I wanted to start this set off with a "proper" beginner level so this is what I chose. Uses the walls of When Insects Attack from CCLP1. This was very Eddy inspired but still fun to make regardless.
I'm surprised no one made a level with this title before. I thought about adding green keys around the level with a green lock trap by the exit but I felt that was unnecessary. That idea, however, can be played in my rejects set!
A simple key swapper, though some can be skipped. Despite this and how simple it is, it is named after the final boss in Pokémon Mystery Dungeon: Gates to Infinity.
A title from the level title bank by Dave Varberg. Also uses CCLP1 walls, from Block Party and conveniently enough in the same level slot as it. Surprisingly very easy to craft a level with these walls - I had fun designing this.
[11/29/2016 6:08:12 PM] Josh: I should play something
[11/29/2016 6:08:26 PM] Tyler Sontag: Like The Strange Sokobond Principle
[11/29/2016 6:08:36 PM] Josh: probably
[11/29/2016 6:08:47 PM] Josh: The Strange Sokoban Principle
[11/29/2016 6:08:55 PM] Josh: my next level title
[11/29/2016 6:08:58 PM] Tyler Sontag: yeah
In addition, no one has really made a fair sokoban with invisible/hidden walls, so here's one.
A pure aesthetics level. I was nice enough to include an extra yellow key, in case one wanted to view the hidden hint without restarting.
Uses walls from Present Company and with a title by Madhav from the level title bank. This actually went through a couple different themes but I stuck with fire/thieves for it. The block guiding actually took a while to design.
When this set was first released at 40 levels, this was the first level. The level itself isn't really interesting, however.
This level was originally created specifically for CCLP4 consideration, however, I decided to continue adding to this set thus was included here. The NW section is literally the same as Lesson 4's tank area, just rotated.
Centered around my least favorite CC monster - paramecia. Featuring some concepts and adaptations from official levels, such as the Chchchips portion in the middle. The toggle wall section was thought of by yours truly.
The first of four levels submitted for January 2016's create comp, where the goal was to make a series of levels using certain tiles. This is the easiest of the four and has no real concept. Named after the starting location in Pokémon Super Mystery Dungeon. This got 1st place.
I was playing Rock's Milliardaire and thought it'd be cool to see a level that uses the block checkerboard layout. Threw in some invisible walls for good measure? I didn't want it to be very easy :P
An average maze that appears to be confusing at first. It's bland but for some reason I like it.
Resembles... well Scandinavia. Some sections, particularly on the right side of the level, were adaptations from other official levels such as Slightly Mad and Arcticflow.
I guess the exotic part of the level is the outside aesthetic. Other than that, I don't really have much to say about this level. I just like that the green locks can't be accessed once the green key to obtained.
A somewhat open ended maze, with probably a lot of optimization potential. I love sockets as aesthetic material and I used walkers because why not? Named after a city in Pokemon X and Y.
Despite the hint, Yorkhouse didn't inspire me to make this. I just wanted a different type of melee level plus I don't make a lot of levels that contain hundreds of chips. The name is taken from Pac-Man World 3, where it was the name of the various mazes in that game.
Moved this level to slot 17 for the Nice Day reference.
I'm proud of this title. I was going for a "end of Cityblock" type level. The blue walls make this level pretty easy, which was what I had in mind. While the key traps aren't necessary, I felt they added to the aesthetic theme of the level.
I'm not proud of the design of this level, but I liked the idea of it enough to keep it in.
This level's layout is based off the glitch Pokemon known as "MissingNo" from the original games. As for the level itself, it just uses most of the walls, making it pretty simple.
The bold I think requires no missed moves.
Placed at level 20 since this year (2016) is the 20th anniversary of the Pokémon franchise.
I think the title was generated. I don't remember but it's just a simple ice maze. None of the bombs can be reached, which I guess is the gimmick.
I don't make enough force floor maze levels so I decided to with this one. This level was inspired by the music of a location of the same title from Pac-Man World 3 (which I should mention has amazing graphics and is one of my favorite locations in that game).
It's not quite a blob level... but there's enough randomness for it to be in a callback slot.
Part of me feels like I put one too many walkers in here. But I hope that's not the case.
Pure variety level. The tank room to the right needs to be appreciated. Also one of the only levels that I kept in the same slot as the previous version (for no real reason actually).
My entry to December 2015's create competition and got 6th place. The goal was to make a level that looks good at a first impression.
Focuses entirely on chip collection, with a slight limit to key usage. There are 58 chips in the create entry, whereas there are 60 here. I only included it in the set for the optimization of it otherwise I would have rejected it since it wasn't well received.
Made it level 25 because it's a Christmas themed level!
While designing additional levels for JoshL6, I realized I didn't have many appearing wall levels. I tried to make it as "non-mazelike" as possible.
I made all the fireballs pointing different directions because chipster1059 complained about that not being a thing in a JoshL5 level. Hope you're happy, chipster! : ^ )
This level made J.B. upset lolz.
This level was also known as two previous titles; "Sector Fifty-Seven" and "Arbitrary Optimization Level". I chose what the title is now after listening to music a level of the same name from Crash Bandicoot: The Wrath of Cortex. And it fits well!
The title was in the level title bank so I claimed it. Inspired by many other levels of the same concept. (too lazy to find/name them)
There was a sequel to this level in mind, but I didn't want to make another "destruction" type level. I think I've made enough of those over the years :P
This entire level is supposed to be based on the level of the same title from Pac-Man World 3. It turned out surprising well. The tank section in particular is to resemble a "Pac-Dot Chain".
Uses the walls of a later level, Midnight Sun Gorge!
I'm usually not a big fan of illusion type levels but this is quite nice to play and look at. The way to exit isn't too obvious either.
Scavenger Hunt slot because thin walls. I don't know they go good with force floors I think?
An interesting idea, though arguably this would be better for CC2 since there is an eye tool in that game.
Such an easy, yet interesting concept. The level itself unnecessarily takes up the whole map, but that is part of the concept. The title was taken from the level title bank, suggested by Madhav.
Mystery Wall walls! I'm most proud of the teleport section since it's not done that often.
I was mostly inspired by Nitroglycerin in CCLP1 but because I didn't want to make a "ripoff" that level, I decided to make it without the force floor section and instead have the trap buttons be connected to "random" gliders.
If anything, this is mostly a combination of Xehanosia (JoshL5 #148) and Nitroglycerin.
As the hint states, the title was suggested by Ryan (random 8). Levels that are surrounded by exits I find aesthetically pleasing, especially under the MS tileset.
A simple Spooks type level designed to resemble a shrub. One of my personal favorites of the set.
Hey a cloning level! I don't really like designing these types of levels but I felt the need to include a decently designed one in this set.
A running joke from Avatar: The Last Airbender, where a cabbage salesman's cabbage cart would be destroyed in various episodes. The hint states exactly what he says when this happens.
I originally wanted this to be slightly harder but it turned into a relatively easy itemswapper. The circular design is the same as the one from Squared in a Circle, but altered to be an island. The title was generated from a website.
Honestly, I don't know what compelled me to make this. I intentionally made the bug path to the exit long and the fire maze is a lot easier than I wanted it to be.
Beware of Bug callback?
The title is kind of an inside joke, where at one point one of J.B.'s levels had an invalid tile combo "Block/Block", Thus inspired the level. The NE section is inspired by a part from Tyler's "The World Has Turned and Left Me Here".
This is another level I submitted for the walls of CCLP2 create comp, however, this one was not judged. It has the same wall layout as Switch Hit. I chose teleports as a theme because I don't think I've ever made a legit teleport maze level. In an old version of this level, it was possible to get stuck in a loop.
Have you noticed I love levels like this? I really love how this turned out, especially with the wall pattern I retained, which is of Facades from CCLP1.
Appropriate level placement is appropriate. This is more of a Waste of Space type puzzle than anything.
This level isn't even creepy in the slightest. Also that bug trick should be appreciated. <3
The title is the name of one of the locations in Paper Mario: The Thousand-Year Door, about halfway through the game.
This uses the walls of Slip and Slide from CCLP1. The whole level is very odd but I like it for some reason. I replaced two walls with recessed walls but why not? They become walls later on... Also no, this level has no relation to my CC2 level of the same name. The CC2 level is superior compared to this.
Oh yeah this level has a bust that Tyler caught. I don't care enough to fix it.
Was experimenting with any kind of possible concept to use and this is something I haven't seen be used before, so I went with it.
I realized you can use the chips to extend the path of the paramecia. While it is easier, that wasn't my intended design.
The second of the four entries to January 2016's create competition and also got 1st place. The same theme but again with different tiles. This one took some time to think over but I'm pretty happy with the result of how it turned out.
And a lot of other people seem to think so too!
Wooo open collection level that later becomes a maze!
Obvious level slot placement is obvious.
Uses the walls of Circles from CCLP1.
This would have been the first designed level for JoshL7, had I gone with such a project. This level was also used for a mini time trial competition on CCZone. MS bold time is 263, I think.
This was my create comp entry from February 2015 on CCZone, where the goal was to make a level based off wall configurations from CCLP2. This is based off BlockSlide's wall pattern and for some reason only got 5th place, despite how many people like it.
The title of this level is kind of a dumb yet hilarious story. If you really want to know, ask Tyler. <3
Anyway, each room basically rips off a certain level from an official set. From top left to bottom right - Water Trap, Frost Swirl, Brushfire, Bumper, each of the Trust Me style levels, Flipside, Drawn and Quartered, Tunnel Clearance, Jungle.
Some random block formation I made and decided it was good enough for a standalone level.
The title is the same as an album by Radiohead, which Tyler can't get enough of. The keys under the center blocks are also indirectly by Tyler's Tetris Pieces in his rejects set, which is awkward.
Another rather confusing looking maze. The title comes from a location of the same name from Pokémon Super Mystery Dungeon.
Never seen a level done like this so I went ahead and did so! It's just a collection level otherwise.
One of my entries for February 2016's create comp, using wall arrangements from CCLP3. This one uses Twisted Chambers and uses force floors with pink balls on them forever as barriers. I was originally going to use dirt but I felt I've used dirt too much so I went with water, which gives it a good contrast look.
The title is one of the few I've had laying around ready to use.
Directly inspired from the SE section of Toxic Afflictions (JoshL5 #93). I really liked that section so I had to make a level with just that idea.
Uses the walls of Chip Suey from CCLP1. The title is a random scramble of the original that I thought of. It has no real meaning.
It's just a variety level. Much like Chip Suey was.
I don't think a level like this has been done and if it has, well thank you for the inspiration.
Sorry for the slide delay for MS players. Also yeah this is another Pokemon inspired level, with the title referencing a location from Super Mystery Dungeon. (Awesome OST btw)
The title was generated off a website. The section in the middle left was taken from Dream World, a level from JoshL4.
Realized I didn't have enough key themed levels like this so I made a few of them, this being one.
Title references a location in the newest Pokemon games, Sun and Moon.
The title comes from the title bank by Trevor Hedges. The walls come from Cybersmack's Hoodwinked.
They looked fun to use in a level so I used them.
Named after a location in Avatar: The Last Airbender. The hint while well hidden, refers to one of the most hated episodes of the series and one of the least favorite characters in the show ends up literally killed off. This also explains the level's password.
Fail.
This level uses the walls of Zane's Collector level from ZK2. Like Cybersmack's level, this one also looked interesting and fun to use and it was! I enjoyed designing this.
Level named after an album by Edgewater. One of the few bands I actually really like.
Honestly, nothing really inspired this level it's just... kind of here to be here. Though the middle room is quite similar to Asphalt Line.
One of two collabs I've done, this one with J.B.! He presented the overall idea with alternate universes - one half above water, the other under.
I designed most the level myself, however, J.B. felt it was good enough like this as a variety level. He added pink balls in the lower half for good aesthetic measure.
This was a lot of fun to work on! Hope we collab again in the future with CC2. :)
The title was stated by Chipster1059 in some discussion on CCZone. This refers to the single column of invisible walls splitting the level in two. Oh yeah, the walls are mirrored as well (mostly).
There was a much harder version of this level at first but I redesigned it to make it more straightforward. Unfortunately I never saved it for my rejects set so it no longer exists.
This was also the second level created for the set.
This was the first designed level using walls from CCLP1. I wanted to try something challenging - using the walls of every CCLP1 level to make a new one. This one uses Key Pyramid's walls. Ultimately the said challenge was a little demanding so I decided to not go through with it. But I did use walls of other CCLP1 levels!
Basically Force Square but getting rid of keys at the end. I like the word "Flummox" for some unknown reason... so I used it in the title.
I believe this level uses the walls from Amsterdam Incorporation from JoshL5. Not sure if this was the best way to go about using them though...
I made it at least lenient in that there's extra chips and keys but still.
The third of the entries from the create competition of January 2016 and this one is my favorite of the four (again got 1st place). Despite having a limited number of tiles at disposal, I had an easy time working on this one, both aesthetically and gameplay wise. Named after a location in Pokémon Super Mystery Dungeon, which also has a fantastic soundtrack.
One of those "get this block to this destination" type levels. Somewhat inspired by Jeffrey's level "Reconnecting Internet".
Honestly, I don't like this level and I'm sorry for including it.
Centered around various uses of keys and can all be done in any order you choose! I placed it halfway through the set for this reason. The title is based off well, unlocking an achievement performed on any Xbox 360 game, even though I'm not an Xbox fan at all.
Uses walls from Eddy's One Who Raids Tombs. It was actually pretty easy to use them despite the way they were used originally.
Considering I was turning this into an island level, I decided to name it after the newest games, Sun and Moon, in that it's the 7th generation of the franchise and that it's game takes place on a few islands.
I was partially inspired by a level similar to this though I don't remember the name of it.
Awkward maze is awkward.
I was bored. I wanted to bring this epic series back, though it's just one level lmao.
It's an easy sokoban, filler type level.
The only other level named after part of the lyrics from Colors for Extreme. If you were wondering, yes the time limit of 420 is intentional. Two particular sections come from two CC1 levels.
This was actually pretty hard to solve during testing and I'm surprised I got this to work out the way it does. Dave Varberg gave this level its title.
Blatant optimization themed level. With extra chips for different solutions. Have fun.
The toggle button part is directly from Double Time Warehouse from Jeffrey's UC4 set. Every room is 4x4 and the gravel on the outside gave it an "empty" feeling, which explains the title.
Despite the name, the place its based off is actually located in a cold area from Pokémon Super Mystery Dungeon.
This uses walls from... nothing! It actually is a original wall layout. A few people have thought it's from something. :)
The idea behind this started with the ball corridor and how changing the pattern would open the level up some. Everything else was added on, thus this level exists.
I like it.
Is this more annoying than Compactor Reactor? Probably, but I like this level. I don't use teleports and empty clone machines enough as an aesthetic or a standalone concept.
Have fun with this one. :D
Another one of my entries for February 2016's create comp. Using the walls of Jumble, I had a series of ideas with this one, using fire and various other elements. The northeast in particular was inspired by the same section of Madd Maze from CCLP2.
I had Jeffrey's Stained Glass Piñata Party level in mind so I decided to make this. Teeth on thieves are interesting and I realize they are an eyesore to catch in the TW tileset.
Title is from a level of the same name from Spyro: Enter the Dragonfly. The wall configuration is from Generic Ice Level.
Another title from Madhav and man this level is so silly. Uses walls from Under Pressure, even though it was probably unnecessary to use them.
I've been wanting to use this title for a loooooooooooooong time. This references a location in Back to the Future. Personally, that blue key section is probably the best part of the level. But that ending is awesome especially if you listen to the opening theme from the movie. <3
And yes, 88 chips was intentional to go along with the reference.
Using the walls of Loose Pocket, I wanted to make a level that I would think Rock would enjoy as the creator of the original level. For that, I went with a chasing level.
One would think this is a bad use of appearing walls but I don't believe it is.
Originally placed at level 46 because it's Sapphire Cavern in ruin. However, I moved it to 92 since double 46 is 92... and it's a more appropriate placement than level 46 so... yeah.
Special thanks goes to J.B. and Jeffrey for helping fix the many Lynx busts this level originally had!
Ever since creating the level "Xehanosia" (JoshL5 #148), I've grown to like the brown colored aesthetic theme, especially with random trap tiles everywhere, so I made this level. While the chip at (6, 25) is tricky to get to, there are actually two different ways to get it.
This level is one of those "appears to be hard but really isn't" levels. The title was generated and the ending used to be more strict, involving having only certain amounts of each key. I removed it since then though.
Just an old fashion maze level. With some "not what it seems" parts thrown in, to make it confusing. You know because CC1 did that kind of stuff!
Probably my favorite level in the whole set. Well one of them.
Straightforward variety with some logical thinking puzzles. Named after the very first dungeon in Pokémon Mystery Dungeon: Gates to Infinity, with a pretty addictive soundtrack.
Uses the walls of Colors for Extreme. Level title comes from a level in Crash Bandicoot 2. This is definitely one level I am proud of, probably the most proud actually.
I don't make toggle wall levels like this because they are tricky to design most the time. And while using a wall layout didn't exactly make it easier, it turned out really amazing.
The ending is kinda unfair in that it plays out differently in rulesets. Flick the block off a toggle wall in MS and block slap it out of the way in Lynx.
I guess in a way a spiritual sequel to the "Guidance for..." levels I made in the past, but this arguably more tedious (at least to me).
Despite being placed over halfway through the set, this was actually the first level created for JoshL6. This is also what inspired Keyboard Malfunction, though this one is more complex.
Do I really need to say what walls this uses?
I was inspired during a CCLP4 podcast with J.B. and Jeffrey in which J.B. mentioned making an empty level like this but with Four Plex in his old designing days.
I used Lesson 1, mostly as a joke. The empty hint is intentional.
Blue wall levels like this are in my opinion, very fun to play. I originally only had blue walls and green locks but I added water and flippers for not only aesthetic purposes but for a slightly different gameplay experience.
This was named Brimstone Eight for a long time. I've renamed it to something more interesting.
After a location in Pokemon Sun and Moon. Go figure!
Didn't have enough levels centered on bugs or paramecia. Uses the same walls as A Very Strange Machine, which also uses the walls of Blue Forest Fire (the real blue walls were changed to actual walls).
This level can actually be solved in 9 seconds using no blocks lolz. I provided tons for casual players of course.
Uses the walls of Zartacla from CCLP2. I really went overboard with variety levels, since this was the last of maybe 25 of the new levels!
The walls were somewhat simple to use, though the lower left was kind of a pain. I'm not sorry for making that a In the Pink section either.
Nope. I definitely was not inspired by Lazy Hourglass.
Slot 106 for the Kablam callback.
This title was thought of by Tyler and is a pun on Game Boy Color.
Even though it doesn't reference Flame Boy at all, that wasn't my intention. Like Ten Carat Hill, I wanted another key themed level but with every color used instead. I added fire and pop-up walls to make it different.
It's a blast to play.
Zane inspired me to use this title if I remember correctly. I honestly don't know what I was going for in the design and concept.
Walls of For the Love of Tanks from JoshL4. Named after a city in Australia.
Hopefully a certain someone will appreciate this. :P
I was inspired by Juxtaposition and honestly I really like this maze but I see how this can be annoying, especially with that long path to the exit. Sorry I just love blue walls. <3
This was slot 61 in the original and while it was an obvious choice for 61 in this version, I wanted to play it differently this time.
This uses the walls of Zipper from UC5. Jeffrey used walls from one of my levels now I did with one of his. :P
This was a lot of fun to design. The central tank section took some time to make work but I'm pretty happy with it.
I'm surprised no one ever thought of this concept because it's so simple yet legit. I had the title sitting around my desktop for a while and used it here.
This was directly inspired by Divide by Zero, though with four 9x9 rooms and an invisible wall maze surrounding them instead of taking up the whole level. The hint is an actual error message that I looked up.
A 30x2 level, that was honestly pretty challenging to design. And even though I don't like cramped levels much, this is still pretty reasonable since it's at least intended to be cramped.
I wanted to try and top Jeffrey's 3x30 level in Ultimate Chip 5. Don't know if I did but I'm satisfied with it!
It's worth mentioning that that tank part is very annoying in Lynx and for that, I apologize to Lynx players.
Spanish for relic of the heart, which is a reference based on it's design and origin. The level's design is based on a badge from Pokémon Diamond, Pearl and Platinum versions called the "Relic Badge" which is earned in a city called "Hearthome City". Yay references!
I removed the accent marks to prevent older versions of Tile World from crashing. But there is one over the second "o" in Corazon.
Zane wanted me to make a level with this title, which is the name of a song by Radiohead. The hint is also part of the lyrics. The level itself is weird, and requires a different method in both rulesets though both contain the general idea.
This. Level.
If I had to pick one level from this set to be considered for CCLP4, this would be the one. It took a long time to build, to make sure every pop-up wall is used in the block sections. And I love how it turned out in every way.
Name taken from a location in Pokemon Black and White 2, though the soundtrack for said location isn't that great.
Something I had in mind with tanks. I actually wanted it to take up the whole level map but I didn't want to frustrate players too much, since what exists can already be tricky.
The other collab level I've done! This time with chipster1059.
The concept was thought of by me and we each added sections to a "rough draft" level. Once that was done, I took that draft and redesigned it to make a more fresh fun level.
Chipster designed the pop-up wall/teleport section, the sokoban on the left, the cloning part and the ending. I designed the mechanism, the starting room, the thin wall room, and the blue wall room.
Like with J.B., it was fun working with chipster. :)
This is actually a remade, much better version of a level from my rejects set, with the same title. You can actually have one extra red key on hand when solving, but I left it in for leniency.
A strictly timed chips under blocks level.
I feel like I should have designed more of these. Strict time limit levels that is.
Spoilers, this is legit something J.B. stated and Tyler gave me the idea to use it as a title.
Took some planning but finally got it to work. I just wanted pink balls to be on top of unusual tiles which was the ongoing theme for the set. This level in particular pushed that theme to its limits here.
Another chips under blocks level, but this time with progressive difficulty. I did the best I could to make the rooms fair with the blue walls and monster placements. I think it's fair but who knows!
Water and invisible walls. That's a unique tile combo that hasn't really been utilized much.
While I could have stuck with all invisible walls, I made a good chunk of them appearing to avoid frustration.
My own sokoban design and it's easy just time consuming. Had a bust where only have the given blocks were needed but I fixed that : ^ )
This is another level designed to based off a badge in the Pokémon series, and my favorite one at that. The name of the badge is called the "Heat Badge" and one must defeat Fire type Pokémon (which is my favorite type) to earn it in the games Omega Ruby and Alpha Sapphire. The toggle wall path is longer in Lynx due to monster order. Originally, this was titled "Master of Fire" but that was too ordinary.
I had Jeffrey's Incredibly Inefficient Infrastructure on my mind and wanted to make a level KIND OF like it but not really.
This is how it turned out. I'm not one for cramped levels but this was fun to design.
This was actually horribly designed at first but I scrapped it and rebuilt it, so that version doesn't exist anywhere. The sokoban at the beginning is adapted.
This is probably my favorite maze level of the whole set. The wall configuration is actually the taken from an old level of mine - Mind Maze (JoshL2 #137/JCCLP #124)
The title was taken from an actual portion of Death Valley, California. Look it up!
Uses walls from The Sewers.
Only thing worth noting is the block part is pretty legit. Everything else is meh.
It's actually becoming predictable to making unpredictable blue wall mazes.
I wanted to craft something different. Something that is very misleading and that would seem like a busted solution but is the actual solution.
Could have done better with the aesthetics but they don't always make the level.
Walls from Japanese Game Show.
Brushfire and Death and Destruction are obvious to point out but everything else was pretty original. The cloning section might be mean of me...
Callback to Mix Up.
Woooo I didn't have a decent blob level in this set so here's one! I was nice to let it have 60 extra chips but not nice enough to make it untimed. >:) Have fun!
Also another obvious callback.
Completely inspired by my favorite CCLP2 level - Oracle II.
Callback to Pain since it's a tedious block pushing level sadly.
It is so easy to come up with humorous titles involving tanks.
Oh yeah if you reach the hint in the level, let me know and your name with be in the hint itself! Figured it'd give people some small pointless challenge.
Inspired by Jeffrey, who did the same thing in UC4. Featuring adaptations from 22 levels from all my previous JoshL sets, including this one, out of about 37 levels in total that were listed for consideration. The hint comes from 3 other levels that weren't listed. It turned out pretty straightforward and it's name is the same as my favorite location and soundtrack from Pokémon Super Mystery Dungeon.
These are all the levels in order: http://i.imgur.com/weTr9M6.png
This level is definitely Zane inspired after looking and playing through various ZK3 levels. Because the level has no real theme, that's where the title came from. The outside aesthetics are just there so the fireballs have a useless path.
I don't know I'm weird.
This level can be considered an easier version of Toxic Ride from my previous set (JoshL5 #146) but this is still pretty tedious in my opinion.
One of the very few levels that barely got through. I was pretty close to rejecting this.
I placed this much much later in this version due to it being annoying and slightly hard.
The last of my entries from January 2016's create competition and got 2nd place. This one is the hardest of the four and definitely took the longest to make. It was designed in about three hours from 2 a.m. to roughly 5 a.m. The title is again, from Pokémon Super Mystery Dungeon.
The title is from The Legend of Korra. This level itself is just wonky all around, though there are some unique ideas scattered around.
Walls of In the Walls of Gravel Castle. I was going for a collection level but not quite a simple one!
I know I overdid it with the invisible wall part but everything else works great together. I hope the tank button under the block isn't too mean!
Glider Cove but with everything trapped, including the teleports (yes the one near the start is under a block)!
This is more of a careful block guiding level than anything. The way of reaching the exit is beautiful.
Okay both of these sokobans are adapted and honestly this is a pretty hard level. The hint doesn't help you either :P
If you get stuck for a long time, I recommend using YASC to help you.
I had tons of fun designing this one. This was actually inspired by an actual song titled "Hurricane" by 30 Seconds to Mars (wow!) but I envisioned a fiery type level based on the song itself. The walls are mostly the same as the ones in Amsterdam, with some removed. By the way the far SW portion can't be accessed, its just added aesthetics.
Callback for Fireflies.
My last entry to February 2016's create comp and this uses the walls of Producing. This level took my almost 5 days to build. Each part of the level references another official level and despite the wall layout, I'm very surprised and happy it worked out.
This was originally the last level of the original release version of the set, due to it's difficulty. It was partially inspired by Rotation but ultimately the concept is fresh.
Uses walls from Block Parking by chipster1059.
Honestly... this was very easy to design. I'm surprised with how everything went perfect with the wall layout.
And oh boy that block part on the left! That is the main and only reason why this level is 147. That is so challenging I'm surprised it's even possible.
Named after a building in Pokemon Sun and Moon and furthermore, inspired by the boss fight located there. That OST kicks ass.
Uses walls from Eddy's Imperial Elevator, just with the far outside ones changed into something for aesthetics. No harm right?
This might be my best level 148 ever, since it's pretty random in terms of design. Then again, that is what I was going for!
Named after a location and episode of Spongebob Squarepants back when it was actually worth watching.
What makes this remastered again is I added some chips and made it to where the entire level has to be traveled through. I considered changing the mazes in the blue wall portions but I decided not to. Though there still exist some extra keys, which is fine. Thus this (almost) concludes my CC1 level design carrer. I decided to go for JoshL7 :P Hope you enjoyed the set! All... 3 versions of them I release over the past year and a half...!