This was designed a little over halfway into the set’s construction - 92nd level to be exact. I was lacking easier levels for the start of the set so I took the small-ish space of these walls as an opportunity to make one.
I enjoy the flow of this and how it spices things up with the block on the right. The middle section used to have appearing walls but when I decided this would be level 1 of the difficulty order, I changed it up a bit.
Named this level as such (shoutouts to Tyler via level title bank) as a means to make others think this was a difficult level. It’s really not but keep this set away from kids because it can be difficult.
So… Dancing on Ice has literally one single wall, thin walls, and a bunch of ice. What on earth was I to do with this.
I kept the thin walls since I couldn’t think of anything interesting to use the ice with, other than collection but the original did that. And there really wasn’t much to do with the thin walls (moreso because thin walls in CC1 don't allow much leeway but that wasn't an issue here). So I just made a maze. Nothing outstanding but Dancing on Ice shouldn’t have been in CCLP3.
Level named after a dungeon in Pokemon Super Mystery Dungeon.
Road Block has a weird look to it and didn’t have any real ideas for it, until I settled for a small, short timed cloning level. There aren’t too many of those around I don’t think.
Since most of the pieguy symbols for this set were made out of walls, they were for the most part included with the gameplay in these levels. This one less so.
The level title is from a level of the same name from Crash Bandicoot 3: Warped.
The walls here were interesting enough that I wanted to attempt at making a potential level 1 for this set out of them, until I made Keep Out of Reach of Children.
The outside aesthetic swaps the original gravel for invisible walls, and the original chips for blue walls. Throughout the iterative releases this wasn’t a thing but finalizing the set, I caught the opportunity and modified it to be as such.
The teleport interaction is pretty satisfying and the trap part is legit. Other than that, there’s not much else to say.
One of the final nine levels designed for the project. I wasn’t sure what to build out of Bolkonski’s walls, since it was yet another level isolated in one corner of the map.
I figured I’d make a pretty easy level out of them because I was lacking (trivially) easy stuff. This covers pretty much every monster and a few kinds of genres of levels mixed around.
Looking back at this, I thought the one bomb was a justified placement but I could have moved it over some. Oops.
The title comes from a small portion of lyrics from I Lived by One Republic.
Just a pure toggle wall level because I didn’t have one yet for the set.
I’d say the most interesting thing about this is the fact it even uses these walls but the ending with the glider is pretty neat too. The toggle button placements is what inspired this to be done.
Originally named Nitro Circuit but renamed the latter part due to a level later in the set using it.
Just a small level where you can’t pick up chips and have to unlock around them to exit. I didn’t really have much in mind for these walls and the one set of walls that wasn’t 2x2 stuck out as a potential nail set up to me.
This may be a concept I’ll expand on in a future level since I really like it but would rather see someone else do.
I was in need of a bug and paramecia level and I had initially thought of using Snake and Ladders for the theme, until I thought of something better for it.
Well, the open nature of Commit Suicide? proved to be a better set of walls and used these instead. Each room references a room from official sets past, except CCLP3 itself lol.
The Block Maze room used to require all the blocks but I got annoyed with that during playtesting so I halved it.
Unlike Dancing on Ice, Wireframe’s thin walls actually provided some kind of direction.
...or so I thought. This is practically Wireframe II but it’s easier than the source and it’s fun. I messed with the ending monster patterns for too long.
And yes the thin wall under the block by the flippers was there in the source.
The 83rd level made for this set. I held off on these walls intentionally since I knew they wouldn’t be that challenging to use and well, I wanted to save any small level I could as designing progressed.
The aesthetic came first (which I really, really like and the fact it filled the 2x2 rooms I didn’t need was A+). The walkers used to be bugs until I realized you can just make them loop with a block… so I changed them to walkers so the fire can be safe spots while keeping a dodging challenge intact! Fireballs could have worked but that created a bit of rigidity I didn’t want here.
I really enjoy the connection between the two rooms here too.
This was one that had a very awkward wall setup that I just didn’t know where to start from. Will probably say that a lot for this project...
Starting in the “Amsterdam” section seemed right, which I changed into a pop-up wall thing and a block pushing bit where you have to hold the trap button down, and then go back to it later to do it again (which is legit). The upper right area, I can see being mean but it’s not that bad - takes two, maybe three tries max for a blind player I feel.
The keyswapping/glider cloning section is a legit idea I don’t believe I’ve seen done before like this. Finally the ending which is a simple, custom sokoban - another thing that is pretty cool.
There’s a few levels from CCLP3 where some of the levels were isolated in corners and I debated on centering them for this project. I ultimately decided against it mostly out of respect for CCLP3 itself but also for the fact that I could take advantage of some other non-centered wall patterns in the future.
This level in particular, the biggest issue I had was coming up with ways to use the single spaced corridors that didn’t resort to ice or force floor slides. Aside from that, the rest of it was pretty simple to work with.
I thought it’d be interesting to allow the player to choose what path to take to proceed from the right side of the level. Both paths actually take close to the same amount of time to get through too.
I’m also very happy with how that puzzle at the end worked out.
The middle room of Niche allowed for some kind of options for level themes here - I went with pop-up walls mostly because majority of the rest of the level had single spaced hallways. CCLP3 has a bit of that…
The ending bit with the teeth is probably mean but I liked the interaction enough to keep it in.
Cinder Block is a title I’ve seen used a few times before but the overall shape of Niche made me use it.
I took advantage of the open space that wasn’t used in Annoying Wall and turned it into a simple chip collecting level. Not the most exciting thing but they are still fun.
Originally, the level only had skates and floor and was titled Blade Plains, however, I wanted to make it a bit more interesting and decided to add flippers everywhere else on the outside. I love the aesthetic of boots all over the place and it’s hardly done.
This is also harder to read if using the MSCC tileset, which… I do.
I was lacking an invisible wall level for the set so I went ahead and made one here. Using the walls of Rock because I couldn’t think of what else to do with them.
This is also a level title I’ve had in my possession for a super long time.
That's all. Moving on.
Okay yeah I used these walls for literally the same purpose the original did but made all the rooms much more interesting than the original. So what? I had nothing else in mind.
Originally seven chips were required but I lowered it to six just to add to the choices given.
The concept of Archie’s Temple of No Key was a pretty legit idea but suffered from resorting to mindless block pushing, in my opinion. I wanted to try to make it to where there was no tedious block pushing required by simply giving block cloners right next to the teleport.
The level is alright, far from my favorite but I didn’t know what else to do with these walls - the corridors in the bottom right made it difficult to make really anything else.
Shoutouts to Indy and Jeffrey for inspiring the sokoban edit! That socket used to be a pop-up wall that wasn’t needed.
The path to the exit is a direct lift from Major Key Remix.
At 100 levels, I skimmed through what I had so far to see what kinds of levels I hadn’t yet made for the set. And I noticed a lack of a pure blue wall level, which absolutely had to be changed quickly.
It... pretty much became an enlarged but less condensed Air Bubble.
This was an intentional pick for level 18 because of Bridges of Time from JoshL2, which was level 18 of that set.
The central structure for these walls made it pretty easy to hit an idea on, in this case being some not-so-challenging block puzzles.
I enjoy all of these puzzles for the most part, albeit they’re nothing difficult not everything needs to be. The block cloning one is honestly an excuse because I didn’t know what else to put there and I didn’t feel like making another 2 tile wide sokoban with force floors.
As for the ending, I debated on ditching the top path and have it be focused on the block puzzles. I went against this because the level just felt incomplete to me with the puzzles. Thankfully the dodging isn’t too bad but can be pretty scary.
The original plan for this level’s walls was to essentially make a larger scaled version of Medallion since some really liked that level and wanted the concept bigger. Sadly, that didn’t see the light of day.
This, however, is pretty cool. Every tile aside from the center area were randomly placed and it happened to make a level. I later added fire to add to the already cool aesthetic.
Also shoutouts to Joshua Bone for the walls in the bottom left that I didn’t use.
Two in one level commentary here!
One thing I noticed during this project was that Bumper and Checkers are literally the same size and are both isolated in the same corner. So this felt like a good chance to try out a “dual” level idea like Jeffrey did with Tanks and Tanks But No Tanks in UC6.
For these levels, I went with a risky concept of dodging two teeth but with appearing walls in one (Blurry) and dodging one teeth but with completely invisible walls in the other (Blind). Same wall and chip placements for both. The only other difference with these two levels is Bumper had the extension to the right that Checkers didn’t so that had to be part of Blurry.
I think given the size, these aren’t that bad of ideas. But with this set, I wasn't afraid to test certain concepts out, whether they worked out or not. Here, I think it did.
Floating Plaza was an open ended level that could be done in any order. And while it wasn’t a full-on walls of level, Ruinous Plaza was one as well. And… so was Sour Apple Cider which used Ruinous Plaza.
So here’s yet another open ended level because honestly, these walls are pretty specifically built for one. I’m sure it’s possible to make them into a linear level but I didn’t feel like doing that here.
I went with suction boots everywhere because that aesthetic <3 and also because I felt a mostly green colored level was needed.
The walker room is probably the most questionable one here but I found a strategy that worked so I kept it in. If it’s disliked, well at least you can do it first!
Named after the settlement on the Grass Continent in Pokemon Super Mystery Dungeon.
Color Wheel has, I think, a lot of potential with what to make out of its “walls” but because it was a long tedious block pushing level, I didn’t want to make it a long one here. So it’s just a maze.
Overall, it’s nothing all that special. I thought about swapping out all the colored walls for actual walls but… why replace what made the original?
I haven’t made many mazes for this set, so have some… mini mazes.
There wasn’t much else to do with a symmetric wall layout like Divide and Conquer. I also figured there being a short time limit would make it interesting since… time pressure and invisible/appearing walls isn’t seen often.
There originally were tank cloning mechanisms to make for a time limit in each maze itself, however, with the already low time limit, it seemed unnecessary and was replaced with an arbitrary key swapping ending instead, to ensure further time pressure.
This is a level title I have had saved for the longest time, which I believe Tyler wanted me to use. What better place to use it but here?
I’m really happy with how this level turned out, it’s pretty legit honestly.
Mini Challenges has that zigzagging mostly 3x3 corridor look to it that only so much works with it. So it essentially became another kind of its source.
I like most of what I included here, especially that yellow key section. It is impossible to nail off the yellow lock to exit - there’s just not enough locks to pull it off, you’ll always collect more keys than you can spend and it’s that subversion I really like.
Everything else is honestly just filler.
This wall pattern was... pretty specific and I had no real idea for them.
So I just made a level with chips and dirt everywhere and little block pushing segments under what doesn’t seem to be a tight time limit but actually is. Nothing exciting but it’s pretty fun.
The title is from Pokemon Mystery Dungeon: Gates to Infinity.
Here’s a level that showcases a concept I’ve taken a liking to - blobs interacting with another monster to create a different dodging experience. I don’t know why I like this idea but it’s so cool! Not only that, but I had no idea what else to do with these walls.
I originally had all four chips required for quite a while, however, after numerous feedback plus a playtest my brother did himself, I decided to go ahead and lower it to three.
Also hi Jessi.
I thought it’d be a funny idea to take the walls of the level that was meant as an entrance to the set, and make an exit themed level. It was probably silly but I still like it.
At first, I didn’t know how to use that theme with this level but the original itemswapping corridor provided a good opportunity for a series of fake out exits and the rest was built from there. I also thought it’d be neat to reference An Exit to Remember too.
I really like how the lower right works out with the space. That wasn't easy.
Force floors occupy single tiled corridors really well, especially when they are facing the walls. It’s a very complimenting sort of aesthetic I’ve seen done several times in levels and because of that, there’s a lot of that here.
I love the setup with the first pair of flippers and the use of the blob the most here. The glider part in the lower right can be done one of two ways as well, one will save you a yellow key but it’s not useful anywhere. Could have been for the hint but ehhh.
So the blocks of Lazy Hourglass are a thing and decided to take the non-linear approrach with them by having six distinct sections. The ice section used to be a green lock section but it wasn’t interesting.
I really like the sokobans here. The top room is honestly a throwaway but it's kinda cool I think.
This was also one of the earliest levels made for the set as it was submitted for the block create competition in May 2018.
Dolly Mixtures was a level that revolved around freeing monsters. I made a CC2 level using these walls back when I tried this as a CC2 project and that was slime focused. And well… because the walls themselves are kind of sparse, I felt a collection level was the way to go.
This aesthetic is so good, it’s one I sort of used for Bloated Biomass in JoshL7 and saw a bit of in WoCCLP4’s Brown Note, so I just had to make a level with the whole thing.
Out of all of CCLP3, this is one of the few levels that I legitimately hated using the walls of for this project. Seriously, they are so awkward it’s ridiculous. I can probably say this about a few other Mike Lask levels (sorry Mike if you’re somehow reading this!).
It got to the point where I just messed with random tiles until I came across something I remotely liked a little - thus becoming the avoid the red keys cliche level. Not the most interesting thing but then again neither was the source level.
The only redeeming factor to this level is the ending, which I was happy that I was able to include it.
There have been several levels with “[insert name here]’s Maze” used as title in Chip’s Challenge level design history so let’s have one that doesn’t belong to any one person.
Didn’t really have any strong ideas for On the Coast’s minimal wall pattern anyway, so it became a maze. I figured including a block pushing bit for the ending would make it interesting.
There’s not much to say about this one honestly. It was made in such a way to just use the space I felt was efficient and mildly interesting, since there really wasn’t a lot to use.
The outside blue wall area was inspired by Clearance from DanielB1 and the level title was inspired by Hidden from ZK3-Abandoned, which also used blue walls.
A set of walls I’ve wanted to use for the longest time but just never had ideas for.
I really like all the sokobans and how they play out - the thief room one is my favorite because extracting one block with three is really neat. The beginning sokoban went through a few minor iterations to make work.
One of my favorites of the whole set. It's been nothing short of fun to me.
Named after one of the first dungeons in Pokemon Mystery Dungeon: Blue Rescue Team.
This striked me as one of the wall patterns I thought I’d get no ideas for due to it’s very awkward structure. Then I realized I can just use blue walls to make the rooms a little bit more refined. Thus, that made designing something for it a lot easier.
The glider rooms are honestly the highlights of this but even that’s not saying much. It’s still fun regardless.
The construction of Patchwork was an interesting one that I wasn’t sure what to do with for a while.
It kind of became a combination of what Bisection and Chance Time! did which is funny because I wasn’t a big fan of either of those levels.
I don’t believe there is a way to cook the level that is 100% reliant on luck.
This was an idea I sort of did in a rejected level that does have potential. The small space allowed for the idea to be done here.
The corridor to the right had enough niches to allow the maze to be previewed before releasing the monsters into it, which I really like. Originally, there were two walkers and paramecia but I later changed one of each to a glider and fireball. With this change, I also included a gravel tile next to the chip, as a relief spot.
This is the first of a few instances of me playing loose with “walls of” for this set. MonsterMaze’s toggle walls unfortunately just didn’t strike any ideas to make them useful here. So I replaced them all with teleports and used sockets and locks as acting walls to create a huge chip collection level.
The original actually only had sockets but locks were added to prevent cooking the level at the end. There’s also no blue locks because the teleports already cover that color. :P
Looking back at it, this probably could have benefited better a few less chips. But it’s still fun to me.
This is the fifth time these walls have been used and my third time using them myself. From a jumbled sort of level to a fire themed level, then to a water themed level opposing to the fire themed one to a non-linear pink ball level. And now a variety-ish level because I literally didn’t know what else to go for that wasn’t the theme of “(element) Is My (blank)”.
I was originally going for a force floor themed level with random force floors being the prominent tile, however, they not only deliver a different experience for Lynx but also kind of make it hell to optimize. The latter wasn’t much of an issue but still. Because of that, the second part went on its own path away from force floors.
I also thought about making this a medley level, showcasing the four other levels that were made out of these walls but I didn’t think I had the space to do such a thing.
Anyway yeah Jumble is a good set of walls I guess!
Upon first glance, I knew I wanted RGB’s walls to be aesthetically themed around thieves. What to do from there was the real challenge especially since I wanted to avoid using blocks.
About a week later, I came back to this with the thought of guiding a teeth through the maze structure all the thieves created. But to do what? Holding trap buttons down to collect chips that are in the niches the source level created? The most unoriginal idea? I would never.
Well I think doing this but having boots in hand that you absolutely need to exit created a neat navigation challenge.
There’s even a legit nod to the original level right at the start that was unintentionally made.
The first level designed for this project. When I decided I wanted to start WoCCLP3, the first thing I did, aside from removing everything but walls or prominent tiles, was look through the set to see which walls I thought give the most trouble designing with and wanted to try to knock those out as soon as I could - the sockets of Toggle Bust I felt was one of many.
Truthfully, they weren’t as bad to work with as I initially thought, they were actually a lot of fun! Using blue walls to accompany the sockets to establish some sort of boundaries (that aesthetic!) and taking advantage of the niches the sockets created (the gliders and two bombs below the starting point were first placed after the blue walls), I really like how it turned out. I am proud of multi-use of the ending block.
There is probably a way to guide the bug to that bomb if it doesn’t die but… that just seems like a risk more to the player rather than the designer.
Named after the level from Crash Bandicoot 1, not the band.
I struggled to come up with a solid idea for these walls and I wanted to make a pink ball level that was sort of variety-ish and these walls seem like a good place for them.
It’s got that bland look to it but I love the way it plays out. The post socket area is something I plan on doing on a larger scale at some point because I find it fun. Probably in CC2 though thanks to the trap connection limit.
There used to be a sokoban at the end of the level but I replaced it with a chase sequence because the sokoban felt out of place with the rest of the level. I’ve saved the sokoban for another level, however!
This was a wall pattern I had no theme in mind for so a lot of this was thought of on the fly.
Nothing wrong with having some throwaway variety levels! The force floors in the blob cloning room didn’t exist originally and do now because it takes a long time for them all to drown without them.
Construct-a-Maze was an odd one and definitely one I wanted to knock out quick due to well… no actual walls. Keeping the fire was pretty much my only option here since the water nor pop-up walls didn’t really make the original stand out.
Building with existing fire wasn’t easy but I just made a “stop the cloning” level in the middle because anything else wouldn’t have made sense and something volcano themed was fitting.
Level title is a play on Clyde in the Caldera from Pac-Man World 2.
Blobs in single tiled corridors isn’t seen all that often, which is what inspired this. I had the temptation to make it timed… but I’m not that mean.
The corridor to the right is assembled as such to try to keep the chase pressure the same in Lynx as it is in MS, but despite this it still isn’t that strict… oh well. It looks nice aesthetically anyway.
Named after the place in Mario & Luigi: Partners in Time.
Producing was another case of “I used this before and so did others” and didn’t hit on an idea that wasn’t like the others for a while.
Skimming through EricS2 inspired me to try the Reverse Chase concept, which was the initial plan for these walls, but it sort of drifted off in its own direction. Instead of chasing the monsters to prevent them from trapping you, you instead have to escape each room before the monster in it traps you.
This was also going to be linear and not have a second phase with the red keys but I realized it’d be much more fun non-linear and with the second phase.
I think it’s a neat idea and probably even better than the initial idea. Originally named “Sealing” to jab even more at Andrew R. but I remembered MMM was already my way of doing that and Jeffrey’s Reproducing is an even harder jab. Indy provided the current title, so thanks!
I watched a video on how blue and yellow colored light can never mix and was called the “forbidden color” and that inspired this. I wish I was kidding but I’m not.
All in all, it’s similar to other levels like this just strictly limited to blue and yellow keys and locks. Nothing super special but I think the set as a whole benefits with having a level or two like this!
I noticed a clever teleport/partial post set up I could do with the scattered walls in the lower right of the level and went for it and it is surprisingly legit. I love how it works out.
Other than that, nothing much else to say.
Just an open ice themed level where every section references another ice themed level or at the very least, involved ice in some way.
References include: Slide of 25 Trials, Chillblains, Careful Skating, Double Double, Arctic Wasteland, and Good Morning Starshine. The glider part in the NE is the only original section (I think).
It’s worth mentioning that this level originally used Vulcan’s walls! But the design didn’t fit will with those walls so I redesigned this with these ones and it looks (and plays) a lot better.
Name comes from the title of the soundtrack of a race course in Need for Speed III: Hot Pursuit.
These were some tricky walls to use since most of it is just hallways but I think this is the best I can come up with them.
The teeth at the start was kind of awkward to work with while designing. I enjoy the use of teleports here too.
One of a few computer related level titles. Though, this one actually makes some sense.
First things first, We’ll Be Right Back was a really, really weird one to work with. With that out of the way, this was inspired by UC4’s Dumping Grounds of all things because I actually liked that level (minus the monsters of course lol) and wanted to make something similar to it.
The amount of chips references the Lynx bold time for the source level as well.
Looking at Super Chip, I couldn’t decide if I solely just wanted the walls or both the walls and blocks.
I kept the blocks mostly because they made the source level stand out. Not only that but the castle of the original had a chance to be useful in gameplay and I wanted to make that happen.
Named after the minus world glitch from Super Mario Bros. because references.
For a level that consisted mostly of single tiled hallways, this actually wasn’t that hard to use. I came up with the idea and the wacky outside aesthetic and the level flowed from there.
Originally, the ball hallway used to have a mechanism where pressing a tank button shortened the path of the ball, to make pushing blocks on the trap buttons stand out more but in the end, it was unnecessary.
Named after a rather boring level in Crash Bandicoot: The Wrath of Cortex but the soundtrack is awesome.
A first glance of this one (around 40-ish levels) made me think of trying for an ice level. That didn’t pan out too well. Second glance (around 70-ish levels) made me think of trying for a cloning level. Also didn’t pan out well. Third glance, is what you see here - blocks everywhere that form a maze and fireballs to dodge to make it engaging and it’s pretty fun!
I like the timing bit at the end too.
Jaywalker has no walls. So that leaves either the force floors or chips to work with. I went with the force floors since that was the prominent tile in that level. Now how to use existing force floors… was going to be weird.
The first version of this was a sort of sequel to Whitepoint from JoshL5, however, after releasing I realized it was an overall weak level that also kind of felt like a hash of the source and I didn’t want that for this project.
Coming up with something was challenging but because I wanted to contrast the force floors, I put blue locks everywhere then placed chips everywhere to give the level a purpose. But… that was too easy. I decided to have the chips be under blocks and place blue keys everywhere to create a different kind of “chips under blocks” level.
Not all the chips are required either but I’m fairly certain it is possible to get them all if you’re generous with the keys.
YAYAP’s walls were ones I’ve always wanted to try using just because there’s a lot of them so there was potential and them being originally used for a tedious block pushing level pretty much meant literally anything else could be done with them.
I also haven’t built a big glider level in quite a long time so here’s one. I chose the bottom half to be linear and the top half to be non-linear, mostly to use the gliders for dodging purposes instead of guiding them to specific locations.
I knew Marooned had so few walls to work with, and there’s virtually nothing you can do with the 2x1 space that one set of walls forms… so utilizing the outside was mandatory. I actually went through three different versions of this level.
The first level I built is my rejects set and you read on why it's rejected there if you wish.
The second level was part of the initial WoCCLP3 release but I was dissatisfied with it so I changed it to what you see here.
Pink balls on an acting dirt tile is something I’ve noticed a few times in other levels so I thought I could do my take on it with this final iteration. Then I thought, what if I establish a pattern on how the pink balls are facing? You know, to make it more interesting.
And that’s how this level came to be. I like it the most compared to past versions but it’s still bleh.
Same Game is another set of walls I’ve always had my eye on, even way back with the Walls of CCLP3 create competition was a thing.
The two pieguy symbols easily made for a partial posting setup. After that it completely came down to the main level with the same shaped rooms. As soon as I came up with the end goal of gathering five blocks for the single chip, ideas for the rooms themselves pretty much flowed. The best room is probably the very bottom one but I like the blue key one as well.
I didn’t have anything in mind for these walls, so I just settled with an ice/appearing wall maze. The set’s gonna need one or two anyway, right?
Probably a lazy approach but ehh, there’s gonna be a few instances of this occurring with certain wall configurations.
Shoutouts to Indy for the level title!
Messing with level ideas for walls of levels can be fun. I never would have thought I’d make a toggle wall level out of these but the open rooms and linearity of the source made me want to see if it was doable.
The starting room originally had all toggle buttons as “barriers” for the block and Chip, until Jeffrey mentioned that’s a Lynx bust, which disappointed me (the bust not being told lol). So I made some of the buttons closed toggle walls, which kind of ruins the interesting part of that room but it’s still cool.
The following rooms with the fireball, I really like the first one. The second one is also cool but it’s honestly ordinary to me but I know people would like it so I included it. The pink ball section I stole from Prison Lane because rooms like that are fun. The blob clone machine room is legit, easily my favorite part of this!
Throughout this project, I had a bomb level in mind for these walls but just never built it. Probably because these walls are actually pretty good and wanted to use them right.
Anyway seventh to last made and it’s pretty much exactly how I expected it to be. The wall pattern pretty much forced an open level like the original, but that helped take advantage of what I could have in each room. All the chips used to be required but during playtesting it didn’t feel fun that way, so I lowered it by 4 since a few of the rooms only have 1 chip.
I can’t pick a favorite room, I like them all pretty much the same, though the hint room is lol.
This was the final level designed for the set and honestly, it’s a pretty fun one! I didn’t have any ideas until it was the last set of walls untouched. It just felt… Tom-ish. I can’t explain it but you might know what I mean.
I went with teeth because I lacked a “variety” teeth level. Originally, this was designed as a linear level because I felt the set had a lot of non-linear ones.
After watching Jeffrey's LP of the set with this level, I realized that this wasn't as fun as I thought and I was honestly careless with some parts of the initial design. So I made some adjustments to make it non-linear and make the ending less prolonging (I was originally just trolling with that), which plays out so much better and is a lot more fun.
There’s lots of sockets not because I wanted makeshift walls but because the first level designed for the set was centered around sockets, so why not make the last one semi-centered around them?
Looking at these walls at first, I had no clue what to turn them into. The source revolved around a tooth monster and I’ve also used these walls for a CC2 level with the same idea but with a timid tooth monster. With that in mind, I wanted to try to have a similar idea but... with a blob. That’s something I haven’t seen done in a long time.
The standalone walls in this structure helped with the blob guiding and the niches on the sides allowed for an actual purpose for the blob, excluding the end goal. The blocks are not necessary but of course players will want them to speed up the guiding process. The trap button placements were difficult to ensure you can’t use the blocks to hold them down. The teleports were added last as a means to keep all three blocks.
Truly happy with this all in all. I know Michael Warner wanted to see a level with this idea in his time in the community. So I dedicate this level to him, my old friend indeed.
Caves had that claustrophobic feel to it that I wanted to take advantage of and on top of that, I hadn’t made a chase race level in a while and I figured the two fit nicely together. I didn’t see anything else really working out with this construction anyway.
I really enjoy how it plays out. The exit and hint used to be swapped with each other but I think the exit being where it is was a better decision.
A level with a layout that screamed non-linear to me. This was also designed for the block create competition and got 3rd place (!!!) I had no inspiration for any of the rooms, I solely just worked with the space I had. The teleporting room I’ve never seen done before and it’s been regarded as tedious but I’ve never believed it is since there’s a neat way to manage it.
The two tile wide sokoban room was fun to design and there’s not a lot of them out there.
The nail room is probably my favorite because the extraction is legit. It’s apparently similar to the nail puzzle in Metropolis from WoCCLP4 but I’ve never played the level prior to making this so it’s completely coincidental.
The level didn’t have the outside aesthetics upon submission for the create but I added them to the final WoCCLP3 version just because.
Shoutouts to Zane for the level title.
I thought it’d be fun idea to take the original, fire themed level and turn the walls of it into a sort of water level.
The best part about making this was using the empty space to the left of Blazes. Turning the upperright room into a room that will most likely be filled with blobs by the time you get to it was also pretty cool. It’s an aesthetic that builds itself!
One of the last four designed - I really didn’t know what to do with Triple Alarm because it didn’t strike as an interesting wall pattern to use. Probably because Triple Alarm wasn’t that interesting in its own right IMO.
Anyway, I noticed a lack of red lock/key levels so I made one and combined it with ice to make it fun. It was originally designed with barely enough keys to solve but these kinds of levels need to be loose to be fun. I think.
All About Buttons has a super awkward wall structure that was nearly impossible to compromise with. I think the beginning and the sokoban at the end are the highlights here.
This was initially titled Hot Tanks, which is an anagram of Thanks To that Jeffrey had in his CC1 anagrams list. I changed it to what it is now because the way the level looks is just unsatisfying to me, mostly because of the wall pattern itself.
Oh well, as long as the level is fun! That's really all that matters.
Investment surprisingly took a long time to think of an idea for, probably because I was trying to think of something that wasn’t a maze.
But… these walls. They almost absolutely scream “maze!” So one was made. Combined with water because toggle walls and water are an underused aesthetic in my opinion. I probably should have actually made this a toggle wall maze but I didn’t feel like it doing that here.
Named after the level in Spyro 1.
To establish a border around the level, I went with the aesthetic of blue and green locks - it hadn’t been done like yellow and (especially) red with green locks had been and it’s a really beautiful combination.
Coming up with a purpose for the level was the challenging part. Thankfully Old Frog had a wall structure that made it pretty simple to construct rooms out of and filling in those rooms wasn’t all that difficult - keeping them distinct was though. And I unintentionally made the ending room of Old Frog a teeth room. It’s a nice nod to the source despite my hatred towards it.
I also decided to throw in a phase two with the green key which I think is really legit.
This was a set of walls I didn’t think I’d make something good out of but honestly this is probably one of my favorites in the whole set.
Mostly inspired by the portion of the story of CCLP3 that was about Sardines. The hint refers to a quote the walker made. Plus a level with random elements but hardly using them for dodging sounds like an interesting idea.
The checkerboard maze is pretty neat and the dodging bits are kinda fun. But the ending is probably my favorite just because you can look at the monsters and not have to worry about them.
Yes I already know that one blob placement is questionable but I'm not sorry.
This is a concept I’ve wanted to try for a while and with the block create competition that was held in May 2018, that encouraged me to try it and Mud and Water’s walls were a perfect way to attempt it. This wasn't ranked but it still got feedback which was helpful.
One sokoban per side is adapted, which I wish I didn’t resort to but it’s a dual natured level so I guess it’s alright. The water paths to the exit also used to require all six blocks on one side but thanks to Jeffrey’s judging, I lowered them by one to be a bit less tedious.
The corridor path to the right, where Motion Blur started, I saw opportunity with the concept of having the toggle closed in order to get through it. With that, the level slowly branched out into several different block or maze challenges. Once I got that concept in place and working, it was only a matter of filling in the rooms to make for an interesting level.
On top of that, the tank button room was something I saw done by Andrew for a CC2 level and it works just as good in CC1 so there it is.
I love the fact the border is required to be touched here. I think that’s a subversion no one would expect from me.
The design process of this started with the bottom right, which is the Burning Gliders mechanism but more fair (shoutouts to Jeffrey) and it fit pretty perfectly there. The rest of level just slowly turned into a non-linear sort of level that’s divided into two sections.
I really like the sokobans here. The top one was actually originally designed for Fireball Tourism’s 5x5 room but didn’t mesh with what I made for those walls so I saved it and it worked here.
While it might be placed late for ones liking, the ball dodging section just synced so perfectly. I couldn’t not include it. Finally the tank section at the top… might be unfair with two blobs but one made it way too easy. It’s at the beginning at least.
Level named after the online interaction game that was shutdown early 2017. I never played it for myself but I knew what it consisted of and given the ice sections in the middle parts of the level and non-linearity of it all, it just worked.
For a level that had so few walls (excluding the border), ideas for this were pretty scarce. All I knew was that I wanted to use the enclosed section for the exit, that was pretty much it. Originally I went for a maze with bombs everywhere but that was too boring.
Then I somehow remembered I hadn’t yet made a full on force floor level so I decided to try that approach and well, it’s sort of legit. The aesthetic of east and west force floors lined up like this is one I don’t really recall seeing. Added bug clone machines as “walls” to make it a sort of heavy precision level.
Named after the final boss track in Crash Team Racing.
This level started off with the fireball manipulation in the upper left and then the starting point with the glider. From there, I saw a good way to fake out the real exit in the room above that, then just built from there.
I particularly enjoy the tank cloning limit and the bug section a lot. The socket area is probably the least interesting part of the level but I didn’t know what to put there that didn’t resort to a maze or a puzzle.
I saw the way the two center wall formations sort of lined up with each other and I wanted to use it to my advantage.
This… essentially became a Chip Controls ripoff which is funny because I initially wasn’t a fan of that level prior to CCLP4 inclusion.
That walker is lol.
100% inspired by Ryan’s Tele-Portable. I really enjoyed that level of his and for a while I even wanted to see it in CCLP4 but that never really took off because lol teleports.
Anyway I wanted to take the concept of it and use it for these walls. Disagree with me if you want, but I think it’s a great short challenging navigation level.
Thankfully I had the advantage of the path outside to work with here, otherwise this probably would have been either a sokoban or something.
Also chips everywhere like this is rarely done. Coming up a path for both a block and a glider but without losing the glider was tricky but I like the result.
I didn’t know what to do with all the walls here, so I swapped out the blue walls for water and threw ice everywhere else except the bridges themselves. Then blue buttons randomly spread everywhere else and a few progression type key collection bits soon followed.
The bottom right wall formation provided a cool little mechanism that requires keeping the tank alive, which is what led to this ultimately.
There are still some blind slides to death for which I would be sorry for. But the level isn’t all that long.
The overall shape of Shattered was an interesting one to work with. The level started with the sokoban at the start and I wanted to be unconventional and have solving it lead to killing a bunch of teeth. From there, the level slowly turned into a series of puzzles with a few teeth mixed in.
The room with the fire boot/nail used to require a sideswipe from the teeth but I wasn't sure if it was mean to include. Luckily a (hidden) gravel tile fixed it. The partial posting part also used to only require two blocks to be saved but I changed it to three once I realized you could do that.
Named after the level from the third hub in Spyro 3.
I turned a time crunch sokoban level into…. a different type of time crunch sokoban level. That was completely unintentional I swear.
I had the crazy idea of having duplicate sokobans but one of them be a practice run in for the real challenge - solving them before your chance to exit is gone! And well, let’s just accept the fact that I had nothing in mind with the actual walls here so I just used them for the mechanism, which I am proud of. I just wish I could have included ways for the player to check it out though.
It took a while to get a “time limit” I was satisfied with and thought was reasonable but maybe it's a bit too lenient? Either way, solving the practice section will reward you with... a rather recognizable number? Surely there is more to it...
The sokobans themselves are all original as well (my favorite is the 8 block one). The 2x10 sokoban was actually in an older version of Rolling Stones as the final challenge, just rotated 90 degrees!
Here is a good reminder to why walls of levels are a blast to make:
Twisted Chambers was more or less a linear block puzzle.
Tropical Hibiscus was a linear force floor/water level.
Dew Plea City was a linear cloning/trap level.
This being the fourth level made using these walls and it’s a NON-LINEAR tank level. You can do so many things with the same pattern and it’s just so much fun to see when it happens.
Now about the level, there’s sadly not much to say. The blue wall room was inspired by Dave’s Tank Collector and the glider/tank trap puzzle by GAP’s Taking Coins Out of a Bottle, since that concept had potential!
Another thing worth mentioning is I used these pretty quickly for making Tropical Hibiscus, but this was the 120th designed for the set. Completely unintentional because I knew I had to make something that stood out from the aforementioned levels.
The title references the Tank Game levels I made back in JoshL3. Thanks to mmorletta for the suggestion!
Tango (or Sparkman) for some reason mentioned wanting me or J.B. to make a level for our respective walls of sets that’s different in MS and Lynx on Discord. My immediate response was essentially no, because those kinds of levels while they can be interesting, I don’t really care to design them.
A few hours after that though, I started reconsidering the thought of maybe trying it out. I had been looking over Get A Clue for a while and several ideas I had for those walls didn’t work. And well... I figured if a level like that is going to be built, it should be open ended. Thus it was official.
I was careful with what to use for each room with each ruleset in mind. The top middle room was inspired by a puzzle GAP considered doing for a collab we were going to build but never did because it was a Lynx only idea. So this is probably a tad more difficult in Lynx because of that puzzle but oh well.
The title is something J.B. suggested for Magnetic Workout but it fit better here!
The big open space to the left and a confined walls to the right of Diabolical seemed like it was going to be tricky connecting the two. I went with a bomb themed level since I lacked one at this point of the set and the open area provided an opportunity for a way to create paths leading to chips via blowing up bombs, while the confined side allowed for a variety of ideas.
The yellow key puzzle and use of the fireball in the lower right are probably my favorite parts of this. Working with the teleports was also fun.
The “lol walker level” of this set. Vague Dream had such a small space that a crazy melee level just felt right to make here. I am to believe nothing else really wouldn’t have worked for these walls.
Time limit is short to enforce taking risks to complete. There used to be six walkers in the chip collecting part but I removed two walkers as a nerf, however, added an additional dodging phase to the exit to compensate for it since I did want this to be at least a little difficult. A further update was made to up the time limit from 45 to 55.
Some might disagree with my approach with this idea but oh well! This is what I wanted to make.
Here’s a level that I honestly didn’t expect to come up with an idea for as soon as I did (90th level designed for the set). I kept the original glider area since that’s probably the only memorable thing with the source level. I had zero ideas for the walls alone anyway.
I decided to replace all the fake blue walls with recessed walls to make it different and to create a sort of navigation challenge and along with that an abstinence challenge with red keys. The two outer areas of the original provided just barely enough space to make it happen.
It’s… a decent level. Just what else was there to do?
The 136th level designed and it absolutely had to be a fire themed level for obvious reasons.
There was some inspiration from Irradiated Radiator behind this. But for the most part, it’s just because force floors go really well with fire.
I like the flow of the level for the most part. Not too difficult not too easy, but you can challenge yourself to some precise force floor timing if you’re a daredevil.
A brief rundown on how the creation process went here:
1. Had no ideas for the walls by themselves.
2. Randomly remembered dirt and ice make a nice aesthetic.
3. Realized mudslides are a thing thus giving reason to go with aesthetic choice above.
4. Swapped out the force floors with ice and ice corners to improvise with the walls.
5. Added immobile blocks as makeshift walls and further boost the aesthetic, thus creating a maze.
6. Level done.
Overall, an ice maze I’m happy to have made with this configuration.
There were a few possibilities for these walls I considered but something warehouse related seemed to be the most appropriate to go with.
I kept in the block checkerboard from the original level just to spark an idea, which it did for the rest of the level via… more checkerboards.
Surprisingly, not much else to mention.
This is a level title that Tyler wanted to use for literal years (since it’s the name of an album by Sleater-Kinney) and I continually pestered him to make the level but he never had ideas for it. Then it happened. He finally gave up the title for me to use! Which was perfect because this set was lacking a dirt themed puzzle level.
I knew I wanted to use it for one of Tyler’s levels from CCLP3 just because inside references. At this point in the set, I had only two left from his - Coal Mine and Pushy. Coal Mine didn’t really click with what I had in mind due to its linear and awkward structure. Thus, Pushy was used!
I was pretty surprised I was able to include two (three?) different partial posts here. This is one of my favorites of the set and probably my favorite dirt themed level I’ve ever designed.
Originally, I had planned to use these walls for a bomb themed level, reaching the exit in the middle of the center room. Well.. that didn’t happen because I had no ideas for the rest of the rooms around it. So I just resorted to making an ice level instead.
Most the rooms reference some other level whether official or not. I think the only one that doesn’t is the upper left. And because of the non-restrictive order, I left it untimed.
Since I’m assuming the source level was named after the area in Europe (that’s a legit curiosity I have with it for what it’s worth), I decided to do the same for… well somewhere else.
This level is sort of based on a dream I had prior to designing it, with Chip exploring a water infested field with gravel pathways. That’s… pretty much it. (nice dream)
But that alone was boring! The upper zigzag part of Go Back to Start provided both a border and a cool partial post setup. Placing one use clone buttons for a block cloner provided use for the gravel paths and gliders to provide some engaging gameplay.
I debated on just ending the level after all the chips were collected, but I wanted to provide use for some of the blocks. So I threw trap buttons in to be held down with them as a final challenge.
Thanks to Tyler for the level title!
The upper right section provided several possibilities on what to do with it. I wish I could say that about the rest of it though.
These walls just felt very specific because almost everything I had in mind just didn’t work with them. So I just built whatever until I was somewhat happy with the result.
I do enjoy the central interaction with the paramecia. The bug used to be a blob but that was like, really really dumb. The blue wall maze ending is honestly extremely lackluster but I just wanted to call it day with this template.
Oh yeah, the part past the right green lock used to be completely different but was also dumb for reasons so I changed it during finalization.
I got hit with a completely random inspiration from Fake Wall Scramble and decided to make a level centered around fake blue walls.
Like Knossos, this level originally used Complex’s walls and while there was nothing with the original design, it… just wasn’t meant for those walls. So it was redesigned to Vulcan’s walls instead and it’s a blast to play I think.
I don’t think any one section is harder than the other except maybe the left but it might just be me. The path to the hint is an obvious reference. The blob is lol but good luck using that to clear a bomb.
This wall pattern has a ton of potential that I’m honestly surprised no one has tried to tap into.
These have been looked at as early as when the first level built for the project, but this was designed third to last. Reason being, I did not want to use this for something the set didn’t need.
I didn’t have a chipathon/teeth dodging level and the layout of the walls is obviously suited towards a city like layout. So I immediately thought of a “cops and robbers” scenario for the level and thus was born. Worth mentioning there used to be ten teeth and every chip required but that’s not fun.
This probably disappoints some of you but look at it this way - whatever you thought I’d make out of this, I highly encourage you to make it yourself! This is one set of walls I’d love to see someone else make a level out of.
I like CC level title puns and invisible wall sokobans.
No but really, I had a few ideas for these walls but all of them fell under one of two outcomes: I didn’t like how it turned out or it just didn’t work.
Yeah whatever this is a copout level. Next!
For a while, I didn’t know what to do with these walls but once I hit some ideas I just sort of filled the space. Nothing wrong with that I don’t believe but not something I liked doing for this project.
I do enjoy everything this level has, the toggle wall and fire/thief block guiding sections are my favorites. I’d like the force floor block puzzle more if it was more clever but I didn’t have space to make it as such. The ending with the block cloning I can see being debatable but there is a tank and a tank button to sort of help with that timing.
The very, very end I also see being debatable but with an extra blue key that isn’t even needed? I don’t think it is unfair. My only excuse for that room is I just wanted it to be a major expectation subversion.
These walls were interesting to use and pretty fun - it felt like I had just the right amount of space!
The crux of the level is past the socket (that fire boot/block puzzle!) but everything beforehand is pretty nice, more so that block room at the bottom than anything else.
I would have liked to have the player venture outside the main play area with red and yellow keys but felt that was a bit too excessive to include. I do enjoy the aesthetics quite a bit though, it’s a pretty combination.
This is a concept that dates back to the 2017/2018 Holiday Create competition (the one with the collab partner requirement). I had originally planned on joining and partake in a collab with Andrew Menzies, which he presented the concept of a random element (in this case, a blob) determining what boot you start the level with as a way of brainstorming an idea for a level.
Unfortunately certain things came up and prevented me from going through with the collab, however, it was still a really neat idea that I wanted to try and the Refraction section from Think Tank was a good way to attempt it. Thanks Andrew for inspiring the concept!
I think it’s really cool how it all works out and it didn’t take terribly long to design either.
I had another dream about a level like this one night and I don’t know why. But I had to make it a reality.
I went with these walls because I honestly didn’t know what else I was going to do with them. I figured since the source was a huge capstone level, turn it into a time crunch maze! Probably the lazy approach but hey whatever!
Time limit is the bold time of Nightmare, which just so happens to be Flareon’s number. :)
How was I going to use a level that demanded partial posting and make it different, was probably the biggest question I kept asking myself when looking at these walls.
The starting set-up with the tank and the room following it were designed first and I knew I wanted to keep those because it was cool. How to fill the biggest confined space of walls was the tricky part.
Ultimately, using the outside space became necessary with what I was going for. I like the level quite a bit, the subversion at the end is probably too clever but who knows.
The aesthetic is also pretty nice as well.
What an awkward wall configuration. I’ll be saying this about a lot of CCLP3’s walls.
I decided to go with a water/blob combo theme because those aren’t really done much. Overall, I’m happy with the way the level progresses and it’s not even a hard level since there is very little blob dodging.
The glider/blob room at the end is debatable but... yeah I have no excuse for it. :^)
I knew A Walk in the Park was going to be a challenging one to work with upon starting this project, so I held off on working with it at first till I got a good enough idea for its walls. The linear nature of them practically forced a linear level to be made.
I filled the entire level with gravel for initial aesthetic and then decided to use gliders and/or blocks as barriers as I saw fit.
The trap button puzzle is the best part of this level, I’m thrilled to have done it with the small space given.
A level built off of literally aesthetics for random force floors that were previously used from Nova Prospect (with the trapped pink balls) and Amid the Dissonance Storm from UC6 (with appearing walls). I tried to be as fair as possible with the appearing wall placements.
Aside from that, It’s just a collection level with some teleports mixed in. I didn’t feel like trying anything else with these walls because Jumble II’s wall pattern is bonkers.
Two Sets of Rules was an interesting set of walls. They’ve been walls I wanted to try using in the past but never really had any ideas for them before, since they seemed pretty specific.
Here, I felt like an ice themed level was the right approach, especially with the middle of the level that was for the teeth in the original, which pretty much demanded an ice slide.
The bottom “L” I made into a series of small sokobans since I wanted to try my hand at experimenting with making custom ones some more. The top “L” is somewhat lackluster post-socket space fillers due to the walls but the right side with the tanks and paramecia is pretty cool.
Prison Break was weird. There were some sections of this that I had ideas for whereas most the middle section I had to think of on the fly.
It turned out into an alright level I think, I like the way the little interactions between the rooms a lot. The outside space Prison Break didn’t use, I just made into an arbitrary chip collection thing that probably doesn’t need to be there.
Level name comes from an episode of the actual show, Prison Break since my youngest brother has been an avid fan of that show. Kind of fits the level since it’s a mix of themes.
Second to last designed. Like How to Get Around in Venice, this was another wall pattern that probably has a lot of potential that I already know I didn’t tap into much with this.
I unfortunately did not take advantage of that because I went with the All the Water meme/quote/whatever from Discord because it had to be done. I’m not sorry. Even if the level is kind of bleh, it’s a breather.
Also exiting in the “pi” room felt necessary for sort of obvious reasons.
A sort of sequel to the original level, but this time you go the opposite direction!
The idea behind this level was pretty much built off the way teeth are used to hold the trap buttons, except the ones at the end. It was kind of tricky in some places, mainly the section at the bottom took a few iterations to make right. The time limit was originally 652 to reference the Hunt chip count, but… the bold time of Grand Prix itself made for a better one!
Thanks to J.B. for the title, which comes from a board game apparently!
...a warehouse.
I initially made an Icelife inspired level out of these walls for two reasons - I didn’t think I had any other ideas for them and I had noticed a few of those kinds of levels being made and wanted to tag in.
Needless to say, that was a dumb idea of me to do so I deleted the level. Wasn’t even worth rejecting. Mistake acknowledged and moving on from it.
I looked at the walls again and just started putting blocks everywhere and it turned into this. I like the way blue walls and blocks look together and bombs adds more to it.
Elite was a linear level with an obvious linear structure with its walls, that literally nothing else would have worked that would have been remotely fun. Not to say these were specific to use, they just absolutely forced linearity.
A force floor precision level seemed appropriate for the walls and is at least sort of fun, I guess? I like the hint rewarding shortcut though.
EGD was a set of walls that struck out as one that had no idea how to tap but also has some potential. It practically demands being a linear level and I didn’t feel like designing another Illegal Rust Country sort of level with teleporting nonsense.
In its own way it is a variety (campaign?) level much like EGD so nothing isn’t that outstanding, except that (original) sokoban and maybe the teleport room (teleports and invisible walls isn’t seen that often). The fireball cloner on the right side used to be a blob cloner but that was silly in Lynx.
The title comes from a quote from a YouTuber playing a Mario Maker level, where he was stuck with a key but had no door to continue on. See J.B. I don’t just get level titles from you. :P
Sort of inspired by Construct-a-Sokoban but not really. The niches in the walls to the left of the level made me think of a nail set-up and with the big open room above, the rest followed from there.
Never made something quite like this before and this turned out okay. I originally had the player start next to the corridor with the socket nails but I wanted the player to see the location of the yellow key without requiring a restart.
Named after the first level of Pac-Man World.
Take the I Train’s walls was one of the first templates I looked at upon starting this project because they’ve always appealed to me as being pretty interesting. However, I knew they would be tough to use, which they indeed were.
Themes I considered going for here were cloning monsters, recessed walls, a water/socket aesthetic, and force floors. I didn’t feel the need to stick with one theme, so I kind of incorporated each of those in this and (admittedly) filled the space from there.
I like the way it plays out and really that’s all that matters. Even if it is on the longer side of things.
A late change to this was swapping the hint and exit with each other, mostly because the old requirement for exiting felt very, very rigid during playtesting. So it’s now for the hint instead.
A pun title that I’m surprised hasn’t been used before. Except it probably makes more sense in CC2 who knows.
The Aftermath, despite having a rather unique wall layout, took a really long time to hit on an idea for. The initial idea was an island level but that was super obvious and uninteresting to do. However, this still turned into just about what I had in mind for it - a mostly non-linear level with several secluded challenges.
I really like the sokoban in the NE a lot. If it hasn’t been obvious at this point, I really enjoyed making 2 tile wide/tall sokobans for this set. Probably too much… just a little. I don’t know.
The first thing I noticed with this level was the empty 2 tile wide corridor at the bottom and wanted to see if the entire level of Claustrophobia Road from JoshL6 would fit there just… because I was curious.
Well… it did! Which was hilarious and I wanted to keep it in. After making some modifications to not break the rest of the level of course. The rest of the level was just a matter of utilizing the rooms and the hallways, which was kinda strange. The sokoban at the top was fun to work out and the glider guiding on the left was as well.
The teeth and key/lock part was inspired by Interdependent Line from UC6.
The walls alone here didn’t really provide much to work with so I kept the bombs. I debated on keeping all the elements instead but… I don’t think that would have gone anywhere.
WIth the bombs, I felt like a monster guiding level fit right. Yes even though I detest single monster guiding levels that take up the whole map, I built one anyway oops. At least, it doesn’t have to go around the entire level.
This honestly took like 20 minutes to make, half of which was spend just filling the level with sockets. They are sockets because dirt is severely overused for monster guiding levels.
Named after a mission level in Splatoon even though I’ve never played the game myself.
I was messing with ideas until I hit on the force floor block puzzle, which fit pretty well in the starting area of Billiards. Threw blocks in random places and adjusted the force floor directions and placed traps on the right side to make it solvable.
The entire puzzle part is probably too big but the rest of the level is pretty short in theory… if you don’t lose track of where you are in the force floor maze.
See: level 21
Coal Mine is a solid example of a wall configuration that pretty much demanded another linear level be made, which was unfortunately the route I took when making this. Though you teleport in different areas so I guess that helps??
Anyway despite that, I really love how this turned out. The block puzzles with ice corners specifically are the highlight of this because they are super good.
Initially, I was going to have the three blocks at the start be used for bridging (blow up bombs) to the next room until I realized it was possible to extract the fireball out and use it instead. The sole reason I made that required - it’s legit.
Ice and water checkerboards aren’t that common surprisingly. It’s a really nice aesthetic but probably underused because they look similar in the MSCC tileset?? I never saw that as an issue myself but that’s besides the point.
It’s just a simple chip collection level built within the aesthetic and trapped teeth for additional aesthetic and to make navigating more interesting.
Let’s take a level where the only connections between all the rooms was the outside and instead block off the outside to make it complicated. Because that's smart.
This level proved to be quite the task to design but I’m very proud for pulling it off. I don’t believe there are any unfair parts to this either.
I like how the walker room from the original is also a walker room here. That was completely unintentional.
The walls here were pretty interesting to use, especially with the exit corridor from the source. I thought of an idea on bridging to a trapped monster and releasing it for another purpose, in this case a tooth monster to a bomb.
The rest of the rooms were crafted as such to make it sort of puzzling. I like the way the bottom block extraction with the trap works as well as the toggle button mechanism. I also originally had every chip required but I cut it down just to make the ending less time consuming.
During finalizing the set, I eliminated the need to even go out to collect the chips by just putting the exit where you start. I kept the chip count just because.
Named after a location in a Pokemon hack I played.
The title was generated off an app on my phone. Yeah there is one.
It gave me an idea to make a tank level referencing other tank related levels in CC’s history (mostly from the official sets). Try to name all them!
I had fun making this and how it all came together. The hint placement was inspired by a mechanism done in Zane’s Dead Ends in ZK4 but I realized this mostly only works in MS oops.
I’ve been wanting to make a maze with the aesthetic of pink balls on thieves for a while since seeing it in Jeffrey’s Fahrenheit Frenzy. And with Possible’s walls, the opportunity was there!
Probably annoying to hear that thief noise constantly but the mute button exists for a reason.
Named after element 118 solely because this just happened to be the 118th level designed for the set. That was… completely unintentional.
The original idea for this was to make a maze out of the open space the source level had, however, I couldn’t think of a good maze idea/aesthetic that hasn’t been done a lot already.
So I ditched the maze approach and kept the chips in. I lingered on about whether to keep them or replace them with a different tile, until it hit me! The level 256 glitch from Pac-Man was a thing and I couldn’t pass up referencing it.
I love it way more than I probably should but it’s so legit!
As open as the source level was, I had no idea how to use the open space into a new level that didn’t fall into a level genre I didn’t want to build for it, like monster manipulation or a maze.
Instead, I used empty clone machines (because that aesthetic) to create individual rooms and turned the level into a linear series of block puzzles, all of which I’m very proud of, especially that (custom!) sokoban at the start. The top right room was something I thought would be interesting to try.
The waste of space room and sardine can room went through many iterations, the sardine can more so. It was actually released as unsolvable… twice.
I took a huge itemswapper and turned it into a series of gauntlets of dodging monsters. I mean… what else could I have done?
And the fact you can even completely bypass one of the corridors is legit. It took a while to execute that option. I recommend skipping the last corridor because that fireball/walker room is silly.
Waste of Space wasn’t going to be easy to work with. Despite having all the outside area, I chose not to work with it because I felt that’d be a cheap way out with the design.
I went with two 2 tile wide sokobans but this time with teleports thrown in to make it challenging. The left one is the hardest one to solve but I’m fascinated by the fact it even works.
Mistakes was definitely one of the more interesting sets of walls to use. I feel like a lot of these ideas just happened to work out upon designing.
Manipulating fireballs to bombs kind of became the theme for the first third. The second third is entirely on the outside with the aesthetics and navigating through them and even pushing blocks through them because that concept! The final third basically combines the first two to get to the exit and basically explains the purpose of the teleport seen at the beginning.
The trap button part I should admit might be too much but I love the fact you can do that so it’s part of the level.
The central area of these walls basically screamed for a “pick a theme and stick with it” level and I hadn’t made one in a while. I thought it’d be a neat and fun idea to have the center area be a bomb room and pass through it to get to each of the other rooms in different ways.
This is one of my favorites for sure. The teleport room is the true last puzzle of the level because I didn’t want to go too far with them. I also love the subversion of the ending a lot.
There aren’t a lot of key puzzle levels and I felt like building one after establishing the lock/clone machine aesthetic for the outside of the level. I wasn’t super sure about what else to do with these walls. I’m pretty happy with how it turned out.
The wall formation in the bottom right always looked like the lock tile to me as well.
And to answer Tango’s question; Yes I do love making key levels they are fun. Level named after a location in Pokemon XD: Gale of Darkness.
I don’t make these sorts of levels that often, mostly because players are more than likely to rely on spam cloning which in turn makes these levels pointless, in my opinion.
Well… you can’t do that here thanks to the mechanism I included to prevent that! Of course this makes it a pretty tedious level but meh. I don’t believe there is anything wrong with a little tedium in level design and I wasn’t planning on this being a favorite for anyone anyway.
I’ve stared at The Haunted House’s walls for long time during the construction of the set because so many things could be done with the walls, since they make up the house and nothing else.
Originally, I had a tornado sort of idea in mind, where the outside of the house is teleports and gliders going through them nonstop but that proved to be impossible so that had to be scrapped. Filling it with water seemed like a cop out so that wasn’t an option. Then it hit me - set it on fire!
I really like this level all things considered. The fireball path for the trap buttons is easily my favorite section of this.
Shoutouts to Tango/Sparkman/whatever you want to be called for the level title, even though I wasn’t the biggest fan of it at first, it quickly grew on me. I’m pretty sure it refers to the immediate responses a preview of this got, which was a bunch of “Wow” messages from Bouncycles.
Anyway, Spiral was one of those levels I knew had tons of potential but was stuck on what to do with them for a really long time.
I decided to take a block heavy route with them since the original hardly used blocks and was going for a typical warehouse styled level but at the end, it turned into a sort of combo of World of a Thousand Flames/Drops of Jupiter level, which is pretty awesome.
The formed rooms and scattered wall tiles within most of said rooms practically asked for a melee level to be made. I don’t make those that often.
Teeth and walkers combined make a very interesting dodging challenge and surprisingly, the teeth are more problematic than I expected. The starting room had two of each monster and the last room had five of each initially. Also, there used to not be safe spots.
Even after the initial release, the far right room had to be further nerfed! Yeah, how’s that for difficulty?
At some point, I placed pop-up walls in the lower right but.. way before I designed this. So I have no clue what the original plan was for this…but that led to a pretty interesting idea - a very minimalist chips under blocks puzzle and added dirt to the mix to make it more difficult to crack.
I wanted something that took a little bit more effort to solve so this is a tad on the rigid side.
This honestly took a lot of tries to solve myself but no tweaks were made whatsoever to make it easier. Everything you see here, is how it was first designed! Except the exit used to be under a block at the end but I removed that entirely.
I initially had an ice level in mind for this since all that open space! But I went with force floors because I felt like having them would be better.
I decided to throw in the sokobans in here to make the level a bit more interesting… then I realized I could totally have a block be taken around on the force floor slides to complete one of them, so I included that. Though that was hard to make reasonable.
Named after a location in Pokemon Platinum.
Making the fireball trap button section seen in Backdraft made me realize that that is actually a good concept that no one really does no more. And I’d been eyeballing Slide Show and decided to take advantage of the open rooms to make some clever block set ups for guiding a monster across trap buttons, in this case gliders because gliders. The bottom puzzle is legit.
The most annoying bit is the room at the start especially with the traps but I included a teleport to shortcut back, which wasn’t easy to include.
The hint room originally used to be a fire/force floor room but it didn’t mesh well. Buttons everywhere is an underused aesthetic anyway, I wish I used it more for the set.
The only walls of Who’s Left? kind of provided a way to use them for constant cloning, which thanks to that the level became an insane teeth cloning melee level. It’s been a while since one like that has been made I think.
Originally, I had all the chips be required but that’s ridiculous, especially in Lynx.
For the sake of this project, I had to use the CCLP3 logo in a level somewhere. I thought it’d be a really neat idea to see it in a level! I chose Beat the Heat because there was plenty of space for it.
As for the rest of the level, they all showcase level genres that CCLP3 has been notorious for - monster manipulation, optimization, cloner’s mazes, monster guiding, and when in doubt, don’t take a boot. The beginning is meant to show the difference in rulesets with yellow keys, since CCLP3 had Two Sets of Rules.
This is suppose to be a kindhearted jab to CCLP3 itself, however, the level is still pretty fun I think. The pieguy symbol made up of RFFs though… that’s a harsh jab.
This is a very strange level 2 for the level order. I’ve saved these walls deliberately throughout the course of this project because they had strong potential to be used for a medley level of sorts.
Each room is a snippet of a level in CCLP3 itself and unlike medley levels I’ve made in the past, this one has no edits whatsoever to each of the squares, with the exception of the one in the top left due to its layout but it still works the same. The tiles connecting each of the rooms don’t count as part of the referred levels either.
All in all, this took roughly 6-7 hours to build and I’m pretty satisfied with the result. Also was appropriately but unintentionally the 100th level designed for the set!
The WoCCLP3 medley level! Directly inspired by On Display in WoCCLP4, except the wall pattern forces linearity, which I think is fine. It makes it different.
Can you name all the levels represented here? The toggle wall/fireball room, I will say isn’t an obvious reference.
Named after a song by Staind because I didn’t know what else to name it. It’s… a pretty fitting song I think.
I didn’t have any ideas for these walls but I did for the center area, which I primarily used here.
Guiding a bug with a tooth monster is probably one of the most convoluted and unusual ideas I've ever gone with but wanted to see if it could be done.
I must admit the solution to this is probably too much on the rigid side but I adore how it works so I decided to keep it, even if most will hate it. I did record the solution in both rulesets that I’ll probably make public if enough people are stumped by it.
I kind of realized it’s sort of like We’ll Be Right Back so I named it as if this were the (lame) sequel it didn’t need.
After playing Sandshaker in my WoCCLP4 LP and reading Jeffrey’s comment there being potential for the concept to be slightly larger. The fact I still had Window Shopping untouched at this point of the set… I decided to take up that “challenge” and try it here!
This took roughly 6 hours to complete - in both creating and playtesting. Considering I went the maze approach with this concept before and didn’t here, I’m very happy with how it turned out!
It’s a very odd 147 choice compared to most other typical 147 choices but I like the different approach to it.
So this level has some backstory to it.
My initial idea for this was to reverse mirror the actual walls but as blue walls and build from there but I realized that sort of tied into what Jeffrey did with these walls in his pieguy tribute level (yeah I’m calling it that). So I scrapped it.
Then I randomly hit on this silly idea of a teleport/chip checkerboard for the entire right half of the level, which establishing a socket nail made it interesting. But… after heavy consideration and some feedback from some on Discord, I rejected it and downscaled the concept by quite a bit which was for the better. The upscaled version is in my rejects set though if you wish to play it.
As for the walls themselves, I had no ideas for them and since the level is pretty much just for the teleport concept, I just replaced all the tiles in the original with something - recessed walls to trapped monsters, all force floors to random force floors, ice to water, and the original teleport to the hint!
I’ve been waiting for the day to use this as a level title and what better way than to use it for the final level of the difficulty order in WoCCLP3?
I had several ideas on what I wanted to do for this last level but didn’t know what walls to use. I knew I wanted to use a level that took up the whole map for, well obvious reasons. But I also wanted some pretty diverse walls to establish some confinement for the contents of the level… and looking at The Ghosts at the Massingham Mansion seemed like the perfect choice what I wanted to build for this.
Nearly every puzzle can be done in whatever order you choose, though there are some bits you have to do first still, like the bomb at the start or the fireball in the northeast. The block/thief room was a direct inspiration from the one in Polarity Isle in WoCCLP4 and the nail puzzle from Mysterious Geoglyph earlier in the set.
I’m overall very happy with this level and its difficulty too. It’s nice to have a last level that isn’t a signature trademark for once. :P
The level title here - it’s the name of Linkin Park song, which does a pretty good job at describing how I feel with this set.
Not even going to say I’m done with CC1 design because I’m far from done. There’s still some exploring to do with this part of the game!