20-Feb-2017, 4:33 PM
I better post my notes so far on this one awhile in case I never actually get to finish a single voting pack before CCLP4
#1 (Ravaged) - Interesting concept. I liked how even though it was sometimes overwhelming planning which way to go, if I took my time and looked carefully I could determine which way to go. Actually after a few initial attempts at getting out of the first section, beyond that I was able to solve it in one go.
#4 (Cross-Stitch) - One of my favorites of the set...one of the only things I'm not sure about is pushing that block up at 18,5 onto the clone block, and having only 0.2 seconds to move up one square. I can see how it would probably be obvious since you can see the clone button, but still I wonder if such a setup should be this late in the level.
#11 (Sinking Swarm) - This level might be disliked for obvious reasons, but hey, even CC1 had the original Jumping Swarm. I think it's an interesting enough twist, and there's only 3 blocks to push. I think I solved it on the first attempt if I remember correctly.
#19 (Bomb Squad) - Great twist on the ice maze concept.
#20 (Estranged for a Season) - Great level - since I played without looking in the editor, I was racking my brain for a while figuring out how to get both the red and green key...
#21 (Shimmer Glimmer) - Good level, although unfortunately a total guessing game if you tried playing it like I did, trying not to look in the editor and using MSCC, which cut the hint off. I had to look up the hint in the editor to make sure I didn't mess up which traps went to which key.
#1 (Ravaged) - Interesting concept. I liked how even though it was sometimes overwhelming planning which way to go, if I took my time and looked carefully I could determine which way to go. Actually after a few initial attempts at getting out of the first section, beyond that I was able to solve it in one go.
#4 (Cross-Stitch) - One of my favorites of the set...one of the only things I'm not sure about is pushing that block up at 18,5 onto the clone block, and having only 0.2 seconds to move up one square. I can see how it would probably be obvious since you can see the clone button, but still I wonder if such a setup should be this late in the level.
#11 (Sinking Swarm) - This level might be disliked for obvious reasons, but hey, even CC1 had the original Jumping Swarm. I think it's an interesting enough twist, and there's only 3 blocks to push. I think I solved it on the first attempt if I remember correctly.
#19 (Bomb Squad) - Great twist on the ice maze concept.
#20 (Estranged for a Season) - Great level - since I played without looking in the editor, I was racking my brain for a while figuring out how to get both the red and green key...
#21 (Shimmer Glimmer) - Good level, although unfortunately a total guessing game if you tried playing it like I did, trying not to look in the editor and using MSCC, which cut the hint off. I had to look up the hint in the editor to make sure I didn't mess up which traps went to which key.
Mike L
My level sets:
MikeL2 - 200 levels, updated 1/22/2017
MikeL2-fix - Lynx compatible version of MikeL2
MikeL3 - 86 levels, updated 1/22/2017 - a best-of set with levels from MikeL2, MikeL4 or my now-hidden rejects set
MikeL4 - 27 levels, updated 1/22/2017 - home of any new post-2009 levels I make
MikeLrejects - 351 levels, updated 5/16/2013 - all my older/experimental/not as good levels
My level sets:
MikeL2 - 200 levels, updated 1/22/2017
MikeL2-fix - Lynx compatible version of MikeL2
MikeL3 - 86 levels, updated 1/22/2017 - a best-of set with levels from MikeL2, MikeL4 or my now-hidden rejects set
MikeL4 - 27 levels, updated 1/22/2017 - home of any new post-2009 levels I make
MikeLrejects - 351 levels, updated 5/16/2013 - all my older/experimental/not as good levels