28-Feb-2012, 7:36 PM
Forgot to comment on the time limits. Feel free to shorten them in many places, even considerably. After playing through them casually only on levels 5, 8, 10 and 24, had I used up half the time. Even the Tiny ones can be seen from the start, so you don't need even need a minute to complete them (and #27 similarly). (For reference, playing for the first time, the time limits in CCLP3 did cause me to lose every now and again.)
Let's see if I can remember to respond to everything I was going to this time.
In Lean Thinking, you have two extra blocks, though admittedly the other one needs some luck to get. The 18 gliders form rows of 2,4,6,4,2 with blocks around them. With correct block pushing, you don't need to lose any other ones. If you're feeling adventurous, you can also open up the structure for a while and move it up/down against the gravel, to free four more blocks. A couple should at least be possible in practice, and of course for Melinda, she might just push the blocks as if the walkers weren't there at all and still complete the level! So yes, please use make this untimed and we'll gladly have it in an official set :-)
The slide delay in Serving Fast Food might be mitigated a bit by having force floors infront of the block cloners.
I would leave Steel Rain as is. You will always need luck to solve it. If the blobs had more free space, like maybe only one button each, then you might be able to count the gliders or something. Currently you do need to get upstream quite fast. I'm sure someone is bound to approve the image at some point, but it does feel like it's been a while.
For Reverse Engineering, the tank can collide with the glider and it stops, but in lynx it continues afterwards. You can also have the fireball collide with the glider before it drowns, then keep pressing the trap button and the fireball will press the blue button a second time. In lynx this doesn't work because the fireball gets stuck in the trap, much like in ms if the trap button isn't pressed as the creature enters the trap and it faces a wall. The fix is to give the fireball more room, either by moving the blue button left a tile, or having a ff east between the trap and blue button, or more room left of the trap, or something like that. I do like the idea of this level and each of the islands contain nice puzzles as well. If you wish, you could also change the gravel on the bug island to dirt, forcing Chip to bring the block from the previous island in its place.
On Generator, yes, traps would work better :-) Would you also consider moving the clone button connected to the fireball cloner one tile west, so the cloned block won't kill Chip? (In lynx the required wait is very hard to play optimally.)
Come again?, works in lynx if you don't waste any time. Actually, thanks to block slapping, you could even have a tile less time and still it would work.
On Chip Joins Mensa, I only meant to justify why I didn't solve it on my first attempt; the level is fine as is. Though looking at it again, I also understand my confusion, because the first (and second) row(s) establish that patterns might move row to row and not always around the edge of the square.
Hopefully Ida5 is already in the works. How about exploring some invalid tile combinations next time? I'm sure you'd come up with something nice for CCLP4.
Let's see if I can remember to respond to everything I was going to this time.
In Lean Thinking, you have two extra blocks, though admittedly the other one needs some luck to get. The 18 gliders form rows of 2,4,6,4,2 with blocks around them. With correct block pushing, you don't need to lose any other ones. If you're feeling adventurous, you can also open up the structure for a while and move it up/down against the gravel, to free four more blocks. A couple should at least be possible in practice, and of course for Melinda, she might just push the blocks as if the walkers weren't there at all and still complete the level! So yes, please use make this untimed and we'll gladly have it in an official set :-)
The slide delay in Serving Fast Food might be mitigated a bit by having force floors infront of the block cloners.
I would leave Steel Rain as is. You will always need luck to solve it. If the blobs had more free space, like maybe only one button each, then you might be able to count the gliders or something. Currently you do need to get upstream quite fast. I'm sure someone is bound to approve the image at some point, but it does feel like it's been a while.
For Reverse Engineering, the tank can collide with the glider and it stops, but in lynx it continues afterwards. You can also have the fireball collide with the glider before it drowns, then keep pressing the trap button and the fireball will press the blue button a second time. In lynx this doesn't work because the fireball gets stuck in the trap, much like in ms if the trap button isn't pressed as the creature enters the trap and it faces a wall. The fix is to give the fireball more room, either by moving the blue button left a tile, or having a ff east between the trap and blue button, or more room left of the trap, or something like that. I do like the idea of this level and each of the islands contain nice puzzles as well. If you wish, you could also change the gravel on the bug island to dirt, forcing Chip to bring the block from the previous island in its place.
On Generator, yes, traps would work better :-) Would you also consider moving the clone button connected to the fireball cloner one tile west, so the cloned block won't kill Chip? (In lynx the required wait is very hard to play optimally.)
Come again?, works in lynx if you don't waste any time. Actually, thanks to block slapping, you could even have a tile less time and still it would work.
On Chip Joins Mensa, I only meant to justify why I didn't solve it on my first attempt; the level is fine as is. Though looking at it again, I also understand my confusion, because the first (and second) row(s) establish that patterns might move row to row and not always around the edge of the square.
Hopefully Ida5 is already in the works. How about exploring some invalid tile combinations next time? I'm sure you'd come up with something nice for CCLP4.