22-Jan-2016, 11:21 PM
Set has been updated! Here are the release notes:
001 HOARDER (LESSON 1)
time: 150
replay: Y (3120)
bonus: confirmed
changes: none
comments:
002 PUSH AND PULL (LESSON 2)
time: 400
replay: Y (4850)
bonus: confirmed
changes: replaced water with bombs to make bonuses possible
comments:
003 ONE LESS’N BEFORE (LESSON 3)
time: 100
replay: Y (2180)
bonus: confirmed
changes: none
comments:
004 THOUGHTFUL (LESSON 4)
time: 450
replay: Y (4900)
bonus: confirmed
changes: now only 8 ants instead of 10, confirmed bonus
005 THIN BLUE LINE (LESSON 5)
time: 400
replay: Y (3740)
bonus: none
comments: A completely new level, replaces “Pool of the Accursed” due to poor reviews. The puzzle involves carrying a lightning tool across three rooms without triggering a catastrophe.
006 SPIRIT PORTAL (LESSON 6)
time: 200
replay: Y (3970)
bonus: confirmed
changes: none
007 IF WALLS COULD SPEAK (LESSON 7)
time: 150
replay: Y (3310)
bonus: confirmed
changes: none
008 SHE’S GOT A TICKET (LESSON 8)
time: 150
replay: Y (3600)
bonus: confirmed
changes: none
009 OL’ STUNT BANDS (NUTS AND BOLTS)
time: 400
replay: Y (3920, forgot to get x2 flag)
bonus: confirmed
changes: updated bowling ball area with thin walls, added bonus flags to fireball room, removed half of the swivel doors to make it less likely to get stuck
010 PROBING ACTUALITY (BRUSHFIRE)
time: 350
replay: Y (1990)
bonus: confirmed
changes: none
011 AROUND THE CORNER (TRINITY)
time: 800
replay: N
bonus: confirmed
changes: added ice to the chip/bonus pathways
012 HASHTAGS (HUNT)
time: 450
replay: broken towards end
bonus: confirmed
changes: changed placement/value of bonuses; all bonuses are obtainable now
013 GREAT TRAIN ROBBERY (SOUTHPOLE)
time: 999
replay: N
bonus: confirmed
changes: none
014 TELEBLAST (TELEBLOCK)
time: 999
replay: N
bonus: none
changes: removed bonus, made cosmetic fix w/ yellow floors replacing dirt blocks outside rooms
015 FORCE ANXIETY (ELEMENTARY)
time: 450
replay: N
bonus: confirmed
changes: made popup wall / no green key tiles separate to avoid bug, added 2nd 1K bonus at upper right
016 CAREENING (CELLBLOCKED)
time: 600
replay: N
bonus: confirmed
changes: none
017 DEADLY SMILE (NICE DAY)
time: 200
replay: N
bonus: confirmed
changes: updated the hint to be a little bit more specific
018 DUNGEON QUEST (CASTLE MOAT)
time: 999
chips: 15
replay: Y
bonus: confirmed
changes: This is a complete overhaul of my previous design. I think it is MUCH improved. The dungeon monsters are still there, but they are separated by many dirt blocks. All rovers carry hooks so the blocks are constantly shifting. There are four `auto-turrets’ which the player can strategically start and stop. Finally, a double yellow teleport system keeps you in communication with the castle, so reloading isn’t as annoying. You could probably also play the level using the yellow teleports to drown the monsters in the moat, as an alternate strategy.
019 ROVER SWAPPER (DIGGER)
time: 500
chips: 1
replay: N (actions all seem right but it doesn’t work for some reason)
bonus: none
changes: removed the bonus
020 MISBEHAVIOR (TOSSED SALAD)
time: 400
chips: 0
replay: N
bonus: unconfirmed
changes: significantly enhanced the secret area
021 INTERNET FREEZE (ICEBERG)
time: 400
chips: 140
replay: Y
bonus: confirmed
changes: upped time limit to 400
022 EVER PASSING MOMENT (FORCED ENTRY)
time: 600
chips: 8
replay: Y
bonus: unconfirmed
changes: none
023 REDEMPTION LEVEL (BLOBNET)
time: 0
chips: 0
replay: Y
bonus: Y
changes: none
024 AUTOMATIC MINING MACHINE (OORTO GELD)
time: 999
chips: 42
replay: Y
bonus: confirmed
changes: none
025 CONSTANT COMPANION (BLINK)
time: 700
chips: 23
replay: Y
bonus: confirmed
changes: none
026 PROCESS IMPROVEMENT (CHCHCHIPS)
time: 600
chips: 9
replay: Y
bonus: confirmed
changes: moved exit to make bonuses non-trivial
027 DETECTIVE STORY (GO WITH THE FLOW)
time: 400
chips: 3
replay: Y
bonus: confirmed
changes: none
028 FACES IN THE MIRROR (PING PONG)
time: 500
chips: 0
replay: broken
bonus: confirmed
changes: none
029 TWENTY-FIRST CENTURY ICE MAZE (ARCTICFLOW)
time: 800
chips: 82
replay: Y
bonus: confirmed
comments: Pretty difficult as far as mazes go. I definitely amplified the theme from its predecessor about it being easier to get to a boot than to return with it. There are four maze rooms, but three of them are played differently with the ice boots than without, leading to seven distinct mazes.
030 BUTTON SMASHER (MISHMESH)
time: 600
chips: 36
replay: N
bonus: none
comments: Another difficult maze. It’s exactly the maze from Mishmesh but the buttons are wired such that all toggle floors are acting walls, and all toggle walls are acting floors. I apologize in advance!
031 PRETZEL (KNOT)
time: 150
chips: 46
replay: Y
bonus: none
comments: Railroads and popup walls, nothing too terribly difficult. The biggest challenge is unraveling the knot and ending up near the exit.
032 SWIVEL MAZE (SCAVENGER HUNT)
time: 400
chips: 18
replay: N
bonus: none
comments: I was at a loss for what to do with these walls. Replacing all the SE corners with swivel doors makes it an easy and casual experience.
033 FIGHTING FIRE WITH ICE (ON THE ROCKS)
time: 900
chips: 9
replay: N
bonus: none
comments: Streams of ice blocks pour out of each cloner when the button is pressed. It’s much faster paced than ON THE ROCKS but still requires planning.
034 RELICS OF A LOST AGE (CYPHER)
time: 555
chips: 113
replay: Y
bonus: confirmed
comments: Aiming for casual play here. The walls and floors are CYPHER are inverted, and the level is about ‘excavating’ these relics from a lost age when levels were password protected.
035 STACKS (LEMMINGS)
time: 400
chips: 10
replay: N
bonus: confirmed
comments: Action level with plenty of hiding spaces. There’s just enough chaos outside the stacks to make planning your next move a challenge.
036 SLIDESHOW SIDESHOW (LADDER)
time: 350
chips: 27
replay: N
bonus: confirmed
comments: The two big puzzle rooms (S and E) are the focus of this level.
037 BULLSEYE VILLAGE (SEEING STARS)
time: 400
chips: 37
replay: N
bonus: none
comments: The original level is almost unrecognizable due to the bullseye rings and invisible walls. It’s a simple invisible wall maze with a little bit of dodging.
038 DOUBLE E FINAL (SAMPLER)
time: 600
chips: 0
replay: Y
bonus: confirmed
comments: This logic exam consists of 9 electricity puzzles. Solving each allows you access to the next room. The two blue keys in the starting room allow you to skip up to 2 problems, or can be used for bonuses at the end.
039 WHEN MY GOBBLING DAYS ARE OVER (GLUT)
time: 200
chips: 0
replay: Y
bonus: none
comments: I was always confused by GLUT. It seemed very pointless with the immobile teeth monsters and low chip count. This is my updated vision for what the idea should have been, the trick being to avoid teeth while shedding blue keys and clearing a path to the exit.
040 TANTALIZING BARRIERS (FLOORGASBORG)
time: 600
chips: 1
replay: N
bonus: none
comments: The chips form the effective walls of this level. Pick up one and you won’t be able to exit. I’d rate this as a fairly difficult puzzle.
041 DOWNRIVER PUSH (I.C. YOU)
time: 0
chips: 56
replay: N
bonus: none
comments: My untimed dirt block & water level for the set. Substituting blocks for walls and water for floors wasn’t quite possible, so I added 4 bowling balls to be used creatively. Oh, and I left all the ants and teleports in just because.
042 BEWARE OF SHAPESHIFTER
time: 500
chips: 0
replay: N
bonus: none
comments: This is another level where I build on the original concept. It will keep you on your toes! At each corner you have about a second to identify which will be the safe hiding square after the monster passes through one, two or three transmogrifiers.
043 SYNCHRONOUS MODE BLOCKING (LOCK BLOCK)
time: 700
chips: 0
replay: N
bonus: confirmed
comments: The hook really seems like it should make your life easier than it does.
(044 based on REFRACTION is missing and remains under construction)
045 FOOTRACE THROUGH FIRE SWAMP
time: 600
chips: 41
replay: N
bonus: none
comments: A few different puzzle concepts on the right side form the slow buildup for the footrace on the left.
046 FEARLESS ACROBAT (THREE DOORS)
time: 450
chips: 37
replay: Y
bonus: confirmed
comments: One opening puzzle, and then three dodging concepts. Hidden bonus.
047 DAY TRADER ON ICE (PIER SEVEN)
time: 90
chips: 4
replay: Y
bonus: confirmed
comments: A frenetic itemswapper around a central rink. With careful route planning you can buy yourself enough time for the bonuses.
048 RETURN STRATEGIES (MUGGER SQUARE)
time: 700
chips: 5
replay: N
bonus: none
comments: In each of the four rooms, you need to plan a route back before stepping on the thief.
049 ERRBODY GOT PROBLEMS (PROBLEMS)
time: 300
chips: 18
replay: N
bonus: confirmed
comments: My take on the PROBLEMS concept. Blue keys will be erased by the pink ball onslaught. Grab enough to get through the doors; the six extra will be good for bonuses. In the top room you get to set yourself up for success using the doppelgangers.
050 FAVORABLE DISTRIBUTION (DIGDIRT)
time: 800
chips: 16
replay: N
bonus: none
comments: Blobs are deterministic (you're welcome). Should be plenty of time for this sandboxy level.
051 WALKING ON EGGSHELLS (I SLIDE)
time: 750
chips: 113
replay: N
bonus: confirmed
comments: Each bowling ball buys you a useful split second. There aren’t any spares, so one strike and you’re in the gutter.
061 PAN DIMENSIONAL SLIME RAILWAY (RINK)
time: 500
chips: 1
replay: N
bonus: none
comments: It’s exactly the maze from RINK but looking very different and a lot more fun to play IMO. The colors separate the four ‘dimensions’. I made it more of a key hunt than a thrash-a-thon.
001 HOARDER (LESSON 1)
time: 150
replay: Y (3120)
bonus: confirmed
changes: none
comments:
002 PUSH AND PULL (LESSON 2)
time: 400
replay: Y (4850)
bonus: confirmed
changes: replaced water with bombs to make bonuses possible
comments:
003 ONE LESS’N BEFORE (LESSON 3)
time: 100
replay: Y (2180)
bonus: confirmed
changes: none
comments:
004 THOUGHTFUL (LESSON 4)
time: 450
replay: Y (4900)
bonus: confirmed
changes: now only 8 ants instead of 10, confirmed bonus
005 THIN BLUE LINE (LESSON 5)
time: 400
replay: Y (3740)
bonus: none
comments: A completely new level, replaces “Pool of the Accursed” due to poor reviews. The puzzle involves carrying a lightning tool across three rooms without triggering a catastrophe.
006 SPIRIT PORTAL (LESSON 6)
time: 200
replay: Y (3970)
bonus: confirmed
changes: none
007 IF WALLS COULD SPEAK (LESSON 7)
time: 150
replay: Y (3310)
bonus: confirmed
changes: none
008 SHE’S GOT A TICKET (LESSON 8)
time: 150
replay: Y (3600)
bonus: confirmed
changes: none
009 OL’ STUNT BANDS (NUTS AND BOLTS)
time: 400
replay: Y (3920, forgot to get x2 flag)
bonus: confirmed
changes: updated bowling ball area with thin walls, added bonus flags to fireball room, removed half of the swivel doors to make it less likely to get stuck
010 PROBING ACTUALITY (BRUSHFIRE)
time: 350
replay: Y (1990)
bonus: confirmed
changes: none
011 AROUND THE CORNER (TRINITY)
time: 800
replay: N
bonus: confirmed
changes: added ice to the chip/bonus pathways
012 HASHTAGS (HUNT)
time: 450
replay: broken towards end
bonus: confirmed
changes: changed placement/value of bonuses; all bonuses are obtainable now
013 GREAT TRAIN ROBBERY (SOUTHPOLE)
time: 999
replay: N
bonus: confirmed
changes: none
014 TELEBLAST (TELEBLOCK)
time: 999
replay: N
bonus: none
changes: removed bonus, made cosmetic fix w/ yellow floors replacing dirt blocks outside rooms
015 FORCE ANXIETY (ELEMENTARY)
time: 450
replay: N
bonus: confirmed
changes: made popup wall / no green key tiles separate to avoid bug, added 2nd 1K bonus at upper right
016 CAREENING (CELLBLOCKED)
time: 600
replay: N
bonus: confirmed
changes: none
017 DEADLY SMILE (NICE DAY)
time: 200
replay: N
bonus: confirmed
changes: updated the hint to be a little bit more specific
018 DUNGEON QUEST (CASTLE MOAT)
time: 999
chips: 15
replay: Y
bonus: confirmed
changes: This is a complete overhaul of my previous design. I think it is MUCH improved. The dungeon monsters are still there, but they are separated by many dirt blocks. All rovers carry hooks so the blocks are constantly shifting. There are four `auto-turrets’ which the player can strategically start and stop. Finally, a double yellow teleport system keeps you in communication with the castle, so reloading isn’t as annoying. You could probably also play the level using the yellow teleports to drown the monsters in the moat, as an alternate strategy.
019 ROVER SWAPPER (DIGGER)
time: 500
chips: 1
replay: N (actions all seem right but it doesn’t work for some reason)
bonus: none
changes: removed the bonus
020 MISBEHAVIOR (TOSSED SALAD)
time: 400
chips: 0
replay: N
bonus: unconfirmed
changes: significantly enhanced the secret area
021 INTERNET FREEZE (ICEBERG)
time: 400
chips: 140
replay: Y
bonus: confirmed
changes: upped time limit to 400
022 EVER PASSING MOMENT (FORCED ENTRY)
time: 600
chips: 8
replay: Y
bonus: unconfirmed
changes: none
023 REDEMPTION LEVEL (BLOBNET)
time: 0
chips: 0
replay: Y
bonus: Y
changes: none
024 AUTOMATIC MINING MACHINE (OORTO GELD)
time: 999
chips: 42
replay: Y
bonus: confirmed
changes: none
025 CONSTANT COMPANION (BLINK)
time: 700
chips: 23
replay: Y
bonus: confirmed
changes: none
026 PROCESS IMPROVEMENT (CHCHCHIPS)
time: 600
chips: 9
replay: Y
bonus: confirmed
changes: moved exit to make bonuses non-trivial
027 DETECTIVE STORY (GO WITH THE FLOW)
time: 400
chips: 3
replay: Y
bonus: confirmed
changes: none
028 FACES IN THE MIRROR (PING PONG)
time: 500
chips: 0
replay: broken
bonus: confirmed
changes: none
029 TWENTY-FIRST CENTURY ICE MAZE (ARCTICFLOW)
time: 800
chips: 82
replay: Y
bonus: confirmed
comments: Pretty difficult as far as mazes go. I definitely amplified the theme from its predecessor about it being easier to get to a boot than to return with it. There are four maze rooms, but three of them are played differently with the ice boots than without, leading to seven distinct mazes.
030 BUTTON SMASHER (MISHMESH)
time: 600
chips: 36
replay: N
bonus: none
comments: Another difficult maze. It’s exactly the maze from Mishmesh but the buttons are wired such that all toggle floors are acting walls, and all toggle walls are acting floors. I apologize in advance!
031 PRETZEL (KNOT)
time: 150
chips: 46
replay: Y
bonus: none
comments: Railroads and popup walls, nothing too terribly difficult. The biggest challenge is unraveling the knot and ending up near the exit.
032 SWIVEL MAZE (SCAVENGER HUNT)
time: 400
chips: 18
replay: N
bonus: none
comments: I was at a loss for what to do with these walls. Replacing all the SE corners with swivel doors makes it an easy and casual experience.
033 FIGHTING FIRE WITH ICE (ON THE ROCKS)
time: 900
chips: 9
replay: N
bonus: none
comments: Streams of ice blocks pour out of each cloner when the button is pressed. It’s much faster paced than ON THE ROCKS but still requires planning.
034 RELICS OF A LOST AGE (CYPHER)
time: 555
chips: 113
replay: Y
bonus: confirmed
comments: Aiming for casual play here. The walls and floors are CYPHER are inverted, and the level is about ‘excavating’ these relics from a lost age when levels were password protected.
035 STACKS (LEMMINGS)
time: 400
chips: 10
replay: N
bonus: confirmed
comments: Action level with plenty of hiding spaces. There’s just enough chaos outside the stacks to make planning your next move a challenge.
036 SLIDESHOW SIDESHOW (LADDER)
time: 350
chips: 27
replay: N
bonus: confirmed
comments: The two big puzzle rooms (S and E) are the focus of this level.
037 BULLSEYE VILLAGE (SEEING STARS)
time: 400
chips: 37
replay: N
bonus: none
comments: The original level is almost unrecognizable due to the bullseye rings and invisible walls. It’s a simple invisible wall maze with a little bit of dodging.
038 DOUBLE E FINAL (SAMPLER)
time: 600
chips: 0
replay: Y
bonus: confirmed
comments: This logic exam consists of 9 electricity puzzles. Solving each allows you access to the next room. The two blue keys in the starting room allow you to skip up to 2 problems, or can be used for bonuses at the end.
039 WHEN MY GOBBLING DAYS ARE OVER (GLUT)
time: 200
chips: 0
replay: Y
bonus: none
comments: I was always confused by GLUT. It seemed very pointless with the immobile teeth monsters and low chip count. This is my updated vision for what the idea should have been, the trick being to avoid teeth while shedding blue keys and clearing a path to the exit.
040 TANTALIZING BARRIERS (FLOORGASBORG)
time: 600
chips: 1
replay: N
bonus: none
comments: The chips form the effective walls of this level. Pick up one and you won’t be able to exit. I’d rate this as a fairly difficult puzzle.
041 DOWNRIVER PUSH (I.C. YOU)
time: 0
chips: 56
replay: N
bonus: none
comments: My untimed dirt block & water level for the set. Substituting blocks for walls and water for floors wasn’t quite possible, so I added 4 bowling balls to be used creatively. Oh, and I left all the ants and teleports in just because.
042 BEWARE OF SHAPESHIFTER
time: 500
chips: 0
replay: N
bonus: none
comments: This is another level where I build on the original concept. It will keep you on your toes! At each corner you have about a second to identify which will be the safe hiding square after the monster passes through one, two or three transmogrifiers.
043 SYNCHRONOUS MODE BLOCKING (LOCK BLOCK)
time: 700
chips: 0
replay: N
bonus: confirmed
comments: The hook really seems like it should make your life easier than it does.
(044 based on REFRACTION is missing and remains under construction)
045 FOOTRACE THROUGH FIRE SWAMP
time: 600
chips: 41
replay: N
bonus: none
comments: A few different puzzle concepts on the right side form the slow buildup for the footrace on the left.
046 FEARLESS ACROBAT (THREE DOORS)
time: 450
chips: 37
replay: Y
bonus: confirmed
comments: One opening puzzle, and then three dodging concepts. Hidden bonus.
047 DAY TRADER ON ICE (PIER SEVEN)
time: 90
chips: 4
replay: Y
bonus: confirmed
comments: A frenetic itemswapper around a central rink. With careful route planning you can buy yourself enough time for the bonuses.
048 RETURN STRATEGIES (MUGGER SQUARE)
time: 700
chips: 5
replay: N
bonus: none
comments: In each of the four rooms, you need to plan a route back before stepping on the thief.
049 ERRBODY GOT PROBLEMS (PROBLEMS)
time: 300
chips: 18
replay: N
bonus: confirmed
comments: My take on the PROBLEMS concept. Blue keys will be erased by the pink ball onslaught. Grab enough to get through the doors; the six extra will be good for bonuses. In the top room you get to set yourself up for success using the doppelgangers.
050 FAVORABLE DISTRIBUTION (DIGDIRT)
time: 800
chips: 16
replay: N
bonus: none
comments: Blobs are deterministic (you're welcome). Should be plenty of time for this sandboxy level.
051 WALKING ON EGGSHELLS (I SLIDE)
time: 750
chips: 113
replay: N
bonus: confirmed
comments: Each bowling ball buys you a useful split second. There aren’t any spares, so one strike and you’re in the gutter.
061 PAN DIMENSIONAL SLIME RAILWAY (RINK)
time: 500
chips: 1
replay: N
bonus: none
comments: It’s exactly the maze from RINK but looking very different and a lot more fun to play IMO. The colors separate the four ‘dimensions’. I made it more of a key hunt than a thrash-a-thon.
My CC1 custom levelset, JoshuaBoneLP.dat
My 'Walls of CC1' custom levelset for CC2, JBoneWOCC.zip, containing levels based on the first 28 levels of CC1.
My CC2 misfit levels, JBoneMisfits.zip, containing 4 levels that didn't fit anywhere else.
Designer totals:
15 levels in CCLP3
52 levels in CC2
Public Apology: I'm very, very sorry about HAUNTED CASTLE, ANTARCTICA, and the endings on VENICE and THINKTANK.
My 'Walls of CC1' custom levelset for CC2, JBoneWOCC.zip, containing levels based on the first 28 levels of CC1.
My CC2 misfit levels, JBoneMisfits.zip, containing 4 levels that didn't fit anywhere else.
Designer totals:
15 levels in CCLP3
52 levels in CC2
Public Apology: I'm very, very sorry about HAUNTED CASTLE, ANTARCTICA, and the endings on VENICE and THINKTANK.