IHNN's levels feedback/discussion (New inside: TradingPlaces, a collab with Josh!)
#14
Hello Jeffrey,

I have recently started to play Ultimate Chip 3 in the MS ruleset. Here is some feedback on some of the levels.

2: A rather hard level considering it is the second of the set. The three green locks were distracting, but they prove that not every tile has to contribute something. The bottom room was a little hard because there were only two blocks, but that wasn't a problem.

3: I found it somewhat hard, because I originally expected that the locks could be opened in pretty much any order. The gliders weren't much of a problem.

4: The idea to make Chip start on water is interesting. Apart from that, it's a standard block pushing level. It reminds me of Writer's Cramp from LizzyB1.dat. And I assume you were inspired by another level because of the title?

5: A fun maze. It's nothing great, but still fun.

6: The teleport skip glitch may be used to get the bold, but I didn't. This reminds me of a CCLP1 level, with the main difference being the crawler, which made the level harder. The center room made me panic a little because I was very afraid of cooking, but everything went all right. The balls made the level look better.

7: I don't have much to say about this level. It's an interesting concept, but there is only one way to design it.

8: I don't like flicking, so I am biased against the left side of the level. The right side is fun.

9: I had to watch your video and copy your solution to solve this level. I was surprised to find it this early in the set. Not needing the chips does make the level interesting. The level feels like a few small levels put together in no particular order.

10: This is one of those levels that looks impossible because you overlook the obvious: you can stuff a block in the corner because you will have skates to push it back. When I solved it, I felt stupid for not having thought of that earlier.

11: I got annoyed that at the beginning, I end up boosting into the bug. Apart from that, it was a fun puzzle. The blocks at the end were somewhat hard because of the crawler, but it was still manageble.

12: I watched your video to see how to make it past the pink ball room at the end. Also it is possible to pick up all chips in the red key room, open all the locks, and need an extra key. The best level so far.

13: Somehow reminds me of Frost Rings. I don't see any pattern, so this level relies a lot on memory. Thanks for making it small. A larger map would have made me rage.

15: I only realised that the top rooms were possible when I read the CCX file. The idea of letting the player choose which rooms he/she tackles first is great because it makes it posible to start with the harder rooms and finish with the easy ones.

I will post some more feedback this weekend.

EDIT: more feedback:

16: When I looked at it in the editor, it looked very hard, so I skipped it. When I finally played it, I realised that it wasn't that hard. But it is great. You did succeed.

17: It is a fun level. No slide delay is great. The only thing I didn't like was that all the blocks were required, and it took me a few tries to realise that.

18: The recessed wall section was not hard at all. The only problematic section was the crawler one. I got killed many times. The force floor section was fun.

19: An interesting concept for a variety level. The individual rooms were fun, but with nothing special. The slide is the great part.

20: There is a typo in the CCX file: "There's a few more levels LIIKE that."

21: It is possible to get the red key without opening the green lock. Is this a bust? And yes, I am afraid that most of this has been done before, except the teleport room.

22: I generally don't like levels with a lot of invisible walls, especially in MS. But this one is good. I especially liked the hidden walls in the dirt room. The spare fire boots prove that not every tile needs to have a purpose.

23: Thanks for keeping the number of gliders reasonable. It's exactly what you wanted it to be.

24: Very creative ways to partial post. I generally don't like this mechanism, but creative ways of doing it are really fun.

25: This totally reminds me of Jumble III. And no, leave the floor tiles. You don't need to fill every tile with something.

26: The ice pattern is fun, the rest of the level is simple. The only thing I didn't like is that it seems much harder in Lynx due to lack of boosting. I haven't tested it, however.

27: Not solved yet.

28: A rather hard puzzle, but very rewarding to solve. Thanks for not putting any guesswork.

29: I think the shape of the level matches the title perfectly. The block room was all right, and I didn't read the hint until you mentionned it in the CCX file. The toggle wall room was ordinary. The third rom was a mess that made sense, and I really liked it. The tank part was great. The glider part was scary, but didn't cause any problems.

30: I haven't played Tyler's level. This one scared me because it seemed to easy to cook. However, once I found the trick, I absolutely loved this one. It is better than 24, in my opinion.

Hope this helps.
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IHNN's levels feedback/discussion (New inside: IHNN1, for CC2!) - by chipster1059 - 17-Oct-2014, 9:12 PM

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