level 1: Lock Picker

Originally designed for a potential remake set I had in mind for JoshL1, similar to what Zane has done with his original three ZK sets. The project failed since most the JoshL1 levels are super unoriginal and can't be remade, but this was one of very few I saved.

This level in particular is a spiritual remake of Lockster, level 1 of JoshL1.

There's not much else to say about it. There's two solutions, which I didn't notice but I think it makes this better.

This was the most obvious choice to be level 1.


level 2: Inspection

Another level originally for the remake JoshL1 project that failed - this one, appropriately enough, remaking level 2 of that set, Factory!

Comparing this level with the original, it's probably more evident it was designed to be a remake since it mostly re-purposes everything the original level had, just smaller scaled.

As a standalone level, it's nothing special. But as a remake, it's awesome. And I like it for that reason.


level 3: School of Thought

Looking through various sets for some inspiration, I stumbled upon KWests.dat by Madhav. A few levels there appealed to me in terms of design style. Specifically - Playing with Fire, Exploding, and Landlubber for how they are small levels that had one core theme.

I had then realized I stopped making pure monster manipulation levels, so I wanted to make one based on that style. I used gliders because... I lacked a glider level.

The title comes from the Chipwiki's level title bank under... Madhav!


level 4: Fade

Arbitrary blue wall/appearing wall maze level that tries to subvert expectations and is somewhat strictly timed. Literally nothing else to mention. I mean it's pretty much required of me to have a level like this in my sets, considering my love for blue walls. <3


level 5: Dead Freight

Yeah I used north and west thin walls for an actual level of mine. Tiles I've deliberately avoided using since... JoshL4 I think? I used them here as part of the aesthetic, since they do look very nice in this context.

The level is just simple pushing a block from one side then back to the other. Something I don't think I've done in a long time but ehhh was still worth representing regardless.

Named after an episode of Breaking Bad. I was actually watching this particular episode when designing this too.


level 6: Whatchamacallit

This uses the walls of Session 2 from JoshL3. There's... quite the selection of wall templates I used for this set.

Idk I thought the idea of getting blocks across force floors that lead to cooking the level was cool. That's all this level really is!

Also, I used this title as a placeholder to hopefully think of a better title. However, after about a month or so, I literally did not know what to name this level. So I kept the placeholder. :P I mean, there's a candy bar with the same name too lol?


level 7: All That Glitters

I had a "gold mine" theme in mind for a level so I wanted to try to make one. I also realized at that point in the set, that I didn't have a pure collection level! Using that as my guideline, I made this.

I decided to solely have the keys be optional to the player to create shortcuts here - something I admittedly love doing in collection levels.

This level had a major bust that I completely overlooked when first released, which was fixed with green locks and extra keys as compensation for the fix.


level 8: Trick or Trap

A remake of Trick Trap, from JoshL1.

I've always wanted to try was take an existing sokoban from a level and make it challenging. Well the original sokoban of this level was a joke so it seemed like a good chance to try such a concept out.

And what better way to make a sokoban challenging than to add recessed walls to it? Yes that combination has been done to death, but it hasn't in a context like this and I'm proud of the result.

Made on Halloween 2017 as seen from the editor & titled to reference it.


level 9: Discotheque

A maze level with blocks and walls as the aesthetic choice. The blocks happen to have exits under them and you have to find the one block that can be pushed at the end with skates. It's... confusing looking in the editor but actual gameplay isn't that amazing. I feel like I didn't hide the exit block well enough. >.>

As far as the title goes, it's something I've had for a while after claiming it on the level title bank a few years ago.

I don't know what else to say about this.


level 10: Dip Your Hand in Felony

Uses the walls of Syzygy's ROUNDABOUT from his CCLP4 submission set. This turned into a kind of variety level, with the obvious Excuse Me reference and a pretty cool ending.

Oh yeah there's also the obligatory recessed wall/block puzzle because it fit beautifully. I like how that became a common design trope.

Miika mentioned the title in some way and I immediately wanted to use it. I don't know nor remember if it was something he wanted to use as a level title or what, but it's at least credited to you!


level 11: Prison Hall

This level started out with the nail setup. It's one I used for a rejected level but I really wanted to try it out again for an actual level. It took a while to figure out how many blocks were needed to perform the necessary tasks. Once I figured that out, I threw in an Investment type block puzzle to gather the rest of them.

Sparkman suggested the title since I couldn't think of one myself. It's apparently a Sonic level? I've never played a Sonic game but ehh I liked the soundtrack that was linked to me.


level 12: Blue Key Chamber

I felt this level following a level with blue locks as the outside aesthetic was necessary.

This one uses the walls of Split Path from CCLP4. Decided on something blue key themed, which led to this puzzle. The ball set up with the toggle button and the forced blue key usage towards the end is what made this level what it is. I have never seen either of those concepts done and I like how it works.

Fun fact: I couldn't decide on what the upper right room should be for the longest time.


level 13: Fire Glide Caves

Another walls of level, this time using Pincer Movement from NSGRejects. It was a good choice considering what I wanted - a series of rooms that progress slowly in difficulty revolving around monster manipulation! Even if one room requires you to wait in a trap for a few seconds, I still like this level for the fact I don't design these much.

This was actually named by my brother! I couldn't think of one myself so I figured I'd ask him. It's nice to get him involved since he likes this game too. :)


level 14: Green Fever

Yes the 420 time limit was intended, because obvious reference is obvious.

Honestly, this probably doesn't need to exist. when I designed this, I already had like 10+ mazes lol oops. The extra chips (which was a late change) and ending only make this kind of interesting but hey now you got routing options!

The idea was to not include suction boots, which is a pretty legit idea (and probably a better one). But that would have also been more annoying to play and design I think.

R.I.P. level idea.


level 15: There Goes the Neighborhood

Uses the walls of CRADLE from the infamous Kayu12 level set. I dug pretty deep for wall templates this time around!

I wanted to go for a "stuck in some kind of deserted building", which would explain the aesthetic. It ended up being a strangely laid out level that's really fun.

Originally, I didn't have the outer flippers and fire boots but because I didn't want to conceal information from the player (or at least, not make it seem like I was), I placed them horizontally to the blocks they are under.


level 16: The Whoa Zone

I was playing around with lots of teleports in the editor and thought "what if I put recessed walls around them all?" so.... here's a level!

The original level was a lot smaller, around the same size as the gameplay area of Lock Picker. Except one issue - it was easy to cook. So I expanded it to be larger.

Albeit, there's no way to make this concept uncookable but it's less likely with it being bigger like this. It's probably more fun to play that way anyway.

Named after an area in Super Paper Mario.


level 17: Slytherin Common Room

One of three levels that was designed for the walls of CCLP1 create competition last February, this one using Flush. Blob cloning chases aren't seen in design much and that corridor/room at the start was a perfect fit for that, which led this level to be blob themed.

Also uses two concepts I love doing/seeing done with blobs - pushing blocks while dodging them and compacting them.

I do apologize for the thief room but given the tight space, I couldn't nerf it anymore. Seriously, I really tried my best.


level 18: Cold Hard Chip

I had just seen a CC2 level J.B. created that used the walls of The Key Issue from CCLP4, which made me want to use them as well. With the layout of the level, I figured an open variety collection level was a good fit. And with the 3x3 hallways, ice was a welcome addition for faster movement.

Named after the Crash Bandicoot 2 level, Cold Hard Crash, and also intentionally placed at the same level slot as it. I remember Ida named a few levels with "Chip" in the title so I figured it'd be a nice nod to her.


level 19: Drops of Jupiter

A unique kind of progression level that focuses on covering trap buttons in various ways.

Uses the walls of MILITARY BARRACKS from Kayu12 and is named after the 2001 song by Train. A REALLY good song that is. The hidden hint uses a portion of its lyrics.

I'm very happy with the layout of this. There have been a few versions of the level that were honestly pretty stupid. Like the glider by the block cloner was originally a blob. You would have hated me if I kept it lmao.


level 20: Fortune Ravine

Yet another walls of level! I swear it was unintentional to put four in a row.

This one uses Upstream by Archie and this is without a doubt one of my top three favorite levels in this entire set. The way it flows with the consistent pop-up wall theme is just... so much fun to play.

This is also the last level I designed for this set.

Named after a location in Pokemon Mystery Dungeon: Explorers of Sky. Yep, the return of more Pokemon game references. :D


level 21: Sphenopalatine Ganglioneuralgia

Untimed levels are something I don't make much of so I wanted to change that with this set and have a few that are.

This was literally made because Sparkman wanted to see the title used, which is the technical term for brain freeze.

Logically, a block navigation puzzle on ice seemed to be an appropriate fit. I gave the option to the player to make a map for. I figured people would be stumped a bit with it but I guess it's not that hard. The trick is legit though.


level 22: Transparent Blur

A level I designed for a maze create competition held on CCZone May 2017, where this scored 2nd place for two reasons - the winning entry was much more creative (I admitted to this) and my entry suffered from a lack of a loop for easier navigation.

I took a mental note to that critique it got from the competition and while it wasn't 100% necessary to include, I tweaked it to have one so it's much better to play.

Overall, it's one of my more creative mazes this set has to offer.


level 23: Electric Machinations

Uses the walls of Bounce Place from JoshL5. They looked like fun to reuse. On principle it's just a variety level. But that's not to say it isn't fun because well it is.

It has some pretty unique ideas going for it - pretty much the whole north side of the level. The ball cluster and tank cloning section are probably my favorites.

The fire/trapped paramecia section is also a underused aesthetic in my opinion.


level 24: Corrosion

Replaying the start of JoshL2's Blocktopia is what inspired this. It made me realize that blocks on blue walls aren't used that often for a puzzle. It's probably not the best but hey it works!

The original level was a little too straightforward so I made some adjustments in the block positions and added a fake out block for both rooms. The locks and keys were added last as a means to add to the puzzle.

There's also the outer aesthetics, which can be ventured if you pick a blue lock that lets you do so.


level 25: ^2

Uses the walls of LORN from TyreA1. Jeffrey asked me why I used these. Well, because squares are cool! I like the idea of having each square containing a different element or type of gameplay. And especially with how it all connects together, it's really cool.

The gravel under the block in the 3x3 fire room is probably mean on my part but it's there to be nice. The ending also had 3 paramecia initially.

Since this level uses squares, it's titled as such in mathematical format. Because Root Two was lame.


level 26: Castle Machinery

Uses the walls of Protect Your Fortress from CCLP4. I had this the title of this before I designed it (it's from Crash 1), which is what made it a tank level.

There's some cool bits here and there but I think I overdid it with the starting sokoban. Other than that, it's pretty solid I think. It took a while to get all the tank setups correct.


level 27: Aokigahara

Another maze level that is named after a forest in Japan with bad reputation. The blobs are here to kinda reference that... because blobs pretty much get that too. :P

Not much else to say here. The toggle walls/buttons are pointless to have but it's not like I have another level in this set that uses them for a maze.


level 28: Frostbite Fortress

Designed for the CCLP1 walls of create competition, this one uses Spumoni! This was also the first level of the set; well before I knew JoshL7 would be a thing.

Single color themed levels aren't anything new in design, especially with blue. I tried to make up for that by including different kinds of gameplay, including an original sokoban for once!


level 29: Rubix Cube

I kind of used this concept before in Special Course (#145 in JoshL2) but it was only part of a much larger and otherwise forgettable level. I realize it's also reminiscent to Puzzle Box from CCLP4, though that wasn't the direct source of inspiration.

Here, you have to use all the keys to get the blocks out. I haven't found a way to save keys with this so I don't think it's possible. I debated on the having a green key at the end of the water corridor, then using it to exit but I felt that was unnecessary.


level 30: Water is My Friend

Because I made Fire is My Enemy, here's the direct opposite, thanks to Sparkman. Quite literally too, since you play the level the opposite direction from FiME.

Naturally with the "My Friend", I had to use teeth. This was honestly pretty tricky to design but it's an okay level at best. There's an extra block in the section that's suppose to make you think because I wanted to keep the same hint too.


level 31: Metal Fox

Inspired after watching a video of Jeffrey's UC4 Playthrough and him stating wall checkerboards are an awesome aesthetic. Well he's not wrong, they are!

I used them for a simple "find the exit" gravel maze with some tanks placed for good measure. I mean it's also named after a Crash Bash level where you play in a tank so it only made sense.


level 32: Blinker Chasm

Uses the walls of Pixelated Fire from CCLP4. I had the idea of a monster stuck on top of teleports as aesthetic - I picked paramecia. In addition, I used sockets because... I love using them in this way.

There's too much to list about this level, I'm just pretty happy with it.

Named after a soundtrack that plays in Pac-Man World 3.


level 33: Toxic Dash

When I first designed this, I thought this was a completely dumb idea - I almost rejected this at first. But the more I played it and altered the chip count to be reasonable, the more I liked it and realized it's a legit concept. The itemswapping was also far more ridiculous originally.

I mean... have a look at what it first looked like:

https://i.imgur.com/Ow6wfgm.png

Kappa

Also if you went back to read the hint, you made the hint a happy hint. Except it's not even a hint.


level 34: Warehouse of Lost Hopes and Dreams

The last of my entries from the CCLP1 walls of competition, this one uses Exhibit Hall. The only changes I made were the time limit and the green lock placements in the upper right due to me being picky.

Anything more I have to say about this one (and the other two) can be read on this post on CCZone:

http://cczone.invisionzone.com/topic/1311-february-2017-create-competition-walls-of-cclp1/?do=findComment&comment=36152

But this is my favorite level of the whole set hands down.


level 35: Magma Opus

I love fire mazes, sockets as part of both the aesthetics and gameplay, and the Shrub/Zabriskie Point/Spooks concept in careful navigation. So here's a level that combines them all!

Named after a level in Pac-Man World 2. Also has an amazing soundtrack.


level 36: Septic Tank

Another completely original concept I randomly thought of shortly after designing the CCLP1 create level. I don't even know how to describe this concept, it just works.

I would have loved to had another section with a different setup though but because the directions of the block clone machines can't be determined through gameplay alone, this is all the level is.

Instead, you get a random tank flipping ending, which is cool too. :P

Shoutouts to Dave for the title of this level as well.


level 37: Empty Hallways

Has a hint ever inspired someone to design a level? Well in any case, the one from Empty Rooms in CCLP4 did for me. And with the walls of Navigate the Hallways from Tyler's TS1 looking fun to use, it was a perfect fit for such a level.

Ultimately, it's a linear level with an invisible wall theme. It also uses some of Tyler's favorite design tropes - partial post, recessed walls, and a sokoban (though this one isn't adapted).

The only thing I wish I did was make the ending a little more interesting.


level 38: Versus

I lacked both a teeth melee level and a huge chip collection level, so I made one that covered both!

Yes I've done this a few times already, but I think splitting it into sections - with progressing difficulty, makes it stand out and more fun to play. You even have the thieves to help get your barrings!

The chips being scattered around is an inside reference to something my brother and I used to do with Hunt as kids - one collects random chips and the other plays to collect the rest while dodging teeth!


level 39: Drenched Bluff

Another blue wall maze <3 and a much more interesting one than Fade from earlier.

The blocks were originally placed as additional aesthetics, then I realized I could use them to make the maze more confusing so I did.

Originally named "Pulley Ridge" which is the name of some coral reef? It was boring, so I renamed it after a dungeon in Pokemon Mystery Dungeon: Explorers of Time and Darkness. Because Pokemon.


level 40: Foreign Noise

Upon designing this level, I thought this was an original concept. However, it kind of ties in with Monster Lab. Sort of? I don't really know.

Regardless, it's much more engaging to play than Monster Lab, on all accounts.

I don't think there's any possible way to skip a trap button pressing section. I don't encourage you to find a way to do that either.

I chose to keep this level untimed to fit in with the concept.


level 41: Bloated Biomass

I had most the main level was designed already and was stumped on what to name it. I got the title generated off a name generating site and immediately thought of blobs, but... didn't have blobs. So I used them mostly for aesthetic instead.

Blobs on top of fire is a beautiful combination (especially in the TW tileset) that I haven't seen done before.

If the blob dodging is mean, I'm sorry. I debated on making the rooms 4x4 instead of 3x3 but went against it... it was a specific aesthetic I had in mind.


level 42: Radioactive Lagoon

Speaking of beautiful combinations, Jeffrey has mentioned water and fire being an underused aesthetic. So here's a level that uses them.

It's nothing exciting since I already had Abyssal Badlands in JoshL6 that uses this combo. But the two are slightly different. With this, you swap between flippers and fire boots to collect chips. There's even a subversion at the end that I thought was neat to include!

The title references nothing. It just sounded cool. The "hint" is meant to reference a later level.


level 43: Abandoned Thrift Store

Uses the walls of Lockdown from CCLP4 and was one of my two entries for its create competition. It was ranked 4th place, which is better than I expected.

It's essentially a variety/walker level. I personally think walker dodging in a 2x5+ tile room is underused since it is fair in gameplay but frowned upon solely because walkers tend to get hate for being random.

The hint being empty is intentional as it adds to the feel of the level I was trying to go for.


level 44: Fuego Ironworks

Uses the walls of Ice Cavern, also from CCLP4. I'm surprised no one used them in its create... they were fun!

The level itself was built upon the trap puzzle at the start. Everything else flowed naturally after. I love the thief/sokoban room and the recessed wall room above it the most.

The use of blocks from said thief room was a late addition. The fire boots left of it was an even later addition. It made the extraction of blocks more interesting. :)

Named after a location in Pokemon Diamond & Pearl.


level 45: Major Key Remix

Tyler Sontag - 10/15/2017
When's CHIP02 in a major key remix happening
Flareon350 - 10/15/2017
"Major Key Remix" is my next level title

Uses the walls of TRIVIUM from Kayu12. I thought it would be cool to have a key level like this that didn't have extras. Honestly another highlight for the set.

I actually added four walls to this - two at (2-3,30) and two at (17-18,0). I did this to prevent unfair cooks and have a consistent border around the level. Sue me if you disagree but I felt it was justified.


level 46: Restricted Area 4808 North

Another maze level! Hopefully you've realized I made a lot for this set.

This is nothing but a thin wall maze with added dirt tiles for... no reason really. I thought it was cool and unusual to have all the walkers move into traps as opposed to have place them in traps like a normal designer would most likely do.

For the title, I'll let you figure that out on your own!


level 47: Master Class

Uses the walls of Masterkey from the initial version of ZK1. Not sure if that's available to download anymore.

This could be seen as the campaign level of the set, since it has everything every campaign level has - because of that, I showcased this level as a teaser for the set. I was very careful with the design to not hide any information to the player. It's a fun level, I just hope it doesn't suffer from being linear.

The bottom middle is probably the best part of the level since it makes you think.


level 48: Sinjoh Ruins

Uses the walls of The World Has Turned and Left Me Here from TS0. These have a lot of potential for great walls of levels!

The starting half is arguably the weakest part of the level. I definitely could have made something better with it. Beyond that though, it gets interesting! The entire second half of the level is so good. The hint is mostly meant for Lynx players, since it's an unfair cook in my opinion.

Named after a location in Pokemon HeartGold & SoulSilver. The time limit doesn't signify anything.


level 49: Seven by Seven

Inspired after going through JoshL3 and seeing a level there called "Eight by Eight" which an 8x8 level (don't play it, it's kinda stupid).

I figured a 7x7 level seemed necessary (and making it level 49 because math) for my 7th JoshL set so I gave it a shot. The restriction is fun to work with but also very limited. Due to that, it didn't become anything out of the ordinary.

Sorry Lynx players, I know that ending is dumb.


level 50: Jungle Bash

Named after another level from Crash Bash, even though I greatly prefer Space Bash of the "bash" levels. This is the last level to reference that game.

This is probably the weakest levels of the entire set. Yeah, even weaker than something like Fade. Other than it being an action based bug/paramecia level, it has no reason to exist. There's a bunch of better levels with this idea.

On the other hand, it does use Jungle in the title but doesn't have any teeth monsters... that's something.


level 51: Frozen Bloodbath

If you found this title disturbing, good! That was the point! I love this title so much, you can thank Madhav for putting it in his part of the title bank. :D

It's... quite the mess of a level, and somewhat confusing for an ice maze. This probably could have had extra chips but I wanted there to be confusion.

I am most certain I eliminated all chances of death via sliding into an unseen bomb. But in case I did somehow miss one or two, it wasn't on purpose.


level 52: Underwater Sokoban

Jeffrey's thoughts on Coral Reef in his UC4 run. Water under blocks is an underutilized concept and I never made a level that solely uses it.

Choosing how many puzzles to be required was the hard part - one was way too easy and all four was too much. After asking for opinions on Discord, three seemed to be more preferred if placed later in the set.

The title is shared with JCCLPRejects #6. I normally don't do that with level titles, but it was more fitting here.


level 53: Paniola Ranch

Uses the walls of Player's Choice from Nefertari.dat. I liked the structure of the open rooms from it and had a few cool ideas to fill the space.

I really like the way the trap button set up/going back to get flippers at the start works.

Some people have said the teeth guiding section is unfair but it's not. Maybe the suction boot placement was though? How about that blue wall part after though? <3

Named after a location in Pokemon Sun & Moon, since it kind of looked like a ranch. :P


level 54: Red Key Rush

Uses the walls of Canned Bread from TCCLPRejects.

I had a short timed melee level in mind - two concepts that usually wouldn't work well together. But here's something that probably works.

Ensuring skipping sections wasn't possible and making sure the dodging bits weren't overwhelming under a short time limit were probably the hardest parts about designing this. I included a bit of a puzzle element at the end for good measure.

This was also originally named "Blood Rush" but Frozen Bloodbath exists. :^)


level 55: Blunderlust

Uses the walls of Frozen Fortress from Ultimate Chip i^e. Is this the first time someone has taken a level that originally used ice blocks in CC1 for a wall template?

Honestly, the start is weak. But everything else beyond that is pretty legit though - especially that block cloning/nailing mechanism at the top.

The flipper part was directly inspired by Forsythia. The NE room I didn't have an idea for, so I just threw in a bunch of keys to make it a "loot" room of sorts because why not?


level 56: Bruxism

Uses the walls of A Sensitive Alternative to Virtue from JoshL6. Some people thought they used the walls of something before - now they do!

Nothing but a puzzle with teeth monsters and another definite top favorite of mine in this set. The way the whole thing works is pretty legit. The tank clone machine room might be a little tight though... oops.

I even included the concept of un-partial posting to progress, which is something I've always wanted to try. Albeit it's blind in gameplay, it's still awesome.


level 57: Question Mark Central

This was a obviously direct inspiration from Unmitigated Hint Factory Disaster in CCLP4. I got the idea to make this after replaying that level in my CCLP4 LP.

Due to this, I wanted to give it its own identity. I decided on including a skates collection gimmick, in hopes to make the player confused... on top of the already confusing layout of this.

Some have gone as much as said this is better than Unmitigated Hint Factory Disaster... I wasn't trying to do that but I'm happy to know some feel that way!


level 58: H2 Oh No

Uses the walls of Rivets from CCLP4 and named after a level from Crash Bandicoot: The Wrath of Cortex.

The block checkerboards with thieves was the main idea to use for this level. Everything else just kind of happened with the design. I thought it was a neat touch to have one of the middle left room look just like it did in the original level.

I... don't have much else to say about this one. The ending is somewhat anticlimactic in my opinion but I couldn't get anything else to work with the space.


level 59: Electrodrome

Uses the walls of Mindless Self Indulgence from, once again, CCLP4. This was almost submitted for the walls of create competition for it too. I kind of regret not doing that. :P

It kind of became a variety sort of level. I like the partial post setup quite a bit too.

And hey is that a monster manipulation puzzle?? You don't see that in my levels!

Named after the racing course in Mario Kart 8 featuring a really good soundtrack.


level 60: Megalo Tower

I had a single block guiding level in mind to build. Making it interesting was the challenging part, since they've been done a lot before.

I also had the semi-ending portion of Pokemon Ultra Sun & Ultra Moon in my head at the time of designing this, which took place in... Megalo Tower. So I made a tower like structure with the walls and went from there.

A lot of planning went into the block maneuvering and I love how it all works. There's also an extra recessed wall I left in for leniency sake.


level 61: Midnight in the Garden of Good and Evil

Uses the walls of Golden Sand Labyrinth from JoshL6.

I got this title from a book I had seen in a bookstore when spending the day with my family. I immediately had the idea to make a level that had parts that would be considered "evil" in level design. Really tests your skill of observation!

The blue lock setup at the start was tricky to make fair as well as the red buttons connecting to the walker cloner. I tried to make everything as fair as possible basically.

I can't help but admire the real exit.


level 62: Gridblock

Uses the walls of CCLP4's Gridlock. That must have been obvious right?

I really like this sort of concept but didn't know how to make it into a puzzle. Well Gridlock's walls made it pretty easy to construct such a puzzle!
However, it's not one I designed to be solved on the first try without the help of an editor. I don't believe it crosses into guesswork territory though.

This was also submitted for the walls of CCLP4 create. It's a real shame this didn't get ranked, but I'm still proud of the puzzle.


level 63: Whispers From Within

I asked my brother if he could make a custom wall template for me to use for this set. The walls of this level is what he made. It pretty much became another campaign level of sorts.

It's not the most exciting thing to play but I do enjoy a few of the concepts it uses here - in particular; the block usage for the ending and the block pushing across force floors in the NW. I actually tried to use the latter for a standalone level concept but it failed.

Everything else is kind of generic in its own way.


level 64: Pinky Swear

If you know me well, you'd know I don't really enjoy those sorts of levels so me making one... probably wasn't a smart thing to do. But I liked this title and wanted to use it.

I intended on this relying on artificial difficulty - collisions & pointless skate stealing, considering the title. >:)

I took up some inspiration and decided to use both the walls and chip placements of Jumping Swarm from CC1! I don't think anyone has ever used a chip placement configuration before.

Potential create comp idea?


level 65: Network Corruption

I liked Off the Beaten Path from UC5 and wanted to use its walls for a level, mostly due to its compact configuration.

After making the beta version of this (see JCCLPRejects), I had a better vision of what I wanted. It started with wanting Chip starting on the exit but instead of the typical force floor slide next to it, there's a teleport instead! I thought that was so cool.

Ultimately, this turned into a "get back to the exit" puzzle. Like most levels in this set, I absolutely love how it works.


level 66: Indigo Plateau

Autumnal Forest from UC6 (a far better level with this idea) really inspired me to make this level. I wanted to extend the concept by using two different colored locks, originally just to see if it was doable. Naturally, I went with red and blue.

I can't even remember how many revisions this level alone went through - at least 15. To keep it both bust proof and not guesswork-y was even more challenging. I failed since Jeffrey found two!

Appropriately named after the final location in Pokemon Red & Blue.


level 67: Deteriorating Motherboard

I was messing around with potential aesthetic ideas, when I discovered that tank clone machines and fire make a gorgeous combination. Decided on using it for the design but still didn't know what exactly to make out of it.

Added the force floors to boost aesthetics with the fire then added fire boots for collecting chips. Block navigation came shortly after and then finally the suction boot usage to get the tank button pressed to reveal the exit.

So it became a multipurpose level with an awesome title.


level 68: The Presence of Familiar Static

Uses the walls of Sokoban Memory from TS1.

Hey do you recall the hint in level 42? That kind of refers to this!

It's a puzzle revolving around guiding multiple blocks to particular places. Not a hard puzzle but it make you think, which was the goal when designing this.

There's an alternate solution here that avoids the suction boots in the gameplay area entirely that I chose to leave in as well. Mostly because I don't know how to fix it lol but I like it regardless. it adds flavor to the level I feel.


level 69: Iridescent

The ultimate level this set has to offer. This does not use existing walls - it was entirely custom made.

Things like the sokoban at the start (which is original), a Perfect Match like setup, the fireball manipulation bit, going in and out of the "aesthetic" areas surrounding the level. I think it makes a good capstone level for this set. :)

Named after a song by Linkin Park. It also references the four colored locks in the aesthetic areas & by the socket.


level 70: Flareon: Remastered (Yet Again)

To wrap up this set and my final installment in my JoshL series, here's my signature level redone once again.

Compared to the one in JoshL6, I changed quite a few things - most notably, the removal of extra keys. Unless I missed something, I don't think it's possible to save some anymore. The blue wall paths were also changed solely to make it different. Lastly, a time limit change to 350 for obvious reasons.

In conclusion, thanks for reading and hope you enjoy(ed) this set as much as I did designing it!


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