Was originally level 88 of JCCLP and was replaced.
Was originally level 46 of JCCLP and removed due to lucky timing.
Originally made as a late JoshL3 level.
Almost stayed in JCCLP, I just think the design could have been better.
I found it amusing how the paramecia froze.
Was originally level 34 of JCCLP. Removed and replaced due to how tedious this level is.
Original version of level 39 of JCCLP. This one has a bust to it and didn't feel like removing it.
A ripoff of CCLP2 #51 and was unfortunately in JCCLP for a while.
Originally made for JoshL3.
Originally level 53 of JCCLP. Removed and replaced due to it's size.
Was originally level 69 of JCCLP.
Wanted to explore this concept a bit, however, I went slightly overboard with this.
An extended ripoff of Air Strike (BigOto Returns #43)
Was level 77 of JCCLP and would have remained in if it weren't for the stupid bust found in this level.
Was originally level 142 of JCCLP.
Originally level 146 of JCCLP.
Once was the last level of JCCLP, however, this one sucks.
Was level 100 of JCCLP. It's also a colorful, less icy ripoff of Amsterdam.
Used to be level 101 of JCCLP but this level is dumb. Was inspired by my old job at McDonald's - unloading a delivery truck and putting product away.
This level is also dumb.
Wanted to test to see if blocks can be placed on teleports and later pushed off them for another level.
Used to be level 141 of JCCLP. Not sure why I rejected this one to be honest.
I don't remember who but a community member told me to make a harder version of The Grass is Greener on the Other Side.
Dumb level I made for JoshL3.
First actual level edit. Insane?
Perhaps a more exciting version Slo Mo too.
Tyler's level Crystal Lattice (TS0 #31) but with ice added.
Miscellaneous without the bust.
Trapped without the bust.
A pretty close mirror to Glider and Fire (CCLP2 #96) that was made for the CCLP2 Lynx Project but it wasn't official whether this would be used or not.
Level I made for the community for Halloween 2012, that sadly went unappreciated.
A horrible edit to a horrible level.
Pre-made version of the actual level which is now in JoshL4. And... CCLP4 for that matter!
Made this as one of the first levels for JoshL4 but it sucks.
An attempt to make a confusing monster dodging level. I was never good at making them and this level kind of shows that.
A second attempt as the final level of JCCLP. This one sucks too.
Made this level along with Michael Warner. Was also level 119 of JCCLP.
Used to be level 95 of JCCLP. Probably would have made it to CCLP1 if I kept it in.
Modded version of Playing the Waiting Game? (JoshL2 #43)
It came to the point I didn't know what I was even doing with this level so I gave up.
A ripoff of TS2 #1
Originally in JCCLP. I don't remember what level it was.
Made this as the first level for JoshL4.
A level I made as revenge for lucky timing, guesswork, and inappropriate dodging.
Pretty sure Trevor asked me to make a level with this title.
Originally JoshL2 #107
Originally JoshL2 #146
I actually like this level a lot but it has a lot of shenanigans to it that would probably annoy most people.
I was going for a double maze concept - stationary tanks being the first maze, and the tanks permanently flipping creating a second maze. But I'll leave that for someone else to pull off.
Just kidding I pulled it off with The Fourth Dimension <3
Idea from CC1 Blobs Edition Level 24. Again, another idea I adore to death but it's easily pretty tedious.
Title is from Pac-Man World 3.
A level that focuses on what I used to do as my part time job.
Named after the Linkin Park song.
Title suggested by Tyler Sontag.
Based off the show Avatar: The Last Airbender
Made for CCZone's Christmas 2012 create comeptition where the layout had be based off a christmas tree. This got last place. I can see why lolz
Can you be my bodyguard?
I feel I could have done better with this level.
Extended version of JCCLP #27
JCCLP #13 but playing it backwards.
Title is from Crash Bandicoot: The Wrath of Cortex - Level 9
A rather extremely long sequel to Pole Position (JCCLP #50)
Title is based off the actual Pier 39 in San Francisco.
Title references some occurrence on CCZone's level ranks when a user hits 999 posted messages.
Each teeth monster is equivalent to a gym badge from the Pokemon series. 8 teeth monsters are needed to win.
For some reason I thought 700 seconds was enough time to complete this but it's not lol. Not with floor tiles at least so there's a bunch of ice slides now.
A ripoff of TS0 #33
The imperfect sequel to How to Train Your Glider.
I actually like this level a bit but a few others didn't, so it's placed here.
Title is based off a Linkin Park album.
Rejected for the tedious teeth drowning part + very unnecessary precise timing at the end.
Title is based off the Linkin Park song.
Rejected because I wasn't happy with the level overall. I have no idea what the hell I was going for with the start.
Chevron is overpriced, don't go there
Actual level is in JoshL4, which is just a lame sadly.
Pretty cool concept, just didn't like the way I executed it. Not that I could have done it better, I don't think.
Essentially, Pearl Diving II.
A level that attempts to be a CCLP2 medley but fails.
Block pushing + appearing wall maze?
Our favorite!
Another level I'm actually semi-happy with, however, it can get tedious to play, depending on how one handles the center ring. So I rejected it for that reason.
Made for a CCZone create competition and actually won.
I wanted to play around with the one tile I don't use often; random force floors.
Kinda the same thing as level 26 of this set.
Unofficial sequel to Colors for Extreme (CCLP1 #81)
Lol what even is this
First level edit I made in almost 100 levels.
um
Pretty cool idea I thought of.
Used to design Strandquist, which eventually made its way into CCLP4.
J.B. made a remark about a water tile being silly, thus this level was created.
Messing with random buried tiles.
Using the D0-FF tile, which causes trippy stuff if played in MSCC.
Have a level with some really odd teleport shenanigans. Not doable in Lynx.
Awesome concept I thought of and have used in moderation for a level in JoshL5.
About time there's a Lynx only level in this set. Goal is to have teeth erase blue keys.
For Zane <3
Originally made for JoshL5, I felt this level wasn't right. Title is a quote from Tyler upon him first viewing the level.
Probably the greatest level edit of all time.
Modded version of a level in JoshL5.
I couldn't think of anything else to go with this level so I just called it unfinished. I might come back to it at some point.
Title is a reference to a theme park in Spongebob Squarepants.
Another Spongebob reference. The concept of this level is from Four Plex in CC1, in which Dave Varberg claimed to be a glitch to how the second ball wouldn't be cloned if directly behind it, which isn't a glitch.
Copyright infringement!
A typical level mod.
Title is from another Linkin Park song.
Gotta love that randomness. Also I discovered that blocks can kill you, even if on a thief tile.
An early stage of a concept that I recreated for JoshL5.
Wanted to make a chip collecting/dodging level with a short time limit but this basically turned out like Jaywalker but with actual walkers.
Another idea I thought of. I don't know how or if this can be used for an actual level though.
A long overdue level to be made by me. Resembles Lavender Town from Pokemon Red/Blue/Yellow and their remakes.
I was considering to include this level for JoshL5, however, I'm not pleased with it. The wall arrangement is the same as We'll Be Right Back (CCLP3 #134)
Despite the concept being cool, it's execution could have been better, and it indeed was.
A reference to a story that Tyler and James told me about some kid wanting to rematch Tyler at some online game using his well known username.
Because Blobdance needed another mod.
Suggested by Tyler. The arbitrary bomb was just a "dickish" move on my part.
Made for JoshL6. Rejected for being repetitive and tedious, though a few people like it for some reason.
I don't know if this is solvable anyway lol
Some people have complained that the timing in this level is "too much for players". While I disagree with that (because it holds an ongoing challenge to the level), here's a mod that removes that. Gameplay isn't affected for the most part.
Based on possibly one of the worst internet memes and debates of 2015.
Originally was a cool idea then I realized it's just like Damp from CCLP3.
Idk where I was going with this. I don't think it's even solvable.
Refers to the song "Aquarius" by Boards of Canada. That song is top @@@
The tank part inspired an actual level in JoshL6.
Made this level when hanging out with Trevor Hedges at a Starbucks! Too bad it sucks just like Starbucks!
If you like them though, that's cool. :)
A concept attempt for a JoshL6 level, unfortunately became too complex for me to use.
Possibly the better version of the actual level. (JoshL6 #11)
[7:10:36 PM] Tyler Sontag: Netflix and Chiller
[7:10:41 PM] Josh: oh
[7:10:53 PM] Josh: inb4 that's a level mod
[7:10:55 PM] Tyler Sontag: Chiller is underrated tbh
[7:10:56 PM] Tyler Sontag: also it should be
:P
Originally in JoshL6. Rejected for being uninteresting and for using the same "four quadrants of each element" style theme like mostly every other designer has already done.
In my defense though, I don't think I ever designed one in my design career.
Originally in JoshL6 and was named Spin Spin Sugar. Rejected for not being that special of a level and kind of annoying to play.
Originally in JoshL6. Rejected for being uninteresting and for simply being a filler level.
Originally in JoshL6. Rejected for being a rather silly idea.
Originally in JoshL6. While it is interesting, I rejected it because the design could have been made better. The title references Pokemon.
Originally in JoshL6. Rejected due to having a much better replacement.
Originally in JoshL6. Rejected for not being that challenging of a melee level.
A level made for the time trial held on CCZone March 2012. The objective was to guide a teeth to trap buttons and collect seven chips in the fastest time.
A level made for a treasure hunt competition on CCZone in March 2013. Each collectable item, including chips was worth a different point value and the goal was to collect the most points within a certain time limit. Your ending time would also affect your overall score.
I don't know if this is casually solvable though.
A rather weird concept I thought was cool, but I rejected it because of how it plays differently between the MS and Lynx rulesets.
Even though that's pretty cool for most people. I just felt it was a more rigid difference.
Just an example of this concept. Used to a somewhat extensive idea in a JoshL6 level.
I was bored and made this. The idea was pretty much done in one of Zane's levels but this is far easier. You really only need to deflect the ball back twice.
Also dumb path to a dumb message because dumb level.
A pretty dumb attempt at making a good maze level for May 2017's create comp. I didn't like how it turned out so here you go.
Hey invalid tiles can be fun to use sometimes. And I like the way it works out here.
I was tempted to include this for JoshL7, however, I think it works better as a rejected level at least for CC1 standards.
The title was kind of from Tyler. It will most likely be a title I'll use for a CC2 level, if I ever return to making levels for that game.
In JoshL7 initially, however, this level is more of a confusing mess, both in gameplay and aesthetics, than I intended. I have since redesigned it entirely and placed this level here since it still holds a little value I guess.
Uses the walls of Off the Beaten Path by Jeffrey, since they looked interesting to use. The new version still uses them too!
Abridged levels from a specific levelset have always been something I enjoyed, but never actually attempted myself. I decided to give it a try for none other than CCLP4.
17 parts in total and probably the only reason these levels are "rejected" from JoshL7, though I don't consider them rejects at all - I'm very proud of most these.
This one is the first 12 levels of the set (Molecule - Rivets), and the only level in this series that uses that many in a single level.
Encased in Carbonite - Glacial Palace
EiC was tricky for this context, especially with Poly-Gone following it. But I think it worked out nicely.
Bodyguards - Hoodwinked
I decided to use the original Difficulty Switch mechanism for this, since I didn't want to over-complicate the design. I spent more time on the Zephyr Heights part than I should have.
Big Boulder Alley - Periodic Lasers
This was an interesting one. Tool Shed+Frozen Waffle was very tricky to work with, so I threw in a little twist to make it work! The rest of the section flowed pretty nicely.
And I had to throw in a way to read the hint, to honor Frozen Waffle!
Ghetto Piranha - Ice in a Blender
That Exclusive Or section <3
Secret Underground Society is probably the smallest out of any level in this series. I used the paramecia/toggle wall part simply because I felt that was the most memorable aspect to the level.
It Suits the Purpose - Flippant
I'm just going to say putting Protect Your Fortress AND If I Ran the Zoo in the same abridged level was ridiculously challenging.
Blue Tooth - Science Museum
The fact that Block Unpuzzle and Excuse Me had the same tank flipping mechanism made this 10x easier. I also wanted to have a fireball cloner from the Anaconda part follow you into the Nuclear Energy section, but it just didn't work out that way. :(
I actually forgot to include Pneumatic Diveserity Vent upon first designing this. Once I realized this, I quickly threw it in and it surprisingly worked lolz. It also needed a way to read the hint.
Puuf - Aquatic Ruins
The only trouble I had with this one is making Sealed Doors work properly with the teleports.
Spring - Nectar Meadow
Monster Swapper+Estranged for a Season took up a lot of room, which is why there's only a few levels represented here.
Forsythia took a while as well, with that tank flipping action and all.
Cyprus - Ditchdigger
Two memorable blob sections here! And threw in another way to read a "secret" hint.
Ravaged - The Key Issue
Getting a very particular block path for the Clay Tunnel part, in a tight space, was very satisfying. I used my personal favorite part of One Tank's Adventure for this as well.
Malachite - Water Bottle
Initially, I wanted to use the beginning of Shemozzle for its section, however, that wouldn't have worked at all. So I used the ending instead.
Triple Mint Slurpee - Strandquist
Half of You+Repugnant Nonsense+Overlap. I still don't know how I did it.
Like the other secret hint levels, this one was no exception.
Construct-a-Sokoban - Undefined Fantastic Object
So right off the bat, Construct-a-Sokoban just doesn't work in an abridged level, so yes ALL the chips are required in that section. I made sure this was the case by placing the chips on tiles you have to step on.
Cramming MSI+UFO like that isn't something I'm personally happy with, but I really wanted the next level in the series to start on Bam Thwok.
Bam Thwok - The Longest Track
Wanted to start with Bam Thwok here so the player doesn't have to redo much, if they mess it up.
Also lol that Longest Track section. I intended on it working differently than the actual level. Only part I hate about it is that I had to use different colored keys, in honor of retaining Seeing Red's freedom with red key collecting.
I guess I could have used yellow keys?
Zipper - Paradigm Shift
Believe it or not, but the Unravel part didn't take that long to make! That Color Coordination section was more or less, a pain to design but I'm pretty happy with it.
Hacked Save File - Mental Marvel Monastery
The remaining 5 levels from CCLP4. It kind of worked out perfectly, considering most these levels by themselves contain a lot to reference. I had to include the socket usage for Gimmick Isle :P
I originally wanted to use the Corridor section of MMM for this but I couldn't make the room for it.
Hope you enjoyed this series! It was a ton of fun designing these, it was quite the challenge!
I thought it'd be a cool idea to make a "Dedications" type level, but with fire themed levels from official sets.
Overall, I'm not that satisfied with how it turned out and its gameplay is meh. But maybe you will think otherwise?
Levels referenced in some way:
Bea's Den, Heat Conductor, Nuts and Bolts, Goldkey, Paranoia, Deserted Battlefield, Entrance Examination, Scatterbrained, Fire Is My Enemy, Block Head, Nuclear Energy for Dummies, Chip Controls, Steam, Torch, Firetrap, Time Bomb, The Marsh.
An open ball dodging level that can be done in any order.
Originally named Pinky Swear, I have since made a better level for that title. This level... its design just doesn't set well for me for some reason. So I rejected it. :P
Despite that, I actually like the block cloning mechanism, so I will probably use that for another level in JoshL7.
Literally, the hint in this describes what inspired this. I couldn't pass it up. : ^ )
This is a last minute rejection from JoshL7. While this level isn't bad by any means (at least I don't believe it is), I rejected it solely for the fact that it doesn't hold anything of value in relation to the rest of JoshL7 (especially compared to the other variety levels in that set).
Hate to say it, but other than the fact it uses Anaconda's walls from CCLP4, it's just... ordinary.
A level designed for my WoCCLP3 project - this one using the walls and water of Marooned.
Well... most the water. There's three spots (trap, trap button, and exit) in places there was original water, which is why I've rejected this one.
Turns out the flippers somewhat break the puzzle I was going for but it's alright. The lack of feedback on this pretty much sealed this levels fate. Back to the drawing board!
Marooned's walls are... very minimal to make something good with them.
This was a level that was in the first few versions of WoCCLP3, which was meant as a sort of sequel to Whitepoint from JoshL5.
Why I rejected it? Upon making it I didn't really care for the level and honestly, designing this felt like a cop out and I didn't like that feeling.
About ~50 levels into the next revision of WoCCLP3, I remade the level that uses these force floors (from Jaywalker) and here this level is.
I don't think this is a bad level by any means, just I liked the one I made after more.
CCLP4 level mod as somewhat requested by Mr. Jeffrey Bardon.
The bombs and blocks are switched. Actually a fun change.
Also only solvable in MS because of that wonderful Chip/Block combo that I could have changed but oops
A modified and solvable version of Level 169 from this set.
It was being talked about on Discord briefly and I sort of felt inspired enough to go back at it and make it solvable. Didn't need as many tweaks as I expected. Instead of replacing it entirely, I just made a new level slot for it.
Renamed to Wombo Combo because blocks and pop-up walls are an amazing (and somewhat overused) combination... and this level is probably the ultimate of its kind.
Sometimes (more recently than ever) the CC community just feels toxic to me. Whether it's me getting lashed out by someone over a silly thing or just not getting something I say or do, it gets to be too much sometimes. To the point where I don't even want to be a part of this anymore.
I love this game too much to let others get to me. Just no one really cares anymore.
Designed out of anger. Yeah sorry deal with it, much like I have to deal with a lot of unnecessary things that occur there.
A concept I came up with for the walls of Mice Are Good for Something in my WoCCLP3 set.
This is what I initially created for the entire right half of the level. The scale is probably too big for its own good but Indy didn't know the chips have to be avoided.
Either way, I made this in a smaller scale and I like it better that way. So here's this larger version for those who want it!
A neat little blockslide trick thing I noticed when making Roadsign for Micro Chips.
Probably will use in future levels I make but as its own level, this is rejected.
A mod of Gravity Well (CCLP4 #148)
Indy essentially built this but I stole it from him. Whoops!
Good luck solving this KAPPA!
Designed for a currently ongoing project, however, I wasn't the biggest fan of this but figured it might be liked by some.
Turns out, this was a dumb thing to build.
Moonman "discovered" that Swimming Chip is a creature that actually moves in Lynx with force floors, ice, teleports, and can be cloned and trapped.
Thought the idea was funny so I made this. It's... nothing different that blocks couldn't do, outside of being able to push them.
A level designed originally for TradingPlaces, using UC6's Flight of the Prince's walls.
It was a fine level, though I felt I could have made something better with the template so I swapped this out with the new one.
A level designed originally for TradingPlaces, using UC6's Retroactive Invocation's walls.
I didn't get the best feedback on this level and honestly, I forgot how to solve it. I know it is solvable though, it's just not fun after a certain point. So here it is here.
Uses the walls of Block Secret from Chip56.
I thought the template was neat and I know no one had used it prior so I wanted to be the first to try. I liked this at first but, I think I can make something better out of these.
Named after a location in Pokemon Diamond and Pearl.
Uses the walls of Congregate from UC6 and originally for TradingPlaces.
I don't know why I resorted to a chips under blocks level for the template when it had better potential, so I scrapped this and made something else.
Uses the blocks from What Lies Beneath from UC6, also originally for TradingPlaces.
It was a late rejection but, I just never enjoyed playing this myself.
Plutonium Leak from TradingPlaces but actually uses the invisible walls from Monotone.
The actual level I replaced them with normal walls. Hopefully you see why I made that tile swap because this is... yikes.
Guess I forgot to add this in the rejects set. Shows how memorable it is of a level.
Anyway this was what I made out of Red, Brown and Red for Trading Places before I swapped it out for the much better Nameless Wormhole.
This one is okay, I never liked it though.
Drillman/Tango DMed me a sample of making Tyler's Ayy LMAO worse by adding bombs on the block path, to which inspired me to make it even worse by adding even more bombs AND a walker to dodge with every loop.
You're sadistic if you solve this.