19-Aug-2018, 5:31 AM
Here is more feedback on levels 19-30. I tried to make my feedback more brief this time.
#19 Magnetic Workout (walls from #36 Zelgon's Lair) Finally figured out the glider room, turns out I was just overcomplicating things. Nice to see a force floor level like this every once in a while.
#20 Gloomy Minute Village (walls from #25 Recess) Not a personal vote from me. Levels that use blobs in tight spaces are very hard to do right, and this one just doesn't work, especially when you add a tight time limit. I haven't solved this one, and have no interest in doing so.
#21 Socket Shrine (sockets from #5 Toggle Bust) I would have never thought to use Toggle Bust like this. For a level so oddly shaped, this level does what it does and does it right in such small spaces. I love it.
#22 Chipyard (most walls from #17 Lot in Life) Lot in Life was one of my least favorites from CCLP3. I'm not even sure how to feel about this level. At first it looks like a clone of Hunt without teeth, then you realize there's another exit and the normal route is impossible. So you try to bring a block to blow up the bomb guarding the other exit, then you realize you can't. After a bit of thinking, you realize the glider you used to get out can be used on that bomb. The concept is very clever, but the execution is very strange and it feels like it was forced into the wall layout.
#23 Bacteria Incineration (walls from #52 Dolly Mixtures) He's alive with the fire boots, duh! This maze feels even stranger than the actual Strange Maze, but that's not a bad thing at all.
#24 Contaminated Sewer Lines (blue walls from #11 Blue Blocks) Take notes, Gloomy Minute Village, because this is how to properly design a blob level. Not only are the blob dodging challenges themselves fair, even the one with the blob and the glider, but watching all the blobs drown one by one is extremely satisfying, especially at the end.
#25 Spectral Blood Rave (walls from #22 Damp) Combining chaos with a thin wall maze can be a disaster if it's done wrong (see EricS1.dat #88), but this level's loose structure and even implementation of a difficulty feature with the red key makes it much more enjoyable. It wasn't even that chaotic - I beat it on the first try.
#26 Cosmic Gold Hill (force floors from #121 Jaywalker) Interesting idea. I really appreciate the extra keys and chips.
#27 Blind (walls from #80 Checkers) When I first saw this level, I thought "Oh noooo...", but even without remembering where many of the walls were, I still solved this fairly quickly, and it wasn't so bad after all. I finally know the purpose of that socket!
#28 Hang Glider Smuggler (walls from #140 Yet Another Yet Another Puzzle) When I first played this, I accidentally pushed the block with the hint and thought I had blocked off something important, so I replayed the level only to find out there was nothing under the block. While I really disagree with that part of the level, the rest was pretty solid, albeit a <i>very</i> loose adaptation of YAYAP.
#29 Broken Floppy Disk (walls from #21 Mud and Water) I remember seeing this in the VOD of Jeffrey's create competition results a few months ago. I'm not really sure what the title has to do with the level, but the sokobans are very good, and I love how the sockets and toggle doors come together to essentially make three sokobans per side and two separate levels.
#30 Digitized Disaster (teleports? from #35 MonsterMaze) Reminds me of Orienteering from Jeffrey's Walls of CCLP4, but with teleports and sockets being switched. Not too sure about this one.
#19 Magnetic Workout (walls from #36 Zelgon's Lair) Finally figured out the glider room, turns out I was just overcomplicating things. Nice to see a force floor level like this every once in a while.
#20 Gloomy Minute Village (walls from #25 Recess) Not a personal vote from me. Levels that use blobs in tight spaces are very hard to do right, and this one just doesn't work, especially when you add a tight time limit. I haven't solved this one, and have no interest in doing so.
#21 Socket Shrine (sockets from #5 Toggle Bust) I would have never thought to use Toggle Bust like this. For a level so oddly shaped, this level does what it does and does it right in such small spaces. I love it.
#22 Chipyard (most walls from #17 Lot in Life) Lot in Life was one of my least favorites from CCLP3. I'm not even sure how to feel about this level. At first it looks like a clone of Hunt without teeth, then you realize there's another exit and the normal route is impossible. So you try to bring a block to blow up the bomb guarding the other exit, then you realize you can't. After a bit of thinking, you realize the glider you used to get out can be used on that bomb. The concept is very clever, but the execution is very strange and it feels like it was forced into the wall layout.
#23 Bacteria Incineration (walls from #52 Dolly Mixtures) He's alive with the fire boots, duh! This maze feels even stranger than the actual Strange Maze, but that's not a bad thing at all.
#24 Contaminated Sewer Lines (blue walls from #11 Blue Blocks) Take notes, Gloomy Minute Village, because this is how to properly design a blob level. Not only are the blob dodging challenges themselves fair, even the one with the blob and the glider, but watching all the blobs drown one by one is extremely satisfying, especially at the end.
#25 Spectral Blood Rave (walls from #22 Damp) Combining chaos with a thin wall maze can be a disaster if it's done wrong (see EricS1.dat #88), but this level's loose structure and even implementation of a difficulty feature with the red key makes it much more enjoyable. It wasn't even that chaotic - I beat it on the first try.
#26 Cosmic Gold Hill (force floors from #121 Jaywalker) Interesting idea. I really appreciate the extra keys and chips.
#27 Blind (walls from #80 Checkers) When I first saw this level, I thought "Oh noooo...", but even without remembering where many of the walls were, I still solved this fairly quickly, and it wasn't so bad after all. I finally know the purpose of that socket!
#28 Hang Glider Smuggler (walls from #140 Yet Another Yet Another Puzzle) When I first played this, I accidentally pushed the block with the hint and thought I had blocked off something important, so I replayed the level only to find out there was nothing under the block. While I really disagree with that part of the level, the rest was pretty solid, albeit a <i>very</i> loose adaptation of YAYAP.
#29 Broken Floppy Disk (walls from #21 Mud and Water) I remember seeing this in the VOD of Jeffrey's create competition results a few months ago. I'm not really sure what the title has to do with the level, but the sokobans are very good, and I love how the sockets and toggle doors come together to essentially make three sokobans per side and two separate levels.
#30 Digitized Disaster (teleports? from #35 MonsterMaze) Reminds me of Orienteering from Jeffrey's Walls of CCLP4, but with teleports and sockets being switched. Not too sure about this one.