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mmoraleta

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Everything posted by mmoraleta

  1. SokobanCCLP Discussion

    UPDATE: I managed to fill up the trap buttons which were circled in black, problem is I can't get out. I am assuming that you have to complete the left portion first before completing the right side. But, the trap button on (16,17) is kicking me. And if I complete the left side first I can't get out. Unless there was supposed to be a teleporter somewhere in the level. For now I am calling this level impossible.
  2. SokobanCCLP Discussion

    I know it's been over a month since I've said anything about that set but I've recently completed 146 and 147!. Just 2 more levels to go! I am still stumped on level 144 and the video in the last post should have my attempts. For 149, I've copied and pasted the level onto YASC and currently attempting to beat it, but nowhere close. Here's the issue, For the trap buttons circled in black, I don't see a way you can cover them all at the same time without filling one section up and blocking access to the other part. In other words if I place 5 blocks onto the circled column, the set of three trap buttons can't be filled and vice versa. Now, this is how far I've gotten and I don't know if I already screwed up. But anyway 147 levels complete! Just 144 and 149.
  3. Here's feedback for levels 51-60. You Break It, You Buy It, FINALLY complete. 51. Man, that tiny sokoban was the puzzle that stood out. Small sokoban, HUGE trouble. In the end, everything else was relatively easy. Again, great job on creating a hard mini sokoban. 52. Cool level with a challening ending puzzle. 53. Really fun dodging level. Thankfully, not too chaotic. 54. Awesome design and awesome level. 55. I'd consider this a medium hard level. The recessed room and teeth room were a bit challenging. Thankfully, there is freedom of choice oh which to tackle first. I remember I was so close to the end and I accidentally boosted onto the teleport into a thief. Very dumb move on my part and took it slowly on the success attempt. Still a good level. 56. Very fun red key level. The lower left block puzzle is legit. 57. Said it before and I'll say it again, hard challenges in small spaces are great. That 4th red key was the real challenge, since I played this in MS, I am not sure if circling the bee in Lynx would be possible. 58. Somewhat easy level containing "Combinations" and "Secret Passages". 59. This level, THIS LEVEL was a major major brain teaser. That left room stumped me a LOT and took me a while to figure out. Based on the title I thought that you had to keep the monster patterns as is in order to keep the toggle presses in sync. Shout out to Jeffrey, for telling me that it was more of the toggle press intervals rather than the monster paths. I guess the title of the level really threw me off and that's what really messed with the mind. In the end, it was extremely satisfying to complete. This level along with Block Buster 3 in 2D is simply one heck of a level. Well done, J.B for turning a simple level into a tough challenge. 60. Very well crafted level with a bunch of legit sokoban puzzles. These new 20 levels were really fun to play and keep up the good work! For now, WoCCLP1 complete (so far).
  4. Here's more feedback (41-50). Boy that sokoban in level 51 was one heck of a puzzle. I finally got it. 41. Blue and green levels look great together, along with blue walls and fire. The lower left puzzle was the most challenging. 42. Felt simple at first but required Chip sneaking past the toggle doors. Still a great level 43. Tree houses are awesome and that sokoban is legit. 44. Very fun and well crafted puzzle. 45. I liked that recessed surrounding the clone button mechanism. Fun level. 46. Somewhat hard level, just have to be good with pink ball directions. At first, I thought that this was going to be pure guesswork but it wasn't. Unique way to use pink balls that I've never seen before. Brilliant. 47. Fun monorail type of level with Jeffrey's "double time" concept. 48. Pretty simple chip collecting level with teeth chasing. 49. Really clever puzzle within a simple map environment. Said this before I like tough puzzles within a small area. Also, cool title (Prism Prison) 50. Easy blue maze on ice level. Good candidate for the 51 or 61 slot for the final draft.
  5. Here's more good news. I have finally solved Block Buster 3 in 2D. What a level! Anyway, here's my feedback for levels 31-40 31. Very awesome level with great puzzles. The beginning stumped me though but in a good way. 32. Extremely brilliant clone maze type of puzzle. The chip to the left of the exit gave me the most trouble though. To me this is sort of like a mini and easy "Cloners Maze." 33. Fantastic aesthetic and sokoban level. 34. Pretty difficult but still a great level as a brain teaser. Key thing is that practice makes perfect and the lack of a specific order is a blessing. Hardest part was the walker room and that glider dirt was difficult as well. Still a very good level that should be placed very late in the set and as always a sense of accomplishment beating a hard level. 35. It's Josh's "Aurora Chocorealis" on fire. Still a very cool level. 36. Great challenge sokoban type of level. I was stuck on this one for a really long time, especially the sokoban on the very bottom and the teleport sokoban. I try my best not to use YASC for sokobans. Speaking of hard sokobans, this level would be a great candidate for the 143 slot in reference to "Same Game". Also, like level 34 there is freedom of which sokoban to tackle first which is appreciated. 37. Despite the hint reference, I didn't have too much trouble. Small fun level. 38. Very cool level, really liked it. 39. Very difficult dodging level. You really have to keep on your toes on this one, took me dozens of tries. The pink balls with the fireballs gave me the most trouble. I don't know if you want to nerf it but if not that's okay. 40. This is simply one heck of a level. Brain teasing puzzles everywhere especially that ice room with the pink ball cloners. Took me quite a while to tackle that one along with that water bridge puzzle at the end. Outstanding craft of a level too. I guess the level would've been really difficult if Chip had to go through small slide delay dodges but thankfully not an extensive use of it. Shout out to Miika for helping me with some sections. All in all, one heck of a level.
  6. Here's part 3 (21-30) 21. Superb block pushing puzzle, glad that this level got revived. Funny television with water inside it. 22. Awesome blue level and the dodging keeps you on your toes. The walkers were somewhat annoying. 23. Brilliant puzzle got stuck on this quite a bit. 24. Nice concept for a maze but it can be a bit hypnotizing. Just have to be very very careful, kind of like a cleaner mess than Divide By Zero. 25. Great level and the ending puzzle is legit. 26. Not as chaotic as I thought it would be. At first, I thought the cloners would clone crazy like Jumping Swarm. 27. Appealing aesthetic and that sokoban with force floors was legit. 28. Interesting level. Despite title it isn't too hard. 29. Funny pun on sokoban and also an awesome puzzle. 30. I had to draw on a map of this level just like Short Circuit. Still a good square looking level.
  7. Here's part 2 (11-20) 11. Very well crafted key puzzle. 12. Cool level and the tight time limit makes it more interesting. 13. Cool looking maze, reminds me of Josh's "Zabriskie Point". Second level I've played so far that has this maze concept. 14. Awesome puzzles rolled into one fantastic level. That checker sokoban is legit. 15. Brilliant sokoban and twist on the "my friend' concept. 16. Wild level is wild. Better than the original level too. 17. This level has great puzzles which are a blast (no pun intended) 18. Cool force slide section level. 19. Simple level with somewhat of a brain teasing twist. I was stumped on how to get the fireball to blow up the bomb below the exit, I figured it out. 20. Extremely fun level to play. This is kind of like "elemental park" but in a twisted way.
  8. I just downloaded the update after playing the first 18 levels in the old version. So far so good for a set that will hopefully be a full 149 set. Here's my thoughts on the first 10 levels. 1. Interesting and somewhat complex first level. 2. Aesthetically pleasing and easy chip and boot collecting level. 3. Somewhat hard level well for me since I am not too good with teleport puzzles. Also, pretty hard to keep track. 4. Fun level with monster melee puzzles. 5. Awesome puzzles into one level. 6. Great level with a unique concept. Basically, somewhat of a monster swapper with chips. 7. Nice trap button puzzle but a little weird too. Took me several tries to get the tooth monster to the correct trap. 8. Interesting level. 9. Intuitive force floor block pushing level. I had to study where each path would lead to and the order. The suction boots at the start are very well appreciated, probably be crazy without them. 10. Somewhat hard level, close spaces with pink balls on slides could be problematic. Still interesting though.
  9. Walls of CCLP3 discussion

    Just finished all 40 levels. This is a great start for the future of WOCCLP3. Many many enjoyable levels and great puzzles. Part 4 (31-40) 31. I find this level to be equally amazing as the original "Mini Challenges" 32. I enjoyed this level a lot and that sokoban with the FF's is legit. 33. Interesting aesthetic with the toggle walls and teleports. This level is better than the original. 34. Very nice to break the trend once in a while with the "my friend" with a tooth. 35. Very cool puzzle and blowing up the bombs are satisfying. Heck, bombs are a beautiful thing. 36. I got lucky and solved this on my first try without skipping any rooms. Despite, the challenging dodges I prefer this one over which one next. That level is pretty tedious and just downright boring. 37. Awesome level, especially with that ice slide with chips. 38. Well crafted level, especially that fire boot puzzle. 39. Confusing level at first but turned out to be very fun. I was able to have several blocks left over in the water room. 40. Said it before, I enjoy block puzzles and this one was a blast. Well, that's all the levels completed (so far), this set is at a great start and keep up the good work. As said before creating 149 levels is quite a tall order but just in case that this set isn't going 149 levels that's okay. What matters is that the players have fun and use their brain. Also, for the most part I believe that this Walls Of series improve the original level. YAYAP was a great example (that blockslide!). But anyway, very fun levels and hope to see more soon!
  10. Walls of CCLP3 discussion

    Here's part 3 (21-30) 21. Really entertaining level, I enjoyed this one. 22. Extremely brilliant puzzle, this is the first level so far that stumped me quite a bit. Had to think outside the box on this one. 23. Yet another yet another simple chip collecting level with an awesome aesthetic maze. 24. Awesome level and a whole lot better than the original Blue Blocks in my opinion. 25. Despite the title, this level is somewhat nerve wracking. The paramecia seem to stabilize but the walkers mess it up and this set seems to introduce monster patterns with both random and non-random elements. Okay level. 26. Despite the title, I don't see that much difference between this one and the original Whitepoint from JoshL5. Both are equally fun and simple. 27. A little like "Blurry" except this one is a little more difficult, but not too much due to the wide open space. 28. Creative glider themed level. Whole lot better than YAYAP. YAYAP was a great puzzle but that block slide at the end killed it. 29. Level that is somewhat easier than it looks with the sokobans. I did beat both the right and left side though. 30. Okay chip collecting level with teleports.
  11. Walls of CCLP3 discussion

    Here's part 2 (11-20) 11. Great level. Felt a little bit like "Clay Tunnel" and I wish there were more levels featuring recessed wall and block puzzles. 12. Somewhat easy level, thankfully the pink balls weren't too chaotic. Also felt a little of Jeffrey's "Deflection Field". 13. Easier and better than Wireframe. Both were good levels but I like this one more. 14. Simple chip collecting level. 15. Fun clone disruption type of level. 16. Pretty fun level. Don't know what that recessed wall on (5,9) is for since I didn't need to use it. 17. Fun puzzles rolled into one level. The tank section is a bit easier in MS due to tank rule differences in rulesets. That sokoban at the bottom is legit. 18. Really fun water maze chip collecting level with thieves. I like this more than Blue Moon, I am not too big of a fan on ice mazes. 19. The "zippers" make the corridors amazing along with the intuitive puzzles. Thought I severely busted it at first since I didn't need the three blocks along with an unused pair of flippers and suction boots. I know that on the Discord chat a thief was forgotten to be put there, so I go back and play the level the intended way. Still, a great level. 20. Gloomy level is gloomy. Not only that it's asymmetrical! (Toadman reference)
  12. Walls of CCLP3 discussion

    Hey Josh it's very nice to see you making levels again after youre JoshL7 set. Having played the first 10 levels, I am having lots of fun with them. 1. Interesting and not too straightforward level as the first one. At first I was stumped at the trap section with the glider but it was a dumb oversight. Still a fun level. 2. Easy and nice blue level. 3. Pretty simple bomb maze type of level. I read the hint too and that teleport was kind of mean. 4. Very interesting title and easy green lock maze. If this were to be a 149 set it should be in the 63 slot or 114 for a JoshL2 reference. 5. Fun key lock type of level and nice blue aesthetic. I think the title Medallion is more of a yellow type thing but blue is still fine. 6. Really liked this level and the puzzle at the end was awesome. The chip collecting part is sort of nerve wracking but not too bad 7. Very interesting twist to a teeth chasing while chip collecting level. With me being a huge Super Mario fan, this feels like I am jumping into bunch of invisible blocks. 8. Fun puzzle sections rolled into one level. 9. This level is a LOT LOT easier than Color Wheel. Luckily, I didn't FRET about this level though. 10. Intuitive "Wrong Exit" type of level. Would be a hard 1st level if you were to release a CCLP3 wall order though.
  13. SokobanCCLP Discussion

    Does anybody know how to beat this sokoban? This is super difficult and I am completely lost. As of now, I have completed 145 levels and I only have 4 levels to go. Almost there.
  14. Just continuing with my feedback for UC6 since I was stuck on some levels. Thanks to bobdabaron and Jeffrey the set is 100% complete. (48-60) 48. Pretty fun and complex level. I don't know how to do the partial post in Lynx though. 49. Confusing cave is confusing (thanks bobdabaron for your help) 50. Really fun level, I liked this one. 51. Also another fun level. 52. I've never seen this concept before but this is a cool puzzle. One of my favorites in the set. 53. Somewhat complex level but nevertheless contains fantastic puzzles. I was stumped on the tank button section where the tooth is located. Again a characteristic of a well crafted puzzle. 54. Blue maze level with brilliant puzzle twists. Time limit is okay, can be a little hard though but not too much. 55. My favorite level in the set, especially that beginning puzzle and the aesthetic border on the right. 56. Monotone level is monotonous. My record is 968. 57. Pretty difficult level with a brain teaser ice section. I gotta say that ice section was the one I was stumped on for a long time. Eventually something came out to work when I tested it in CCEdit. You should be proud of that section Jeffrey cause that was a true brain teaser. Also, that pink ball before that ice section is what screwed me up the most. 58. Awesome time crunch level. 59. Brilliant "cloners maze" type of level. I had to think outside the box for some of them. 60. I am not too good with identifying references but this was a really fun closing level. Thankfully you only have do travel that Joyride section once. UC6 Complete! This was a fantastic level to play, it had a mix of fun, easy, and brain teasing levels. You should be proud for making Obligatory Shuffling Level and Mystery Caves cause those were the ones that were true brain teasers in my opinion. Also, Blue Narciss and Confusing Cave, those were pretty complex levels. Now, there were plenty of good levels in the set but my most favorites were near the end of the set like Lebanon, Flight of the Prince, and The Party We Have Never Seen. If in case CCLP5 were to be another set, there are some levels that would be great candidates for that set. So anyway, fun set with a moderate difficulty. Not too many frustrating levels but still a blast to play.
  15. Unsolvable Level Reports

    Some levels in SokobanCCLP.dat Network Dynamics (130) Rigid internal logic (132) Moon Bridge Surplus (137) Fugue State Generator (138)
  16. SokobanCCLP Discussion

    UPDATE: Now on Moon Bridge Surplus (137) and still stumped on 130 and 132. For 130 and I took a peek at 138 I found "solutions" for the sokobans but the levels in this set are in a completely different configuration https://www.youtube.com/watch?v=ywpK6iXav80&t=7889s 130 (1:43:15 in the video) has some blocks already on some traps and in the set they are in completely different order For 138 (2:45:12 in the video) it is a different alignment of blocks and traps. I tried both of them since I got stumped on both levels. Also skipped 137 since I don't see how to complete it. Therefore, I don't know if both levels have a design error or what. Anyway 134 levels completed and 15 more to go and special thanks to Miika for assistance on some levels.
  17. SokobanCCLP Discussion

    Since my last post I have made it to Network Dynamics (130). Almost done with the set. For level 130, I cannot for the life of me figure out how to cover the trap buttons on (13,14), (15,14), and (17,14) near the end. The closest solve is around the 11 minute mark. https://www.youtube.com/watch?v=xIZFM73J-JM 130 solved! In conclusion 129 levels done so far, 20 more to go! Just need the redesign on 117 and assistance on 130. Now that I am close to the end of the set I am bracing myself for anything. Also want to give a shoutout to Miika for helping me with some of the levels too.
  18. Here's part 2 of my feedback (21-40). 21. Medium item collecting type level. There were some tough sections like the room with the 2 walkers. 22. Interesting aesthetic and fun maze. 23. Okay level, I find this to be a lot better than Lean Thinking which is one of the levels I wasn't a big fan of in CCLP4. Also, the walker at the end is a bit evil. 24. Cool blue level 25. Very cool maze and block puzzle. 26. Somewhat complex messy type level. 27. Fun level 28. Normally I am not a big fan of "antepiece" concept levels but this was okay. 29. Somewhat hard level with the gliders but I like the role of the fire tiles. 30. Interesting level to play 31. Yet another cool blue level. 32. Somewhat difficult level that took me a couple of tries. I am not too good with "Map the Path" concepts especially this one with a checkerboard layout which increases the chances of screwing up. 33. Also a considerably difficult level since its easy to screw up on. The extra exits are appreciated though. 34. Very fun level to play. Had a really good twist at the end. 35. According the title, I thought this was going to be a hard level at first. Turned out to be a entertaining level. 36. Ice level is a nice level. 37. To be honest this level is a weird one with a concept I've never before. I have never EVER seen teeth going through closed toggle walls. I am assuming that the toggle door timing has to be absolutely perfect; nevertheless makes the dodging far more interesting. 38. Usually, I am not too good with key puzzles but this one fell into place. 39. Interesting level. Not sure how to pull off the pushing blocks through FF in lynx though. 40. Like the original level this one is short and simple.
  19. SokobanCCLP Discussion

    Meant ripple mountain, . Ragged mountain is an amazing level though.
  20. SokobanCCLP Discussion

    Made a LOT of progress since my last post. Managed to beat every level until Ripple Mountain (112). For now I had to skip that level and play up to Trouble in Terrorist Town (117). For 112, the trap buttons on (12,14), (12,15), (12,17), and (12,18) are killing me. Rest of the trap buttons just fall into place. Here are my attempts: https://www.youtube.com/watch?v=qvcgYIyJ2Gs 112 solved! For 117, I am pretty sure the sokoban is solvable and I pretty much know how to pull it off. However the time limit may be a bit too short to complete it. 500 seconds doesn't seem like enough time to solve it. I am starting to believe that time limits are becoming a concern now. Here is how far I got in the allocated time: https://www.youtube.com/watch?v=jIEeO4frbhU
  21. SokobanCCLP Discussion

    Made a LOT of progress from my last post, now on Block Enthusiast (106) had to skip Poor Impulse Control (102). My closest solution was only one trap button remaining specifically the trap button on (17,16) that when I fill it just blocks me from reaching the exit. Here's my closest solution https://www.youtube.com/watch?v=ccO_3XLmlAM 102 solved.
  22. Just completed all 149 levels of Walls of CCLP4 (difficult order version) and it was a really fun level set. Gotta say there were a bunch of awesome puzzles which make you think outside the box plus a couple of memorable ones. As far as difficulty this set was a bit medium, not too easy and not too hard. I might replay the levels again in the CCLP4 level order version though, this set also has good replay value just like the original CCLP4. I remembered some of the walls but not too many, had to read the hints. Part 1 (1-20) 1. Pretty simple item swapper type level for level 1. 2. Awesome aesthetic and easy chip collecting level. 3. Even though this level follows "Flow State" it also felt a little bit like Josh's "Enterprise" level. Nevertheless fun level. 4. Pretty easy level and gotta agree with Josh as said in his current LP that turning "In the Pool" into a fire theme. 5. Great variety of chip collecting sections. 6. Cool level with an amazing maze. 7. Interesting level. 8. Really brilliant block pushing puzzle. 9. Medium level, just have to keep track of the recessed walls but not too hard. 10. Great level which reminds me a little bit of Josh's "Compactor Reactor". Also a good candidate for optimization even though I am not an optimizer. 11. Awesome "step-by-step" type level. 12. Great push blocks to water puzzle. 13. Fun level. This level when played in the MSCC tileset would look better since the thief tiles in that tileset mix in with the blue environment. 14. Easy straightforward chip collecting level. 15. Based on the title, at first I thought that this would be a racing type level hence Torotise vs Hare. Brilliant puzzle level. 16. Really liked the tooth mechanism at the start and good level with a partial post twist. 17. To me, I found this level to be a bit easier than "The Key Issue". Still fun level though. 18. This level has many fun chip collecting challenges in one level. 19. Medium level. That paramecium section is a bit iffy to me. 20. This level too me a few tries to navigate the mazes correctly withing the "Pearl Diving" toggle door mechanism.
  23. SokobanCCLP Discussion

    Modest Tallens (92) is solvable now. Thanks. Now need help on Torturing Yourself Past Midnight (95)
  24. SokobanCCLP Discussion

    Both Modest Tallens and Ziggurat Vertigo solved!
  25. SokobanCCLP Discussion

    Guess you're right. At first when I played this set it was kind of fun. Now it's just really difficult and I am only on level 92.
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