26-Jul-2016, 5:56 AM
(This post was last modified: 16-Aug-2016, 3:41 PM by Flareon350.)
My thoughts on a couple levels from this pack:
4. Blue Tooth
I have not played this level in a long time and it was just a blast to play through again. Not only are there tons of blue walls everywhere, but the overall aesthetic with the many different cross patterns scattered around the level make this level what it is. Chipster says he's seen better blue wall levels but this is one of the best ones. I definitely would not mind this level being in the final set.
10. Toggle Lounge
Honestly, this is one of my least favorite levels of my own that's in the voting so far. I'm not sure what it is but I just don't like it a lot, even though the concept is kind of cool. I guess in the words of chipster, I feel this isn't CCLP material (even though that's an overused term and should be ditched entirely as there is no real definition for CCLP material).
12. Disjunctive Syllogism
J.B. compared this level to Corresponding so I'll do the same. I personally enjoyed this more than the other for a couple of reasons; one being it is a tad simpler on what to do. I feel the concept of blocks going to correct places was done better here than in Corresponding because of the locked doors and force floors. Second, there's more to do than just collecting chips. Even though it is easier, collecting the keys was a fun challenge in itself and was ultimately a good step-by-step approach to solve the level, yet didn't feel like your hand was being held to completely guide you through the solution. Finally, this level just felt different, whereas, Corresponding felt like Seeing Stars from CC1 in a weird kind of way. If there's one thing Corresponding got right is the difficulty, but as an introduction to the idea this one takes the cake and I would love to see this in the second or third decade of CCLP4.
18. Stuck in a Loop
Again, another fun idea for a level. However, I do wish there was more to the level or something a bit more challenging to it but for it what it's worth, this level does a good job with presenting a good concept that hasn't really been done before.
35. Cyprus
I am going to be really sad if this doesn't make it in the final set. There is absolutely nothing wrong with this level, it's practically perfect in every way and is always fun to play. I say this after I have played and completed it numerous times. #JusticeForCyprus
36. Alkan's Tanks
I appreciate that this level wasn't made longer and that the tank pattern is at least predictable if you're paying attention. But it still isn't that fun to play. Sorry.
39. Limitation
Okay this is perhaps one of my favorite pure block pushing levels in the voting so far. It's very well crafted and despite being a block pushing level, it doesn't overdue itself and never once felt tedious. Chipster states this is a hard level but I see nothing hard about it as it was very straightforward for me and got it solved on the first try. If CCLP4 is going to have a pure block pushing level, this is definitely a strong candidate.
43. Scarecrow
This level takes up the entire map when it really doesn't need to. That being said, it wasn't that much fun to play and the designer of this one definitely has some stronger levels than this.
45. Close Quarters Combat
This might be the silliest dodging level I've ever played but I liked it It is definitely good practice for anyone new or old to the game and the dodging itself isn't terribly long lasting.
Favorite level: Disjunctive Syllogism (12) / Hoodwinked (14) (I like them both a lot but equally)
Least favorite level: Noxious Swamp (9)
Yes that is still my least favorite, even with all the other levels in this pack.
4. Blue Tooth
I have not played this level in a long time and it was just a blast to play through again. Not only are there tons of blue walls everywhere, but the overall aesthetic with the many different cross patterns scattered around the level make this level what it is. Chipster says he's seen better blue wall levels but this is one of the best ones. I definitely would not mind this level being in the final set.
10. Toggle Lounge
Honestly, this is one of my least favorite levels of my own that's in the voting so far. I'm not sure what it is but I just don't like it a lot, even though the concept is kind of cool. I guess in the words of chipster, I feel this isn't CCLP material (even though that's an overused term and should be ditched entirely as there is no real definition for CCLP material).
12. Disjunctive Syllogism
J.B. compared this level to Corresponding so I'll do the same. I personally enjoyed this more than the other for a couple of reasons; one being it is a tad simpler on what to do. I feel the concept of blocks going to correct places was done better here than in Corresponding because of the locked doors and force floors. Second, there's more to do than just collecting chips. Even though it is easier, collecting the keys was a fun challenge in itself and was ultimately a good step-by-step approach to solve the level, yet didn't feel like your hand was being held to completely guide you through the solution. Finally, this level just felt different, whereas, Corresponding felt like Seeing Stars from CC1 in a weird kind of way. If there's one thing Corresponding got right is the difficulty, but as an introduction to the idea this one takes the cake and I would love to see this in the second or third decade of CCLP4.
18. Stuck in a Loop
Again, another fun idea for a level. However, I do wish there was more to the level or something a bit more challenging to it but for it what it's worth, this level does a good job with presenting a good concept that hasn't really been done before.
35. Cyprus
I am going to be really sad if this doesn't make it in the final set. There is absolutely nothing wrong with this level, it's practically perfect in every way and is always fun to play. I say this after I have played and completed it numerous times. #JusticeForCyprus
36. Alkan's Tanks
I appreciate that this level wasn't made longer and that the tank pattern is at least predictable if you're paying attention. But it still isn't that fun to play. Sorry.
39. Limitation
Okay this is perhaps one of my favorite pure block pushing levels in the voting so far. It's very well crafted and despite being a block pushing level, it doesn't overdue itself and never once felt tedious. Chipster states this is a hard level but I see nothing hard about it as it was very straightforward for me and got it solved on the first try. If CCLP4 is going to have a pure block pushing level, this is definitely a strong candidate.
43. Scarecrow
This level takes up the entire map when it really doesn't need to. That being said, it wasn't that much fun to play and the designer of this one definitely has some stronger levels than this.
45. Close Quarters Combat
This might be the silliest dodging level I've ever played but I liked it It is definitely good practice for anyone new or old to the game and the dodging itself isn't terribly long lasting.
Favorite level: Disjunctive Syllogism (12) / Hoodwinked (14) (I like them both a lot but equally)
Least favorite level: Noxious Swamp (9)
Yes that is still my least favorite, even with all the other levels in this pack.