This was the second level I made for this set. Reason why it is Level 1 is because I had a goal in mind; to let players start off with a good variety level.
Title is obviously based off the state Alaska. The force floor slide with paramecium is to resemble the oil pipeline.
This level was made purely with aesthetics in mind. Somewhat inspired by J.B.'s Mr. Chip's Wild Ride. The title is from some random advertisement I saw at a gas station. Hilarious but it's suitable!
Ice mazes are perhaps one of the most common level ideas out there. I wanted to go for something a little different. Each ice room resembles a cloud, while the blue walls around is the sky. Reason for the title? It just sounded the best to me.
Gliders are my favorite monster so I made a four-part mini series of levels dedicated to them! This level was made with CCLP1's difficulty in mind. The title is from the first of one of my favorite movie series - The Bourne Identity.
Another level made entirely of aesthetics. I always loved the water/dirt/gravel/blue wall combo when it comes to level design. The paramecium are also there for design. Title is from one of the locations from CCZone's "Hurt & Heal: Locations" thread.
This was the very first level I made to get this set started. Simple fire boot/thief concept with some recessed walls because those never get used enough.
An indirect sequel to a level I made way back in early JoshL2. Lots of variety in this. The sokoban in the southeast is somewhat inspired by Eric's "The Ancient Temple" from CCLP1. I should note that there is a minor bust that allows you to override the force floors at the beginning with slide delay.
Feat. a pointless ice slide. I've never been the best with key swapping levels like this but this is something I've never seen done before so I went ahead and gave it a shot, and I'm proud of it. I even like the fact you can have extra keys, which makes it a lot less strict.
A basic chip collecting/itemswapper with some recessed walls. Only real thing I can say about this level is that I got the title from the title bank.
Probably the strangest level in this set, aesthetic wise. The idea came to me in a CCZone chatroom chat with various members and I wanna say random 8 said this level's title at the time. Me being me, I used that as a level idea and made this. There is a bust at the beginning that is intentional.
Shoutout to Tyler for this level's title. It's difficulty is similar to mid-CCLP3's, which is my personal preference of difficulty.
The thin walls were inspired by Spring from TS0. Every thing else was thought of on the fly. The partial posting came out more difficult than I intended. The title is the same as a location from Pokemon: Mystery Dungeon Explorers of Time.
Ball dodging with invisible walls is one of those ideas that doesn't really go together unless you design it right, in which case I believe I did.
Gotta love short time limit levels!
Your average "pick a color and work with it's tiles" concept. The time limit could have been higher but it's a small level.
I wanted to make an open level because I've made way too many cramped levels over the years. The concept of this level was just a random idea I had and it's actually pretty legit.
Having the title of this level already, I wanted to make a block pushing level with a different design. The 2x2 water paths really look nice with this level and the puzzle of solving it is even better. I also want to say I listened to some Super Mario Sunshine music while making this.
"Let there be sokoban!" ~lookatthis
The sokoban is adapted. Also at the time of making this level, the "Doge" meme was pretty popular. I thought it'd be funny to make a level referencing that. The outside hint design idea is pretty much stolen from Tyler's Sokoban Memory.
A simple push blocks to bombs level. Every block has fire under it. Nothing special really.
Referencing the sixth world of Super Mario Bros. 3, this level used to have water instead of appearing walls. But I found that to be too ridiculous so I changed it and also increased the time limit which used to be 450.
Probably one of the few CCLP3-ish levels in the set. Combined the "wait-to-get-keys" and "push-blocks-to-correct places" concepts and this was the result. Even though it's confusing, it works.
Made this level while listening to some desert themed music as well as during a chat with Michael Warner, so I decided to make this dedicated to him. One of my personal favorites of the whole set.
One of ten levels I included which originated from JCCLP.
The winning entry from February 2014's create competition on CCZone. The goal was to make a brand new level out of a wall configuration from a CC1 level. This level was made using the wall configuration from Apartment.
A random idea for a maze, considering I don't use sockets as a design element enough. The title is from Trevor Hedges via the level title bank.
The sequel to the Glider Identity. This is where I wanted both gameplay and difficulty to esclate a bit throughout this "series" of levels. The pattern of the floor tiles was just a random touch I thought looked cool. The glider path was planned.
Honestly, I spent more time with the outside decoration of this level than the level itself. As for the level, it's not the best idea but it works. I had to throw in some Burning Gliders ripoff at the end though!
German for "Ten Fire" which is a hint at how the level originated (The wall arrangement is from Brushfire from CC1). This level was also submitted for the February 2014 create competition on CCZone, however, this one got 7th place due to it's difficulty.
Originally this level had a bust where you can bridge straight to the exit. Some inspiration from this level came from Tyler's "The World Has Turned and Left Me Here" (TS0 Level 37) This level was also created while I was well under the influence lolz. Drinking is bad for you, kids!
Probably the strangest level title I've used so far in this set. I ate Roast Beef the night I made this level and shortly afterwards I ate Hot Fries lolz
One of ten levels I included which originated from JCCLP.
I should have placed this level later in the set but I was pretty lazy with the arrangement of levels. I also would have explained how the teleport mechanism works but only one hint can be used per level.
Welp. Optimizing this will be hell for you guys. GOOD THING I DON'T OPTIMIZE! Title was claimed from Trevor Hedges via Level Title Bank.
This level when through a lot of changes due to it having various amounts of busts. I also considered scrapping this level but I decided against it.
Some inspiration came from "Repugnant Nonsense" (TS0 Level 34). The wall arrangement is from Cityblock in CC1 and the title is the same as a custom song made by Tyler Sontag.
One of the few titles I had in mind before making this level, otherwise nothing special.
Another not-so-special level with a basic concept. I thought of the title while sweeping up a pile of sawdust at work lol.
My entry for March 2014's create competition, where designers had to work with a wall template created by Miika. This one got 3rd place. There is also a slight bust (pointed out by J.B.) where you don't need the chips to exit but considering it's a small level and the bust itself is hard to fix, I left it in.
One of ten levels I included which originated from JCCLP.
The design/concept is something I have not seen done before. One of my best creations and favorites in this set.
Because there aren't enough space themed levels. The title is from an episode of Pokémon: Diamond and Pearl.
Blue walls <3 it also has a nice design to it as well.
One of ten levels I included which originated from JCCLP. Also this is one of the few levels in this set where the North and West thin wall tiles are used. Ewww....
An unusual "build a bridge before flippers are stolen" concept that I thought was clever. Also Michael suggested the name for this level.
I don't remember the level that inspired me to make this but aside from that, it's a different take on making a thin wall maze.
Made this level while listening to Mine Cart Madness from Donkey Kong Country.
Never thought sockets or recessed walls were used enough as aesthetics so I decided to use them here. Listened to the Prehistoric music from Crash 3 while making this as well.
I realized this is an annoying take on a blue wall/appearing wall maze. There is a modded version of this level in JCCLP2 which includes some blue locks.
The title was pretty much stolen from Eddy Limb (lookatthis). This level was also originally unsolvable in Lynx, which Ryan (random 8) pointed out.
A collab level between Eddy and I. While he was responsible for the level itself, the wall template was premade by myself which is the same as one of my first levels (Block Maze II - JoshL1 Level 42/JoshL level 56).
One of ten levels I included which originated from JCCLP. Thanks to the wonders of slide delay, the exit behind the fire is possible to reach. Thanks to J.B. for finding that.
Design is (supposed to be) based on actual granite. The name is the same as a location from Pokémon Ruby and Sapphire as well as their remakes.
The third installment to the glider series. Unlike the previous two, this one only involves one glider with Vulcan-like concepts. Special thanks to Michael for the glider release mechanism.
While the title is humorous, the level itself is really awesome.
Tyler really wanted me to make a level with this title which is an obvious reference to the movie, which I've never watched. Also it is possible to get to the exit without the chips, though it's a lot more difficult. Jeffrey (ihavenoname248) was the one to point this easter egg out.
Metal Harbor inspired, however, nowhere near the same. Title is a portion to some of the lyrics from One Republic's song "Counting Stars".
Obvious reference is obvious. Pointless long path to the exit is pointless. Also I meant to place this level in slot 109 but I forgot lolz
Aesthetically pleasing, amazing gameplay. Your typical Josh level everybody. The name is from Frogger: He's Back!
One of ten levels I included which originated from JCCLP.
Only thing to mention for this level is that the bottom left section works differently in Lynx. That and blue walls <3
Wow! So much red! If I have mention what the title references, Tyler will cry.
Despite having slide delay in MS, this is still an amazing puzzle concept that I have never seen done before.
One of ten levels I included which originated from JCCLP. The hint references that this level has the exact same layout as the first level in JCCLP.
Loosely inspired by an old level of mine "Up the River". I had to fix a lot of busts in this level, which almost caused me to scrap it.
Name was generated on some song name site.
One of ten levels I included which originated from JCCLP.
See level 65's comment.
Turned out this level is more tricky than it looks, hence why I included the hint.
The layout of this level was made as a joke via the spam chat on Skype. Again if I have mention what the title references, Tyler will cry harder.
The fourth and final level in the glider series. This is my other level "Ancient Glider Temple" however, with a lot of new twists to it. The hint is the same as the original but illegible.
Probably the first legitimate take on a "Trust Me" style level. The title was randomly generated and it is pronounced ver-i-si-mil-i-tude and means "the appearance of being true or real"
The second "doge" sokoban level and this one is admittedly easier than the first. Aside from the sokoban, the only notable changes from the first is the design of the arbitrary hints and bombs.
See level 67's comment.
One of ten levels I included which originated from JCCLP and the only one of those ten that made it into CCLP1. The only change I made was the exit design, which was dumb to be in CCLP1. Despite the change, the bold time is still the same though is a .0 in this set, whereas it is a .8 in CCLP1.
Excluding design, I never really use random force floors in my levels. Also the tank/block idea from Color Wheel should be used more often.
Wanted a clever way to partial post. Done.
I couldn't make a proper wall layout to start this level off so I decided to use a pre-existing one (Floating Plaza from CCLP3). Aside from that, I really enjoyed making this one.
Though the name was generated, the level itself is pretty cool. Sokoban was adapted.
The no chips solution is the faster one in case you're wondering, though I encourage you to solve it with collecting them. Also by the words for J.B. Lewis - "I don't know what a Me Senpai is..." here you go. http://www.urbandictionary.com/define.php?term=notice+me+senpai
Had to make a blob level at some point! The title is from the level title bank via random 8's section.
Only thing I need to say about this one is the ending portion is legit and should probably be a level itself.
Nice ice level. The design is based off a ninja star.
The blue wall design was planned out. The name was suggested by Zane Kuecks.
Originally this level had gravel but I changed it to dirt for some reason.
Eddy suggested the title to me before this level's creation. The wall arrangement is the same as Well of Wishes from CCLP2. Honestly, one of the best levels in the set in my opinion.
The wall arrangement is mostly the same as Pushy from CCLP3, though Tyler did not suggest that to me.
Fun fact: I had to look up what vertiginous meant lolz
Mostly inspired from Pier Seven.
If I had to make a test version of this concept in JCCLPRejects (which I did), then this level is automatically A+ super mega legit.
This should have the obvious references...
Named after a soundtrack from the Pokémon anime original series. Despite the name, the level was not inspired by Deserted Battlefield from CCLP1.
Haven't based a level on paramecia in a long time. The bottomright section is directly inspired by Zane's Underground level mod. (see ZKIdeas level 56)
Wall arrangement the same as Roadsign. I personally love the bottomright section of this level the most. Also all the random dirt tiles are shaped like tetris pieces.
It's way easier than it looks. Probably because there are 32 chips but I don't know.
Because I haven't made a short timed level in a while. And I figured optimizers could have fun boosting here.
Some things aren't needed to solve it, some things can be done differently. That's just the way these kinds of levels turn out to be sometimes. I felt these ones in for variety sake.
The title is the same name as an album by the band, Edgewater.
http://i.imgur.com/EjvK5j4.png Zane sent me this level as a joke that JoshL6 would be a thing, however, I instead used it as a basic idea and added onto it for the actual level. He also thought of the name. Despite the hint thanking him, I placed it in a pretty awful spot (on purpose of course).
Fun Fact: I ported this level to Chuck's Challenge 3D, however, it is busted in that port. The level itself is easier than I intended. The title is part of the lyrics of the song Bring Me to Life by Evanescence.
This level looks absolutely beautiful when viewed in the editor.
The top section is the exact same block arrangement from Nuts and Bolts. The name was suggested by Tyler.
Probably the ugliest level design wise in the set. Usually I would reject a level if it were ugly looking but this one was an exception. The title is the same as a song title by Three Days Grace.
The name was mentioned in the Skype CCBBC chat so I decided to use it for a level. Of course it has to make sense with the concept! What saddens me about this is players consider this guesswork, when it really isn't. CC1 had levels that required trial and error and/or write down the solution, in which case the latter was in mind for this level.
Yet another adapted sokoban level.
Name was suggested by Ryan. The hint is a reference to the Pixies song "Hey" and it's beginning lyrics. At the time of this level's creation, it was a recurring statement made on the Skype spam chat. Note: I do not listen to Pixies.
The layout resembles a shining star. I may or may not make a harder version of this level that requires using teleports. JCCLPRejects idea?
This level's placement is the same as Joyride I from CCLP2, for well... yeah.
One of two levels that was in JCCLP2 before this set.
As mentioned by the hint, the concept was already done by Tyler. I just took added a few twists to it. Oh and I highly recommend playing TCCLPRejects.
I had this idea for a double maze in my head for over a year but could never properly execute it. It was first seen in Life is Not A Puzzle in JCCLP/JoshL4 as a small 9x9 room because it was easy to work with. Now that I finally managed to make this concept work, I can rest in peace.
Good luck optimizing this one! The name was taken from a world in Candy Crush Saga.
Thief mazes with blocks has always been an underrated concept so I thought I'd give it a try here. The title's first letters spell CHIPS and was claimed from the title bank.
Not inspired by The Sewers. It's more of a Steam concept level than anything, except the thief room is something I've never seen done before to my knowledge.
Another level made while chatting with Michael. The title is based on his notorious "K" messages on Skype.
The sequel to California or basically a destroyed version of it, where Chips starts where he exited and exits where he started before! All the walls were left unchanged and none were added. Too bad Nevada got invaded by blobs.
The password was generated so I worked with it. Tyler suggested the name, which is a song title by Garbage.
I never made a level called Lost in Foot Locker. It's actually a level Tyler made, and he suggested the name. The Electric Boogaloo while being pointless, it adds humor to it because it's supposed to be a lame sequel.
Thin wall maze + appearing walls + high time limit = good breather. Nice!
Inspirations from Firetrap, Block Head and It's No Skin Off My Teeth.
Ported this level to CC3D, though I typed Conversation instead lolz. As for the concept itself, it's clever considering there are no key thieves in CC. Ironically enough, this was ported to CC3D before it was updated with key thieves.
Only one block is required but using two makes it easier! Watch J.B.'s bold time run in his LP of this set fo rthe one block solution.
See level 73's comment. The blue key/lock in the upper right isn't necessary, though it makes the ending a lot easier. The wall arrangement is the same as Beat the Heat from CCLP3 and the lower right section was stolen from a level Tyler made : ^ )
Was originally the 11th level in this set but it's difficult! It was a pain to make the middle left doable in Lynx. The lower left was inspired from Death and Destruction by Tyler.
The level's main concept was thought of by me, though very similar to Colors to Extreme from CCLP1, though not inspired from it. The name is the same as an actual town in Minnesota.
Nothing special to explain about this level. The name is the same as a song from Linkin Park's album, Meteora.
Another interesting maze concept. The title is the same as the band.
Basically a breather level with some practice for sidestepping off force floors.
Fun Fact: I made a level with this title a long time ago but the set it was in ceases to exist. I can confirm that it looked nothing like this though.
Some members of the community complained this level was too hard and wanted me to reject this level but I refused to do so because I needed a relatively difficult walker dodging level. So I lowered the chip count to 12. All 22 can still be collected if you wish to take on the challenge. Triple bonus points for doing so without using the fire boots.
Sockets aren't used enough as decoration or as part of the level itself. Here it is used as both those things. There used to be a lot more gliders but I removed some because I didn't realize I put two dodging levels next to each other in the final update. That and it was pretty rigged.
The third and final "Doge" level. The sokoban is actually from CC3D's Flummery Pack and is it's last level's hardest sokoban room. The outside hint design combines the previous two's.
Inspired by the lower right section of Judgement (TS1 Level 35). The name is the same as one of Linkin Park's recent albums.
I always thought chips behind sockets was humorous but honestly you can't make a level with that as a concept. But something like this you can.
The sequel to Spatial Ruins and primary focuses on extracting blocks and random force floors. Originally, the socket was behind the thief but J.B. pointed out the teeth can be used beforehand in a clever way. So clever, I made it required! The wall arrangement is the same as CCLP2's Block Maze.
The sokoban is from CC3D (the same level as the one seen in 131) though it's an easier one. The title is the same as an episode from the series Drake and Josh, while the hint being from a different episode of the same series.
Shoutout to Tyler for pointing out and helping fixing various busts to this level. The concept has never been done before and this is hands down my greatest achievement to think of it.
The name is the same as a location from Pokémon Ruby and Sapphire and their remakes. The thief section in the middle left was directly taken from a level in TCCLPRejects.
A sequel to How I Stopped Worrying and Love the Bomb. The real "worry" about this level is the time limit.
I personally dislike having untimed levels but it was recommended for this one. The title is the same as an album released by Radiohead (which is one of Tyler's favorite bands).
The top portion of the level really could have been a level itself but it's a basic concept really and it's at the end. Don't forget about the chip under the block at 8, 21! Also the level's wall arrangement is mostly the same as Reversi from CCLP2.
One of the hardest levels made for this set. Made entirely with late CCLP3 in mind. The wall arrangement is directly from Fireflies from CC1. Took a lot of testing to find busts. It was originally level 36 of the set's first release.
Honestly, I think I missed a couple walls in the later sokoban rooms but it's too late to fix them. While they are all adapted, I don't remember where they originated from.
Very tricky to solve. I tried to avoid having long ice paths to death but some couldn't be avoided.
This level was entirely made by Eddy (lookatthis). It holds 14 different levels from JoshL4, Chip Grove City, and Frozen Labyrinth and combines all them to make a whole new level. The name is a reference to the final location of Pokémon Red, Blue, and Yellow.
"What a strange level for 145." ~J.B. Lewis
Extreme force floor sidestepping level. It's really difficult. Placed it late in the set for this reason.
My infamous hardest level ever created. This was also level 147 in JCCLP but was timed. There is a solution video on my YouTube channel for those who are stuck on this level.
Though slot 148 has been known for it's "what-the-heck" levels, this one is actually a lot of fun to play! The name was taken from a Minecraft World Project online.
My signature level and was also seen in JoshL4. Some portions of the level can be skipped but because this level was mainly created for art, they still exist. Because of this the bold time is 251. What better way to end a great levelset? I hope you enjoyed playing these levels and much as I did creating them for the year of 2014! :)