07-Nov-2016, 4:01 AM
Thoughts from looking through...
44 (Simplicity at its finest): Unsolvable in Lynx- the trap chip is impossible to return from. In MS, you have to let a fireball deflect off the tank and collide around in order to leave the trap, automatic trap releasing would make this fatal in Lynx. Strangely, it's also impossible to push the block off the force floor ring in Lynx- you'll always just partial post!
45 (Warped): Very clever subversion of typical partial post mechanics.
46 (Elemental): Unsolvable: can't reach the clone buttons.
66 (Pet): Lots of low time limits in this set... and 100 seconds to herd a blob seems quite unforgiving. Now, low time limits are perfectly fine, but this is the first one I think is really pushing it- I played recklessly and had some good luck and had 33 seconds to spare.
91 (Lake of Fire): That is a beautiful maze.
101 (Current): Functionally unsolvable- odds of winning are around 1/20, if not worse. That random force floor is pure evil.
And 106-108 all have a ton of precision required. I get that's what they're going for, but it still might be a bit far
Anyway, 3 levels that need fixes, everything else looks good from a cursory glance. I'm quite tempted to stream/record a playthrough of this set after those are fixed, even if I will probably regret it on the final decade
44 (Simplicity at its finest): Unsolvable in Lynx- the trap chip is impossible to return from. In MS, you have to let a fireball deflect off the tank and collide around in order to leave the trap, automatic trap releasing would make this fatal in Lynx. Strangely, it's also impossible to push the block off the force floor ring in Lynx- you'll always just partial post!
45 (Warped): Very clever subversion of typical partial post mechanics.
46 (Elemental): Unsolvable: can't reach the clone buttons.
66 (Pet): Lots of low time limits in this set... and 100 seconds to herd a blob seems quite unforgiving. Now, low time limits are perfectly fine, but this is the first one I think is really pushing it- I played recklessly and had some good luck and had 33 seconds to spare.
91 (Lake of Fire): That is a beautiful maze.
101 (Current): Functionally unsolvable- odds of winning are around 1/20, if not worse. That random force floor is pure evil.
And 106-108 all have a ton of precision required. I get that's what they're going for, but it still might be a bit far
Anyway, 3 levels that need fixes, everything else looks good from a cursory glance. I'm quite tempted to stream/record a playthrough of this set after those are fixed, even if I will probably regret it on the final decade
My CC1 levelsets: (25, 150, 149, 149, 149, 149, 60, 149, 43, +2 = 1025 total)
25 levels.dat | Ultimate Chip.dat | Ultimate Chip 2.ccl | Ultimate Chip 3.dac | Ultimate Chip 4.zip | Ultimate Chip 5 | Ultimate Chip 6 | Walls of CCLP4 | i^e
IHNN-Ultimate: 147 of my best levels (through UC5), plus 2 entirely new ones. May be overhauled soon.
My CC2 levelsets: (100, ???)
IHNN1 | IHNN2
My CC score tracker. Has lots of cool automated features!
Twitch | Youtube | Twitter
25 levels.dat | Ultimate Chip.dat | Ultimate Chip 2.ccl | Ultimate Chip 3.dac | Ultimate Chip 4.zip | Ultimate Chip 5 | Ultimate Chip 6 | Walls of CCLP4 | i^e
IHNN-Ultimate: 147 of my best levels (through UC5), plus 2 entirely new ones. May be overhauled soon.
My CC2 levelsets: (100, ???)
IHNN1 | IHNN2
My CC score tracker. Has lots of cool automated features!
Twitch | Youtube | Twitter