Only After I started playing this pack I realized this version of Centennium II is available. I'll try that out soon and give feedback! That level "Axis" you have a clip of--looks like a very cool concept! can't wait to try it.
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I never played your CC1 levelset [except those I remember from the voting of CCLP1]so these were new to me. and it was a very nice levelpack! I didn't finish it yet. But I might start playing Centennium II before finishing this.
All the levels are laid out very nice and both look good and work well. You make good use of decorations like the "random unnecessary fire". You also have a lot of simple yet very cool mechanisms, I don't mean complicated trap or clone set ups just layouts of the various tiles in interesting ways.
The tutorials were very well made; I think this sort of detail is very helpful in the game. As opposed to fewer tutorials covering less, I plan to do something similar in my own levelpack. Your pack would be good for a beginner.
Grey Matter: I solved the level but didn't figure out the rule; can you tell me?
Sundance: I remember this one from voting, and I remember thinking I didn't like it because it was difficult to see where you needed to go; the custom floors really improve that.
Shambles was an interesting and tough one. A different kind of sokobon.
^shambles, Minipyramid, Falling, and problem solver were favorites of mine.
Colorful Archipelago: is there actually a way to get to the flippers?
Waterwways is a nice concept but I thought the whole level was a little too big.
Exit Wounds: this level confused me quite a bit and I won pretty much by accident. I don't think I got the idea and either it's busted or just easier than it looks and the concept went over my head. After wondering around and examining all the fake exit areas I just popped into the lower teleport area and exited via the green key. I don't understand how you 'use the keys to find the ext'. EDIT: after thinking about it I guess by exploring and using all the other keys you open the way to the exit?
If I understand the mechanism correctly; as is; I think it's too easy to stumble on the solution. Or maybe I was just lucky.
Cut to the chase; this was fun. It wasn't too difficult like I find a lot of levels like these. I liked the ending part too.
Take a Walk: another great one. Somewhat complex hodge-podge level but not too complex. First play through I botched the beginning but didn't realize and went through most of the level until I realized I didn't have the green key and was looking for it until I realized it was back at the beginning.
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I never played your CC1 levelset [except those I remember from the voting of CCLP1]so these were new to me. and it was a very nice levelpack! I didn't finish it yet. But I might start playing Centennium II before finishing this.
All the levels are laid out very nice and both look good and work well. You make good use of decorations like the "random unnecessary fire". You also have a lot of simple yet very cool mechanisms, I don't mean complicated trap or clone set ups just layouts of the various tiles in interesting ways.
The tutorials were very well made; I think this sort of detail is very helpful in the game. As opposed to fewer tutorials covering less, I plan to do something similar in my own levelpack. Your pack would be good for a beginner.
Grey Matter: I solved the level but didn't figure out the rule; can you tell me?
Sundance: I remember this one from voting, and I remember thinking I didn't like it because it was difficult to see where you needed to go; the custom floors really improve that.
Shambles was an interesting and tough one. A different kind of sokobon.
^shambles, Minipyramid, Falling, and problem solver were favorites of mine.
Colorful Archipelago: is there actually a way to get to the flippers?
Waterwways is a nice concept but I thought the whole level was a little too big.
Exit Wounds: this level confused me quite a bit and I won pretty much by accident. I don't think I got the idea and either it's busted or just easier than it looks and the concept went over my head. After wondering around and examining all the fake exit areas I just popped into the lower teleport area and exited via the green key. I don't understand how you 'use the keys to find the ext'. EDIT: after thinking about it I guess by exploring and using all the other keys you open the way to the exit?
If I understand the mechanism correctly; as is; I think it's too easy to stumble on the solution. Or maybe I was just lucky.
Cut to the chase; this was fun. It wasn't too difficult like I find a lot of levels like these. I liked the ending part too.
Take a Walk: another great one. Somewhat complex hodge-podge level but not too complex. First play through I botched the beginning but didn't realize and went through most of the level until I realized I didn't have the green key and was looking for it until I realized it was back at the beginning.
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
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