level 1: Acid Test

Was originally level 88 of JCCLP and was replaced.


level 4: A Surprise Inside

Was originally level 46 of JCCLP and removed due to lucky timing.


level 5: Challenger

Originally made as a late JoshL3 level.


level 6: Underwater Sokoban

Almost stayed in JCCLP, I just think the design could have been better.


level 7: Freezing Paramecium

I found it amusing how the paramecia froze.


level 8: Entertainment Pack

Was originally level 34 of JCCLP. Removed and replaced due to how tedious this level is.


level 9: Fireball Guiding

Original version of level 39 of JCCLP. This one has a bust to it and didn't feel like removing it.


level 10: The Lake in Summer

A ripoff of CCLP2 #51 and was unfortunately in JCCLP for a while.


level 11: Pain 0.5

Originally made for JoshL3.


level 12: Tooth Box

Originally level 53 of JCCLP. Removed and replaced due to it's size.


level 14: Tricked

Was originally level 69 of JCCLP.


level 15: The Runway

Wanted to explore this concept a bit, however, I went slightly overboard with this.


level 16: Microwaved

An extended ripoff of Air Strike (BigOto Returns #43)


level 18: Storm

Was level 77 of JCCLP and would have remained in if it weren't for the stupid bust found in this level.


level 19: Caramel Dip

Was originally level 142 of JCCLP.


level 20: The Southern Coast

Originally level 146 of JCCLP.


level 21: Josh's Collection

Once was the last level of JCCLP, however, this one sucks.


level 22: Box Town

Was level 100 of JCCLP. It's also a colorful, less icy ripoff of Amsterdam.


level 23: Delivery Truck

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.


level 24: Colored Roadways

This level is also dumb.


level 26: Teleport Stuck

Wanted to test to see if blocks can be placed on teleports and later pushed off them for another level.


level 27: Blazing Outlands

Used to be level 141 of JCCLP. Not sure why I rejected this one to be honest.


level 28: The Grass is NOT Greener on the Other Side

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.


level 29: Direction Islands

Dumb level I made for JoshL3.


level 30: Tutti-Frutti: Insanity Mode

First actual level edit. Insane?


level 31: Slo Mo Made Worse

Perhaps a more exciting version Slo Mo too.


level 32: The Real Crystal Lattice

Tyler's level Crystal Lattice (TS0 #31) but with ice added.


level 33: Miscellaneous Intensions

Miscellaneous without the bust.


level 34: Trapped Intensions

Trapped without the bust.


level 35: Fireball and Water

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 36: Halloween

Level I made for the community for Halloween 2012, that sadly went unappreciated.


level 37: Mentalist Action

A horrible edit to a horrible level.


level 38: Fireworks Factory Beta

Pre-made version of the actual level which is now in JoshL4. And... CCLP4 for that matter!


level 39: The Outsider

Made this as one of the first levels for JoshL4 but it sucks.


level 41: Hyperdimensional Patterns

An attempt to make a confusing monster dodging level. I was never good at making them and this level kind of shows that.


level 43: Josh's Second Collection

A second attempt as the final level of JCCLP. This one sucks too.


level 44: The Northern Coast

Made this level along with Michael Warner. Was also level 119 of JCCLP.


level 45: Into the Volcano

Used to be level 95 of JCCLP. Probably would have made it to CCLP1 if I kept it in.


level 46: You're Playing the Waiting Game

Modded version of Playing the Waiting Game? (JoshL2 #43)


level 47: Mocha Latte - Fail Version

It came to the point I didn't know what I was even doing with this level so I gave up.


level 48: Death Star

A ripoff of TS2 #1


level 50: Ice Loops

Originally in JCCLP. I don't remember what level it was.


level 51: Ultraviolet

Made this as the first level for JoshL4.


level 52: Josh's Nightmare

A level I made as revenge for lucky timing, guesswork, and inappropriate dodging.


level 53: Early Morning Smoke Alarm

Pretty sure Trevor asked me to make a level with this title.


level 54: Sandblox

Originally JoshL2 #107


level 55: The Universe of Blocks

Originally JoshL2 #146


level 56: The Spectral Realm

I actually like this level a lot but it has a lot of shenanigans to it that would probably annoy most people.


level 57: Another Interesting Tank Concept

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


level 59: Dawn of the Blobs

Idea from CC1 Blobs Edition Level 24. Again, another idea I adore to death but it's easily pretty tedious.


level 60: The Huge Emmense Gigantic Bonus

Title is from Pac-Man World 3.


level 61: Maintenance Shift

A level that focuses on what I used to do as my part time job.


level 63: In the End

Named after the Linkin Park song.


level 64: Swag City

Title suggested by Tyler Sontag.


level 67: Avatar

Based off the show Avatar: The Last Airbender


level 78: Christmas Tree Shenanigans

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


level 84: The Strangler

Can you be my bodyguard?


level 88: Shadowboxing

I feel I could have done better with this level.


level 97: Bomb Arc Extended

Extended version of JCCLP #27


level 99: Reverse Stroll

JCCLP #13 but playing it backwards.


level 100: That Sinking Feeling

Title is from Crash Bandicoot: The Wrath of Cortex - Level 9


level 103: Pole Position II

A rather extremely long sequel to Pole Position (JCCLP #50)


level 104: Pier Thirty-Nine

Title is based off the actual Pier 39 in San Francisco.


level 106: Lightning in a Bottle

Title references some occurrence on CCZone's level ranks when a user hits 999 posted messages.


level 107: The Pokemon League

Each teeth monster is equivalent to a gym badge from the Pokemon series. 8 teeth monsters are needed to win.


level 108: Tedious

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.


level 109: Gliders vs. Walkers

A ripoff of TS0 #33


level 110: How to Train Your Fireball

The imperfect sequel to How to Train Your Glider.


level 111: In The Television Set

I actually like this level a bit but a few others didn't, so it's placed here.


level 112: Hybrid Theory

Title is based off a Linkin Park album.

Rejected for the tedious teeth drowning part + very unnecessary precise timing at the end.


level 113: Breaking the Habit

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.


level 118: Chevron Gas Station

Chevron is overpriced, don't go there


level 119: Vertical Overmass Beta

Actual level is in JoshL4, which is just a lame sadly.


level 120: Fireball Dispensers

Pretty cool concept, just didn't like the way I executed it. Not that I could have done it better, I don't think.


level 121: Deactivate

Essentially, Pearl Diving II.


level 123: An Invalid Memory

A level that attempts to be a CCLP2 medley but fails.


level 124: Skittles and Bananas

Block pushing + appearing wall maze?

Our favorite!


level 125: Morton Anti-Virus

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.


level 126: Variety and Exploration

Made for a CCZone create competition and actually won.


level 127: A New Type of Randomness

I wanted to play around with the one tile I don't use often; random force floors.


level 128: Another Teleport Concept

Kinda the same thing as level 26 of this set.


level 129: Make My World the Color of Blue

Unofficial sequel to Colors for Extreme (CCLP1 #81)


level 130: Downfall

Lol what even is this


level 131: Frozen in Time with Some Moving Monsters

First level edit I made in almost 100 levels.


level 132: Zane Is A Fgt

um


level 135: Toggle Wall

Pretty cool idea I thought of.

Used to design Strandquist, which eventually made its way into CCLP4.


level 136: This Silly Water Tile

J.B. made a remark about a water tile being silly, thus this level was created.


level 137: Hi

Messing with random buried tiles.


level 138: In the Dark

Using the D0-FF tile, which causes trippy stuff if played in MSCC.


level 139: Awkward

Have a level with some really odd teleport shenanigans. Not doable in Lynx.


level 140: Inferior

Awesome concept I thought of and have used in moderation for a level in JoshL5.


level 141: Deleting Life's Problems

About time there's a Lynx only level in this set. Goal is to have teeth erase blue keys.


level 142: A Message to Someone Who Can't Spell "Icy" Right

For Zane <3


level 143: Have Enough Green Keys, M8?

Originally made for JoshL5, I felt this level wasn't right. Title is a quote from Tyler upon him first viewing the level.


level 144: Meth Lab

Probably the greatest level edit of all time.


level 145: Probably the Most Annoying Maze in Existence

Modded version of a level in JoshL5.


level 146: Unfinished Stuff

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.


level 147: Glove World

Title is a reference to a theme park in Spongebob Squarepants.


level 148: Fake Science Monthly

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.


level 149: AARGH Part II

Copyright infringement!


level 150: Not So Strange Maze

A typical level mod.


level 151: Castle of Glass

Title is from another Linkin Park song.


level 152: The Most Hardcore Block Dodging Challenge Ever

Gotta love that randomness. Also I discovered that blocks can kill you, even if on a thief tile.


level 153: Potential

An early stage of a concept that I recreated for JoshL5.


level 154: Jaywalker (feat. Walkers)

Wanted to make a chip collecting/dodging level with a short time limit but this basically turned out like Jaywalker but with actual walkers.


level 155: Clever

Another idea I thought of. I don't know how or if this can be used for an actual level though.


level 156: Lavender Town

A long overdue level to be made by me. Resembles Lavender Town from Pokemon Red/Blue/Yellow and their remakes.


level 157: October Sky

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)


level 159: Ruby Quest

Despite the concept being cool, it's execution could have been better, and it indeed was.


level 160: PLZ QUIZNOS

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.


level 161: Suction Dance

Because Blobdance needed another mod.


level 162: Chipmine: Extreme Edition

Suggested by Tyler. The arbitrary bomb was just a "dickish" move on my part.


level 164: Bacon Paint

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


level 165: Burning Gliders without the Timing Crap

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.


level 166: White and Gold or Blue and Black?

Based on possibly one of the worst internet memes and debates of 2015.


level 168: Damp Two

Originally was a cool idea then I realized it's just like Damp from CCLP3.


level 169: A Stressful Level

Idk where I was going with this. I don't think it's even solvable.


level 170: Sixty-Ten

Refers to the song "Aquarius" by Boards of Canada. That song is top @@@


level 171: Alternate Lesson 4

The tank part inspired an actual level in JoshL6.


level 172: Triple Dog Dare

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. :)


level 173: Level Idea #1052

A concept attempt for a JoshL6 level, unfortunately became too complex for me to use.


level 174: Concrete Jungle: Rigid Edition

Possibly the better version of the actual level. (JoshL6 #11)


level 175: Netflix and Chiller

[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


level 176: Energetic Elements

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.


level 177: Block Delivery in a Tank Infested Area

Originally in JoshL6 and was named Spin Spin Sugar. Rejected for not being that special of a level and kind of annoying to play.


level 178: Earth-Sea Realm

Originally in JoshL6. Rejected for being uninteresting and for simply being a filler level.


level 179: Ascending Everest

Originally in JoshL6. Rejected for being a rather silly idea.


level 180: Pocket Monsters

Originally in JoshL6. While it is interesting, I rejected it because the design could have been made better. The title references Pokemon.


level 181: Bouncy Artifacts

Originally in JoshL6. Rejected due to having a much better replacement.


level 182: Random Melee Level

Originally in JoshL6. Rejected for not being that challenging of a melee level.


level 183: My Friend's Maze

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.


level 184: The Lucky Charms

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.


level 185: A Different Kind of Puzzle

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.


level 186: A Nail Concept

Just an example of this concept. Used to a somewhat extensive idea in a JoshL6 level.


level 187: Toggle Timing

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.


level 188: Mazes

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.


level 189: Some Kind of Block Level That Uses Invalid Tiles

Hey invalid tiles can be fun to use sometimes. And I like the way it works out here.


level 190: Mega Random Force Floor Zone

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.


level 191: Network Corruption [Beta]

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!


level 192: CCLP4 Abridged: Part 1

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.


level 193: CCLP4 Abridged: Part 2

Encased in Carbonite - Glacial Palace

EiC was tricky for this context, especially with Poly-Gone following it. But I think it worked out nicely.


level 194: CCLP4 Abridged: Part 3

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.


level 195: CCLP4 Abridged: Part 4

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!


level 196: CCLP4 Abridged: Part 5

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.


level 197: CCLP4 Abridged: Part 6

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.


level 198: CCLP4 Abridged: Part 7

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.


level 199: CCLP4 Abridged: Part 8

Puuf - Aquatic Ruins

The only trouble I had with this one is making Sealed Doors work properly with the teleports.


level 200: CCLP4 Abridged: Part 9

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.


level 201: CCLP4 Abridged: Part 10

Cyprus - Ditchdigger

Two memorable blob sections here! And threw in another way to read a "secret" hint.


level 202: CCLP4 Abridged: Part 11

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.


level 203: CCLP4 Abridged: Part 12

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.


level 204: CCLP4 Abridged: Part 13

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.


level 205: CCLP4 Abridged: Part 14

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.


level 206: CCLP4 Abridged: Part 15

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?


level 207: CCLP4 Abridged: Part 16

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.


level 208: CCLP4 Abridged: Part 17

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!


level 209: Fiery Nostalgia

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.


level 210: Ball Dodging 101

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.


level 211: (nice dream)

Literally, the hint in this describes what inspired this. I couldn't pass it up. : ^ )


level 212: Platinum Potpourri

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.


level 213: Flooded Sanctum

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.


level 214: Whitepoint: One Year Later

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.


level 215: Alternation Station

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


level 216: Wombo Combo

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.


level 217: Toxic Community

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.


level 218: Upscaled Poison

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!


level 219: Nifty

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.


level 220: Gravity Hell

A mod of Gravity Well (CCLP4 #148)

Indy essentially built this but I stole it from him. Whoops!

Good luck solving this KAPPA!


level 221: Sythentic Slides

Designed for a currently ongoing project, however, I wasn't the biggest fan of this but figured it might be liked by some.


level 222: Backward Post

Turns out, this was a dumb thing to build.


level 223: Swimming Chip Shenanigans

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.


level 224: Relic Castle

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.


level 225: Synchronized Switching

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.


level 226: Trophy Garden

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.


level 227: File Decompression

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.


level 228: Infra Watered

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.


level 229: Plutonium Leak (true source)

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.


level 230: Formidable Oak

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.


level 231: Ayy LMAO: The Mod Literally No One Asked For

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.


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