I'd never really made a level like Andrew's Courage before, so I did. Molecule was a funny way to do it, playing off of alcohol's chemical formula, and it worked well for an open level.
The low time limit makes you play the way it's more fun- just running for it!
So this was actually the very first level I built for this set, before WoCCLP4 was the plan! I wanted to make a level where the outside was "open" and settled on force floors outside, and the theming and puzzles followed from there. The thief room is the highlight.
Simple blue wall maze with a chip vault. I'd already used these twice and there wasn't much to be done.
I designed this, C2H6O and the next level all in a row- I noticed I didn't have very many melee or dodging levels in the set, so I built a bunch in the simpler walls. This did kind of raise the overall difficulty of the set (less easy levels) but I think it's for the better.
Hi Rock.
Actually you would have left 3 teeth in that last room, wouldn't you.
And less pattern.
But that starting room!
For such an early level, Proving Grounds proved very difficult to work with. I had a false start with this concept (essentially a difficult remix) months before I actually built it and worked out the way to make the start. Hopefully the walkers aren't too mean...
This was also, incidentally, the 6th to last level I designed. I went in order for the last 6 that I hadn't done yet, which also included Scatterbrained, Technopathic, RtA(C)D, JGS, and Gimmick Isle.
Fun little fire themed dodging level.
I liked working with this.
Obligatory walker level. I'm not sure I've ever really built a Jumping Swarm ripoff before, but here it is- I think it's pretty fun to play and reasonable, but I could be wrong.
Walls from Pinball, name references pinball. What's not to like?
...
Oh right it's an oversized monster manipulation puzzle. I do wish I could have required the bigger puzzle in the second phase of the upper room (sockets only), though. If this ever gets a CC2 port, every green lock is getting a chip.
For best results, play in the MSCC tileset.
This is "just" an aestheticly minded maze level. Nothing wrong with those, but nothing special either.
This sort of confusing teleport maze has been done before (False Cavern) but seemed to be the perfect way to fill up Keyboard Malfunction.
The original mapless playtest of it (when I didn't even know if paths existed) took a very long time and I recognized that it would be annoying, so the hints became actual hints.
Name from level 30 of Crash 3.
So this is what happens if you make a variety level themed around an aesthetic combination and then permutate it through the entire level. I especially like the intersection in the fire/water room and the mutations at the end.
Take your choice, a monster manipulation puzzle x2 with a little dodging or a keyswapping puzzle + sokoban + a little maze.
That key puzzle is genius, and I'm surprised how well everything fits in these walls. Both manipulation puzzles are doable on 1 block!
Probably the second hardest melee level I've ever made. There are 2 extra chips, but good luck with that.
The blob/teleport room received a nerf from its original form with the thin walls.
Just a fun Oversea Delivery style level with some teeth guarding keys.
Cloning and direction puzzle using the layout of Reservoir Frogs as a starting point. It's possible without the flippers, but it's far more enjoyable with them.
Alright, so this was one of the first levels I built in the set as well, because that central hallway seemed like it would be a challenge. The ball/trap mechanism followed, and I decided that remote button triggers (yay teeth) would work well. The puzzle on the left followed from the flippers at the start, and the theme followed from there.
I don't make enough toggle wall levels, so here's a toggle wall level with 3 parts I'm really proud of and a little bit of filler.
No points for guessing what's what, other than that partial post is legit.
Name ganked from Sonic Adventure 2. And yes, Josh, it's Prison Lane- the Hall level is Security Hall :P
The level on its own isn't too interesting.
But try getting to that hint- now that's an interesting challenge.
I found it interesting how a checkerboard pattern affects monster manipulation, and made a level around it. The chip cages were almost forced, given the nature of the original level here.
If you looked ahead, you'll notice there are 4 "Garden of the ___" levels in the set. Well, this one came first but was named that third, if that makes sense. The spacing on the rooms here lent itself to force floor rings very nicely, and a layered itemswapper with a few puzzles was perfect.
Hmm, that's another fireball cloning level in quick succession. I hadn't even realized.
Oh right the contents of this level and designer thoughts and umm this is hard
This was the first level I built the "one push block turnaround" mechanism in, and it fit perfectly. I hope the bug room isn't too mean...
Itemswapper. Moving on.
And now, the obligatory blue colored level- there's nothing all that special here honestly, other than maybe the partial post and the paramecium room.
I still think it's a fun level.
Oh, Difficulty Switch, how I wanted to use these walls for so long but never had any idea what to do for literal months. Eventually I just started putting water down at the bottom and built a level around that, and I think it turned out really nice, especially with the nail construction and the tanks.
Make sure to check out the hint text, too.
Another teleport maze, this time with chip collection and a romp through the substance at the end. As mentioned on CCZone, this was another of the first levels I built for the set, mostly to see if it would work at all.
Another of the first I built, but this time it was because I had the idea and wanted to build it. Originally the time limit was 750, but then I played it and found the level went by much faster than I thought it would.
Wow, another of the first I built, and a pun to boot. Iiiiiit's an ice maze that has some genuinely tricky navigational moments, I think.
That's a long word in the title.
Oh right, the level, again, right, right.
The top left room is maybe a little mean, but the hint sends you there first. The bottom right sardine can is something I'm very proud of. The maze used to be a blue wall maze with the same pattern but that didn't mesh.
I like the opening puzzle- Hoodwinked lent itself very nicely to that sort of iterated construction. The rest of the level is almost just... there, but the theming of fireball cloning made for some solid cohesion with the remainder.
That puzzle around the teleport <3
Around halfway through building the set, I realized I needed a tank level. So I made a level based around a few of the less often seen tank concepts- tanks on ice, teleporting tanks, tank maze, cloned tanks to deflect, and the bottom section.
I really like that bottom section. You have to think about how tanks actually work in the ruleset you're playing.
Tool Shed was another level that I knew held a lot of promise but couldn't figure out what I wanted to do with- the original attempt was a blob level.
And then I hit on the key/lock/bomb pattern in the top right + the blocksliding at the bottom, and the level fell into place from there.
It's not guesswork, the hints are actual hints. Again.
I believe you can loop around the structure in both directions and solve the level, but I usually go clockwise.
The second garden level made and the one that set off the naming theme. I decided to be a little artsy in the corners (without sacrificing gameplay) and have a single fireball stream circling the level. Then I realized I could make some intersections and a fun collection level was born.
Named after Yuka Kazami's residence in the Touhou series.
Named after a Spyro 2 level.
I'll be typing that a lot.
One Who Raids Tombs practically demanded this sort of outside area flood fill, and from there I just built the level. Really not much to say here.
It can be difficult to make a good cloning level. It's even more difficult to make a good cloning level with variety. I think I succeeded- the core being the fireballs, bugs and blocks, but the level as a whole works very well.
I was mindful to be distinct from Twisted Chambers and Tropical Hibiscus, here.
Oh, and if you're wondering why the funny name: try saying it three times fast.
The thought process for this level went as follows:
1. Detonation Station has no walls lol
2. Wait that means I should leave the bombs
3. How the heck am I going to make something interesting there
4. I mean, blocks work, but that's the original...
5. Wait, monsters blow up bombs too, but there's nowhere to put them
6. Oh wait traps work, is there room?
7. Yes there is, but I'm out of connections
8. CLONE MACHINE
In the Walls of Gravel Castle, remixed and rearranged with a new section at the end because I filled all my space early.
The first garden level made. I don't recall exactly what brought this on, I just wanted to make something simple where you walked around and picked up chips.
So I did.
Ghetto Piranha has so few walls that building anything was going to be a challenge. I'm not quite sure how I thought of this, but it works. Originally I tried to fit 6 gliders, but those didn't all fit.
Appearing walls and force floors are actually a super fun combination, who would have thought?
Designing the top half took a very long time with the design restriction I placed on myself, but I'm pleased with the end result. I feel safe saying this is a bold I'll never get.
The first case of a level where I played loose with "walls of". In this case I think it's justified to create something new and fun, because otherwise it'd be a boring hallway maze on the outside of an interesting (?) puzzle. The regular walls were left alone.
Blobfield's blocks everywhere proved a challenge- should I erase them and in turn erase the identity? Should I replace them and warp the identity? Or should I work with them and make something new.
Originally I went with option 1, but then realized a walls of level with a 30x30 empty space is uninteresting. So I placed down some tetris traps and made a level about getting through the blocks.
100% inspired by that one loop that wasn't in Monster Lab, Eddy why.
The rest of the level followed from that original idea and trying to make as many unique challenges within that timed toggle press mechanic as I could. I think it worked out pretty well!
How often do you get to see luck used as such a core idea in a level? Not very often at all. The walker section originally required a 1/16, but that was stupid.
Like, really stupid.
Using the blocks that were part of the aesthetic as part of the puzzle <3
Short and simple variety level, exactly what it was meant to be.
Originally named Sadistic Impulses.
This level got nerfed.
Several times.
Yes, THIS level got nerfed.
The glider section backtrack was originally longer. The 3x4 walker room had the red lock and thief swapped. The teeth room was originally more rigid. There were 3 blobs in the end room.
This level does not play. Play at your own risk.
Named after Sariel's boss theme from Touhou 1, Highly Responsive to Prayers.
I'm... not sure I've ever seen a level that has empty traps everywhere outside the play area?
Anyway, this level comes down to 3 puzzles: the top extraction, the top right sokoban, and the right fire boot puzzle. I can't pick a favorite, honestly.
Huh. I liked hidden walls for this set, didn't I?
Color quadrants are a commonly done theme, but does that make it a bad one or an uninteresting one? I don't think so. It worked out nicely here with some simple challenges.
I built... a block level inside a block level. It had to happen eventually, didn't it.
I'm not sure having 2 spare blocks in the final puzzle is the correct design decision, but it's the correct aesthetics decision, and I think the leniency will be appreciated at that stage.
Short and sweet block shuffling level. I wish I could have done a little more with that core idea of the river in the middle, but the walls just didn't allow for more and the level is pretty fun.
Partial posts. That's all you really need, right? Some partial posts?
No?
Then what do you need, that chip in the chaotic room? Good luck with that one.
Yep, I definitely loved working with hidden walls here. Surprisingly, it's impossible to get stuck in the outer area- any step either sends you forward or allows the only move of going back, in turn allowing only moving forward. I found that to be a really neat interaction and used it as the theme for the rest of the level.
It would also seem I liked ball patterns.
Teeth passing through toggle walls only on *some* moves created a feeling of uncertainty- very tough to predict. Originally there were 3 teeth but that was actually significantly more difficult.
I hadn't made a Xenocide level.
I made a Xenocide level.
This was also the only level I altered first after the Lynx playtest (lower right room) to make it be quicker, and then again during the MS playtest. (same room, because the original change rendered MS unsolvable!)
Another teleport navigation puzzle, on a smaller scale.
This is hands down one of my favorite levels in the set, which is funny because I actually made a lot more fire levels than I usually do and I'm usually not a huge fan of those.
The combination with force floors is quite striking and the puzzles and areas just flow nicely. The original version of the starting area was later repurposed into Tactical Instinct, way, way, way later.
I could talk about the level and how it mixes mazes with pre-planned dodging, but I won't.
I could talk about the primarily blue aesthetic choices I made, but I won't.
Instead, I put an ice block in the level. Yeah. That's a thing. Sue me if you disagree, but I think it's legit.
Simple cloning puzzle that's very lenient due to blocks, but I like that.
PDV had a lot of hallways you slide on, and trying to figure out a way to repurpose those just didn't seem viable. So rather than repurpose, I rearranged the slides so that there were 2 loops that both had to be used to complete the puzzles within. Getting around can be a little tricky!
Aside from the opening teeth cloning mechanism... this honestly feels kind of bland. I ripped off Duplex in the upper section in an interesting enough way, but the level as a whole just kind of exists.
Duplex, if Duplex was a linear campaign level. It was fun coming up with different ways to block and get around access to rooms, and I don't think anything in here is unfair, either.
Another variety level on the easier side of things. Honestly, I built this level because I realized I didn't actually have many variety levels in the set, and Anaconda just seemed absolutely perfect for the job.
Remote teeth triggering, part I don't know.
Tank cloning limiting other cloning, part I don't know.
Monster paths crossing, part I really don't know.
Blobs!
The final garden level, but one I knew I wanted to make. It's also the second case where I played loose with "walls of"- every teleport in the original is now a walker cloner, and every ice tile is still an ice tile.
I actually wanted to make a campaign level here, but I couldn't think of any good ways to use the ice, so it became an involved maze with a little block pushing.
So while watching Josh play JoshL2, he mentioned that blocks on blue walls were underused. I had been eyeing up Ball in an Awkward Place for a while as a layout that had a lot of potential that I was unsure how to tap, and that moment clicked.
I'm really, really happy with the entire top half and the way to exit. The bottom half is less interesting, I think, but it works pretty well overall. Another easy favorite.
Oh, and the title is borrowed from a Mario Kart Wii battle arena.
CCLP4 Medley, using:
1. Monorail, as a connecting theme. Those 3 tile hallways worked absolutely perfect here, even with some needed slide delay.
2. Encased in Carbonite, with the 4x4 rooms. I'm surprised this fit well.
3. Ice Cavern, with the upper section.
4. Antidisruptive Caves, in the top right. I love this puzzle. I'm so glad I made it fit.
5. Clay Tunnel. I have a new appreciation for what Josh did.
6. Shemozzle
7. One Who Raids Tombs
8. TNCBFN. I made sure that the ticking can stop.
9. Block Parking
Puuf has such a weird wall layout, due to using blocks for half of the walls. I didn't think the with blocks version could be used for anything but Ruben proved me wrong in the create competition.
That said, I knew immediately I wanted to use yellow locks to gate access, but it took quite a while longer to hit on green locks to help separate. Once I did, though, the aesthetic theme of the entire level fell into place and it's fantastic, another standout.
The best blob level I've ever made.
Possibly the best blob level ever, even though it lifts concepts from other blob levels.
Fight me.
Another level based around teeth manipulation, but this time with a small twist. I don't know, this idea seemed interesting and the level is probably pretty fun to play out?
Level name from Reimu's theme in Touhou 9, PoFV. Spring Lane ~ Colorful Path.
The original name was the second part of the song title, but then I decided to have the hint allude to that.
Anyway, these walls took forever to hit on an idea for, but the force floor/teleport interaction was the starting point. From there? Elemental quadrants and a final victory lap.
This was designed 5th to last.
You've already seen levels like Gears and other ways to mesh with monsters, but have you ever reeaallllly had to stay with them?
It's not too hard to keep focus, but also not too hard to slip up.
Name is a tweak of Sakuya's theme from PoFV, Flowering Night.
Eh, it's an itemswapper.
The third case of playing loose with the walls. I replaced every single block and recessed wall in the original level with a blue wall and called it a day. The "t" area is a little off, I think, but I couldn't think of a better way to fill it than force floors.
All the water remained. Everything else was gutted, and from that I built a brand new dual-layered maze. Aquatic Ruins was always going to be a hard one to rework but I think this was the best way to do it.
Name from the second hub area of Spyro: A Hero's Tail.
The fourth place where I played loose with walls. Spring's thin walls really, really, really didn't allow for much creativity in CC1, so... I replaced them with blue walls and/or ice, as appropriate.
This is my magnum opus.
No, seriously. I can't see myself ever topping this design. It is 100% the best thing I've ever designed for any game, ever.
For further thoughts, read this pastebin.
https://pastebin.com/bmudQ47U
Josh mentioned something about joyrides.
I hadn't made one in a while, so I made a level based around them. The left side of the level is by far the strongest part, with the FF/ice mix being interesting and the final difficult joyride allowing for as many failures as it takes.
That top left puzzle is legit and no one will ever tell me otherwise.
The rest of the puzzles aren't bad, they just aren't as good.
Similar to Blobfield, what in the world was I to do with Frozen Over?
Why not melt the ice, hide some keys, give an actually useful hint, and name the level after the Blink section in the section hub of Spyro: A Hero's Tail.
Yeah I have a lot of Spyro names in here.
Forsythia done differently.
I actually really like how the disparate elements here still feel cohesive and yet distinct.
The one thing Nectar Meadow lacked, in my opinion, was a longer phase 2. There was a chance to do what I did with it and give a green key late, but not at the end of the level, that would allow repurposing of older areas.
Well, Josh didn't do it so I did. It's not as good as its source, but Nectar Meadow is legitimately one of the most fun levels to play and I went with a heavy block theme.
Besides, it's different, it's interesting, that's what matters.
Name from Ape Escape, because after Frosty Retreat, Hot Springs, Smowy Mammoth, and Snowball Mountain, I ran out of ice names to use.
I'd already used Cyprus (shoutouts to Josh, again) for UC6, but the teeth trick had some serious potential to make something interesting here.
So I did.
And a sokoban you undo after doing it.
Maze, maze, maze, maze.
The ice maze was originally a boring checkerboard pattern, but then I had the corners only idea and completely overhauled the section.
Heh, Empty Hallways is a level, and here I went the other way and filled all of the hallways.
Originally the block pushing section required all four blocks and not just three, but after I cooked the level by accident I had to change that.
By this point it should be obvious I liked dodging back and forth between 2 "lanes" of monsters a bit too much.
Alternate title: Left Hand Rule
This is one of the funniest levels to me.
I used the walls from Wretched Hive to make Trading Post.
I used the walls from The Legendary Block to make Wretched Hive.
I made The Legendary Block by adapting a level from a game I made for a class project.
And so, we have a block level, a monster level, and an itemswapping level all in the same walls. This is a perfect example of why walls of levels are interesting: you can do so many things with the same layout.
How to Retune Your Harp always stood as one of the biggest obstacles to this project- its very design seemed to run counter to being reused. So what did it actually have?
A big empty room and a lot of hallways. Could I use that?
Obviously, the answer is yes- I did use that for a boot collecting level. It might go on a bit long, but I think this sort of room is underused. It's just a shame CC2 has boot dropping to all but kill this concept... though it does allow new ones.
That's a discussion for later.
These walls had been used three times for linear levels.
No more.
Instead, have a ball themed level with TWO paths! You can pick left or right first! It's exciting! (I recommend left first it's the harder path)
Name taken from a level in the second hub of Spyro 2.
Dirt outside the entire level has been done, but rarely with the ability to explore it. Of course, Josh released Blinker Chasm in that timeframe which basically does the same thing on a grander scale with sockets...
But I like the relative simplicity here- it lets the small puzzles shine with a nice twist ending.
Remember how I didn't like Golgi Apparatus?
I still don't.
But the concept had potential and I used it here.
I like all the misdirection involved in this level, how it seems to be setting up for one thing and then isn't.
Name taken from... Spyro 2.
Since there are 8 of each target in a speedway, it's only fitting that there are 8 chips and 8 yellow keys.
Named after a type of cheese.
...
...
I'm dead serious. If you knew anything about the Jessi.dat releases, they all had ridiculous filenames often involving a type of cheese. This resulted in looking up obscure types of cheese, and this is a thing. Of course, it turned out to be a solid level title that inspired a level, a rarity for me.
I previewed the ending puzzle here, because I thought it might be a little mean. Thankfully, it wasn't. I'm really happy with the top left puzzle here.
Name is a reference to BattleBlock Theater.
I changed the red lock section to make it stricter after the MS playtest because I noticed an easy way I could do it.
Name from a Spyro 1 level.
Teeth sokobans are really interesting from a solving perspective, I find.
SPEAKING OF SOKOBANS
Obvious reference is obvious.
Obvious uninspired level is obvious.
I mean, I could have tried to make a variety level here, but that doesn't seem all that interesting and I wanted to make a maze.
The Key Issue, if it was themed around buttons instead.
That tank section looks meaner than it actually is but is also harder than it looks when playing, it's surprising.
Name taken from a level from Frogger: He's Back.
I'm very happy with the overall inspiration here, where Malachite looked like it could be used for this sort of sliding down thing, so I built a level around it. The weird directions around the teleports prevent any silly busts, and I'm pretty sure there's no way to headbanger this either.
Level name taken from yet another Spyro 2 level.
Dual was weird to work with.
So what do you do when you have a level that has very, very few walls? Make a maze out of it!
I love the aesthetic of this maze.
Less so this maze, but I think it's a neat invisible wall level.
Alright. So here we have the other medley level of the set, which is a medley of this set itself. See if you can tell which 16 levels are being referenced here!
This is another favorite- it's just fun to play.
The clone button room in the top right is A+ and I wouldn't have thought of it without the wall layout.
The rest of the level is almost spacefilling, in a way, but I love the way it all plays out with passing through blocks.
I really didn't want to turn Shemozzle into a linear level that walked through the rooms in the same order, and the walls necessitated teleports.
As a result, I made this back and forth level.
Key itemswapper = key itemswapper but probably easier. What else could I do?
I bounced around the idea of wandering around the 4 outside areas to lure teeth around to buttons, but... that just didn't seem either fun or workable.
Legit favorite level here, another of the best. Mostly because Water Bottle has a working space of about 100 tiles and I made something both slightly involved and interesting.
This concept is still a good one but very, very hard to do well.
Speaking of things that were hard to do well, this was a collaboration between my fianceé (Jessi, aka ElaineSpencer, aka the mastermind behind Jessi.dat and The Return of Jessi.dat, and the upcoming The Revenge of Jessi.dat) and myself for James Holiday 2017 Create Competition.
The green locks were fun to work with and around, inspiring half of the ideas I put down. The other half were inspired by the holiday theme- spirits = ghosts = gliders, and holiday = red and green = red locks = more accessing.
Converge is a neat level that uses hallways about as well as possible.
But let's talk a bit more about Holiday Spirits, shall we? It placed third in the Holiday Create (out of four) because it was just your average very good modern era CC1 level and didn't really use random elements well. Andrew and chipster totally deserved the win, though I didn't find the other winner very interesting, personally.
So you know everything I've said about Repugnant Nonsense?
It applies here too. Yep, I made a level that falls into all the traps that I got annoyed by, because the walls practically demanded it. The best I can say for this is at least there's a single theme (fire, usually with boots) but will respect that others may really enjoy this.
Oh, and level name taken from the first hub of Spyro 3.
Overlap had almost no potential that I could see, but this sort of pathing taps it well. Not a terribly hard level, but somewhat interesting anyway.
The obligatory chips under blocks level, with a title borrowed from Tetris Plus.
I'm really happy with all the constructions I built into this- using locks, traps, recessed walls and thieves to really make you think about ordering and where blocks need to be moved.
Title mostly taken from a Crash Bandicoot 1 level, Fumbling in the Dark.
Greenian Motion had a lot of recessed walls. The best way to use them? A giant Clay Tunnel- this took quite a few iterations to make interesting and non-trivial but also solvable and fair.
This is one of my favorite easy levels- especially the aesthetic gameplay combo of the bottom room. Optimizing this in MS is also ridiculously fun, again due to that bottom room.
The starting point for this level was that I hadn't made a level with ice as the entire outside area in a while, so I did. That kind of expanded to have the entire level be ice themed, and steal boots a few times. Strandquist was a weird one and I think this utilizes the walls as well as I can.
Originally designed to be a level one before realizing I had a better idea.
Walls of CCLP4 didn't have sockets everywhere yet, so I knew I wanted to make that a reality. One relatively easy but also long level later, it was a reality.
I had trouble making short levels here- I usually get short levels by limiting scale, but that wasn't really an option for this set.
For some reason I really like playing variety mazes, but rarely make them. So I made one with toggle walls, ice, force floors, teleports, blue walls, and a key/lock section in the middle that all reused Jigsee perfectly.
This was one of the last 10 to be designed- it was that tricky to work something out.
Rings of Power meets Amalgamation, in that it's mostly mazelike with a common aesthetic thread.
The fifth level where I played loose with "walls of", because seriously Air Bubble is as pure as a maze gets how in the world was I supposed to repurpose that within CC1, without also changing it up. Basically, though, I (mostly) swapped real blue wall with gravel and made a level around it.
Super fun campaign level with an obvious inspiration.
Beautiful Struggle is basically the quintessential Josh campaign level, so I tried to make one with a similar style, albeit singularly themed.
Fun fact, that bottom right puzzle used to have a chance for a rude slide delay death that I wasn't aware of until the morning of release. Glad I fixed that one by totally overhauling the puzzle.
Bind Mender was a small, simple puzzle level.
So I made a small, simple puzzle level that tries to have a few gotcha type moments in it- I wonder if I succeeded?
In a way, this level was almost preparation for Another Perspective. The top half is a simple "pick a side and run that side", and the bottom half, on paper, is too. The catch is that 4 of the rooms are used in both bottom half paths, and needed to work with both, with everything that meant. It was a much smaller "same room but different starting point" design that was good practice.
Level name taken from Nitori's theme from Touhou 10, Mountain of Faith.
Mindless Self-Indulgence was a level I had pegged as one I wanted to use the walls of from all the way back before Walls of CCLP4 was definitely a thing.
I didn't figure out how to use these walls until, well, the last 4 levels I built.
Using a teeth to help Chip out in as many ways as I could think of was a lot of fun, even if the last room took way too many versions to make work right.
Level name taken from a Crash Team Racing track.
Hmm, I made a decent amount of blue wall and/or ice mazes in this set. This one has some real confusion to it on the outside, which I think it really nice since UFO's inside... didn't exactly have much room to work with.
See title.
Sokoban. Itemswapping. Dodgding. Combining those. A novel way to exit. A blue wall section. A chip vault.
If it was overdone, I tried to include it.
Another ice maze, but this time with some islands to reach, really long paths, and a novel way to exit.
And some blue walls.
Heh.
Yet another yet another level with a title lifted from Spyro 2.
This is probably one of the longest, if not the longest level in the set- there are a lot of things to be done, but they can be done in many orders and no individual section is too difficult. The trickiest puzzle is definitely the nailing puzzle, but I also really like that puzzle. There's a lot of ways to make it simpler or faster, but I couldn't find ways that did both!
Name from one of the Prismriver Sister spellcards from Touhou 7, Perfect Cherry Blossom.
In the difficulty ordered version of the set, this is 147.
Monochrome was a level I stared at with no idea what to do, and then I spotted the double nail setup on the left. That allowed a "one key only" mechanism, which in turn led to the idea of a force floor/lock/key puzzle. The starting area followed (that aesthetic <3) and then the puzzle developed linearly from there.
And after level 147 comes level 1.
Most of the lesson levels crammed into one, I think it's actually kind of fun.
Name lifted from an area in Final Fantasy X.
It's just a simple collection level with some monsters and recessed walls to spice things up a little bit, nothing fancy here. Then again, not every level needs to be fancy.
This level had something like 6 different busts fixed and I sincerely hope it isn't busted now. I'm really proud of this construction just because every single red lock was pre-placed for an entirely different level, and I limited myself to only placing blocks, bombs, and keys, and every tile had to be filled.
I did it. The lower left is by far the best part, I think.
Directly inspired by Lara's Hedge Maze... by Miika.
Name inspired by J.B.'s Mr. McCallahan's Wild Ride.
Level named after the title screen music from Touhou 12.3, Hisoutensoku. No official English translation exists for that, incidentally, the fan given one is "Unthinkable Natural Law" but everyone just calls it Soku.
Oh right, it's another easy level (with thieves everywhere outside!) that still takes a couple minutes to beat.
As noted, this was the original version of the block puzzle from Garden of the Frost, but it didn't thematically fit in the area, so I put it here instead. What else would I do with a 12x12 area, something similar to On Display with a medley of 3x3 or 4x4 snippets of other levels? Nah, I wanted this puzzle preserved.
It's a maze with a thin wall on basically every tile.
No but seriously these walls are so specific I honestly feel that this was about the only thing I could have done.
I've been solving a lot of grid based logic puzzles lately, and this might as well be one of those. I will be duly impressed if anyone beats this level without making a map- as far as I could tell there is one core path with a few small variations that works.
After determining the starting puzzle for Irradiated Radiator didn't mesh with the rest of the level, I wanted to preserve it, and did so by adding it here.
For the space, this level tops the original IMO.
Color Coordination is a triple level with different puzzles to solve.
This is a triple level with different puzzles to solve, and an iterative difficulty as it goes with some potentially silly twists.
The title here has so, so many potential meanings and it's very easy to miss a red lock and be trapped at the end. This happens to me about half the time I play the level, and it's a long one, but it's always my fault. Nothing too hard, just have to remember to do everything.
I turned a maze into another maze.
The thing I like here is how each ice corner maze is different with how it feels and interacts with the blue walls.
This was the final level I designed for the set, and I named it after a song from FF7: Crisis Core. The concept should be immediately obvious, and was something hadn't made yet for the set. Japanese Game Show cooperated beautifully with the ideas I had and wanted to include, and I love how it all turned out.
The second to last level I made for this set. I wanted to make a fire level, so I made a fire level. It's really long but not really very difficult.
The first draft of this level had no random force floors. The end was too uninteresting, so I added them.
And finally, Walls of Producing -> Mental Marvel Monastery. I couldn't rival MMM as a cap so I didn't even try, instead using MMM to make... Reproducing, as a bit of a light-hearted jab at Andrew R.'s original level.
Jessi jokingly suggested blob clone machines and I ran with it.
I also put in a decent amount of time to make sure that the monster duplication mechanism actually worked. It's handled via trap releases, though, so don't try to break that opening puzzle! I like it too much to let it be broken.