22-Jun-2013, 5:59 AM
(This post was last modified: 22-Jun-2013, 4:27 PM by Green Kitten.)
Hmm... I'm going to join in you guys and help with the voting (just make sure level 121 has teeth. ) So, without further ado... Zephyr.
1. Blockage. This one confused me so bad. I haven't a bloody clue how this level works, even looking at it in the editor. Is it even possible? Uh, it is Jacques, because it's in the pack. But whatever it is, I cannot complete it. This pack is aimed at players like me, who aren't very good at the game. I had no idea and was totally lost, so this level does not belong anywhere near the pack. All in all, not a great start for Zephyr.
2. Shoes Wanted. Not too bad. A little too easy... but you can never have it too easy. Would be good as a level in the 10s. Stupidly, I attempted to do the teeth section first, because I'm just stupid like that. Turns out the yellow key was useless anyway. The level is untimed for some reason... but I completed it in 70 seconds, including the exploring since I wasn't sure what to do. Not too bad.
3. Slide Labyrinth. Very fun! The ball rooms aren't too hard either. I enjoyed this. My only complaint is that the time limit is too low. Raising it would be perfect for beginners like me. I ran out of time after collecting 7 chips.
4. Making a Difference. Very easy level, though the fireball room was pretty fun - that was the highlight of the level.
5. Stairway Mazers. I liked this. The bug at the start was fun to move around against. No dirty tricks, just mazey fun. But when you see a thief and a stairway made of force floors? GO ON THE FORCE FLOORS AS SOON AS YOU SEE THEM! I completed the water and ice part before doing the force floors bit... and I thought "if I make another block, I wouldn't be able to advance to the corridor of fireballs. So I left out that chip and went towards the exit without it. The rest of the level was very fun though.
6. Treasure Island. I did this level quite aimlessly. Still pretty fun though - there are some islands that you'll need to use the blocks on other islands to get to.
7. Criss Cross. This one sure was confusing, but I got the hang of it, after a few deaths. No, I'm not doing that on purpose, you stupid game. A bit repetitive, I must say...
8. Holy Chip. Aah... collecting lots of chips level. Coming from the guy that subjected people to filling a room with Computer Chips under Computer Chips, and calling it a level, seen in Jacques.dat like 30 times, I found it never unbearable, and the designer kept it interesting. A bit scary with that ball on the ice, and going back and forth to deal with the blocks and traps was a bit boring, but you only had to do it 5 times. Really good stuff. Easy, but never unbearable. Speaking of collecting lots of chips, is my stupid level BuggyChip in one of those packs? It made it into the final stages of CCLP3 voting for some reason I cannot explain.
9. Occupied. Fun concept, and not too tricky. A few switches were hard to get to when pink balls were released, but all in all it was fine.
10. Slow Melting. AAUGH! ICEDEATH LEVEL! Oh wait, Ice Skates. Phew. Kinda meh, really, but there's always that one chip you forget to get. Always.
11. Parody Bit. Pretty fun. Short but sweet. Definitely reminds me of something I would make, especially the toggle room with monsters, which is a staple in many of my levels. W-wait, was Mr. Designer parodying me? Thanks, Mr. Designer!
12. Paid in Full. It took a little while to realise what the hell I was doing, but this turned out to be a fun and straight-forward little level. Could have added a bit of challenge, but it's alright. What's up with the name?
13. Four Ants. This level was just annoying... and you had to use some of the blocks to go to the exit. It got old after the fifth time being killed after an ant.
14. Cakewalk. I enjoy these kind of levels very much. This one was really fun, and it was a bit of a rush for me (though leave the time limit alone - it encourages you to move quick but not too frantically.) I ran out of time first time, but that enticed me to try again! The block section was a bit scary... but we all need those scary sections otherwise Chip's Challenge would get boring. My only complaint is that the panels could look a bit neater - levels built with panels do have a tendency to look messy in the MS graphics. The top-left with the alternating north and south panels could be edited to look a bit better, but a good level.
15. Center Priority. Easy stuff. I missed my exit on the paramecium section so I had to do it twice. It did not make me a happy bunny. And the SE Panel... use it! (There was a point where it could have been used neatly but the designer opted for separate N and W panels. I'm really stingy about panels...) Not particularly fun.
16. Taking. This level would either be evil (the bugs/paramecia would circle a 2*2 square after a chip was collected so timing was key) or dull (the bugs/paramecia would continue the 3*3 circle). Indifferently surprised, it took the dull option.
17. The Maze That Turned On And Off. Really, really fun! This could be a contender for level 121 - as level 121 must have teeth. You'll find yourself praying for that pink ball to hit the button quite a lot, but this was an exciting, fun level. 5'd.
18. Confounded. I kinda got bored of this one fast. There weren't any moving tanks by the point I got bored. A bit annoying too, really, I was going round in circles at some points.
19. Fresh. Nothing fresh about this level, which was essentially a Jumping Swarm, just with some gravel here and there. Well, at least it wasn't a 900s Jacques.dat Jumping Swarm, because that would get a 1/5.
20. Protect Your Fortress. Very, very fun. Took me a little while to realise what to do, because somebody didn't read the hint. Not hard, and very fun. 5'd.
21. Enough Lessons. Fun enough. Very straightforward and no challenge whatsoever... would be perfect as a very early level. Nothing much else to say.
22. Synchronisation. Just... really frustrating. I ran out of time before that BLASTED PINK BALL created the second block so I could detonate the bomb AAAAAURGHHHHHHHHHHHHHHHHH
23. Into the Vortex. Easy, but fun stuff. What was the point of the pair of suction shoes?
24. Boa, Boa, Boa. What a silly name, I first thought whilst playing this bizarre level. However... it was exciting, exciting stuff. And soon enough after playing, I understand why the designer gave it such a name. The boa constrictors are very numerous and I made a mess of it a lot of times. A very exciting, and fun level. I think I will... Yeah, 5'd.
25. Spirals. It's alright, a bit repetitive though. The odd sliding that monsters tend to have didn't bother me once here.
26. Backfire. "Moving blocks are dangerous, try not to get squashed by them". Well duh. Basic stuff here, executed quite nicely here. Would be fun as an earlier level.
27. Renewable Swarm. Exciting stuff, and lots of frogs! Could be a contender for level 121, but I'd prefer level 121 to be a full level which uses the entire space of the 32*32 map. The rhythm of the button pushing by the enemies was easy to get into. Click, click-click, click, click.
28. Fireball. What a mess! How the hell do you get past the tanks? The beginning with the fireballs was hella hectic too. Harumph. We'll swiftly skip this one.
29. Ballroom Blitz. Nice concept. Could have been a bit harder, but I liked it, random as it was. Ballroom dancing with pink balls.
30. Start Off. Just hideously dull, really. We want to entertain our beginner Chipsters, not bore them!
31. And The Buttons Were Gone. Fun. Though it involves the killing of those cute widdle fwoggies. Oh well, it proved to be a fun level. You may need to think before quickly trapping the frogs, warning from Jacques.
32. Guarded Hallways. Perfect difficulty... oh rats, that fireball room. It made it so confusing with the fire under the fireballs - everything was hard to see. It might look better in Lynx... but I never liked Lynx graphics, I'll stick with MS, however 'crappy' it looks, because Chip to me will always be the guy with green trousers and a teal blue shirt, not some random guy with a backpack who's so ugly you can't see his face! Oh, what am I even talking about? This was pretty good, not 5 quality stuff, but fun nonetheless.
33. Ratchet. My lucky jersey number. Yeah, it would be 121, but that's too big to fit on a baseball jersey. Jacques, stop rambling. A great concept. The first time I tried it, of course I let the fireball through, but yeah, I can kill all those frogs quite easily. I then realised what was going on, and thought "this concept is great but... could have been used better". Then I saw the trap, and quickly rethought. Interesting concept, used well, in the end. All in all, a good map. 5'd.
34. Route 66. More cruel than it should have been because my left and right arrow keys were playing up, so the glider and fireball rooms, and the 2*2 squares with enemies were a nightmare when they really shouldn't be. Not at any fault of the map, that is, which is a fun romp. with nothing too tricky. Damn arrow keys. I will 5 this, whatever.
35. Teleporter Action. A short boring level on partial posting. That is all I really have to say.
36. 4 Ways to Win. I did it... the bomb way. I don't see any other way to do it, but there you go. GreenKitten, everyone. A fun little puzzle which was satisfying to solve. I enjoyed this level.
37. Mega Blocks. I can easily see this level in CCLP1. It's just jam-packed with little block puzzles which are never boring, and not too hard, but with a bit of thinking ahead involved. Nicely built and always entertaining, this level is 5'd.
38. Kill Blob. Aah... my kind of level - killing those disgusting green objects. That was about 5% of the level... the rest of the level was a scavenger hunt - which did entertain me - it wasn't too long and irritating a-la CC1 #32. I was thinking the scavenger hunt to be a while-u-wait for the blobs to drown, but you had to get the blobs killed and the chips collected before you could enter the scavenger hunt. Not the way I would do it, but who cares? And this level gives us a chance... to kill blobs!
39. Peek-A-Boo. Ooh, another scavenger hunt. Unlike Zommy08 I found the item-swapping here to be more interesting than the previous level - you have to do a bit more thinking here. But there's no blob-killing... this level sure could use some blob killing.
40. The Perks of Dodging A Block. Annoying timing needed here - once you get all the chips and pass the socket, the level is reminiscent of the block nightmares of Blockbuster I... and II. That's not a good thing - and especially after you've gotten all the chips, it just makes it a bit annoying, really.
41. Novice Hall. No animals were touched in the completion of this level. Which is just as well. Nothing special really... the only danger is if you make a misstep into the frog cage - which is almost certain death. Basic... but is it too basic?
I shall continue later, and I'll do all the voting once I've finished the set.
1. Blockage. This one confused me so bad. I haven't a bloody clue how this level works, even looking at it in the editor. Is it even possible? Uh, it is Jacques, because it's in the pack. But whatever it is, I cannot complete it. This pack is aimed at players like me, who aren't very good at the game. I had no idea and was totally lost, so this level does not belong anywhere near the pack. All in all, not a great start for Zephyr.
2. Shoes Wanted. Not too bad. A little too easy... but you can never have it too easy. Would be good as a level in the 10s. Stupidly, I attempted to do the teeth section first, because I'm just stupid like that. Turns out the yellow key was useless anyway. The level is untimed for some reason... but I completed it in 70 seconds, including the exploring since I wasn't sure what to do. Not too bad.
3. Slide Labyrinth. Very fun! The ball rooms aren't too hard either. I enjoyed this. My only complaint is that the time limit is too low. Raising it would be perfect for beginners like me. I ran out of time after collecting 7 chips.
4. Making a Difference. Very easy level, though the fireball room was pretty fun - that was the highlight of the level.
5. Stairway Mazers. I liked this. The bug at the start was fun to move around against. No dirty tricks, just mazey fun. But when you see a thief and a stairway made of force floors? GO ON THE FORCE FLOORS AS SOON AS YOU SEE THEM! I completed the water and ice part before doing the force floors bit... and I thought "if I make another block, I wouldn't be able to advance to the corridor of fireballs. So I left out that chip and went towards the exit without it. The rest of the level was very fun though.
6. Treasure Island. I did this level quite aimlessly. Still pretty fun though - there are some islands that you'll need to use the blocks on other islands to get to.
7. Criss Cross. This one sure was confusing, but I got the hang of it, after a few deaths. No, I'm not doing that on purpose, you stupid game. A bit repetitive, I must say...
8. Holy Chip. Aah... collecting lots of chips level. Coming from the guy that subjected people to filling a room with Computer Chips under Computer Chips, and calling it a level, seen in Jacques.dat like 30 times, I found it never unbearable, and the designer kept it interesting. A bit scary with that ball on the ice, and going back and forth to deal with the blocks and traps was a bit boring, but you only had to do it 5 times. Really good stuff. Easy, but never unbearable. Speaking of collecting lots of chips, is my stupid level BuggyChip in one of those packs? It made it into the final stages of CCLP3 voting for some reason I cannot explain.
9. Occupied. Fun concept, and not too tricky. A few switches were hard to get to when pink balls were released, but all in all it was fine.
10. Slow Melting. AAUGH! ICEDEATH LEVEL! Oh wait, Ice Skates. Phew. Kinda meh, really, but there's always that one chip you forget to get. Always.
11. Parody Bit. Pretty fun. Short but sweet. Definitely reminds me of something I would make, especially the toggle room with monsters, which is a staple in many of my levels. W-wait, was Mr. Designer parodying me? Thanks, Mr. Designer!
12. Paid in Full. It took a little while to realise what the hell I was doing, but this turned out to be a fun and straight-forward little level. Could have added a bit of challenge, but it's alright. What's up with the name?
13. Four Ants. This level was just annoying... and you had to use some of the blocks to go to the exit. It got old after the fifth time being killed after an ant.
14. Cakewalk. I enjoy these kind of levels very much. This one was really fun, and it was a bit of a rush for me (though leave the time limit alone - it encourages you to move quick but not too frantically.) I ran out of time first time, but that enticed me to try again! The block section was a bit scary... but we all need those scary sections otherwise Chip's Challenge would get boring. My only complaint is that the panels could look a bit neater - levels built with panels do have a tendency to look messy in the MS graphics. The top-left with the alternating north and south panels could be edited to look a bit better, but a good level.
15. Center Priority. Easy stuff. I missed my exit on the paramecium section so I had to do it twice. It did not make me a happy bunny. And the SE Panel... use it! (There was a point where it could have been used neatly but the designer opted for separate N and W panels. I'm really stingy about panels...) Not particularly fun.
16. Taking. This level would either be evil (the bugs/paramecia would circle a 2*2 square after a chip was collected so timing was key) or dull (the bugs/paramecia would continue the 3*3 circle). Indifferently surprised, it took the dull option.
17. The Maze That Turned On And Off. Really, really fun! This could be a contender for level 121 - as level 121 must have teeth. You'll find yourself praying for that pink ball to hit the button quite a lot, but this was an exciting, fun level. 5'd.
18. Confounded. I kinda got bored of this one fast. There weren't any moving tanks by the point I got bored. A bit annoying too, really, I was going round in circles at some points.
19. Fresh. Nothing fresh about this level, which was essentially a Jumping Swarm, just with some gravel here and there. Well, at least it wasn't a 900s Jacques.dat Jumping Swarm, because that would get a 1/5.
20. Protect Your Fortress. Very, very fun. Took me a little while to realise what to do, because somebody didn't read the hint. Not hard, and very fun. 5'd.
21. Enough Lessons. Fun enough. Very straightforward and no challenge whatsoever... would be perfect as a very early level. Nothing much else to say.
22. Synchronisation. Just... really frustrating. I ran out of time before that BLASTED PINK BALL created the second block so I could detonate the bomb AAAAAURGHHHHHHHHHHHHHHHHH
23. Into the Vortex. Easy, but fun stuff. What was the point of the pair of suction shoes?
24. Boa, Boa, Boa. What a silly name, I first thought whilst playing this bizarre level. However... it was exciting, exciting stuff. And soon enough after playing, I understand why the designer gave it such a name. The boa constrictors are very numerous and I made a mess of it a lot of times. A very exciting, and fun level. I think I will... Yeah, 5'd.
25. Spirals. It's alright, a bit repetitive though. The odd sliding that monsters tend to have didn't bother me once here.
26. Backfire. "Moving blocks are dangerous, try not to get squashed by them". Well duh. Basic stuff here, executed quite nicely here. Would be fun as an earlier level.
27. Renewable Swarm. Exciting stuff, and lots of frogs! Could be a contender for level 121, but I'd prefer level 121 to be a full level which uses the entire space of the 32*32 map. The rhythm of the button pushing by the enemies was easy to get into. Click, click-click, click, click.
28. Fireball. What a mess! How the hell do you get past the tanks? The beginning with the fireballs was hella hectic too. Harumph. We'll swiftly skip this one.
29. Ballroom Blitz. Nice concept. Could have been a bit harder, but I liked it, random as it was. Ballroom dancing with pink balls.
30. Start Off. Just hideously dull, really. We want to entertain our beginner Chipsters, not bore them!
31. And The Buttons Were Gone. Fun. Though it involves the killing of those cute widdle fwoggies. Oh well, it proved to be a fun level. You may need to think before quickly trapping the frogs, warning from Jacques.
32. Guarded Hallways. Perfect difficulty... oh rats, that fireball room. It made it so confusing with the fire under the fireballs - everything was hard to see. It might look better in Lynx... but I never liked Lynx graphics, I'll stick with MS, however 'crappy' it looks, because Chip to me will always be the guy with green trousers and a teal blue shirt, not some random guy with a backpack who's so ugly you can't see his face! Oh, what am I even talking about? This was pretty good, not 5 quality stuff, but fun nonetheless.
33. Ratchet. My lucky jersey number. Yeah, it would be 121, but that's too big to fit on a baseball jersey. Jacques, stop rambling. A great concept. The first time I tried it, of course I let the fireball through, but yeah, I can kill all those frogs quite easily. I then realised what was going on, and thought "this concept is great but... could have been used better". Then I saw the trap, and quickly rethought. Interesting concept, used well, in the end. All in all, a good map. 5'd.
34. Route 66. More cruel than it should have been because my left and right arrow keys were playing up, so the glider and fireball rooms, and the 2*2 squares with enemies were a nightmare when they really shouldn't be. Not at any fault of the map, that is, which is a fun romp. with nothing too tricky. Damn arrow keys. I will 5 this, whatever.
35. Teleporter Action. A short boring level on partial posting. That is all I really have to say.
36. 4 Ways to Win. I did it... the bomb way. I don't see any other way to do it, but there you go. GreenKitten, everyone. A fun little puzzle which was satisfying to solve. I enjoyed this level.
37. Mega Blocks. I can easily see this level in CCLP1. It's just jam-packed with little block puzzles which are never boring, and not too hard, but with a bit of thinking ahead involved. Nicely built and always entertaining, this level is 5'd.
38. Kill Blob. Aah... my kind of level - killing those disgusting green objects. That was about 5% of the level... the rest of the level was a scavenger hunt - which did entertain me - it wasn't too long and irritating a-la CC1 #32. I was thinking the scavenger hunt to be a while-u-wait for the blobs to drown, but you had to get the blobs killed and the chips collected before you could enter the scavenger hunt. Not the way I would do it, but who cares? And this level gives us a chance... to kill blobs!
39. Peek-A-Boo. Ooh, another scavenger hunt. Unlike Zommy08 I found the item-swapping here to be more interesting than the previous level - you have to do a bit more thinking here. But there's no blob-killing... this level sure could use some blob killing.
40. The Perks of Dodging A Block. Annoying timing needed here - once you get all the chips and pass the socket, the level is reminiscent of the block nightmares of Blockbuster I... and II. That's not a good thing - and especially after you've gotten all the chips, it just makes it a bit annoying, really.
41. Novice Hall. No animals were touched in the completion of this level. Which is just as well. Nothing special really... the only danger is if you make a misstep into the frog cage - which is almost certain death. Basic... but is it too basic?
I shall continue later, and I'll do all the voting once I've finished the set.
'I made 1,000 levels once.' - Jacques