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06-Apr-2016, 12:07 PM
(This post was last modified: 06-Apr-2016, 12:07 PM by chipster1059.)
C1059-CC2 IS NOT FINISHED!
I have released an update, the set now has 109 levels. Here is a complete list of changes:
[Click to Show Content]
1: Major changes, all solutions should be broken.
9: Added wall to fix bust.
16: Added extra dirt boots to fix stupid cook. Should not affect any solutions.
28: Replaced ice corner with force floor. Removed a few walls to prevent overly-long room. Remade fireball room.
43: Added item blockers to prevent bust. Will probably break many solutions.
55: Removed a few walkers that made the level too painful.
60: Fixed bust.
85: Raised value of bonus flags and renamed level.
86: Moved to slot 100 and replaced with a new level.
95: Removed from C2G file and replaced with a new level.
96: Removed from C2G file and replaced with a new level.
97: Removed from C2G file and replaced with a new level.
99: Removed from C2G file and replaced with a new level.
Essentially: Replay levels 1, 9, 16, 28, 43, 55, 60 and 85. Level 100 used to be level 86. Levels 86, 95, 96, 97, 99 and 101 to 109 are new.
Some of the removed levels will be readded later on in the set, in the slots where I originally wanted them to be.
Please tell me which levels you liked and didn't like so I can improve future levels. Thanks for playing!
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06-Apr-2016, 7:17 PM
(This post was last modified: 07-Apr-2016, 1:01 PM by _H_.)
I played through most of your levels when they came out, but never gave feedback on any, partly because I was too lazy and it takes quite some more work to give useful comments on levels than just playing them, partly however, since you have a reasonable amount of crazy monster dodging / timing levels in your set, which are not my preferred type of level - if you read what I wrote in other threads probably not unexpected and therefore not too helpful... However there are some great levels in the set, and for the most part, I had a lot of fun playing through all levels
Generally as always, included replays would imo be a nice thing.
But let's have a look at some of the new levels to give some hopefully useful feedback
101 PUSH AND PULL
A lot of clever mechanics, the block pushing puzzle with push up walls is really cool, not too sure about the single shot you get at the ghost room to progress, but it's OK, since it is a short level. Over all a great level, I had a lot of fun solving all rooms.
102 BLOB BLAST
A lot of blobs in the outer space, together with a transformer, which sometimes leaves you no exit, because there will be an angry teeth blocking your way. Randomness pure, not my type of level.
103 GHOSTS' WORST FEAR
60 times a second, the ghosts change direction, great too look at, and the walls are deadly, another advantage of this level, since the maze is relatively big and requires a lot of direction changes. If we compare it e.g. to level 40 - THE LEVEL THAT WILL DRIVE YOU INSANE, which is a nice fun to play maze, perhaps visually not the easiest, but not a hard one, especially since you don't have to fear to die, overall easy - 103 is nothing of this...
104 SUDDENLY THE TANKS DO THINGS
A cool concept, but the level could imo either be smaller or there could be extra red keys to make it even more fun to play.
105 ISLAND SOLITAIRE
Overall a nice and easy level which is a lot of fun to play. B)
Yet it could be better, e.g. by using a blue teleport instead of a red one. (Edit: Probably a better solution is having a floor tile behind the teleport and moving the water tile one position to the right...) This is imo just a bad design choice. Don't show of that you are a clever designer by implementing traps via hidden information here in form of splash delay which will kill the player. Making the player restart a level more than necessary just makes a level annoying.
106 MANIPULATION
Either I really miss something in this level, and there is a reliable way of not getting the blocks stuck on the blue teleport, but it seems to be trial and error respectively luck timing wise.
107 FOLLOW THE YELLOW TUNNEL
Teeth manipulation in this way might be fun for some people, yet generally not my type of level, but regardless, at least to me, it feels like you overshot the size/length of this concept here.
108 ARMS LENGTH
The idea of the concept of freeing monsters this way is really cool, the resulting chaotic monster dodging a bit too much for my taste. I would give the player either more space, to set up traps for the monsters, or reduce the amount of them, or use just one or maybe two types of monsters top get a reasonable predictable behavior.
109 FEARLESS
Again a really cool idea, just that trusting the designer is a really bad idea in this level, because of delay between stepping on a tile and triggering the mechanism via your mirror. Part two is still doable, just precise timing (short stops), but number four seems to be impossible this way, use a chip instead of a toggle bomb, or remove one toggle door control, to make re-stepping to bump into a toggle reset not required. In the end the time limit should probably be increased by three seconds or so as well, to make it more fun to play.
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Thanks for the feedback _H_!
I'll make the fixes you suggested for several of these levels. Thank you for pointing out these issues.
106: no you didn't miss anything, the whole level was a failed experiment, it will be removed in the next update.
In the next update, there will probably be more puzzle levels and less dodging.
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C1059-CC2 has not been updated, I just want to ask you all a question.
In several of the levels in the set, I put a transmogrifer that seemingly serves no purpose. The only thing it does is that it allows the player to choose whether they play as Chip or Melinda. However, as I recently went through many of the levels in the set to add replays, I realized that they can cause problems. Monsters can sometimes enter them, and in several cases the level is unequal between the two players.
What do you think? Should I keep these transmogrifers, or remove them?
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12-Jun-2016, 4:58 PM
(This post was last modified: 12-Jun-2016, 5:00 PM by Flareon350.)
I don't think you need to remove them but if you want to avoid the issue of monsters entering them and unequal stuff between Chip and Melinda's characteristics, you should make the first transmogrifer a one time use thing and maybe include a hint stating players can choose to play the level as Chip or Melinda and either or wouldn't make much of a difference. Whether you want to do this with every level that offers this option is up to you though. However, if some of your levels include stuff like ice Chip must slide on, a female only section for Melinda, etc. then I'd maybe remove the transmogrifer entirely to avoid confusion for the players.
In all honestly, the fact you include a transmogrifer at the start of your levels makes your set very unique. I don't believe any other CC2 level designer would include an option like that for players so it's quite nice you do that.
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Quote:I don't think you need to remove them but if you want to avoid the issue of monsters entering them and unequal stuff between Chip and Melinda's characteristics, you should make the first transmogrifer a one time use thing and maybe include a hint stating players can choose to play the level as Chip or Melinda and either or wouldn't make much of a difference. Whether you want to do this with every level that offers this option is up to you though. However, if some of your levels include stuff like ice Chip must slide on, a female only section for Melinda, etc. then I'd maybe remove the transmogrifer entirely to avoid confusion for the players.
In all honestly, the fact you include a transmogrifer at the start of your levels makes your set very unique. I don't believe any other CC2 level designer would include an option like that for players so it's quite nice you do that.
Thanks for the feedback Josh! I appreciate it.
I will try to keep the transmogrifers whenever possible. Making them a one time use will probably fix a few busts.
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C1059-CC2 has received another update; it now contains 121 levels. Most of the new levels focus on puzzles and teamwork. Please let me know what you think about them.
I have also been adding replays to the earlier levels; 65 levels now have them. In the process, I found a certain number of busts and other issues, and fixed them. I also made some changes following _H_'s feedback. Here is a complete list of changes.
[Click to Show Content]
007: Added cleats to make solvable as Chip.
015: Added two turtles in walker room to make it less dependant on luck.
030: Added title. Changed bonus flag (before that it took too much time to reach that it wasn't an advantage).
031: Added hiking boots (to make level also solvable as Melinda) and bonus flag.
038: Added thin wall to prevent busts. Removed yellow key and replaced yellow lock with green one to prevent another bust.
041: Raised time limit from 300 to 400 to make level less strict.
050: Removed transmogrifer, level can now only be played as Chip.
051: Replaced green key with yellow key, and all locks too.
053: Added transmogrifer and hiking boots, moved hint, level can now also be played as Melinda.
055: Added a few recessed walls. This is only aesthetic.
057: Replaced transmogrifer with bonus flag (the level was busted playing as Chip).
076: Added transmogrifer, level can now also be played as Chip.
077: Added transmogrifer, level can now also be played as Chip. This is not a mistake.
078: Added transmogrifer, level can now also be played as Chip. This is not a mistake either.
097: Added transmogrifer, level can now also be played as Chip. I'm seriously not joking.
102: Added recessed walls near transmogrifer to prevent stupid cook.
104: Added thin wall to prevent bust, and extra keys.
105: Replaced red teleports with blue ones, moved hint and modified bonus flags.
106: Replaced with an entirely new level.
108: Level enlarged (was 15*15, now 20*20). Added time limit.
109: Minor changes to avoid possible cooks due to animations. Raised time limit.
As usual, please leave feedback so I can improve future levels. Thanks for playing!
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18-Oct-2016, 6:13 PM
(This post was last modified: 18-Oct-2016, 6:14 PM by chipster1059.)
C1059-CC2 has received an update; it now has 130 levels. Most of the new levels are small experiments. Feedback would be greatly appreciated.
I have also continued adding replays: over 100 levels now have them. In the process, I also continued fixing busts and other issues. Here is a complete list of changes.
[Click to Show Content]
029: Some redesigning that should break all solutions.
032: Redesigned. While some puzzles are intact, many changes were made. The level is now Melinda-only.
038: Changed dirt blocks into directional blocks to make level solvable as Melinda. Moved locks, recessed walls and red teleport.
039: Added thin wall near socket.
050: Replaced chips with toggle chips. Replaced fake blue walls with dirt. Replaced blue teeth with red teeth. Added open toggle wall under fire boots. Removed suction boots and some force floors, replaced with gravel. Essentially, aesthetic changes, and changes to make it closer to the CC1 version.
051: Added extra block, which was probably deleted by accident in an earlier version. Added blue floor (should not affect gameplay).
054: Replaced overly complex ghost room with simpler block room. Extended ending water tunnel. Added thin walls near socket (should not affect gameplay).
067: Added thin walls to prevent accidental cloning of third fireball, and stupid cook.
070: Added thin wall to prevent stupid cook.
075: Moved one red teleport and removed some thieves to prevent stupid cook. Modified hint.
076: Rewired most of the buttons to fix bust, replaced all walls with steel walls.
078: Rewired most of the buttons to fix bust, again. Replaced red locks with bombs and thin walls (should not affect gameplay). Raised time limit from 300 to 500.
081: Switched view mode from dual-screen to 10*10.
084: Moved bomb to prevent stupid cook.
088: Made one dodging room less strict.
090: Massively redesigned. This new version is closer to the CC1 version of the level.
100: Did some rewiring and added extra force floor and thin walls, to prevent bust.
102: Changed view mode from 9*9 to 10*10 and increased time limit from 100 to 150.
116: Rewired some buttons to prevent bust.
119: Minor aesthetic changes that do not affect gameplay.
I have also been modifying the soundtrack, and it is now available for download here on CCZone. Due to the 2MB file size limit it had to be split in 14 parts. If you want to use the soundtrack, you will have to download ALL the files in the download link in the first post, remove the fake dat extensions, and extract them. If you just want the set without the music, you can simply download C1059-CC2.zip and leave all the other files alone. Sorry this is so complicated.
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I've began playing the latest version; looking good so far; I'll post some detailed feedback once I solve a decent portion.
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17-Dec-2016, 9:50 PM
(This post was last modified: 17-Dec-2016, 9:52 PM by mobius.)
note: I've commented on difficulty sometimes but these comments might be skewed because I've only gotten like 1/4 into the pack.
CC1059 -- 1, start level Great level; the yellow teleport area is nice!
Took me a little while to figure out you can use the pop-up wall to your advantage. I ended up getting lucky and getting in without it-- but would've commented that this is annoying, because of having the ball often block your path, but I knew there must be more to it.
I think Ghost Run is much harder than level 6. I haven't solved it yet, but I am not particularly good at very tight timed levels.
Block Parking- interesting concept but a tough level, a little hard for level 8 imo.
And Ice Maze but not as you know it -- interesting concept; was slightly more fun but harder before I realized how you can get rid of bowling balls easily by standing horizontally in a hallway and releasing them.
Hexagons of Slime; in case you weren't aware: you can avoid pressing any of the buttons by block slapping.
Lady Bugs: very cool and tough puzzle! Great use of the yellow teleports. This my favorite level so far. What exactly is the title a reference to? The bonus seems pointless imo, as well as the transmogrofier.
Confusion-- the concept is neat but it's kind of annoying that making one mistake in a sokoban level such as this means instant death instead of just bumping into a wall.
Nothing? -- a nice simple level.
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