15-May-2016, 9:39 PM
(This post was last modified: 15-May-2016, 9:41 PM by Flareon350.)
Quote:1: That's one way of starting a set. This is surprisingly fun.
6: I'm a bit disappointed to see this one here. There are other, better levels in JoshL6 I didn't see so far in this set.
7: I've seen better mazes, but I still like this one.
8: Amazing concept. This might be good enough for CCLP4.
11: I like the paramecia spinning around the edge. It's an ordinary level, but I don't see what it has to do with Alaska's oil pipelines.
13: It's not particularly good. It would have been nice if some fireballs were facing different directions. In MSCC this changes nothing, but it would look better in Lynx.
16: Fun maze, awesome title.
17: This level looks like a giant piece of candy. It's one of the best levels so far.
21: I've seen better force floor mazes.
23: Levels with thick thin walls should be done more often. The title also caused me to think about the purpose of my life and what I should do about it, so thank you for that.
24: I generally don't like levels where you have to dig paths around monsters, especially when the playing area consists of chips instead of dirt. This level is no exception. Sorry.
25: That's not a very good level. Sorry.
26: Better than After the Rainstorm, and very fun.
30: As I played through the level, I kept wondering what was its purpose. When I exited on the first try, I still hadn't found it.
31: Great title, worrying time limit...but I guess that's intentional. Still, this is a bit unfair in Lynx. In MS it's a fun level.
33: That's one of the best ice mazes I've played in a long time.
34: No cypher? I don't mind. I still like this level.
35: Better than I expected.
36: Better than the previous one.
37: There needs to be more levels like this.
39: This one took me forever to solve. I don't think it's really that good, but it isn't very bad either.
41: This level is better in Lynx because paramecia are easier to see using the TW tileset than the MSCC tileset. Also, my brain has recovered from nonsensical writings, allowing me to appreciate this level's full potential.
42: This level feels like a waste of a perfectly good sokoban. The only real challenge is finding the yellow keys. Sorry.
45: This is a very fun level.
47: Levels like this should be done more often.
48: I generally don't like levels with strict time limits, but this one is very fun.
50: I HATE WALKERS ARGGH!!! Other than that and the force floor slide, nice level.
51: This level is fun and looks great.
53: This level remind me of Color Wheel in CCLP3, and for a while I was almost convinced this was an entry for the Walls of CCLP3 contest. It's better than Color Wheel, I think.
55: Surprisingly hard, considering there are only two blocks per sokoban. I like it.
56: Walls of CC1? It's a fun level, but nothing special.
57: Great level. The various puzzles are fun, and the walker part is priceless.
59: Still as great in Lynx.
61: I've seen better blue wall levels.
64: It's still the best level I ever played that is not in an official set. I hate boosting.
67: All I can say is: thanks for not using invisible walls.
68: I wish that glitch was emulated by Tile World...anyway it's a great level, and I would like to see it in CCLP4.
69: This level looks good, with the green lock patterns, but it is not very fun. It is very easy to miss a chip and have to go through the whole level to pick it up.
70: This level is extremely easy. It's essentially just "don't pick up green keys" and use the locks to take care of the rest.
71: I haven't solved it yet. Is there a secret trick or anything? I don't really fancy outrunning fireballs...
73: I would like to see this in CCLP4.
74: Why did all the H&H threads die? They were fun...anyway I like this level, it's fun and it looks great.
75: The outer mazes are well designed. The middle section is fun.
1. I chose this level as the start because it's extremely simple to play and to get the bold time as well. Jeffrey also mentioned this would be a good first level in CCLP4 which I first didn't agree with but now not so much.
6. I don't see this as a bad level it's just a maze that's confusing and in my opinion, a good level to introduce long mazes.
7. What kind of mazes have you seen that are better than this one? I'm curious about that.
8. I hope this gets into CCLP4, I don't see any flaws with it.
11. It has nothing to do with Alaska, it's just an easy variety level with the outside paramecia as an aesthetic. I named it Alaska because that said aesthetic made me think of the oil pipelines up there.
13. I didn't think fireballs facing other directions really mattered honestly but fair enough. It's just chip collecting though.
16. Simple maze design is simple!
17. I'm quite surprised with that feedback but thanks
21. See 7.
23. Lolz no problem
24. Of the few pure melee levels I've made, this is one of the better ones. It requires some thought and strategy to solve it.
25. How is this not a good level? Like I don't get what's bad about it other than the MS optimization side of it. If you could elaborate on that I'd appreciate it.
26. Has nothing to do with the Rainstorm levels
30. It's just another chip collecting level that would be tricky to optimize. Oh and it's aesthetics are beautiful.
31. Yeah I was aware it'd be tighter in Lynx but multiple blocks can be pushed so that minimizes waiting. If anything, it just requires a bit extra strategy in Lynx.
33. Thanks, it's very simply designed too!
34. No cypher level here either! That's why there's secret hints with passwords I feel like the whole "Cypher" level should be abandoned since they are too expected.
35. Seems a lot of people think so
36. I think this is the much better one too.
37. I am inclined to agree with you on that!
39. It's tricky yes but it's still kind of fun I think. Some people like it, some don't.
41. <3
42. It's Bummbua Banubauabgv inspired and I think it's a good puzzle level. It's not really a sokoban at all.
45. You're probably the only one who has thought so.
47. I like it too. Not a lot of people do, however. I don't really know why.
48. This was a submission for a create comp that required a level to only have 60 seconds. I extended it to 100 in the set it comes from (JoshL4) but decided to give it back the initial time limit for this set.
50. I'll admit the walkers are very dumb in this level.
51. And hell to optimize too!
53. Nope, I actually made this level a long time ago. It wasn't for any competition either.
55.
56. Yep, this won the CC1 walls competition a few years back! And I'm very happy it did, I think it's a ton of fun to play.
57. Yeah this is another one I'm hoping does well in CCLP4.
59. Just as great in any ruleset (even CC2 if I ported it!).
61. There might be better blue wall levels but this is by far my best and most favorite one.
64. At least I removed a glider for you
67. Lol no problem
68. This one is underrated. I hope it does well in CCLP4.
69. Really? I think it's a blast to play even if you miss a chip. And if you miss one, at least it's possible to find it and not have to restart!
70. Yes it is easy but the concept was never really done till this level. Which is why it's an all time favorite of a lot of people (including myself).
71. You don't have to outrace any fireballs lolz. The trick is to grab the correct boot so the fireball still hits all the trap buttons.
73. This has actually gotten pretty great feedback from a few others which surprises me. Glad you liked it!
74. The Hurt and Heal threads I think died out sadly. But once CCLP4 is released, I wouldn't be surprised if one for that set is done
Oh yeah you called a lot of levels "ordinary" and I have to ask, what is your definition of ordinary, Chipster? Not a bad thing I'm just curious.
The last half of the set isn't THAT difficult but it is pretty challenging in a few areas. Hope you have fun with it and thanks for the feedback.