (kidsfair #43).
The most common devices are probably:
-Cloning devices where one monster clones a stream of others.
Example: CC1 #11 (Fortune Favours The), which is not quite the same as a simple stream like CC1 #91 (Jumping Swarm).
-Toggle and tank switching devices.
Example: CC1 #26 (Chchchips) and #27 (Go with the Flow).
-A combination of the above two, having a cloning stream that can be affected using toggles.
Example: CC1 #5 (Lesson 5); CCLP2 #33 (The Big Button Quest) ; etc.
-Timing delay devices.
Example: CC1 #49 (Problems) ; CC1 #111 (Time Lapse).
-Setting of an alarm of sorts once a button is pressed a certain amount of times.
Example: CC1 #123 (The Prisoner).
-Obstacles in front of the exit that need to be cleared out.
Example: CC1 #45 (Monster Lab) ; CCLP2 #34 (Cypher II).
Other interesting devices from CC1 and CCLP2 include:
-CC1 #52 (The Last Laugh), where teeth control the direction of a stream of monsters.
-CC1 #121 (Perfect Match), where monsters keep pressing a toggle button and a stream of monsters is either on or off.
-CC1 #122 & #131 (Totally (Un)Fair), where a teeth monster controls a trap button.
-CC1 #128 (All Full), where cloning enough monsters in an area stops a button from being pressed.
-CCLP2 #21 (Block Away), where pressing a button kills Chip somewhere else.
-CCLP2 #142 (Chomper Romp), teeth herding by design.
-CCLP2 #53 (Security Breach), where a trap button needs to be pressed to allow a ball to turn a tank so it doesn't press a toggle which would deny access to the exit. Wonderful.
I didn't look at the devices in CCLP3 because there are just so many of them. I'd bet most of them fall under the above categories though, but not all.
-Miika
The most common devices are probably:
-Cloning devices where one monster clones a stream of others.
Example: CC1 #11 (Fortune Favours The), which is not quite the same as a simple stream like CC1 #91 (Jumping Swarm).
-Toggle and tank switching devices.
Example: CC1 #26 (Chchchips) and #27 (Go with the Flow).
-A combination of the above two, having a cloning stream that can be affected using toggles.
Example: CC1 #5 (Lesson 5); CCLP2 #33 (The Big Button Quest) ; etc.
-Timing delay devices.
Example: CC1 #49 (Problems) ; CC1 #111 (Time Lapse).
-Setting of an alarm of sorts once a button is pressed a certain amount of times.
Example: CC1 #123 (The Prisoner).
-Obstacles in front of the exit that need to be cleared out.
Example: CC1 #45 (Monster Lab) ; CCLP2 #34 (Cypher II).
Other interesting devices from CC1 and CCLP2 include:
-CC1 #52 (The Last Laugh), where teeth control the direction of a stream of monsters.
-CC1 #121 (Perfect Match), where monsters keep pressing a toggle button and a stream of monsters is either on or off.
-CC1 #122 & #131 (Totally (Un)Fair), where a teeth monster controls a trap button.
-CC1 #128 (All Full), where cloning enough monsters in an area stops a button from being pressed.
-CCLP2 #21 (Block Away), where pressing a button kills Chip somewhere else.
-CCLP2 #142 (Chomper Romp), teeth herding by design.
-CCLP2 #53 (Security Breach), where a trap button needs to be pressed to allow a ball to turn a tank so it doesn't press a toggle which would deny access to the exit. Wonderful.
I didn't look at the devices in CCLP3 because there are just so many of them. I'd bet most of them fall under the above categories though, but not all.
-Miika