25-Sep-2016, 1:55 PM
I finally finished another pack.
1: It's a very fun level.
2: There are many levels where you have to guide the teeth throughout the level, but very few where you have to build the path. I like this.
3: It's a creative partial posting level. The time limit is rather short, though.
4: The first room is adapted from Chuck's Challenge, couldn't this cause copyright problems?
5: One of Josh' earlier levels. It's a good teeth dodging level, not too easy but not too hard.
6: Harder than I expected. I rather like it.
7: 49 Cell is the best of all the "cell" levels. This one is fun, but I don't see it in the final set.
8: Great blob level. Not too easy but not too painful.
9: It's another fun level.
10: This level is not a challenge, and I don't like the title.
11: Not as painful as most walker levels.
12: This was in UC3 or UC4. It is better than I remembered it to be.
13: Putting blocks in a blue wall maze works surprisingly well.
14: At least they are not invisible walls.
15: At the start it is too slow. In the end it is too fast.
16: Interesting how both 36 and 64 are in the same pack. I still think 49 Cell is the best.
17: Some are tougher than others. But nearly all are painful.
18: Much harder than it looked at first. I had to use block slapping to solve it. I don't know how it would work in MS (but I don't really care).
19: Another level with a CC2 title. But while the CC2 level was terrible except for the bust, this one is fun.
20: I haven't been able to figure out how to get the green key so far...
21: This is a really fun level, but the hint is too long for MSCC unfortunately.
22: I played this in CCLP1 voting. Very hard, but very fun.
23: This concept has been done many times, probably, but I still find this fun.
24: It's fun, somewhat.
25: A bit short, but I like it.
26: I originally would have given this a poor rating because of the extremely precise timing required to free the monster, but then I remembered the bust Jeffrey found, and it is much more fun than the intended solution.
27: This level is busted: using the upper room is not required.
28: The only real challenge is the time limit, and it's really not a problem.
29: The concept is clever, better than other false exit levels. But it's so short...
30: This level is harder in Lynx because all teeths move, including those not in the MS monster order.
31: At first I thought this would be a painful dodging level, but since you're carrying keys half the time, you can step on the thieves without cooking the level.
32: BUSTED: recessed walls at [21,22] and [22,22] not required. This was one of my favourite levels in CCLP1 voting despite the fact I hadn't solved it. Now I have, and I still like it.
33: One of the hardest levels in this pack.
34: It's a fun level that makes you think twice before picking up a boot.
35: The sokobans are disappointingly easy.
36: Please. Just an extra ten seconds. Just a minute.
37: You have to memorize the teeth patterns? That's evil.
38: Several rooms feel like they came out of a random tile generator.
39: This blue wall maze has patterns and works well.
40: I expected something painful, but in the end it's perhaps the best walker level in voting so far.
41: At first I thought this would be a simple boring level where you basically have to choose the right slide and can always see where you're going. And then I realized you have to carry blocks all across the level and there are no extra blocks. That's really annoying.
42: Why does Chip start on a floor tile, it's ugly. Anyway, I've seen better toggle mazes...
43: ...such as this one. It may not be a pure toggle maze, but the block section fits very well.
44: Surprisingly easy.
45: Fun level, but slightly repetitive and with a short time limit.
46: I played this in JCCLP, and it was one of my least favourite levels of the set.
47: This level has a minor bust: it is possible to use a glider and a block as a nail to access the red key, instead of two blocks. The whole toggle wall mechanism is pointless too. Other than that, it's a great level.
48: It's hard to improve on the original Automatic (Caution) Doors. This one is better than most sequels, but the original remains better.
49: I don't have the patience for levels like this.
50: A really good level.
1: It's a very fun level.
2: There are many levels where you have to guide the teeth throughout the level, but very few where you have to build the path. I like this.
3: It's a creative partial posting level. The time limit is rather short, though.
4: The first room is adapted from Chuck's Challenge, couldn't this cause copyright problems?
5: One of Josh' earlier levels. It's a good teeth dodging level, not too easy but not too hard.
6: Harder than I expected. I rather like it.
7: 49 Cell is the best of all the "cell" levels. This one is fun, but I don't see it in the final set.
8: Great blob level. Not too easy but not too painful.
9: It's another fun level.
10: This level is not a challenge, and I don't like the title.
11: Not as painful as most walker levels.
12: This was in UC3 or UC4. It is better than I remembered it to be.
13: Putting blocks in a blue wall maze works surprisingly well.
14: At least they are not invisible walls.
15: At the start it is too slow. In the end it is too fast.
16: Interesting how both 36 and 64 are in the same pack. I still think 49 Cell is the best.
17: Some are tougher than others. But nearly all are painful.
18: Much harder than it looked at first. I had to use block slapping to solve it. I don't know how it would work in MS (but I don't really care).
19: Another level with a CC2 title. But while the CC2 level was terrible except for the bust, this one is fun.
20: I haven't been able to figure out how to get the green key so far...
21: This is a really fun level, but the hint is too long for MSCC unfortunately.
22: I played this in CCLP1 voting. Very hard, but very fun.
23: This concept has been done many times, probably, but I still find this fun.
24: It's fun, somewhat.
25: A bit short, but I like it.
26: I originally would have given this a poor rating because of the extremely precise timing required to free the monster, but then I remembered the bust Jeffrey found, and it is much more fun than the intended solution.
27: This level is busted: using the upper room is not required.
28: The only real challenge is the time limit, and it's really not a problem.
29: The concept is clever, better than other false exit levels. But it's so short...
30: This level is harder in Lynx because all teeths move, including those not in the MS monster order.
31: At first I thought this would be a painful dodging level, but since you're carrying keys half the time, you can step on the thieves without cooking the level.
32: BUSTED: recessed walls at [21,22] and [22,22] not required. This was one of my favourite levels in CCLP1 voting despite the fact I hadn't solved it. Now I have, and I still like it.
33: One of the hardest levels in this pack.
34: It's a fun level that makes you think twice before picking up a boot.
35: The sokobans are disappointingly easy.
36: Please. Just an extra ten seconds. Just a minute.
37: You have to memorize the teeth patterns? That's evil.
38: Several rooms feel like they came out of a random tile generator.
39: This blue wall maze has patterns and works well.
40: I expected something painful, but in the end it's perhaps the best walker level in voting so far.
41: At first I thought this would be a simple boring level where you basically have to choose the right slide and can always see where you're going. And then I realized you have to carry blocks all across the level and there are no extra blocks. That's really annoying.
42: Why does Chip start on a floor tile, it's ugly. Anyway, I've seen better toggle mazes...
43: ...such as this one. It may not be a pure toggle maze, but the block section fits very well.
44: Surprisingly easy.
45: Fun level, but slightly repetitive and with a short time limit.
46: I played this in JCCLP, and it was one of my least favourite levels of the set.
47: This level has a minor bust: it is possible to use a glider and a block as a nail to access the red key, instead of two blocks. The whole toggle wall mechanism is pointless too. Other than that, it's a great level.
48: It's hard to improve on the original Automatic (Caution) Doors. This one is better than most sequels, but the original remains better.
49: I don't have the patience for levels like this.
50: A really good level.
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.