for those unaware; Joshua Bone posted the CC2 Rejects set in the downloads a while ago; all the levels made for CC2 that didn't make it in the game [a whopping 200 more levels!]. And I thought I'd discuss them a little here, because while most of the levels were nothing special, there were some interesting concepts there, that gave me some inspiration. I've only got about half way through the pack so far.
In Particular here are some levels I might've liked to seen included in the game:
Resistance is Futile. This was a really cool concept. Maybe to make it a little less tedious/boring, add a few more walkers? Of course, that would make getting the bonuses harder. And it was annoying when sometimes the walkers come back out after going in a hole. Even so, I didn't have much trouble with this one and I actually liked it quite a bit.
track maze (1) -- very nice concept and I liked that it fits on a 10x10 level. It's tougher than it looks at first. The nice long time limit is nice.
Ant Help -- a fun short level. But shouldn't it be called "centipeded help"?
Be Prepared: while there that's d### move; this was actually a fun level. In such a brief level I don't mind gotcha moments like that. Now if it was a 30x30 level with lots of work that's a whole other story.
Centipede: Cool concept, the only flaw, I think is the fact that basically there's no real strategy or plan involved, just spam bowling balls and you'll win. I haven't figured out how to get the bonus though.
Limits: I realize there's not exactly the same idea, but as far as "rover themed" levels go I liked level much more than "Sea Que".
I haven't found any levels unsolvable by logic updates yet, but I have found levels which I can't see any solution, probably just because I'm missing something but they seem totally unsolvable. Like the second Pop Rocks level, Am I missing something or is the path to the exit/waterway totally blocked??
In Particular here are some levels I might've liked to seen included in the game:
Resistance is Futile. This was a really cool concept. Maybe to make it a little less tedious/boring, add a few more walkers? Of course, that would make getting the bonuses harder. And it was annoying when sometimes the walkers come back out after going in a hole. Even so, I didn't have much trouble with this one and I actually liked it quite a bit.
track maze (1) -- very nice concept and I liked that it fits on a 10x10 level. It's tougher than it looks at first. The nice long time limit is nice.
Ant Help -- a fun short level. But shouldn't it be called "centipeded help"?
Be Prepared: while there that's d### move; this was actually a fun level. In such a brief level I don't mind gotcha moments like that. Now if it was a 30x30 level with lots of work that's a whole other story.
Centipede: Cool concept, the only flaw, I think is the fact that basically there's no real strategy or plan involved, just spam bowling balls and you'll win. I haven't figured out how to get the bonus though.
Limits: I realize there's not exactly the same idea, but as far as "rover themed" levels go I liked level much more than "Sea Que".
I haven't found any levels unsolvable by logic updates yet, but I have found levels which I can't see any solution, probably just because I'm missing something but they seem totally unsolvable. Like the second Pop Rocks level, Am I missing something or is the path to the exit/waterway totally blocked??
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