The Walls of CCLP2
#6
uploaded new version (if this works like I think it does; first post should link to correct place).

Version 2.0 is released!

Thank you to everyone that played and gave feedback.

notes/hints: [POSSIBLE SPOILERS]

The levels near the beginning may be easy but for the most part I intend to start creating tougher levels. If you want easier levels try my earlier pack 'Mobi's Challenge'

All bonuses have been confirmed solvable except on levels: 15, 22, 26.

1 FULL STEAM AHEAD/A Fleeting Memory

I struggled for a while to come up with something easy for this large level. I wanted to the first level of the pack to be easy; so I came up with this.

v2: decreased time limit (was too easy to get bonus)

2 NANCY'S TEETH COLLECTION/Naomi's Bug Collection

The theme is teeth avoision and manipulation. It's not trivial but still pretty simple.

3 HUMPERDINK'S PENTHOUSE/Bea's Den

A small hodge-podge level. Nothing real fancy going on here except the ghost/fire room (which relies on a behavior which I'm not sure is well known)

4 MAY I CUT IN?/ForceWorld

Simple level with some helmet and bowling ball action.

v2: decreased time limit

5 PAIN TRAIN/Suction Ride

Simple but a little bit of though required. Most of the lower part is only there for bonus.

6 A NOT SO PERFECT MATCH/Fixing the Toggle Switch

I redid this level (v2). The goal here is perhaps easy to see but might be hard to execute. Actually there is a simple trick which makes it fairly easy to execute: look for visual clues to help you see this. I'm really curious how difficult/manageable this puzzle is.

The whole water area with blocks and chips is for bonus only.

7 DERAILED/Slightly Mad

I really liked the appearance of Slightly Mad so I tried to keep something very close to that; and wound up with a (mostly) straightforward track maze.

v2: altered the maze quite a bit (was too straightforward for my taste before) but theme and structure is the same and increased time limit. Also removed tracks that lead to death.

8 SEA OF SLIME/Use the Fish

push blocks through slime puzzle. Probably not as tough as "In the Slime" despite being larger. There are lots of bonuses (some are out of sight).

V2: changed title, increased time limit

9 AGGRAVATION

Hopefully not too aggravating. The force floors keep switching direction. Just run around and collect the chips.

10 THE GRASS IS GREENER/Who needs a flipper?

A puzzle involving green bombs, teeth, Chip and Melinda switching. I'm not real proud of this one; I might change it later if I can come up with a better concept for this level.

11 CLEAN YOUR PLATE/Deconstruction

a hook level. Not so much a sokoban but more of a block space and time management puzzle. The time limit might seem long but can count down quick if you waste a lot of time and don't think ahead. Remember not to block your path to the exit and the frame blocks can be destroyed in the slime.

12 CALL IN THE BOMB SQUAD/Mazed In

The Speed boots really help make a big level more bearable. The decorative walls help a lot as well imo. You don't need all the of the TNTs.

13 TURN ON SWITCH ON/The Serial Port

a simple red teleport maze. You might easily waste the bowling ball in the wrong spot; but the level is short and doesn't take long. Bowling ball is for the bonus.

14 MARCH OF THE YELLOW TANKS/The Parallel Port

Tank mania #1 (of maybe more...?) If you want the bonus, examine the starting area.

15 RUNNER UP/Debug File

I am guilty of not really changed much from the original level here. Just a simple melee dodging challenge. I have NOT confirmed the bonuses on this level. Please let me know if they are possible; or if you think they aren't (they should be...)

16 A FIRE THAT BURNS/Paw Print Isle

Another of my favorite originals (Paw Print Isle). An ice block/flame jet (very simple) puzzle. Due to how orange buttons connect I could not retain the original layout of blocks. Funny note: I almost released this level without the thin walls around the exit path thus enabling a very dumb bust.

17 RE-ENTRY/Double Trouble

Slightly more complicated hodge-podge level. You must look for bribes first before collecting items. Simple wiring can have multiple teleports go to one. Look out for speedy ghosts and an off-screen mechanism opens the path the exit automatically when you collect all the chips.

18: HUNTER BECOMES THE HUNTED/Elemental

A Maze with a floor mimic (not unfairly hidden as you'll see).

v2: was too easy so I removed some walls so mimic has more freedom.

19: STRANGER THAN FRICTION/A Sample of Things to Come

A hodge-podge level similar to the original. Bonus at the end for the careful player.

v2: made walker room easier to deal with.

20: RANDOM WALKS/Ranger Denmark

v2: Changed title and overall theme of level (but kept it slightly similar).

Actually; originally in level 19 Stranger than Friction I had an ant in the force floor room but found it too annoying in a level like that; but I still like the concept so put it to work here.

21: BOWL-A-RAMA/Block Away!

A good understanding of bowling balls and clone machines will help here. The wire mechanism on the right makes blocks fill up the "lanes" area. It only does one thing; you can't change this. You can however prevent the blocks from blocking beneath the clone machines...

22 LICKETY SPLIT/How Goes?

Fast-paced time challenge. Not too different from the original layout. If you're really quick there are bonuses. The canopy area has bonuses and time bonuses; no danger (apart from wasting time).

23: COLD LAZARUS/traps I

Yellow tank device I first saw in a Joshua Bone level. The water path after the socket might look dangerous but if you go through it quickly you should be fine.

v2: fixed bust near end.

24 JOTUN/Sudden Death

One of my favorites from CCLP2. Title is a tribute to another level designer from another community.

Pretty simple hodge-podge level; hardest part is the yellow teleports.

25 SILENT CIRCUS/Race for the Chips

Another favorite from CCLP2. I had many ideas for this one but some of them I really couldn't get working. This one is pretty simple but I really like the monster pattern. There are safe spots everywhere and extra chips

26: BLOCKUS/Work Fast

v2: changed first two rooms and title. Based on chipster's comments and my own feeling that the first room wasn't very original.

fire/ice block puzzles may seem difficult until you get experienced with them. Then they become pretty easy. This puzzle is very easy but getting the bonus is tough. Both bonuses in the fire are definitely possible; I got them once but I've since forgotten how. The secret eye hints that there are hidden bonuses elsewhere.

27 LOVE AND THEFT/Frozen Floors

Requires dropping items on empty no signs. -For those unaware: doing so causes that item to permanently stay there. A Couple of easy/medium difficult puzzles here wrapped up in an overall puzzle. I'm very uncertain about how difficult this level is.

28 not yet finished

29 GIVE ME SHELTER/Fire and Water

Similar concept to my level 'Barricade' from Mobi's Challenge. Make a barricade with blocks to protect yourself from the storm of fireballs. Inspired by the survival contest/challenge from years ago. I managed to get the timing right on the mechanism for this on the very first try.

The fireballs come and go on a regular interval.

30 MY CLOWN'S ON FIRE/Chase Race

A variety obstacle course with lots of bonus rooms. Time is a little tight but there are bonus clocks at every bonus room.

I wanted to remain more faithful to the original layout but some things (like interactions with blocks and tanks in teleports) forced me to make some changes to the wall structure here.

Title is a song by the "Lounge Lizards"

31 SWIVEL TOMBS/Well of Wishes

A swivel door themed level. Hardest part is probably the small enemy rooms in the upper right. If you take your time and study the patterns first it shouldn't be too bad; doesn't really require a lot of quick reflexes. Also be careful at the puzzle at the end.

32 (not yet complete)

33 THE BIG BLOCK QUEST/The big button quest

Carry one block through an obstacle course. Always look ahead before pushing the block (needless to say); though I tried to eliminate surprises as much as possible (unlike the original CCLP2 cough cough)

34 DEAD ETERNITY/Cypher II

A Simple chip collecting level. No real puzzles, no chance of death; just a breather level for decoration and relaxation.

35 (actually level 49) QUANTUM LEAP/Just a minute!!

You need to understand a few important points about the yellow teleport and ghosts to solve this level fairly:

-ghosts can pick up and drop yellow teleporters but for some reason have restrictions that other items don't;

-the yellow teleport will only be picked up if it's destination is blocked in the direction of ghost's travel. (OR there's no other y teleport on the field).

-when encountering a fifth item, the ghost will ONLY drop the y teleport if another one is on the field AND unblocked in direction of ghost's travel.

-And importantly; it must be unblocked for CHIP, NOT A GHOST. This means for example even though ghosts should go through walls; if you place the first y teleport next to a wall in the direction of ghosts's travel the ghost won't drop it.

-If this is the case the y teleport will be skipped and the next item in the ghost's inventory will be dropped instead.

Unfortunately these points are not exactly intuitive and there's no easy way to demonstrate this in game.

Besides all this; let me know how intuitive/non-intuitive the rest of the level is.

53 MISSION IMPROBABLE/Security Breach

A CC2 take on the old "security system device". ...Which could've been much more elaborate, well there are plenty more levels left......

Anyways; you must step on the wires with the lightening bolt; only while they are active, or lots of teeth will attack. On the final part; you're forced to step on a long section of wire so you must disable the "security system" first.
my CC2 sets: Mobi's Challenge (166 levels)
Walls of CCLP2 (V2) presently: ~50 levels

"Not knowing how near the truth is, we seek it far away."
-Hakwin Rinzai

"Yeah, well, that's just, like, your opinion, man"
-'The Dude' Lebowski
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Messages In This Thread
The Walls of CCLP2 - by mobius - 04-Feb-2018, 4:15 PM
The Walls of CCLP2 - by Joshua Bone - 04-Feb-2018, 7:07 PM
The Walls of CCLP2 - by chipster1059 - 07-Feb-2018, 3:00 PM
The Walls of CCLP2 - by mobius - 07-Feb-2018, 9:24 PM
The Walls of CCLP2 - by H2O - 10-Feb-2018, 3:32 PM
The Walls of CCLP2 - by mobius - 17-Feb-2018, 8:32 PM
The Walls of CCLP2 - by chipster1059 - 23-Feb-2018, 8:02 PM
The Walls of CCLP2 - by mobius - 24-Feb-2018, 11:55 AM
The Walls of CCLP2 - by H2O - 24-Feb-2018, 1:33 PM
The Walls of CCLP2 - by mobius - 25-Feb-2018, 11:15 AM
The Walls of CCLP2 - by H2O - 25-Feb-2018, 12:49 PM
The Walls of CCLP2 - by mobius - 08-Sep-2018, 12:26 PM

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