Markus's levels for CCLP1
#5
So I played through this set some time ago in lynx but not in order. I posted a short review on the download page, but here are more specific comments on the levels.

GOOD FOR CCLP1:


#5 (A-Maze-ing Properties)
- I hope CCLP1 has some simple mazes and this is a decent candidate (like a couple of the others in this set).

#16 (16)
- I like this series and this one in particular for newer players. Thumbs up!

#17 (Alternate Universe)
- "I hate guessing like this! But wait... aha!" Setting up feel good moments like this is hard, though there could be a hint tile somewhere along the way if the player doesn't otherwise catch on.

#28 (Navigation)
- there are a couple of levels similar to this out there, but I liked this one for its straightforward design and length.



MISC COMMENTS:


#13 (Chip Prison)
- I found this quite hard and confusing. Overall the experience had a bit too much uncertainty of where to go and how to do it. Oh, and the teeth don't die in lynx, making it quite a bit unequal.

#15 (Yesno)
- Am I the only one who finds this quite hard? I did solve it eventually, but handling swarms of teeth isn't simple. Something like #25 (Chopping Mall)
works much better in my opinion.

#19 (Claustrophobic)
- in general I like puzzles like this, but I would rather have one that's easy to solve while playing, even possibly on the first try, or one that takes more thought even with a map. This one falls between these two sides, but maybe you could make a sequel that doesn't? (That's not supposed to be a negative comment on this level though.)

#20 (Sunken Treasure)
- I don't mind playing through levels like this occasionally in custom sets, but I wouldn't want to see it in any CCLP. I just don't want to play through that again.

#22 (Sandstorm)
- This wasn't terrible, but would it be better just slightly smaller?

#23 (Construct-A-Sokoban)
- the idea is neat, but it might work better with a smaller and more difficult sokoban. If you'd get this right, it could be a great level.

#26 (Slime Cave)
- great maze. The look is cool and the topology is interesting.

#31 (Trapped!)
- this is well built, and if I'd only played CC1, CCLP2, and CCLP3 I would love this! Not to say that it's a rip-off or over used idea, it's just I somehow didn't love it because I've seen some of the pieces elsewhere I think. It's just a feeling though, so it might fit well in CCLP1, as long as those other levels with a similar feel won't make it. I don't know; maybe I was tired when I played it?

#33 (Stuck in the Sandpit)
- busted in lynx? Scored 54. Probably nothing you can do about it though.

#34 (Better safe than...)
- so we're getting into the "stop and think about it" zone :-) Not bad. Not everyone likes this though, but with a mix of varying types of levels, this would fit well right in there.

#35 (Dual)
- same comment as above. Good level. I don't quite see the need for the horizontal teleports. It does highlight the separate rooms a bit, but it also made me wonder about some sort of partial posting before seeing the solution so it can be a bit confusing. So my question is, do you feel those teleports add positively to the design?

#37 (Where did I leave my keys?)
- didn't solve this yet. so much block pushing and I'm not sure what to actually do! Will try again with a map probably.

#42 (Extraction)
- Liked. Slightly unequal or busted in lynx; once you get a block on the third trap [16,4] you can release it just by pressing the trap button and not needing to go push it yourself. (You can try fixing this by moving stuff further right and forcing movement through this trap horizontally, though it might get a little clunky.)



HIGHLIGHTS:


#8 (Security Gates)
- Nice idea. Possibly fun to optimize, though not too ridiculous.

#12 (Chip Controls)
- well executed. Maybe not requiring all the chips would be more fun (because in comparison to getting the keys, it's quite trivial to go through afterwards and get all the chips).

#25 (25)
- A fun concept. Well, I tend to like compact levels and this one has a reason it's small: counting keys and precise steps on a larger level wouldn't be that nice. Would still have liked to see that the glider won't be coming back down if sent upward. Lynx score of 34.

#29 (Cell Swapper)
- see what I say/said about #19
? Well, this one works very well in the "looking at map" category. Liked solving it very much. (Come to think of it, I Was building a level that feels a bit like this one though it doesn't allow for re-entry into a room.)

#36 (Wrong exit)
- for me perhaps this was the favorite level in the set! Great execution of a tantalizing idea and some neat small puzzle arrangements! (I liked it also 'cuz I solved it on the first try practically...) Five stars!


#40 (Water bottle)
- a nice sokoban idea with a flavorful name. Can a sokoban level be better than this?

#44 (A Block's life)
- a very cclp3-feeling level :-) I enjoyed it, but it is quite unforgiving in the order you do things. I might not change anything for this level, but if you make more that feel the same, just try to keep it simple. Perhaps avoid extra gimmicks during other tasks (like maybe the two traps up top in this one) and, ideally, I would rather see cool tricks that aren't required but can be utilized for better times (like which two of the leftmost blocks to take first).



You've displayed some competative muscles here in the competitions, so I was interested in seeing what types of levels you churn out. This set was a positive experience. Thanks for sharing!

-Miika


Messages In This Thread
Markus's levels for CCLP1 - by Markus - 30-Jun-2012, 4:25 PM
Markus's levels for CCLP1 - by jbdude55 - 04-Jul-2012, 5:06 AM
Markus's levels for CCLP1 - by Markus - 04-Jul-2012, 2:42 PM
Markus's levels for CCLP1 - by jbdude55 - 05-Jul-2012, 4:11 AM
Markus's levels for CCLP1 - by M11k4 - 30-Aug-2012, 4:19 AM

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