Level 31
"Creepy Crawly"
A level I made primarily for the "whaaaaaaaaat?" factor. It looks ridiculous at first glance, and then you realize the monsters are circling invisible walls and it's just a small maze. Even if I'd wanted to make it much bigger, I couldn't have, since you can only have 127 moving monsters in a level in MS mode, and the level currently contains 112.
Level 32
"Goin' For a Walk"
This is basically the obligatory walker level of the set, made at JB's
Level 21
"TNT"
Just an idea I had for a block-extracting level themed around using explosives (and drills...or something...whatever the keys represent...) to break apart a giant boulder. I meant for there to be just enough blocks, but it turned out that you could save an extra one if you were really careful near the start, which is fine by me since it doesn't change too much. Also, I just couldn't resist hiding the exit under a block with the theme of the level being what it was.
Level 11
"Bodyguards"
(CCLP4 Level 22?!?!)
The idea was to make a level where thieves are helpful sometimes and harmful other times. That's about it. I guess some of the monsters are kind of interesting to dodge, like maybe the bugs near the top-left, since this somehow got into CCLP4. And it's not like we were reaching deep down to fill a slot--this was just a few places outside of the Top 149 in voting! It's an OK level, but it's messy and all over the place and I didn't rea
Hello, everyone, and thanks for taking some time to read the commentary for my second levelset, The Other 100 Tiles! (To100T for short.) I had fun reminiscing and typing up the history of Pit of 100 Tiles, and am looking forward to doing the same here.
Set History & Design Philosophy
Now, on to the levels themselves!
Level 1
"A (Slightly) More Complicated Maze"
Level 2
"Gravity Falls"
Level 3
"Mortarfied"
Level 4
"Pluto"
(CCLP1 Level 87!)
Level 91
"Pipe Maze"
The atmosphere and name of this level is meant to evoke an underground pipe maze from the Super Mario Bros. series, and I'm quite pleased with how it turns out. There are a few places where you have to push a block and not follow it, but I always allow the player to look ahead and see that. The hint is meant to remind you that there's a water tile at the end of the slide leading out of the southmost section; I probably could have worded it better.
I didn't notice until
Level 81
"Follow the Leader"
This is inspired by Socialist Action from CC1, which includes a line of bugs marching around a bank of invisible walls. I'd also seen similar concepts in a few custom sets, where you had to join a line of monsters that are walking a path through a maze of invisible walls. Follow them exactly, or you'll fall behind and get run over. My one complaint with many of those levels was that the monsters tended to be placed unreasonably close together, so one or two mistake
Level 71
"1.5D"
The inspiration for this level was a very strange indie film called Flatland that I watched in a math class once. It's about shapes that are living in a 2D plane when all of a sudden one of them is introduced to the 3rd dimension. Anyway, the film involves a depiction of one-dimensional space not as a straight line, but as a spiral, so that's why this level is shaped the way it is. The level's named "1.5D" because there are a few places where you can leave the "one-dimensional"