15-Oct-2018, 9:39 PM
(This post was last modified: 15-Oct-2018, 9:42 PM by Indyindeed.)
Set Name
CC2LP1 sounds perfect to me. Giving it a different, non-numbered name would make it seem like a custom set and not an official set. Granted, many CC1 custom sets are numbered, such as the JoshL series or the Ultimate Chip series, but many CC2 sets seem to not take this approach. Therefore, I believe having a name like CC2LP1, or at least a name with the number 1 at the end, will do.
Number of Levels
I think following the trend of the CCLPx sets is the way to go here - 149 levels per set. I generally don't agree with the people who say CC2LP1 should have 150 levels, but to be honest, I'm not sure why. Perhaps I've just grown too used to the 149 level trend. I would say 200 since that's how many CC2 had, but while I used to think this back when CC2LP1 discussion first began, my thoughts have changed. 200 levels is far too excessive, especially for only the first pack when not many CC2 custom levels are available.
CC1 Boot Rules
I say we disallow levels with this rule. Having some levels with the rule and some levels without only get confusing, especially since not a single level in the main game used the CC1 Boots rule.
Viewport Size
Keep the viewport at 10x10 for consistency's sake. The main game's inconsistency with viewport sizes is very annoying and I think that having a consistent viewing area will be much more satisfying. If a certain level requires the 9x9 viewport to keep certain things out of sight, perhaps the level may need some slight tweakage. For example, if you don't want the player to see the border or another area, just expand the map a little bit and you can have a 10x10 viewport without problems - as long as the original designer gives permission, of course. Plus, the majority of levels built for CC2 use a 10x10 viewport anyways, save for maybe a few CC1 ports.
Map Size
This is a tough question. I'd say something bigger than 40x40 is okay once in a while, and if it's just for aesthetic purposes it's certainly fine. However, we should make sure we choose only a few levels larger than 40x40, perhaps 5 at most. If the actual area where most gameplay occurs is less than 40x40, then I see no reason to bring the level down just for that reason alone.
Zero-Directional Blocks
These blocks may not be possible in the standard editor, but they are possible in CCCreator and are surprisingly useful. They can be used as walls that only bowling balls can destroy, and they can be used to create awesome aesthetics - as seen by the center area of Repeaters in Walls of Chip's Challenge. Therefore, I will allow them - but only if a proper tutorial is provided on how they function.
Blank No Signs
Fill in the Blanks from TSAlpha is a level that deserves a chance in CC2LP1, and the fact that it uses a tile that can't be placed in the ingame editor shouldn't bring it down. Similar to the zero-directional block, though, these should only be used if a proper tutorial is provided on them.
Other Hex Edited Tiles
This is where things get complicated. Some hex edited tiles can be used to the designer's advantage, like seen in Enter the Void from TSAlpha; but some can be used to mislead the player, like fake fire tiles or fake gravel tiles. Overall, I generally think my answer to this question is no because of the negative effects that come from hex editing tiles.
Solutions
The levels should all come with built-in solutions. Uploading a levelset to the Steam Workshop requires every level to have a solution, so if we plan to upload this there, this step will be required.
Inaccessible Flags
I see no good reason to disallow inaccessible bonus flags. If used correctly, they can create a very interesting aesthetic. Maybe I should design a level with unreachable bonus flags as an aesthetic...
Hide Logic
The Hide Logic option can be used to create some very cool mechanisms without putting everything underneath canopies and having wire tunnels everywhere. An example is the first level I posted in Discord, Slimepocalypse, where I used the Hide Logic option to hide inverters that were cloning blobs every 2 ticks. Therefore, I believe the Hide Logic option should be allowed.
RNG Setting
The RNG setting should either be 4 Patterns or Deterministic. In the spirit of CC1 Lynx mode and the original Lynx game, there should be no true RNG involved. If a level has lots of blobs, walkers and green teleports, I shouldn't feel discouraged from optimizing it just because the RNG is set to Extra Random.
Level Music
How about we meet in the middle and replace the Scott Joplin MIDIs, but keep the Windows music? In addition, the Windows music doesn't loop correctly in the main CC2 game, so I'd like the music to alternate every level as it does in the original. Perhaps that sounds like a minor nitpick, but I've seen some far nitpickier claims in this thread.
Level Comments
I don't really have a preference about retaining level comments, personally. Even the main CC2 game has comments on some levels, so why not?
I hope my feedback will be useful in the construction of the final set. Perhaps I'll even get a few levels in myself... Who knows?
CC2LP1 sounds perfect to me. Giving it a different, non-numbered name would make it seem like a custom set and not an official set. Granted, many CC1 custom sets are numbered, such as the JoshL series or the Ultimate Chip series, but many CC2 sets seem to not take this approach. Therefore, I believe having a name like CC2LP1, or at least a name with the number 1 at the end, will do.
Number of Levels
I think following the trend of the CCLPx sets is the way to go here - 149 levels per set. I generally don't agree with the people who say CC2LP1 should have 150 levels, but to be honest, I'm not sure why. Perhaps I've just grown too used to the 149 level trend. I would say 200 since that's how many CC2 had, but while I used to think this back when CC2LP1 discussion first began, my thoughts have changed. 200 levels is far too excessive, especially for only the first pack when not many CC2 custom levels are available.
CC1 Boot Rules
I say we disallow levels with this rule. Having some levels with the rule and some levels without only get confusing, especially since not a single level in the main game used the CC1 Boots rule.
Viewport Size
Keep the viewport at 10x10 for consistency's sake. The main game's inconsistency with viewport sizes is very annoying and I think that having a consistent viewing area will be much more satisfying. If a certain level requires the 9x9 viewport to keep certain things out of sight, perhaps the level may need some slight tweakage. For example, if you don't want the player to see the border or another area, just expand the map a little bit and you can have a 10x10 viewport without problems - as long as the original designer gives permission, of course. Plus, the majority of levels built for CC2 use a 10x10 viewport anyways, save for maybe a few CC1 ports.
Map Size
This is a tough question. I'd say something bigger than 40x40 is okay once in a while, and if it's just for aesthetic purposes it's certainly fine. However, we should make sure we choose only a few levels larger than 40x40, perhaps 5 at most. If the actual area where most gameplay occurs is less than 40x40, then I see no reason to bring the level down just for that reason alone.
Zero-Directional Blocks
These blocks may not be possible in the standard editor, but they are possible in CCCreator and are surprisingly useful. They can be used as walls that only bowling balls can destroy, and they can be used to create awesome aesthetics - as seen by the center area of Repeaters in Walls of Chip's Challenge. Therefore, I will allow them - but only if a proper tutorial is provided on how they function.
Blank No Signs
Fill in the Blanks from TSAlpha is a level that deserves a chance in CC2LP1, and the fact that it uses a tile that can't be placed in the ingame editor shouldn't bring it down. Similar to the zero-directional block, though, these should only be used if a proper tutorial is provided on them.
Other Hex Edited Tiles
This is where things get complicated. Some hex edited tiles can be used to the designer's advantage, like seen in Enter the Void from TSAlpha; but some can be used to mislead the player, like fake fire tiles or fake gravel tiles. Overall, I generally think my answer to this question is no because of the negative effects that come from hex editing tiles.
Solutions
The levels should all come with built-in solutions. Uploading a levelset to the Steam Workshop requires every level to have a solution, so if we plan to upload this there, this step will be required.
Inaccessible Flags
I see no good reason to disallow inaccessible bonus flags. If used correctly, they can create a very interesting aesthetic. Maybe I should design a level with unreachable bonus flags as an aesthetic...
Hide Logic
The Hide Logic option can be used to create some very cool mechanisms without putting everything underneath canopies and having wire tunnels everywhere. An example is the first level I posted in Discord, Slimepocalypse, where I used the Hide Logic option to hide inverters that were cloning blobs every 2 ticks. Therefore, I believe the Hide Logic option should be allowed.
RNG Setting
The RNG setting should either be 4 Patterns or Deterministic. In the spirit of CC1 Lynx mode and the original Lynx game, there should be no true RNG involved. If a level has lots of blobs, walkers and green teleports, I shouldn't feel discouraged from optimizing it just because the RNG is set to Extra Random.
Level Music
How about we meet in the middle and replace the Scott Joplin MIDIs, but keep the Windows music? In addition, the Windows music doesn't loop correctly in the main CC2 game, so I'd like the music to alternate every level as it does in the original. Perhaps that sounds like a minor nitpick, but I've seen some far nitpickier claims in this thread.
Level Comments
I don't really have a preference about retaining level comments, personally. Even the main CC2 game has comments on some levels, so why not?
I hope my feedback will be useful in the construction of the final set. Perhaps I'll even get a few levels in myself... Who knows?