Longbow Pack - Discussion
#5
#1 (Ravaged): I totally agree with every one of Madhav's comments about this level. Top-notch design that perfects the concept to which we were introduced way back in Rock-Alpha's Torn Down in Flames. The gravel and "encased" monsters make the environment so spooky that you forget you're playing a mod of CCLP1's Sapphire Cavern. Excellent all around.

#4 (Cross-Stitch): A bunch of varied, interesting challenges threaded together by a compelling design element + revisiting of rooms with new objectives = a winner in my book.

#7 (36 Cell): I think this level's (and this pack's #16's) cousin in CCLP1 did this kind of level layout justice already. It's not that these levels aren't fun, but they don't bring much new to the table, and I think CCLP4 could use more original content.

#13 (Cavern of Remembrance): It's always nice to see levels that contain completely pointless sections throwing you off the track without cooking your goose. What really makes this work is the amount of restraint here: this level doesn't dabble in ridiculous amounts of misdirection, like tossing in invisible walls to challenge your notions about what the maze layout is. Instead, by refining the gameplay that worked in Brickwalled / Brickwalled Again, it encourages you to test out blue walls while giving you plenty of free room in which to walk around. It works well when you've cleared out an area and note that you don't need to visit some enclosed space that doesn't have any chips. The block-pushing also feels non-threatening while keeping you on your toes. Overall, a very strong candidate in my book.

#14 (Invisible Fence): I can see some people finding any level with invisible walls annoying, but this one I found fun for a lot of reasons. First, the concept is plainly defined at the start and slowly built up across several sections while making the layout non-linear enough that you can visit certain sections first if you'd like if you find something that difficult. Second, the concept is plain wonderful. It encourages careful study of the map while not foisting anything that unexpected on you. It's just neat seeing levels that make invisible wall interaction something systematic (like CC1's STRIPES?).

#20 (Estranged for a Season): This level is a slow burn, beginning with a generic room and a few generic-looking tasks before gradually revealing its true nature: you have to visit rooms without doing everything in them and then return later with the proper conditions in place or items in hand to do everything else. It's a cleverly designed map with only a few hiccups.

#31 (Bodyguards): This is a neat concept and a brilliant implementation that keeps waffling between near-absolute freedom to explore and restriction that contains your movements to floor tiles and gravel. The variety of monsters is neat as well while not making dodging a heavy focus of the gameplay. I'd love to see this in CCLP4 - maybe with a follow-up with both thief types in CC2?

#33 (Shuffling): Not gonna lie - I was stuck on this level for almost two hours, until I realized that I missed a block I could've been using all along. The solution is certainly clever, but it felt like the designer made everything to be as restrictive as possible.

#35 (24 Queens): I feel like this concept would've been more interesting had the player been challenged to place the blocks in such a way that the correct positions weren't obvious (perhaps block monsters on both axes from crossing the area where the blocks could go, like JL1's Slip and Slide?). Right now, it's an extremely easy sokoban that feels like an excuse to show off an arrangement that prevents chess queens from not attacking each other instead of offering compelling gameplay.

#43 (Toggle Task): Between this and the excellent Non-Dimensional Layer (in a later pack), there shouldn't be any shortage of excellent toggle wall levels in CCLP4. I love how this level really twists the "Reversi" concept to make a rather confusing (though not for systematic explorers) maze in the bottom half with different sections accessed from different places. The top half is a welcome break from all the maze running and adds some neat variety.

#44 (Restrictive Argyle): I'm normally not big on guesswork, but I can get behind it if the level is short enough, and there is some room for some logical deduction. CCLP4 needs some levels like this, and this one is unique enough that it gets an enthusiastic vote from me. It's also one of my favorite teleport-centric levels in the voting pool.

#46 (Ocean Currents): I've mentioned before how having too many types of difficulty can ruin the playing experience. This level, unfortunately, falls into that category for me, with both puzzle elements and dexterity involved - the latter of which is very frustrating as is.

#48 (Repair the Automatic (Caution) Doors): Unlike 64 Cell, Build-a-Bridge Workshop 2.0, and Repair the Maze 2.0, I feel like this follow-up did an excellent job on recognizing what made its predecessor work while building on the concept in a way that made it even more fun and unique. This level gives you a lot of puzzles that feel like the original but manage to be original in and of themselves. The new addition of the toggling extension provides an extra layer of complexity that doesn't feel overwhelming but presents a neat challenge. Overall, a really fun jaunt that hit a lot of the right notes for me.

#49 (Cluster Two): I hadn't solved or even attempted this level before voting, but it was a blast to figure out. In some ways, it felt like a spiritual successor to Overlap - where you had to figure out where each tool needed to be used. Here, it's a bit less obtuse, but there are more tasks to keep track of, which was a bit of a brain burn after a few attempts. Still, the entire level was incredibly well-designed, and I wouldn't mind seeing it in the final set.

Favorite level: Ravaged

Least favorite level: Ocean Currents


Messages In This Thread
Longbow Pack - Discussion - by Flareon350 - 08-Aug-2016, 2:47 AM
Longbow Pack - Discussion - by KeyboardWielder - 16-Aug-2016, 1:04 PM
Longbow Pack - Discussion - by Earthling - 27-Aug-2016, 8:31 AM
Longbow Pack - Discussion - by Ihavenoname248 - 27-Aug-2016, 9:39 AM
Longbow Pack - Discussion - by jblewis - 07-Sep-2016, 9:41 PM
Longbow Pack - Discussion - by Flareon350 - 07-Sep-2016, 11:58 PM
Longbow Pack - Discussion - by chipster1059 - 09-Sep-2016, 6:49 PM
Longbow Pack - Discussion - by chipster1059 - 25-Sep-2016, 1:55 PM
Longbow Pack - Discussion - by Ihavenoname248 - 25-Sep-2016, 2:33 PM
Longbow Pack - Discussion - by Flareon350 - 25-Sep-2016, 2:58 PM
Longbow Pack - Discussion - by chipster1059 - 25-Sep-2016, 7:26 PM
Longbow Pack - Discussion - by random 8 - 26-Sep-2016, 11:24 AM
Longbow Pack - Discussion - by Flareon350 - 26-Sep-2016, 6:28 PM
Longbow Pack - Discussion - by pillowpc2001 - 20-Feb-2017, 4:33 PM
Longbow Pack - Discussion - by Flareon350 - 26-Feb-2017, 4:08 AM
Longbow Pack - Discussion - by pillowpc2001 - 26-Feb-2017, 12:29 PM
Longbow Pack - Discussion - by Ihavenoname248 - 26-Feb-2017, 1:42 PM
Longbow Pack - Discussion - by pillowpc2001 - 26-Feb-2017, 10:18 PM
Longbow Pack - Discussion - by quiznos00 - 27-Feb-2017, 12:59 AM
Longbow Pack - Discussion - by pillowpc2001 - 19-Mar-2017, 4:51 PM
Longbow Pack - Discussion - by random 8 - 20-Mar-2017, 8:47 PM
Longbow Pack - Discussion - by Bowman - 23-Mar-2017, 9:36 PM
Longbow Pack - Discussion - by pillowpc2001 - 02-Apr-2017, 1:41 PM

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