23-Jul-2016, 7:12 PM
1: This would have been a great tank level, but the block room is so late in the level it ruins the whole thing. Sad.
2: That's a nasty dodging level.
3: This dodging level is too strict in the ice part.
4: This is a very good concept.
5: I can easily see this get annoying, but some of these rooms are clever.
6: It's an all right level.
7: Again? That's the third time I see this level. First in JoshL6, then in JCCLP2, now here! I didn't really like it much to begin with, now I'm getting seriously annoyed. Unfair, sorry.
8: OOH MY BRAIN! This level is associated with something I wrote myself, this time. I might dump it on the Internet eventually. It remains fun, though, it didn't entirely destroy my brain like other levels did...
9: Um...yeah? It's decent...
10: I remember raging on this level back in UC4 (?).
11: Quite a challenging level. I didn't solve it yet, but it's quite a puzzle.
12: This is a really great level.
13: BUSTED: it is possible to infiltrate the paramecia to get the green key, rendering the skates useless. Other than that, I like it.
14: I think this was in UC3 or UC4, but Jeffrey did better levels than this.
15: A small level, but it is an amazing concept.
16: This was one of Josh's entries for a Create Competition here, and it deserved to win (and it did).
17: This would have been good with fewer teeths. Unfortunately, with so many, it gets annoying.
18: A good chip collecting level with a strict time limit.
19: All right, I'll give this a good rating. This whole CCLP material definition thingie is getting annoying.
20: This would be better if it were larger, so you had more room to guide the teeth and the slightest misstep didn't cause death/cook.
21: This level has nothing special about it.
22: Great radio show, and great level.
23: The hint is <insert clever quote here> Fine. "Keep calm and battle on." Oh wait that has nothing to do with the level, and the quote is not mine...the level is good...
24: This level can be cooked at nearly every turn, and that can get quite frustrating.
25: Does this level have any purpose other than looking like some ugly thing in some weird video game (probably) I never played, and claiming a CCZone award? What a mess.
26: Ordinary.
27: I have no idea what needs to be done. If I ever make progress, I will rerate it.
28: This level is massively unequal: in MS, it is possible to go through the slide as many times as you want, but in Lynx, random force floor behaviours only allow you to go through once, if you're lucky...
29: This is a great dodging level.
30: I played this in JCCLP. It's a fun level, but I don't think it's the best of the Aquatic Caves series. However, it's the only one I see in voting so far.
31: I think this is a sequel to a TCCLP level. It is a great concept, digging with boots is something I never thought of, and a great use of walkers.
32: I'm not thinking about the poem. Instead I'm thinking about another crazy thing I read. No, I'm not posting a link this time, but if you paid attention to the patterns you may be able to figure it out. The level, however, is fun, and the two ways to exit make it better.
33: I already played this...it's quite ordinary, at best.
34: The concept seems interesting, but the slightest misstep cooks the level. I remember another level that uses the same concept, in UC3 or UC4. That level, I don't remember its title, is much better.
35: Oh, THAT one. As mentioned in another thread, in Lynx it is significantly harder, and levels so unequal don't really belong in CCLPs, I think.
36: This level seems extremely hard until the obvious solution is discovered. It is fun.
37: I played this in JCCLP, and it's actually rather good, but EXTREMELY hard.
38: Yorkies??? That's the weirdest way to call a walker. This feels lengthy for a lesson, but CCLP4 doesn't need lessons. Putting a "yorkie" near the very end is very stupid, but the ending slide is good.
39: Password is EGTK and gets overanalyzed. The level is tedious.
40: Block slapping makes this trivial in Lynx.
41: It's nice to be able to do the rooms in any order the player wants.
42: Looks like I'm not the only one who tried platforming in CC (Artificial Gravity Facility). The thing is, however, that AGF is mostly puzzles and this is mostly timing. I prefer my level, but this one is good too.
43: I think this was in UC4. The walker can be slightly frustrating, but it's at the start of the level so I don't mind. Overall, it's really fun.
44: A small simple puzzle. Nothing more.
45: This level can't help me of remind me of Suddenly The Tanks Do Things in C1059-CC2. Both are dodging levels where the player must pick up red keys. However, _H_ said that extra keys would be a good idea for my level, and I will put some in the next version that will be uploaded by the end of the month (yay shameless self promotion). I think this level would also benefit from extra keys.
46: I played this in JCCLP2, I think. Ordinary maze.
47: I think this was in TO100T. It is an amazing concept.
48: I remember playing this in CCLP1 voting, and I think I gave it a low rating because I thought it was too hard. Now that I replay it after so long, it's really not hard, but it's not very fun either.
49: ...and gliders and gliders and annoyance.
50: I played this before but I don't remember in what set. It is a good concept.
2: That's a nasty dodging level.
3: This dodging level is too strict in the ice part.
4: This is a very good concept.
5: I can easily see this get annoying, but some of these rooms are clever.
6: It's an all right level.
7: Again? That's the third time I see this level. First in JoshL6, then in JCCLP2, now here! I didn't really like it much to begin with, now I'm getting seriously annoyed. Unfair, sorry.
8: OOH MY BRAIN! This level is associated with something I wrote myself, this time. I might dump it on the Internet eventually. It remains fun, though, it didn't entirely destroy my brain like other levels did...
9: Um...yeah? It's decent...
10: I remember raging on this level back in UC4 (?).
11: Quite a challenging level. I didn't solve it yet, but it's quite a puzzle.
12: This is a really great level.
13: BUSTED: it is possible to infiltrate the paramecia to get the green key, rendering the skates useless. Other than that, I like it.
14: I think this was in UC3 or UC4, but Jeffrey did better levels than this.
15: A small level, but it is an amazing concept.
16: This was one of Josh's entries for a Create Competition here, and it deserved to win (and it did).
17: This would have been good with fewer teeths. Unfortunately, with so many, it gets annoying.
18: A good chip collecting level with a strict time limit.
19: All right, I'll give this a good rating. This whole CCLP material definition thingie is getting annoying.
20: This would be better if it were larger, so you had more room to guide the teeth and the slightest misstep didn't cause death/cook.
21: This level has nothing special about it.
22: Great radio show, and great level.
23: The hint is <insert clever quote here> Fine. "Keep calm and battle on." Oh wait that has nothing to do with the level, and the quote is not mine...the level is good...
24: This level can be cooked at nearly every turn, and that can get quite frustrating.
25: Does this level have any purpose other than looking like some ugly thing in some weird video game (probably) I never played, and claiming a CCZone award? What a mess.
26: Ordinary.
27: I have no idea what needs to be done. If I ever make progress, I will rerate it.
28: This level is massively unequal: in MS, it is possible to go through the slide as many times as you want, but in Lynx, random force floor behaviours only allow you to go through once, if you're lucky...
29: This is a great dodging level.
30: I played this in JCCLP. It's a fun level, but I don't think it's the best of the Aquatic Caves series. However, it's the only one I see in voting so far.
31: I think this is a sequel to a TCCLP level. It is a great concept, digging with boots is something I never thought of, and a great use of walkers.
32: I'm not thinking about the poem. Instead I'm thinking about another crazy thing I read. No, I'm not posting a link this time, but if you paid attention to the patterns you may be able to figure it out. The level, however, is fun, and the two ways to exit make it better.
33: I already played this...it's quite ordinary, at best.
34: The concept seems interesting, but the slightest misstep cooks the level. I remember another level that uses the same concept, in UC3 or UC4. That level, I don't remember its title, is much better.
35: Oh, THAT one. As mentioned in another thread, in Lynx it is significantly harder, and levels so unequal don't really belong in CCLPs, I think.
36: This level seems extremely hard until the obvious solution is discovered. It is fun.
37: I played this in JCCLP, and it's actually rather good, but EXTREMELY hard.
38: Yorkies??? That's the weirdest way to call a walker. This feels lengthy for a lesson, but CCLP4 doesn't need lessons. Putting a "yorkie" near the very end is very stupid, but the ending slide is good.
39: Password is EGTK and gets overanalyzed. The level is tedious.
40: Block slapping makes this trivial in Lynx.
41: It's nice to be able to do the rooms in any order the player wants.
42: Looks like I'm not the only one who tried platforming in CC (Artificial Gravity Facility). The thing is, however, that AGF is mostly puzzles and this is mostly timing. I prefer my level, but this one is good too.
43: I think this was in UC4. The walker can be slightly frustrating, but it's at the start of the level so I don't mind. Overall, it's really fun.
44: A small simple puzzle. Nothing more.
45: This level can't help me of remind me of Suddenly The Tanks Do Things in C1059-CC2. Both are dodging levels where the player must pick up red keys. However, _H_ said that extra keys would be a good idea for my level, and I will put some in the next version that will be uploaded by the end of the month (yay shameless self promotion). I think this level would also benefit from extra keys.
46: I played this in JCCLP2, I think. Ordinary maze.
47: I think this was in TO100T. It is an amazing concept.
48: I remember playing this in CCLP1 voting, and I think I gave it a low rating because I thought it was too hard. Now that I replay it after so long, it's really not hard, but it's not very fun either.
49: ...and gliders and gliders and annoyance.
50: I played this before but I don't remember in what set. It is a good concept.
CC is awesome!
CC2 sets (still being updated): C1059-CC2 --- Walls of CC2
CC1 sets (all complete): C1059-2 --- C1059-1 --- 1059PG01 --- C1059-Christmas --- C1059-INSANITY --- C1059-CCLP4
My Youtube channel --- Fiver's Honeycomb --- Fanfiction.net
Good posts don't cost too much, yet many go unwritten.
CC2 sets (still being updated): C1059-CC2 --- Walls of CC2
CC1 sets (all complete): C1059-2 --- C1059-1 --- 1059PG01 --- C1059-Christmas --- C1059-INSANITY --- C1059-CCLP4
My Youtube channel --- Fiver's Honeycomb --- Fanfiction.net
Good posts don't cost too much, yet many go unwritten.