Monster order shenanigans result in toggles walls having opposite properties for monsters. This would have a lot of potential, but I settled for a simple "one encounter per monster type" deal.
Every tile is the same on the top and bottom layer except the buried blocks, just because.
I like this sort of level.
This started when I realized you could do the boosting sequence seen at the start and survive it, and then I turned it into a level meant to be excruciatingly difficult, if not outright cheap at every step of the way. I have solved this level, with a time of 6 seconds remaining.
Block slaps are fun, so I put a couple slap-exclusive devices that I'd been thinking about in the same level.
Deterministic Lynx RFFs.
Originally made for Ultimate Chip 3, but didn't quite work in Lynx for some reason.
Unofficial sequel to Tyler's Button Mashing 101.
You don't want to know how I thought of this, and you probably don't want to play it either.
Rams & Nails.
I just started burying random tiles and ended up with this.
This is an edit of a level from Ultimate Chip 4 that I discovered a very convoluted bust in that just barely works. I patched the bust in UC4, but decided that it was entertaining enough to place here, hopefully for others to discover.
I realized that with boosting, Chip could push 2 toggle buttons in the same move, locking another monster in place. Just a small level based around this.
I wanted to make a maze with moving tank walls, but monster order screwed it over in MS. It worked in Lynx, but then I never made the maze, so here's the concept.
MS winner of the CCZone March 2015 Create Competition, where the level had to work in only one ruleset. After making the central mechanism, I just went crazy with MS only quirks in each small area.
Overcomplicated Lynx only level, also entered above. Blame Lounge Act.
Dumb level.
Various blockslides you can only do in MS turned into a level.
Ice block entries for the October 2014 Create. This was the simple one...
...and this was the last one I create, based on what I'd learned from the other ice block levels. This was the winner of the competition as well, and easily the best level from my submissions. I love this level and even ported it to CC2 <3
Oh and then this was the fist ice block level I made. A bit rigid, guessworky and tedious in places, but still not bad. I liked the idea of using teeth to make a moving nail, though.
So I thought that teeth on ice corners at the start of the level would be stuck on the ice corner until Chip moved past it, but instead found that they could walk through! I'll probably make a level around this using toggle walls later.
This was the original section of a currently unreleased level, but it didn't work in Lynx and honestly, that made the level better as I came up with a more fun room in its place.
The 'official' version of this level has but 2 changes: the chip counter, and the removal of 2 force floors. The bust was interesting enough to warrant highlighting, though. Have fun finding it!
This was the original version of the level, as well.
See title. If you aren't careful the end is a 50/50 in MS and it's taptaptaptap in Lynx.
Interesting Lynx quirk I just discovered.
Saw an old version of Avalanche noticed a thing was possible made a level.
Replace all the walls with fire and see if you can ram across here, too...
Neat little idea based around the deterministic RFF behavior in Lynx.
Just another use for slide delay, nothing to see here.
[1/2][1/2][1/2][1/2]
I was looking through old sets, saw WesP2 had some neat invalid tile puzzles. Treading Water in particular seemed quite tricky, until I realized there was an easy solution. This level requires what I thought the original solution was!
When I realized this was possible, I had the following reaction.
"WHAT, THAT'S POSSIBLE!?"
This was an attempt to make a level. It didn't work out too well as a level, but the puzzle was pretty neat to solve in Lynx, requiring some careful mechanics knowledge and forethought.
And at first glance, the level seemed impossible to solve in MS, but I found a solution!
See title.
Add clickbait.
I thought the trick was neat enough to be worth including here- it doesn't work in the actual level due to requiring a block in a place no block can reach. No mouse is required here.
Andrew Menzies found a strange Lynx behavior involving teleports and entities, not just blocks. I'm pretty sure this level requires the trick to complete- it's really bizarre!
This is silly.
LOL why not
An idea I wanted to use for a level in both rulesets, but just doesn't work.
So, I used the idea here after showing how it didn't work.
...I missed the obvious solution, so have one that hopefully requires the thing I found.
Working title: Yes, this is Solvable.
Fun with slide delay and MS behaviors, again.
Jessi commissioned me to make a kaizo CC level blame her not me
Even though all the ideas were mine. And the execution was mine. I really hope this isn't busted.
As far as I know, this requires the optimal Iceberg softlock in both rulesets. Have fun trying to crack this, I know I did!
Lynx can be a little weird with this stuff. The first room is kind of filler for the second room puzzle.
I don't remember what the purpose of this level was oops.