After deciding I was going to merge my new levels into UC5, I realized I had a serious lack of easier levels. This one was meant to be a simple itemswapper focused more around the aesthetics: and with the unmoving pink balls, I think I succeeded. The nail being optional wasn't intended, but I liked it.
One of the many levels made for an introductory set that won't ever be released, as all of its good levels are in UC5 now. It's a pretty basic button intro.
Village...lacks the excuse. I guess it's kind of interesting to optimize but not really? I really don't know why I made this.
A lot of my levels start out from me playing around with a tile and making visually interesting patterns. Designing the outside was easy, but making the ice maze on the inside both confusing and rotationally symmetric took a lot of iterating. I'm quite happy with the current version of the level!
The original UC5 needed mazes. I didn't have ideas, so I went with aesthetics. I'd say it succeeded, and with the size the simplicity doesn't get old.
Another one from the introductory set. It's quite basic but a lot of fun, I think.
Name taken from Touhou 10; specifically, the Stage 6 theme.
Another UC5 original maze. I really liked the lower part of The Shifting Maze and decided to try to make a maze where none of the walls had to be moved, but all of them could be. It might be sized a little large for the casual player, but for optimization depth it's perfect.
This level was used for the October 2015 Time Trial, which I won by being the only person to find a 431 route to this level.
Name taken from a random puzzle game I have lying around.
Originally made for the Walls of CCLP2 Create Competition. After making A Brief Tour of Prehistory, I wanted to make an easier level, and Hobgoblins and Chimera seemed like the perfect choice. The central maze area went through a lot of iterations before settling on a socket arrangement with a few appearing walls to limit movement. The original design also required Chip to go down all the force floor paths.
This placed 6th of 16.
I felt like making a force floor level so I did.
A sort of spiritual successor to Perfect Match. I haven't seen any level where the synchronized monsters are all in the same room.
I needed a random force floor level so I made this. Originally the ice was all hidden walls, but that made solving in Lynx more painful than it needed to be.
Originally made, alongside 2 other levels, within a 30 minute timespan, just to see if I could. I think the rushed timeframe shows a little bit here as it's very small and can be solved in 3 seconds.
Had I had more time or ideas for how to do so, I would have extended this concept further.
Started out by messing around with ice patterns, ended up noticing that those crosses created three separate areas. From there I made 3 separate small mazes (the toggle one taking full advantage of the fact that it's on the layer it is) and that was the level.
This is one of my favorites from the set.
Originally designed for the April 2015 Create Competition. This version has a couple of small changes, most notably requiring all the chips.
There's not too much to say here other than it's a variety level with multiple solutions to various parts.
Originally designed for that introductory set.
Oh and it's the Minecraft gold sword, go figure.
This is the first level placed in a specific slot as a callback.
As a level, it's okay. Without the force floors it would be much too simple to find a solution, while by including them it adds just enough challenge to plotting a route between the other 3 corners and the center.
UC5 needed more mazes. I needed to make more levels with thin walls, and haven't really seen 2-wide thin wall passages done elsewhere.
Name taken from Touhou 7, Stage 1 boss theme.
A variation on this level was used for the April 2015 Time Trial. This is the original version, and it's a fair amount less complex. When I started UC5 I wanted some starting points, and looking through my past sets found that the wall layout from "The Incredible Flaming Teleporting Butler" had some interesting potential.
You find yourself in the comments section. On the screen there are words describing the various levels and the process behind creating them. Level 19 seems to be attempting to parody old text adventure game descriptions. The writer wonders if the reader got it before it was pointed out.
Mostly open-ended toggle maze.
Another of my favorites.
The original version had walls replacing the yellow locks between the sockets, then I changed it to bombs, sockets, and finally changed it to what you see here about a week before releasing the final version of the set.
Gravel and invisible walls are a fun combination. Recessed walls and block pushing are too. In hindsight, though, this level has a bit too much backtracking, but with the small size I think it's okay.
Another level placed in a specific level slot as a callback.
Blobnet this time. Thankfully, it's much easier!
Name taken from Animorphs. No, seriously.
Another level originally made for the Walls of CCLP2 competition, though I didn't submit it as I felt it was a weak level. I made a few aesthetic changes since then and removed recessed walls from the long looping path to make the level harder to screw, and then it was a lot of fun to play! The hint is a shoutout to Paranoia.
Walls used are Sudden Death, which is why it's placed at level 24 :)
Originally made to test the January 2016 Create Competition, which used palettes of allowed tiles.
I was curious to see if a mostly maze/itemswapper/collection oriented set of tiles could make an interesting puzzle, and it turned out that it could!
Originally designed for the April 2015 Create Competition. This version has a couple of small changes, most notably a time limit and fixed bust.
Exits everywhere are a lovely aesthetic.
Ehhhhh it's okay. I should have included more force floors though.
Originally the first part of a much longer level, but the remainder wasn't fun. The pink ball section is both easier and harder than it looks.
I love this level. The crucial part of the level can all be observed from the starting point, and each key allows a block to be brought somewhere new, which gives access to another block!
It's also quite fun to optimize in MS, consisting of multiple rapid boosting sequences with short breathers in between.
Originally made, alongside 2 other levels, within a 30 minute timespan, just to see if I could.
Also entered in the December 2015 Create Competition, where I placed 4th.
I just wanted to make a teleport variety level where each room had the same boundaries, but made of different tiles. It's pretty good for what it is!
At first glance it looks like just another maze, but then you notice that you have to deal with a couple fireballs within the maze. This sounds bad, but you get to make the paths!
Another of my favorites from the set.
Ehhh, it's alright. Two 4 by 4 force floor mazes with 6 tiles between chips isn't exactly that great. You explore, you remember what's missing, you get it, yay.
When I designed this, I didn't even know if it was solvable. All I did was draw out rows of 4 blocks in each direction from the starting point and delete one block from each row. Then I added 2 more in each corner and boom, level.
...
For the process it's better than I'd expect.
SHHHHHH IT'S A CYPHER
But seriously no one seemed to catch that this was a cypher level when it was still level 34 in the original release. As a level, I probably shouldn't have included the post socket section or the middle chip collection, but it is what is is.
Maze + itemswapper + secret passages.
With the key swapping, I knew the blue lock would be a likely end point, so I placed it near the exit. Likewise, the secret passages were carefully placed, one near the start and one required for the red key. I don't believe any of the rest are required, but you may need one for the tooth.
Also originally designed for that introductory set.
I shortened the socket path for this version. The actual "maze" remains the same. Yet another of my favorites from the set.
I made a pretty wall pattern and ruined it with borderline unfair dodging YAY!
I wanted to see if I could design a full level in a 3 tile wide area. Turned out, I almost could, but the parts that stray make it interesting.
The glider room may be a little mean, though.
Collection/melee level, because I don't make enough of those, fun edition!
Collection/melee level, because I don't make enough of those, unfun edition!
I made the sokoban around the upper three blocks having to be shuffled around, added some legs for variety and named Scarab after a bug. Next!
Yes, it's busted and no, I don't care. This was always meant to be a level with multiple solutions, the fastest is just..a lot quicker than the rest.
A version of this level with red keys added and all bombs replaced with red locks was used for the April 2015 Time Trial.
I took the wall layout from Entangled Path (see what I did there :V) and replaced the ICE with bombs, then changed up parts of the maze to make a new level. Lazy? Somewhat, since I added more to the outer edges. I think it plays nice and the paths around the level aren't straightforward at all.
And yes that makes the TT version a double replacement.
Name taken from a song in Geometry Dash, which I don't play.
It's a hexagon woo
There's dodging woo
There's mazes woo
There's a block puzzle WOO!
I set out on Christmas Eve to create a maze.
I ended up with a puzzle with a lot of, well, read the title.
This level is really more of a concept level than anything else. The randomization device is probably more complex than it needs to be, but I used a similar mechanism in Flaming Prison and it kind of worked there.
Same wall layout as the next level. I don't know where the title came from.
And I designed this one second!
I've always liked sokobans where you have to pack the blocks into a room then close it off somehow. This construction did it naturally.
And I designed this one first!
Just a minute this is NOTHING LIKE JUST A MINUTE!! (except level number)
Originally, all the walls were invisible so you'd have to use the elements to tell which room you were in. Then, some were hidden. Then, I changed all of them to hidden walls because it was just annoying otherwise.
Originally made to test the January 2016 Create Competition, which used palettes of allowed tiles.
Also entered in the December 2015 Create Competition, where I placed 4th.
This is my favorite level that I made from said testing. It was directly inspired by Color Coordination, which is one of my all-time favorite levels. I wanted to put my own spin on it though, so I mirrored the other side. The outside aesthetic was inspired by World Collide.
Originally made for the Walls of CCLP2 Create Competition.
Most of the level was pretty quick to design once I picked a start point and end point. I still wanted to use the starting room, so I added a teleport where Abandoned Mines has the exit. The bug room took forever to get the design right for.
Name taken from Conway's Game of Life.
Random cloning level is random.
I didn't make enough cloning levels.
I placed the walls, placed thin walls within, and puzzles sprang forth.
Random collection level is random. It's also much easier than I originally thought it was.
Random sequel level is random! It's quite confusing visually, and seeing where to go next takes a moment of recalibrating. For what the level is, it's surprisingly enjoyable.
I noticed that 3x3 rooms offset by 3 tile hallways would create an interesting double network. Unfortunately I didn't take full advantage of this, and made an itemswapper/collection level.
The first level I made for what, at the time, would have been UC6! I was looking through sets on, well, this site and spotted one that I thought looked busted with the same thin wall + force floor arrangement at the start. I decided to make a level around nailing that, and I think it turned out great.
Another of my favorites.
Just a push the blocks into the bombs level. I considered using this for a time trial but never found the right time for it. Probably just as well as its optimization complexity is ridiculous.
Speaking of ridiculous optimization complexity, it's another cloning level, with teleports for faster cloning, blocks and extra chips!
Originally made, alongside 2 other levels, within a 30 minute timespan, just to see if I could.
It turned out that I could, with a few minutes to spare. This design happened by throwing down some recessed walls, since I don't use those enough, and then back and forth itemswapping while negotiating a few teeth. Play it smart, and the inner recessed walls are extra!
I'm not too happy with this title.
Rink.
Except more open and without blue walls and with larger landings, so it's really more like a cross between I Slide and Rink.
Name inspired by the Touhou 8 Stage 6A and 6B themes.
Walls taken from Blob Voyage, all the back from 25levels.dat!
The fireball section to fill the slide enough to get to the rest of the ending, alongside needing to load up more monsters before finally ending with the block...I hadn't seen anything like it. And all I was trying to do was fill the space!
Walls taken from "The Legendary Block", level 63 of UC4. I turned a sokoban level focused around taking one specific block back to the start (that I originally made for a custom game for a class project, no less!) into a monster focused level.
I even put a blob on ice without it being unfair :)
Name taken from a CTR battle arena. (arguably the worst one, at that)
It's a diagonally tilted maze with a bit of tangoing paramecia.
Name taken from a piece of armor in FFX.
It's a chips under blocks into blocks into destructible obstacles level, with 127 gliders involved.
I MADE THIS BEFORE EDDY RELEASED NSG!
Just needed to say that because otherwise it looks like I stole his idea, but nope, same basic idea, different execution. I've finished the level with about 10 extra red keys before, so it's definitely very flexible and you can always make an escape route.
I like dodging levels where you can think about your next moves before you have to make them.
Neither of these sokobans are adapted :)
The first one is the trickier puzzle unless you try moving things around so they can always be replaced. Trying that on the second puzzle won't work too well- you have to just push the blocks a few times, but most of the trap buttons are easy to reach.
This level <3
Very very loosely inspired by Mediterranean in places, but mostly I made it to make a level with arbitrary gravel paths on water.
The force floor+green lock maze is easily the best part of the level and I can't be bothered to take that concept and make a bigger level using that (hint, hint)
Name taken from the Undertale soundtrack.
Hint inspired by the game, too.
Hilariously, I designed the level before I even owned Undertale, let alone had played it. Also contains a lot of structural similarities to one of I think it was Zane's levels, but again, I designed the level before seeing it.
Level slot matches Nightmare from CC1 on purpose.
I started making a maze with long ice paths that could never be slid down, only crossed, and it grew to become this. The flippers and water were a late addition to add a little more visual variety, and it ended up making getting around a little more confusing. I'm all for that in a maze!
I set out on Christmas Eve to create a maze, after having failed once.
I created another puzzle.
The glider near the exit was originally a walker, but I changed it after dying there while testing for the final time.
The tank button near the exit was also a late addition, after testing in Lynx and realizing backtracking through the entire level up to 4 times was no fun.
Wall layout taken from Noxious Swamp. Level number was supposed to be, but I placed this 10 levels earlier by mistake.
Oops.
Blue is such a versatile color in Chip's Challenge, you can do a lot of different interesting things with it. I elected to focus mostly on boots and tanks here, since I don't use tanks often enough.
Level name, chip counter and time limit taken from Ape Escape, to round out New Freezeland (Frosty Retreat at level 121 of UC3 and Hot Springs at level 107 of UC4). My time attack record is 12.97, so 12 chips/97 seconds.
From that starting point, I built an island in the rough shape of the level, and added features vague reminiscent of it. I ended up with a fast paced variety level with some decent time pressure: something I hadn't designed before.
And the hint is verbatim from a mailbox in the level.
Originally made to test the January 2016 Create Competition, which used palettes of allowed tiles.
I think it's a decent puzzle, but a bit rigid and the fact that it has two 1-attempt blockslides hurts. I really didn't need to add the block pushing at the end, either.
Originally it was the entire level. Be glad I constrained the size.
Inspired by Tool Box, because the CC world needs more straight itemswappers.
This level contains two design features that I really like: surprise teleports, and a single monster having an impact on multiple sections of the level.
The sokoban is a little arbitrarily shaped, and is probably simpler than it appears, and honestly I just put it there to have one more step in the exploration phase of the level.
Pretty much purely aesthetics-based. The corners underwent quite a few revisions before I decided to add thin walls. Originally, there were recessed walls guarding the locked buttons, but that could get a little frustrating in case of a misstep.
The current version looks nicer anyway.
The hidden walls (and hidden toggle buttons) might be a touch on the mean side.
Could you guess that gravel, especially in the TW tileset, has probably my favorite aesthetic?
A very different block pushing level.
Rather than reaching somewhere new, or holding down buttons, this just requires a partial post.
Across 16 teleports.
Level slot matches Writers Block, even if Partial Post may have been more appropriate.
I felt like making a chips under blocks level, so I did. In Lynx, the starting puzzle is a little trickier, unless you use the minor bust.
Another of the best levels in the set. Recessed walls and random force floors (both of which I under-use) combined with, again, taking a fireball through the entire level makes for a very fun experience.
Oh, and a socket that doesn't seem too helpful at first glance is always a nice touch. (shoutouts to Gimmick Isle)
Name taken from the Final Fantasy V location of the same name.
Eh, it's a level. Bit monotonous but I do like how many uses the block has.
Originally made for the Walls of CCLP2 Create Competition.
This was the first level I made for said competition, using the walls from "Follow the Glacier Brick Road". Looking at the level, I thought the relatively open nature with narrower passages would allow a nice variety level to be crafted, and it did. The left half focuses on ice, and the right half on dirt/gravel.
Random trivia: the teleports were the first tiles placed.
This one is...interesting. I've seen teleports and recessed walls done together, but never in a matriced design like this. There's a multitude of solutions, yet despite this it's quite easy to screw up if you aren't thinking ahead far enough.
Any long-time players of my levels should recognize this one.
Originally Sokoblock 3 from UC1 (with a stupid bust), then Throwback from UC2 (with the bust removed) and finally, an aesthetically pleasing, redesigned version here.
Level slot is that of Cityblock.
Name inspired by CCLP2, and the year I originally created the level.
Random collection level is random. It's kind of fun, just remember you need to use a fireball on a bomb to exit :)
Walls taken from UC3 level 92 (Bomb Shelter).
Sort of a sequel, sort of a variety maze. It's nothing special, but then again not every level has to be.
Obviously inspired by Everybody Get Dangerous.
As far as variety levels go, the design of EGD stands out to me in that every room is discrete and different feeling. I tried to do that here, but with a lot less backtracking through rooms that have already been done, and a little more co-dependence between rooms.
Is the blockslide too mean?
Probably the single best level in the set. Somewhat inspired by Holiday Trail, in that I realized I didn't have enough open-ended solutions, so I started making a level with extra blue keys. The first section designed was the blocks, as I knew I wanted to bridge to the exit, alongside the southeast portion. From there it kind of spiraled out into dirt section, gravel section, lock section and force floor half.
The original design had a bust that took nearly as long as actually solving the level.
Obvious inspiration is obvious.
I wondered what would it would be like trying to reload the ice+block extraction, and this is what came from that.
Level name taken from Touhou 12: Seirensen.
Er- English title is level title.
I wanted to be clever with force floors, monsters and blocks again. Casually it might be a bit difficult to execute, but I think it's probably fine because it's a short level.
Originally this required all the chips. Aren't you glad I changed it?
I thought you needed every block at first, but on the final test I had 2 blocks to spare.
A nice spin on a push all the blocks level/bridge to these locations level.
EVERY SET NEEDS A GOOD WALKER LEVEL
Level slot is that of Going Underground.
This level was used for the April 2015 Time Trial.
Miika knows this already but the original version was quite different than this- you had to blow up the bombs with the paramecia to be able to access the trap corridor. The change was a huge improvement.
This level was used for the May 2015 Time Trial.
I had the best route for this level :D
The goal when designing it was to make an open maze, and the concept of opposing force floors worked nicely to both open the level and restrict it at the same time. It took a lot of tweaking to get just right.
This level was used for the October 2015 Time Trial. Wow, three TT levels in a row, it's almost like I did that on purpose! :V (I didn't)
Two phase sokoban that can be done entirely in the second phase. I thought it was neat.
Originally made to test the January 2016 Create Competition, which used palettes of allowed tiles.
I prefer this level to everything else for this palette except chipster's Shapes on the Wall, honestly. Most people went with a longer level with a lot of block pushing. (except Josh, who made a level that I wasn't a huge fan of but was still 2nd favorite of the palette)
I worked with the limited tiles, using all of them to create a linear variety level chained by yellow keys. Nothing too hard here!
Walls taken from UC4 level 133, "Unconventional Passages of Wisdom". Where the original was too clever for its own good, this is just a straightword rush to the bottom, with a Gravity Well inspired section for the rest of the chips.
I also like hiding the exit.
While playing around with tessellations I found this shape and made a level around it.
That's all there really is to say.
A+ concept, B- execution due to rigidity. Still among my favorites from the set in spite of this, just because all of the puzzles can be observed before having to move anything.
Reconstructing an initial state that must be undone is an interesting concept. Antidisruptive caves did it well and people liked it a lot.
A study in pink...balls and moving blocks through them.
I wanted to make a single-themed level, and this seemed like a good idea at the time. It was still a good idea, just not executed the best.
Originally made for the Walls of CCLP3 Create Competition.
So, Caves, one of the most unjustly hated levels in the community. I sought to reinvent the level: the ending is almost the same, and each 4x4 room requires skillfully manipulating a single monster to be able to reach the next phase. For its location in this set, much like Caves, it's nontrivial but still a breather.
Originally this level was much less linear than it currently is, but that ran into issues where you could collected more red keys than intended and the level would break. Getting the timing right on the cloning shutdown took a lot of testing to make sure it would always work in both MS and Lynx- the force floor creates enough of an offset to accomplish this.
Man, it's been a while since we had a level from that introductory set. Nothing here is individually hard, and the exit mechanism is novel, but for what I was trying to do I definitely went overboard here.
The aesthetics are good too.
In each of the four sections, I tried to do something different. One sokoban, one dodging, one leading, one sliding. The central area went through a couple iterations before settling on this one- I liked how the fireball cloners then had multiple purposes.
Walls taken from...this set's Silicon Mine!
I made this level while at a family Christmas get-together. The tank/bomb section is more rigid than I'd have liked, but the rest of the level has some clever interactions with the walls, especially the teeth near the start.
Using the control mechanisms as a part of the gameplay was something that only occurred to me near the end of the design process, so I moved the exit from the teleport to where it currently is.
Josh said this looks like a mess. It is.
CONCEPT LEVELS WOOOOOOO
110 = 6 WOOHOO
Level slot is that of Time Lapse.
I was very arbitrary with this design. The symmetry is there sometimes, not there other times, the rooms are laid out weirdly...
The option to explore is there if desired, and the chip isn't required intentionally, just like Time Lapse had some oddities.
I've never played a Pokemon game before but name taken from generation whatever it is
Josh, what are you doing that's not a crime
(the main puzzle of the glider is nice and I like the aesthetics BYE)
Level slot is that of Stress Fracture, which remains one of my all-time favorite puzzle levels.
This one is just as open at the start, but reaching the chips is a little rigid. I think that works in its favor though!
Another open recessed wall level. Play it smart and very little dodging has to be done. Play it stupid and chaos will reign.
Don't ask about the title I just mashed keys.
Don't ask about the design I just scribbled water everywhere and added random blocks.
Well, I like it.
I was trying to create a level that looked like a different level but with parts missing/scrambled, but the concept turned into this. Lots of garbage pieces and a few copied sections, but ultimately it's...average.
HEY REMEMBER LEVEL 17?
DO IT AGAIN, BUT GETTING EVERYTHING!
Breather level.
30 levels to go after this! The design takes a lot of cues from Joshua Bone, with the name specifically referencing No End in Sight.
The two clone buttons don't have any effect on the solution, but they do help significantly with figuring out how.
I don't remember what led to this levels' creation. What I do remember is that there was a lot of natural expansion, and then the dirt/water aesthetics became a part of the level. The end sequence is probably my favorite part, but the teleport shenanigans and fireball bouncing off the glider are fantastic as well.
Wall layout taken from UC3 level 121...Frosty Retreat.
And the last 5th of the set contains a lot of long block pushing levels. This is one of the longest, if not the longest.
It's a blue wall maze with time pressure. I tried very hard to break a lot of maze design tendencies with this, and as a result I created a maze that I get lost in sometimes, in spite of its size. The teleport man, it gets you.
Name taken from the Undertale soundtrack again (obligatory plug for the game).
Just a variety level. Rooms loosely inspired by nothing, The Fourth Dimension, On the Coast, nothing, nothing, Cavern of Remembrance, Blended Brussels Sprouts, Rotation and Deserted Battlefield.
Josh's Paramecia Festival made me realize I under-use these little guys.
I had to fix that. The ice and toggle rooms are probably the toughest, the latter having gone through a lot of revisions to make fair and reasonable.
Enjoy the optimization trick, too!
Walls taken from UC3 level 12, Variety Show.
The partial post at the end is pretty tricky to figure out, and the glider in the southwest is tough to get past. The teeth/thief room looks busted but I just now decided it's an alternate solution and you're going to have to deal with it.
I tried to design in rockdet's style.
I can't.
Ending inspired by Non Sequitur, level name taken from Crash 2.
hahaha what a punny name you might not have even noticed but now you can't unhear it hahahahahahahaha
Really cool concept from when I noticed that a block and a tooth monster on that arrangement could create a remote button press. Actually playing it..not as fun as it sounds.
Walls taken from Josh's "Our Door's Always Open" (!)
The open layout intrigued me. I figured I could make something work, and the combination green locks/thieves limiting the pathway in both directions works very well, I think.
Both bug sections are kind of blargh. Oh well.
Originally made for the Walls of CCLP3 Create Competition.
Walls and level number taken from Everybody Get Dangerous. (told you it stood out to me!)
That pink ball room, that sokoban where there was a recessed wall room, that good use of a blob cloner...I really enjoy this level and consider it among my favorites from the set, even if that may end up being a rare opinion.
Four different mazes to teleport blocks to the starting room, before solving a very different sokoban. It's a unique level and puzzle, and that may not be a good thing / is definitely a good thing.
The starting room would probably be stronger on its own.
Level slot is that of Totally Unfair on purpose.
From the map, Manual Override doesn't look that difficult. But if you aren't careful, you will die, moreso than in most levels. The rotational symmetry is <3 as well. Another favorite design, even if it's not to play.
Level name taken from Spyro 2.
The fire pipe at the start was inspired by the start of the level, but the rest took on a life of its own, taking cues from On the Rocks and Bottom of the Mariana Trench.
Most of the way through designing I thought "hey, a consistent wall pattern would probably be nice!", and then it was.
Level slot is that of Blobdance on purpose.
Obligatory difficult blob level.
Level slot is that of Pain on purpose.
It's much shorter, though.
Puzzle originally made in YASC as part of a series of similar sokobans with lots of blocks in a rotationally symmetric arrangement and very little room to maneuver. (see what I did there?) This is the smallest one.
Level slot is that of Culprit.
Really, it's more of a sokoban. A rather tricky one, at that. I made the numbers and then decided to make a level around them, with the number 7 probably being the toughest to solve.
Name is because when I tested it in Lynx, pushing the tank button created a noticeable amount of lag!
Level slot is that of Doublemaze.
This is what you get when you combine Icedeath with fairness.
Walls taken from this set's Off the Beaten Path.
Yes, that would be 2 from what would have became UC6 with the same walls. Your point?
This level has a lot of traps and a debatably dirty ending, but I found it a lot of fun. Just how much puzzle could be packed into a small, predefined space was quite surprising. It probably took me a good 2.5-3 hours to make all of this work right.
Only 12 levels left, including this one...
It took me a while to devise the correct teeth mechanism to prevent busts. I hadn't really ever made this type of level before, and I'm glad I did because it's a blast to play, even if designing it was a pain.
This level is a series of two-phase sokobans. It wouldn't be too fair if you had to guess what the other side was like, so I made each block section rotationally symmetric and gave the player the option to pick up a pair of flippers and explore, though taking the flippers cooks the level.
Walls taken from UC2's "Kinetics".
Nothing special, just a block themed variety level. The room in the northeast is something I hadn't seen done before, and rather than re-invent the fireball section I just filled it with bombs, to great effect.
Name taken from...you know this already.
Obligatory full level guidance puzzle. The tank room took some serious testing to make sure it worked in both rulesets, and the fireball room used to be a lot different but the different puzzle (can be found in i^e) was pretty dumb.
Level name inspired by Ratchet and Clank 2, with the desert planet Tabora.
I took a few cues from Josh's "Go Play in the Dirt" and J.B.'s "Mudpie" at first, but ultimately the level turned into its own beast. The relatively open nature is tempered by the linear structure of the solution, and it's quite difficult to screw if you think about what must go where before acting.
This is my favorite difficult level in the set by far, especially the teeth interaction and the tank section.
Level name taken from Spyro: A Hero's Tail.
The concept came about when I realized the main force floor/toggle mechanism would allow two different sets of rooms to link into one. Originally I wanted to make a sprawling variety level, but the thin walls prevented a lot of the options, and the force floors prevented multi-room interactions for everything except blocks...
...so I made a block guiding puzzle. I don't think I've seen anything else quite like it.
This and the next level were both inspired by Eddy's Dedications set (if you're reading this please do one for me lol) I made this one second using only the official sets.
Paw-Print Isle was a great starting point, Construct-a-Maze was an even better continuation. It meant I needed trap buttons, so Nitroglycerin and (by default mostly) All About Buttons. Strange Maze and Sapphire Cavern worked well together, leaving an exit required...Icedeath worked, though not as well as I'd liked. Nothing was better.
Like the previous level, it consists of seven 9x9 copies of level sections, this time from custom sets!
Suburban Legend (UC4) had a perfect start. Trail Blazer, Explosive Chamber and Transylvania (JBLP1, JoshL6 and kidsfair) worked well as stand-alone rooms. The last three had to work with Suburban Legend...
And the Walls Kept Tumbling Down (TO100T) gave blocks. Lounge Act (TS0) gave a way in, and a way to get the teleport chip.. Air Strike (BigOto Returns) gave a green key and a use for the blocks.
Walls taken from UC2's "Preservation of Choice".
First room inspired by Productivity. Second room inspired by Avalanche. (that middle sokoban was too perfect for the room shape- also not adapted!) Third room loosely based on Red, Green and Blue. Force Floor room loosely based on Joyride.
Ultimately, not a great level, but the first block puzzle is something else.
Oh and the name taken from a joking split name for the Spyro 1 Magic Crafters hub, since many runs die there to supercharge tricks.
Originally made for the Walls of CCLP3 Create Competition.
Walls used were Mice are Good for Something, but this went in 147 because the puzzles are TOUGH.
Completely and totally inspired by pieguy's levels. Mice are Good for Something & Color Wheel on the left, Investment and Avalanche on the right, minustwo and Crash and Burn in the center.
The Avalanche section I didn't even think was possible for quite a while, until I stumbled on a solution, and the Mice section went through a lot of versions.
Name taken from Peggle.
Design inspired by Rock.
This took longer to read than it takes to solve the level. It's that random.
Would you believe me if I said this was one of the first UC5 levels I made?
Well, it was.
The goal was to make a long, challenging level without relying much on blocks. I'd say I succeeded, with a large variety of puzzles. The toggle walls and such took a while to make not busted, and despite the open appearance where to go next is always forced.
I like this as a capstone level.