The first level is meant as half "can I teach what everything does implicitly" and half "hey, I just watched Tutorial 101 on Extra Credits, that's inspiring!". It gets a fair bit more complicated from here, as this level is meant to be somewhat approachable for a total newcomer to the game-and I tested this on some friends to make sure it accomplishes that goal.
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This is the first level for this set that I made, completely on a whim. Originally it ended when you first entered the teleport, but then I realized I could do more with the concept. Stopgap definitely came about from a "throw tiles at the screen and see what sticks", and it came out with a pretty enjoyable level; after adjusting the height of a chamber in the 2nd room, of course.
The ice segments took a bit to make work exactly the way I wanted, and the open nature of the keyswapping was exactly what I was looking for for an early level. The gliders do add a bit more difficulty than I originally thought they would, but the gravel keeps it from being unreasonable.
Not enough levels start Chip on water. Beyond that, I just added blocks and changed the aesthetic until it was something solvable.
I wanted to create a maze level that didn't fall into the normal traps of a maze level without resorting to obvious loops. Ice was the clear answer, so I pseudo-randomly connected segments of a grid to make the base structure. Ice went everywhere 4 paths met, and 2 on straights, chips on 1 and 3 paths. I then filled the rest of the level with fake walls to reduce confusion by showing exactly where the player had been.
The inspiration behind this level was the idea of a bug passing through teleports. I turned the concept into an itemswapper, added 3 monsters to the network...and it was cheap, especially in Lynx. I ended up removing all but a singular paramecium to make it fair. This was also the level that gave me the concept for Level 46, but more on that when we get to that level :3
Quick little level I threw together to replace a ruleset inequality. The original level in this slot can be seen in i^e level 7.
Anyway, this maze started out a bit smaller, but then I enlarged it since I felt the original was too small.
Inspired by a noted busted solution to the previous level in Lynx that I removed and re-added to make it solvable. Yeah.
The MS side of things also got massively reqorked to cut down on tedium, and I like it a lot more in its current form.
The Lynx side of things is fun, but I'm biased because I really like block slapping. If there was a ruleset with block slapping and boosting...
I'm very happy with the way the aesthetic of this level turned out. I also think the puzzles are quite reasonable, and I was very careful to keep there from being guesswork in the 2nd half-if you thought there was any, be alert!
And yes, I'm aware you can skip the chips. It makes the level more interesting.
Inspired by Thief, You've Taken All That Was Me.
You know, because of the skate section. The actual sokoban section is relatively simple and not inspired by anything in particular.
The goal was to create a small, self-contained, cellular level based around the fireballs circling the exit and taking a block up to that segment. I first used this concept in a Chuck's Challenge level, which humorously was made weekly puzzle-and I was just testing a concept!
What started as "k, variety level time" turned into a colored aesthetic joyride with a few small puzzles.
No, seriously, that was the thought process. Variety, and then color-coding.
The pink ball room at the start was the initial puzzle, with needing to allow passage the reverse direction. The suction section below enabled that, and the fireball slide was added in to make the alternate path more interesting.
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Originally the recessed wall paths were 3 long instead of 1, but I decided that was much too boring and added more guesswork. I like the current form of the level a lot more.
Untimed in homage to Southpole, the first untimed level, and because I don't utilize those enough.
I played with a wall pattern here, and eventually settled on a sokoban core level with a couple twists in the force floor bits. Overall it's still on the simple side, and the ending may be a touch on the mean side, but you can see what will happen before it does, so I don't think it's cheap.
Very loosely inspired by one of J.B.'s level descriptions, and Mike L.'s "Going for Bold".
Nothing wrong with a good variety level when there's a mix of dodging and mazes and puzzles, that can be tackled in whatever order you like! There's even an extra chip here. I wonder what the bold would look like...
Not enough levels revisit old rooms other than just running back through. I set out to create a level that every trip through the room brings something different, without being repetitve, and I think I succeeded.
That 2nd room took a lot of tweaking, though..
Blocksliding can be a nuisance, but I was nice enough to keep slide delay from occurring here...unless you want to force it? An optimized route would be quite interesting...
I knew when I started designing this I wanted 2 things: the larger than life walls in the top two thirds, and a breakdown of the larger chunks in the bottom third. The recessed wall section turned out much harder than I expected, but everything else, especially the force floor section, was exactly what I hoped to design.
The mark of a good variety level is in how it ties together its components. A lot of my older variety levels were just room after room, no common theme or flow between them.
Cascade averts this trend with its force slide and each step of it allowing access to the next step. Another easy favorite for me.
I'm not usually one to put aesthetics over gameplay, but rather to make the gameplay work well within an aesthetically pleasing area. The difference is that the gameplay comes first, and with this level, the gameplay was secondary to the concept. That said, the level is simple, repeating, but not tedious due to its aesthetic.
I don't tihnk it has any place within a CCLP, but within the context of my own set, it fits perfectly. There's a few other levels liike that.
At least to me, Puzzles Squared feels...average. It's a fun level, but everything in it feels like it's been done before, even the aesthetic. I think a lot of this feeling comes from the water room, though.
I very carefully designed the beginning to look possible in both rulesets, but require picking up a chip. This sort of small inequality is something I really like seeing in levels, as it makes the experience that little bit more interesting in the other ruleset. Anyway, from there it was just a matter of building a level with invisible walls used smartly-so that the natural way a player would try going would lead to safety.
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Short, simple and to the point dodging. I don't make enough dodging levels.
As you could see, this level was very much based around setting up partial posts, which was rife for hiding a secret in plain sight-but hiding the method to reach it! I had a lot of fun devising all the different ways to partial post as well, though keeping it fair and keeping the aesthetic was a challenge.
Another easy favorite pick.
The idea was similar to that of Gridlocked (Level 11), only scaled up to 5 by 5 rooms. That opened up a lot more versatility with what to put in each room, at the cost of interaction between rooms-I still tried to fit some in, but not as much as I wold have liked.
I do like the minimalistic look of the green key room. Perhaps I should design more empty spaces in?
One reason a lot of my levels tend to have ice in some form or another is I play around with ice patterns and then go "ooh! I could make a level around that!". Frozen Clover is one of those, designed to be very simple and straightforward.
I felt like making a redirection level. The 3 puzzles are a straight redirection with no further interference, one monster and multiple buttons and then my personal favorite concept of the 3: the monster aided sokoban. There's multiple solutions too it, and you can add the fireball whenever you want to as well, making it...odd...in my usual design schema.
Straightforward concept, surprisingly tricky puzzle. It's the kind where everything is right in front of you the whole time though, with absolutely zero guesswork. Not a personal favorite to play, but as a solving experience it works well.
Why yes, I do like referencing Special, thanks for asking.
The third chamber was pseudo-randomly generated: some tiles were completely random within a set pool, and the rest I carefully placed to make an enjoyable room that, for the most part, solves itself.
Also, tanks are fun to make a room completely change shape. Tanks should be used more often.
Yeah, there's more partial posting shenanigans involved here. But that's the glue that holds the variety together!
Well, that, and the recessed wall+bridge first room. I haven't seen a procedural bridge done like that before.
Also no, I was not aware Tyler had made a level with the same name. Mine is more interesting though :P
Abstract: My take on a Color Wheel level!
Result: Overcomplicated long sokoban level with a bit of guesswork near the end. The green section is my favorite of the bunch, followed by the blue rentry and then the red.
Carefully placed break level, cool aesthetic.
That's all there is to it.
Directly inspired by Metal Harbor in CCLP1, while still doing my own thing...which was a self-imposed design challenge of having every island be 3 by 3. I think it worked out quite well.
Level 34 had to be the cypher level. If you didn't get the password...well, think Motion Blur. The first letter is an A, if that helps.
Now THAT is what I call a good melee level. Just you and 4 teeth, some walls and ice and arbitrary dirt and chip clusters, what more could you want?
What's that?
A maze you say?
There's one of those here too!
In hindsight, this was loosely inspired by Jaywalker from CCLP3. As usual though, I took the inspiration and did my own thing with it. In this case, more chips and a rotationally symmetric pattern WOO!
Directly inspired by Creative One-Ways from CCLP2, while still being different and very much my style. I don't believe any two one way passages used are the same, though I may be mistaken on that one.
...come to think of it, what exactly IS my levelmaking style? It can't just be "throw tiles at the editor and see what sticks"...can it?
See Cascade's comments, but replace with gliders in perpetual motion. Variety levels are fun to design, the hard part is keeping them from all feeling the same.
A simple concept of tanks in a box and pushing them away turned into a rather unique puzzle at the end...after the antepieces show you how the level is going to work!
Gravel in the Tile World tileset has such a cool aesthetic.
What, there's really nothing to say on this level. It's simple.
Other than the X queens placement of chips.
I don't often use teleports, but when I do, it's usually one directional or one to one. The teleport checkerboard is a twofold puzzle that I'm very pleased with the result of. Don't see it? Look again-once it's pointed out, it's hard to miss.
3 words for this one.
Space.
Themed.
Campaign.
That sums up the design and play aspects on this one...moving on.
For the lattice, I made a 4x4 square grid, connected 2 rooms with an ice slide diagonally, threw out the old design and built the lattice. From there, the placement of every single tile was carefully calculated (chips in the + shape, arbitrary tiles in corners).
The solid binding aesthetic and the exploration make yet another variety level stand out to me-also, you get to humiliate a walker in a completely non-random way. How cool is that?
Touhou reference in name only.
Catch and Release was a simple concept that I wanted to see if I could make. I did. It was lucky timing.
Look in the editor for this thing, seriously. It took a TON of devices to make work 100% of the time every time.
This was, in the original draft of the set, the last level before the bonuses. This was when I expected to be out of ideas by 50 levels. I was completely mistaken there.
Anyway, this level is less about itself and more about tracking down hints from Levels 6, 9, 24, 35, and 41. Green Key Quest, Escort Mission, Teleports R Us, Taretting Reticule and Checkerboards.
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Naturally, the cypher level had to lead somewhere, and I figured right after the guesswork was the way to go, as a second option. I really like the layout of this level, but feel that it might be a touch on the hard side for where it is.
Maybe I should re-arrange levels instead of just leave them in the set in the order I designed them.
Short, simple, fun.
190 is the MS bold, if you're wondering. Have fun, I know I did :P
I'm not too happy with how Overload turned out, honestly. At least the aesthetic is neat and it's not too difficult, but I just didn't find it very fun to play while testing.
Hopefully I'm wrong and it's actually good.
In stark contrast to the previous level, I love how this one turned out. On the surface it's nothing more than a simple maze with some bugs in it, and if you thought that's all there was to the level...you'd be right.
But that's the main strength of Bugged Maze, how simple and straightforward it is while still requiring some care in how it's handled and having quite a bit of versatility with the gravel.
Every little thing counts when designing levels.
A level designed around the concept of being chased by a monster (in this case, a fireball) and then outwitting it later, hence the title. The spiral aesthetic was purely an accident, but ended up being the core design of the level.
The goal was simply to create a level with many discrete challenge that could be tackled in any order, and I ended up doing so with a large ice matrix in the center and a dozen small, varied rooms. My personal favorite is the one with the walker cloner, honestly.
Dialup has the 2nd most random force floors of any level in the set, at 112. The most in a level? 494, all of which are reachable.
Very very loosely inspired by Puzzle Box, which I played in CCLP1 voting packs. The solution is not rigid at all, and has some optimization potential too.
Dreams don't play fair with concepts.
Very rarely do I build a level within a template, or with a specific aesthetic in mind. However, for In the Pipeline, I did both of those things-having the title and thin wall passages in mind from the beginning, building a set of pipes, and populating them with puzzles and obstacles. It took a lot of tweaking to make all the walls behave properly, and I unfortunately had to sacrifice my initial vision of water everywhere due to Chip's Challenge limitations...
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I really like this sort of puzzle.
Divergent is another level where I built something that looks cool and turned it into a level-in this case, the fireball pathways. Oh, there's also a bust in the level that saves a lot of time but still requires playing the level, and it requires some creative thinking and careful timing, so I'm leaving it in for the added depth.
It would be a very easy fix, but sometimes unintended solutions can enhance the experience. I think this is one of those cases.
Variety level with an Amsterdam-esque aesthetic. I make a lot of variety levels, don't I...but at least this one is more itemswapper and each one has its own style.
Whenever I use teeth, I do it in such a way so that you have plenty of room to work around them...if you're careful about the terrain. Never will I require an even/odd step chip snatch-I think that's cruel.
...
Ok fine, so "Ninja Warrior" used that, but that level was designed to be brutal!
Sometimes, you just need a simpler level to break the monotony of puzzles or long levels. That's what this does, in a decidedly over the top complex presentation.
What can I say other than I had an idea that I just HAD to use, with the opening room? From there, mashing buttons and an inverse sokoban vary the level while keeping the same identity.
Identity is important, I feel. Stuff like Mediterranean from CCLP3 is just...there, while Automatic (Caution) Doors from CCLP1 accomplishes a lot of the same basic ideas, but with a consistent theme throughout. As a result, it stands apart instead of blending in.
Invisible walls made fair and fun, extraneous exits everywhere. I very much enjoy playing this level, as it's juuuust disorienting enough to force you to keep focused on where the walls must be. For the full experience, play in Lynx.
There's not enough straight "key for key" itemswappers out there. So I decided to fill the void with a small twist.
Hypercubes was more of a "hmmm, can I impress the topography of a 4 dimensional object onto a 2 dimensional space?". The answer was yes, and resulted in a confusing ice maze, despite there being 4 paths to every chip.
Honestly, generic block puzzles are generic. It's fun, but doesn't stand out. That said, sometimes you need some less than stellar levels to make the rest stand out that little bit more.
The circling fireball gimmick at the start is probably the only unique part of Honeycomb.
By now you've probably noticed what I like doing when I use tanks...
Mad Science. Easy top 10 level for me. I don't think I've seen any other levels quite like this one, with its core being filled with blobs that almost all die by the time the ending is reached-and blob clone machines! And the force floor recessed wall section!
Block bouncing as a concept turned into a short but simple level. The room for error in having an extra chip makes it a lot mroe approachable, too.
So, after getting the flippers, how did you make your way to the exit? I designed in 3 different ways, one of which is very time consuming, the other 2 are on the shorter side. If you're having trouble finding one, ask yourself why individual game elements were placed wwhere they were. Most things in this level have dual purposes ;)
Somewhat functionally similar to Josh's "How I Learned to Stop Worrying and Love the Bomb", but made before that (or at the very least, before knowing about). I always liked the idea of semi-destructible mazes, so you could say this was inspired by Repair the Maze from CCLP1...except it wasn't on my mind at the time either! All I wanted was to make a non-standard maze, and that's what I did.
Hopefully the extra chip and the extra teleport didn't throw you off too much.
The last few levels were all pretty large in scope and scale, so I designed a simple homage to Breaking the Rules from CCLP2.
Yes, I know the "don't touch the buttons" concept has been done to death, but there were still some new things that could be done with it-notably, the tank section. A segment of this level also inspired a level a couple later in the set...
Reversing levels and rearranging/complicating parts is fun. I'd say a lot of my better levels come about from putting a self-imposed restriction on the design process, simply because it limits what I can do with the level.
Absolute nightmare to optimize.
Absolute joy to play through, except maybe the walkers. I honestly debated removing the second walker, but ultimately decided the level was better with it.
And yes, the title and password are a direct shoutout to the Touhou fangame of the same name. The actual design process was not, I just wanted to make a fire+force floor level.
An antepiece is a segment of level design with the specific purpose to implicitly explain to the player how something works, before using the same concept in harder and/or more punishing settings.
It's very easy to tell in this case that touching a button is BAD, and this pervades the rest of the level, with the subsequent rooms being more complex and with less room for error-you have a whole extra block in the first room!
What started out as me tesselating a pattern of chips onto an ice field surrounded by gravel rings turned into Icedeath if it wasn't designed by a sadist.
Alright, so I absolutely love levels without walls...but with blocks (actual blocks, not block clone machines) acting as walls, just due to the opportunities it provides. You can take out a wall and all of a sudden you have a place for a little secret, block cloners can be hidden (though this can be used for evil), and so on.
The glider section at the start and the paramecium section near the end could be considered a touch on the mean side, though...
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Bluh, uninspired sequel level. The only part I feel I did well is the fireball/glider room in the southeast. Everything else is just...there. It's still a fun level, just...there.
I had the idea of wanting to enforce a speedrun in a level, and from there I just built this. A couple small, simple challenges that I counted required moves during to make the timer (a fireball) work out. The block cloners for the 3 seconds left ticks were a kind touch on my part-though the level is solvable before hearing those.
Anthill came about when I realized 2 things about my design.
1. I don't utilize branching paths or a central hub often without going into a bunch of specific smaller challenges.
2. I don't utilize bugs or paramecia much.
This level changes that with bugs everywhere, an organic layout (also something I don't utilize enough!), and a central 'hub' of sorts with bug themed challenges branching off.
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Purely an aesthetics in the editor level. Blue wall mazes aren't really my favorite thing to do, but this one works because all dead ends are very short, and there's a specific pattern to the water spaces that really set it apart. Nothing special, but it's a break between long levels.
I got bored and built a delayed cloning mechanism and a teleporting monster long block pushing section. My first solve took up half the timer. That said, you're constantly making visible progress towards your goals with the block pushing, and the aesthetic is neat, so I still enjoyed playing it while testing, and that's why it's here.
I decided to make a force floor level.
I then filled the entire level with random force floors.
I then made green lock rooms, linked them, filled them with directional force floors, made sure you never had to touch a random force floor, and laughed.
The Melinda score here is even less likely than Keep Trying, but a casual solve will have an easy time.
I tend to keep screwing over optimizers, don't I. Kind of funny since I like optimizing myself.
It's a walker level, what more do you need to know?
I have a lot to say on this level. Just read the CCX.
Immediately I knew I wanted to cram as much into the small space as possible, and settled on a nail structure for the toggle button. Working the initial trap button into the design was also a simple decision: toggle monster redirection. The skates I knew I wanted to keep, so I placed the exit in the lower hallway. I needed cheap walls that weren't walls, so water and thieves were used. I made ditching the yellow keys picked up required, which resulted in fitting in a second nail.
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I have a lot to say on this level due to it being a create competition entry. Just read the CCX.
Synonym of title: "Stress Fracture"
Obvious inspiration is obvious.
Now THIS is something I wanted to try my hand at designing, since I've seen J.B.'s original and love the concept. I still put my own spin on it with 2 tile wide spaces within, and the whole "monster direction" puzzle. This was a case where I started with the recessed wall pattern and made a level to fill it...and in this case, it worked out perfectly, since I designed a purpose for each section.
I didn't know when to stop. The first room alone would have been enough, perhaps coupled with the second room. I just kept adding on...and on....and on......though the fire themed room is unique, I don't think I've seen that done before.
I wanted to design a sardine can level, so I did. Name by J.B. Lewis, on sharing a screenshot with the Skype chat.
Of course, me being me, I added a bit of an extraction puzzle, and threw in a red herring in the 2nd room. It's very minor, though :P
This is what happens when my consciousness flows into a level. I carefully designed the teeth section, then went "whatever" and designed the hidden wall section on a whim.
Crystalline Construction came about when I built the glider pattern in the middle, noted that it looked cool, and decided to build a level around it.
No, I'm not joking.
This is a case where four discrete rooms aren't exactly joined together the best, but at the same time, nothing is large or complex. The device past the socket I thought was a clever touch, especially since the player gets 4 tries!
Honestly? This was a token small/short level. Still made it interesting though, despite the idea being "oh this has been a bunch of large long levels let's throw in a short one".
This.
Concept.
I've never seen it done before. The first room eases the player into the idea of pushing blocks on gravity, the second room reverses it at several points (that was interesting to design) and the third I had the idea of magnets disrupting the force felt, and made that. It's an insanely fun level to optimize, too, as it's fast but not in the rapidly mash the right buttons fast that can get a little annoying after a while...unless you're in MSCC. In that case, sorry!
I had the idea of a block/teleport square extraction. The sokoban on the right I improvised, using something most sokobans don't have: bouncing blocks. Of course, it looked a bit plain, so ring of teeth.
Designed as an obligatory toggle wall maze.
Plays like a simple toggle wall maze.
Nothing else to see here.
Same layout as the previous level, only the walls toggle for you! This makes for an interesting play experience: nothing groundbreaking, nothing new, but it's certainly interesting.
And interesting is engaging, and engaging is good :)
Organic walker dodging level, with the same number of chips and the same time limit as Jumping Swarm.
I liked the idea of having little places to hide, inside the walls, then carried it to tunnels, then tunnels you had to go through to access the exit, then one time use tunnels you had to go through. The layout of acting walls never changed through the entire design, something I'm quite happy with the final layout for. It's not the toughest walker level out there, but it stands apart for the tunnels.
Bombs. Bombs everywhere.
I like the random dodging section at the start, though I have seen a quite nasty wave in Lynx once. It's right at the start though, so it's not a big deal. Tank cloners are underused, and I used monsters cloning monsters to clone more than one monster per button press.
The ending sokoban has a couple solutions, so it's definitely far from cheap.
I made a 9ball to reference Cirno. Then I added a 6ball for Utsuho Reiuji (Okuu), and decided to go all out with 4 different Touhou character references. The teeth/invisible wall/gravel section was inspired by Rumia, who canonically has the power to manipulate darkness and as a youkai, chases humans to eat. The maze with designed to be confusing in appearance, because Medicine Melancholy controls posions.
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I specifically designed this level to have a lot of not so obvious traps, but to still be fair. Design slightly inspried by Miika's "Beans on a Broomstick", though more straightforward in some ways and less straightforward in others.
Incomplete Circuits came about when I was messing with ice.
No, seriously. The interweaved paths were it and I made a level around it.
Also, if you took the long path to the exit...you didn't have to :P
Another simple level, based around a couple concepts I really like: pushing all the blocks, unravelling a sokoban, and recessed walls with many solutions.
Small levels sometimes work better than large ones. This one works best at this size, maybe slightly upsized.
I had a lot of fun messing around with this idea. Keys and force floors and locks, oh my!
I felt like designing a solid force floor level because I hadn't tried to design one since Slippery Floors back in my Ultimate Chip (the original!) days! The first thing I decided was to limit the size of the room to about a quarter of the map. Then, rather than try to create an overall loop, I decided to fill 1/4 of the space with ice.
This ended up being Forced Entry on hard mode in a smaller space. Quite fun to play, though it took a while to design.
I just wanted a simple level. The pink balls on ice is as tough as it gets, and even that's really not too hard.
I had the idea of a level seeming impossible but unraveling as you played. The method I settled on was blocks and block cloners controlled by teeth-but I needed to make sure the teeth were never visible. That's where I added the gliders-that, and the pattern is pretty nifty.
Three main points to this level:
1. Completely open
2. Confusing layout, but impossible to screw
3. Absolutely 100% insane to attempt to optimize. I'd really like to see an attempt on this-I wonder what the bold time would be?
CCLP1 Abridged. It...was an idea. Details on how I adapted each level in the epilogues, as usual.
Have fun with the constant shifting on mental gears!
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I wanted to make a level with lots of bouncing blocks and ice and blocks. The first idea I had was the first room, but the second idea was the last room-the slide delay involved is...unfortunate. As a general rule I try to avoid 2 block ice slides, so the majority are 3 tiles-the except being the second to last room, where all are uniformly so.
Funny coincidence: my time on the time attack is 1.21 seconds (timestop, world record, long story) and this is level 121.
After the previous...11...long campaign levels, I knew a break (or several!) were required. Sapphire is a breather, with the only challenge being in the time limit. The actual level is laid out pseudo-randomly, but ends up being quite fun to run through.
You Shall Not Pass is one of those rare levels where I had the name before any concepts with the level itself-it started with the paramecium/bug pattern at the start that needed interruption from a block, and from there I just created puzzles that only let you through one way, but laid out in a less monotone manner than a green key returns.
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Another nice simple breather level. The skates were a last second additional red herring, though the actual solution fof extracting a block should be pretty simple to find after finding the socket impassable.
Sequel to Ultimate Chip #37, Slippery Floors.
First room inspired by CCLXP2's adaptation of Frostbite and Frost Rings.
Fourth room inspired by CCLXP2's adaption of the end area of Abandoned Mines.
Fifth room inspired by Follow the Glacier Brick Road.
Yep. Lots of inspirations combined to make a force floor and ice themed variety level. The block section is a bit tricky to figure out, but should be overall relatively straightforward.
This idea hit me on the ride back from a camping trip. Originally there were walkers in the level, but that was far too mean. Even one walker was far too cruel to keep in, leaving only fireballs.
The other idea I had while camping-the actual level is rather simple, but I added a lot of extraneous tiles just for aesthetics purposes. Mainly, that meant more toggle walls than the required 4 for reactivating the cloners.
The original concept for this level was a bunch of cool stuff with 1 tile wide hallways. I've since used the concept elsewhere, since the design didn't quite stay with the target.
The first puzzle was placed first because it's the most obtuse, requiring a ram in the MS ruleset. However, the solution is the same between MS and Lynx, and the "Lynx ram" setup I discovered while testing my CC3D port of Frosty Retreat.
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I wanted a sokoban level.
I made a sokoban level.
Mostly trivial solves, but the last room throws a twist with a complex solution.
Let me get this out of the way now. That device on the right edge of the level took more time to build than the rest of the level combined. Thankfully, I didn't allow player interaction with it aside from activation, which would massively increase test time!
Name taken from Touhou 6, specifically Rumia's theme. Obviously, the inspiration was the same: gliders (ghosts) and teeth (things trying to eat you). The glider device in the center was the main idea that drove the level as well.
The first room was first for being the most difficult-there are consistent approaches, just play smart. The second room is simple dodging, as is the third. The fourth is a bit trickier but nothing unmanageable.
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Back to back dodging levels!
Also, a thinking dodging level!
Woo, red herrings everywhere!
Finally, 50/50 timewaster at the end!
Cavern of Remembrance came about when I scribbled walls around the level randomly, added random blue walls, and tweaked things to turn it into a level. Upon testing, when I finished I said "What did I just play?" out loud. The only guesswork is at the start, but is pretty easy to figure out. All in all, it's a fun open maze.
Standard four quadrant elemental maze concept, with each section laid out differently. Ice is arbitrary, fire is organic looping, water is typical CC maze design, and suction is a full checkerboard with extra chips. The 2 deadly fake traps right at the start and the end at the start I think make it stand out from similar types.
I spent 3 hours designing this. Ben Hornlitz spent 3 hours solving this, with some hints. This is a HARD level, though the execution once you know how is simple.
As for the complexity? The main idea was to put the more complex leaps of logic near the beginning, and the easier to discern traps closer to the end.
Simple concept, though admittedly long and tricky despite 6 extra blocks. The original version had no extras and a lot more monsters.
I wanted to make a Tool Box style itemswapper. It is possible to leave a loop of objects, but since it's window shoppable it's fair.
I knew after Rapture, some simpler levels were required.
I still love this concept.
Nothing too terribly difficult to figure out here, and though the stealing of skates and seeming deathtrap at the end is cruel, since it's out of player control and you end up solving the level, I find it hilarious.
I was looking into pixel circle drawing algorithms.
So I ended up woth a level with lots of tricky boosting.
Name taken from Super Mario Galaxy.
SCREW YOU SLIDE DELAY!!!
With that out of the way, I wanted to make a level where all progress upwards was from nailing across a force floor slide down the entire height. This presents itself to sokobans and some monster dodging better tan anything else, though as I seem to always end up doing, there's an ice section near the end.
I really have it out for optimizers, don't I.
Literally just a path.
This is the 3rd to last breather level.
This level was originally in it's final state with the exit where the fire boots were, and then I started adding fire for aesthetics reasons.
This led to adding an entire second pass through the level, which was one of the best design decisions I've made in a while.
This is one of my top 5 from the set hands down.
Sequel to Squared Away earlier in the set. I like extracting blocks from teleports, what more do I need to say?
Sokoban.
5 minutes of it, ranging from reach a certain point to avalanche to build a bridge to 2 unorthodox puzzles near the end.
Overall it's something I only find decent, but when testing Ben liked it, so that's good enough for me.
Maze using kinetics to create "walls" on floor tiles. As per usual, my 145-148 levels are more experimental and concept focused.
Confusing ice maze.
It's very tricky to try to find a specific chip that's missing here, despite the relatively simple patterned structure.
I wanted to create an open level, and that's what I did. There's a lot of variety here, and aside from the blocksliding, you can tackle most of it in whatever order you want.
I especially like the block checkerboard, surprisingly!
Relatively simple moster redirection puzzle as the final breather before the final challenge.
Oh and obligatory boosting at the end of the level.
The wall pattern in this level is the same as level 1 of this set. It was quite an interesting challenge to build interesting, engaging, challenging segments within he existing wall pattern. The 2 sokobans are the main unique points: the blocks on water in a lake with flippers to make a path I have never seen done before, and then there's the teeth sokoban.
The teeth sokoban is hard without a strategy, but a good strategy is simple enough to find.
-character limit reached, lots more in CCX-