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Everything posted by KeyboardWielder

  1. I'm guessing that you downloaded the TW2-with-CCLP1,2,3 bundle, and so those are installed properly; but you had to download CCLP4 separately and missed out copying some of its files to the correct location. Make sure that you've copied the .dac files to the "sets" directory AND also copied the .dat and .ccx files to the "data" directory. - Madhav.
  2. Maybe compile them into a page on the Wiki ...? - Madhav.
  3. Some more: CC1 #65 - Amsterdam (Crowded House) CCLP2 #79 - Cra-zy (R.E.M.) CCLP2 #91 - Tutti-Frutti (New Order) CCLP2 #107/#114 - Joyride I/II (Roxette) Approximately: CC1 #64 - Spooks (New Order - Spooky) CCLP1 #19 - Feel the Static (Green Day - The Static Age) CCLP1 #83 - Ruined World (New Order - Ruined in a Day) CCLP2 #104 - Pyramid (Radiohead - Pyramid Song) CCLP4 #50 - Secret Underground Society (The Offspring - Secrets from the Underground) CCLP4 #81 - Estranged for a Season (Guns 'n' Roses - Estranged) CCLP4 #83 - Frozen Over (Madonna - Frozen) CCLP4 #108 - Scatterbrained (Radiohead - Scatterbain) Roughly, based on lyrics: CCLP3 #94 - Mistakes (Joy Division - The Only Mistake - "Made the fatal mistake / Like I did once before / A tendency just to take / Till the purpose turned sour") CCLP1 #47 - Bombs Away (Green Day - X-Kid - "Bombs away / Here goes nothing")
  4. @Andante: Yes I knew that one ... but only because I just saw it posted in another thread a few days back. @J.B.: You might want to use a spoiler block. - Madhav.
  5. https://puzzling.stackexchange.com/ A site with all sorts of puzzles ranging from simple riddles and rebuses to complex ciphers and math problems... Some of the puzzles that I created can be found here: http://puzzling.stackexchange.com/users/20538/keyboardwielder?tab=questions
  6. If that is indeed the case it might be a better idea to truncate the original title to something like "How I Learned to ... Love the Bomb". "Detonation Station" makes for a less memorable title, IMO. - Madhav.
  7. "Your personalized leak: Thirty-six levels do not contain blocks. Three additional levels use blocks only for aesthetic purposes. 10 of 10 leaks have been found."
  8. On the command-line, you can use tworld's or tworld2's "-t" option (e.g. tworld2 -t setname) to display the time limit and the seconds left for each solved level in a set. NOTE: With tworld (1.x) on Windows, the output goes to a file named stdout.txt. Then use Calc or Excel (with Text to Columns) to subtract the two and get a total. The "---" for untimed levels needs to be replaced with 999. If you have "awk" installed (which it is by default on most Linux systems), then you can directly run: tworld2 -t setname | awk '/^Level/ {print $0 " Spent"; TT = 0; next;} {T = $(NF-3); if (T=="---") T = 999; t = $(NF-2); printf "%s %5d\n", $0, T-t; TT += (T-t);} END {print "Total Spent: " TT;}' - Madhav.
  9. #50 (Nail Flipping): I guess it must have been a tough choice between this one and Tunnel Clearance for CCLP1. Tunnel Clearance scores higher on aesthetic. #37 (Forced Circuit): Nice easy level; not as easy as it looked initially. #34 (A New Bug for You): I had fun playing this level, but the design is a little too minimal to get the vote. Even something simple like surrounding the room with water on the outside, perhaps having a bit of a path between the socket and exit - could improve the experience by a great deal. For example, I didn't really like the original version of Fireball Tourism that was voted into CCLP3, but the later changes to fix a bust in the final set made it feel much better. #25 (Aquarius Lake): The beginning of this level had me stumped for a short while. Nothing much to write about after that. #15 (Entombed): I liked this level. The red lock-block pushing part introduces an unnecessary little bit of tedium in the middle and could be dispensed with. - Madhav.
  10. #20 (Kamizake): [which is how it's spelled in the actual levelset] - Curious how the voting site got the spelling correct... Doesn't it extract the level titles out of the .dat file? #37 (Imperial Elevator): Disappointing to carefully collect all the chips in the first 7 rooms and then find that you didn't need them all when you reach the last room. I think all the chips should be required if this level is going to be in CCLP4. - Madhav.
  11. With the flippers, I don't get the point of the teleports and adjacent blocks. I think it has little replay value for casual players and optimizers alike. With the flippers removed, things naturally become much more interesting. In either case, the block splashing in Lynx is an interesting addition, but does make the level somewhat "unequal" between the modes. - Madhav.
  12. #45 (Monorail): Nice level. Partially busted in Lynx: The red door near the tanks doesn't need to be opened (hit the tank button mid-move), and so the toggle/trap puzzle can be completely bypassed. #43 (15.2 B - Pentomino Lake): Are the flippers really supposed to be there?? Also, block splashing in Lynx makes finding an optimal route harder. - Madhav.
  13. #44 (Step Aside): Seems to be busted. The bottom room and blue key aren't required. (Actually, I can't figure out what the intended solution was supposed to be.) #31 (Collect): I remember enjoying this one in Bowman1 years ago... It was fun because of the time limit of 300. Please don't make it untimed! Voting with the assumption that the time limit will be restored. - Madhav.
  14. #1 (Ravaged): This was a rather unusual level and felt quite creepy to play (in Lynx; it doesn't quite have the same feel in MS...). It kind of has guesswork but of an intelligent sort, with some "Oh please let there be / There had better be a blue key under this block ... Yesss!!" moments. And despite that it can probably be solved on the first attempt. Quite a unique level, and for that I give it a 5. There have, perhaps, been similarly structured levels - but I think what works for this one is the consistent theme - it's not just plain walls and doors, but not chock full with too many different elements like bombs, ice, force floors, teeth, etc. either. The hint tile not being accessible on its 3rd appearance was a nice touch. - Madhav.
  15. #30 (Artifial Gravity Facility): Score of 308 in Lynx ... Seems to be busted; you can go through the trap at (9,18) to the exit. - Madhav.
  16. #44 (Photopia): I like this level (but don't get the title). Solving a Sokoban to be able to come back into the room instead of getting out of it was a nice change.- Madhav.
  17. #20 (The Poison That Flows Through Me): Good level. The bugs around the toggle wall can get messy to dispose of - a minor blemish in an otherwise clean level. #36 (Chip Leak Watermelon): Upvoted just for the feel of it, though I haven't yet solved it nor even spent much time on it. With so many levels to play and not a lot of playing time on my hands, I'm generally not going back to levels that I've skipped. I figure I'll play this one in CCLP4 directly. - Madhav.
  18. #33 (Topography of a Solid): Didn't understand the title. The maze is nice but the toggle walls are unnecessarily annoying. #32 (Gallimaufry): I like this level. Despite having a few things to be figured out, I was almost able to solve it on the first attempt - but ran out of time. Suggest increasing the time limit to the full 999. Can be solved interestingly with one block less (and maybe another if you can get the walkers to co-operate). - Madhav.
  19. BTW, perhaps it would be good to have an announcement that CCLP4 Voting has begun at the Yahoo group, especially since the Annexcafe newsgroup closed a while back. - Madhav.
  20. I'll only answer question 5: "Veteran" sounds like "experienced" but with a ring of "old and retired" to me, so I think that's not a great name. It's also not clear what "difficult" means here: Difficulty of playing skill and difficulty of puzzle-solving skill are two totally different things, and the latter can be further subdivided into lateral thinking (YCTaOFNT-like) vs logical/algorithmic (Sokoban-like). - Madhav.
  21. Submitting the following levels for CCLP4:- KeyboardWielder.dat 3. The Great Train Robbery 101. Delivery Boy 121. In the Line of Fire eeWeeK.dat 11. Blockade 24. Who Ate My Blue Keys? 27. Out of Circulation 28. Merry Christmas KWests.dat 1. A Ghost in the Corridors 6. Still 7. Trick or Treat 9. Orientation - Madhav.
  22. Can I submit the same level for 2 palettes and get points for it in each? I mean: suppose I create an awesome level with just toggle stuff, tank stuff and yellow stuff. Would that be given points for both palettes 1 and 4? - Madhav.
  23. About my level for this competition: Titled "Yet", think of it as kind of a spiritual successor to "Still" (which I consider to be the hallmark level of KWests.dat). It originally started out as a longer concept named "Time to Kill", but during an earlier Create competition which called for levels with a time limit of 60 seconds, I decided to bring it down to a one-minute level. I couldn't quite decide where I wanted to take the concept then, and so it was never made; but it seemed like it would make a good entry for this comp. I should mention that the level will be disappointing to solve, and is not amusing but is rather a musing on the "playing and solving experience". ... Unfortunately, I didn't get around to clearly deciding how I wanted to make the level this time either, and it is already 2016 where I live, so I have only this advertisement to submit and no actual level to go with it. - Madhav.
  24. This is a pretty long and verbose thread so I haven't read through each post. In short, I agree with most of what Bowman (and Eric) said. Making levels conform to multiple rulesets can be an intimidating and potentially tortuous process. So if we want to encourage more casual designers to be able to contribute to CCxLPns and allow maximum freedom of creativity, then CC1 and CC2 level packs should proceed in parallel and be unrelated. CC2 level packs should go all out on the new CC2 elements. (The Lynx compatibility restrictions in CCLP3 and CCLP1 did help get rid of inane and insane MS tile combinations, but no similar benefit would be derived by trying to make the same level work in both CC1 and CC2.) I voted for the first option as being the closest to my opinion, but I think there is no need to stop CC1LPs after CCLP4 nor necessarily have a specific time ordering between CCLP4 and CC2LP1. I agree that it is still too early for CC2LP1 (and BTW also still think that it's a little early for CCLP4). I think CC2 Create competitions (and other types of CC2 competitions) would better serve its purpose right now than an early CC2LP1. With reference to the comment: Tile World is freely available for download, still has people occasionally working on it, runs on pretty much any platform (including older ones), and doesn't require an Internet connection and a bulky Steam environment to play. I think Steam just isn't an appealing platform to casual gamers. There may be a large intersection between the currently active CCZone community and CC2 players, but I see that there are at least a few CC1 players - including me - who don't seem to have played CC2 yet. Not making more CC1 packs because CC1 is less "active" is one argument. Another one is to continue making more CC1 packs so that it remains active. But I think trying to make packs that work in CC1 as well as CC2 will ruin the fun for both. - Madhav.
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