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jblewis

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Everything posted by jblewis

  1. Good news - there's another new update! 0.3.3 includes... Flotsam and Jetsam: replaced decoy tank button with random force floor to remove a needless red herring. Block Buster 3 in 2D: reverted to previous version, with some water spaces replaced by bombs, to prevent a bust. @Flareon350 - the section in Images of Giza that was removed was a bunch of disconnected rooms outside the pyramid where you carried a block back inside OVERSEA DELIVERY-style to fill in a water space that guarded the exit, where the hint now sits. I eventually took it out because it seemed to clash with the pyramid aesthetic and felt like needless extra work at the end, especially after all the dodging.
  2. I've added one additional minor update that addresses a couple of issues: Three Boot Night: decremented chip count by one and replaced last chip with green door. Blade Mountain: added extra gravel tile in walker dodging "mountain" section. Have fun!
  3. Thanks for the feedback, guys! I've added an update, 0.3.1, with some changes to help make some of the levels a bit less rigid. Glitterglaze Glacier: increased time limit by 50 seconds. Monster Recreation Center: switched walker out with glider and placed walker in 5x5 room, removing gliders. Balls to the Wall: removed balls at cardinal direction points. Three Boot Night: removed door "trap" at the end, added additional chip inside the lock nail area, and moved hint up to cloning area. Block Buster 3 in 2D: replaced water in zigzag block room with bombs, removed one block and sockets from bottom area, and placed socket next to exit, allowing end area puzzle to be solved early.
  4. With Josh's Walls of CCLP3 tentatively set for an initial release at 40 levels, I decided to follow suit with my next release instead of waiting for 60. Version 0.3.0 is now released! What's new... Added 14 new levels (placed as levels 2, 9, 10, 16, 19-21, 26, 28-31, 33, and 40). Twilight Struggle: replaced ice in left room with fire, replaced ice skates with fire boots, and replaced fire boots with fire to prevent boosting bust in MS. Salsa Verde: moved force floors in nail areas on the right to prevent creation of slide delay (at least through that section). Rundown Railyard: removed a lot of unnecessary block-pushing and interdependencies outside the "trains" and made the second train a bit less strict. Unsquare Dance: removed some of the thin walls to make some red key grabs a bit easier. Enjoy! Walls of CCLP1
  5. A while back, in his designer diary notes for his penultimate CC1 set, Josh Lee had posted a number of comments about wanting to create a set based on the walls of CCLP1. Only a few levels were ultimately converted, but the idea stuck with me and came back to mind while playing through Jeffrey Bardon's recent Walls of CCLP4 set. Originally, I was considering making a CC1 set that was entirely based on walls from various levels among all the official CC1 sets, but Jeffrey's hard work proved that there was merit in sticking with one set and going for it, regardless of the difficulty involved in the conversions. On top of that, I hadn't regularly designed for CC1 in several years, so the idea of working from existing starting points was very appealing. I love the idea of designing for CC2, but jumping from no recent design experience to a completely new game felt a bit daunting. This has made the transition much more palatable. At first, I considered the idea of releasing the set all at once at the end of its development, much like Jeffrey did with WOCCLP4. But as I began designing, I remembered playtesting Andrew Menzies' The Other 100 Tiles and giving feedback gradually throughout the course of its construction. I like the idea of iterative releases and continuous feedback over a lump sum release, so I've decided to release this set in about 30-level increments, with the levels in each batch placed after the previous one(s) and arranged among themselves in rough difficulty order. This first release is only 26 levels, but there are some tough ones here, so I'm hoping that the next major release, at 60 levels, will include a few easier challenges. The difficulty of the set will hopefully be moderate to hard. Feedback is very much welcomed and encouraged! Please let me know what you think of the levels, what you'd like to see more or less of, and how the set can improve as time goes on. Walls of CCLP1
  6. Walls of CCLP1 View File A while back, in his designer diary notes for his penultimate CC1 set, Josh Lee had posted a number of comments about wanting to create a set based on the walls of CCLP1. Only a few levels were ultimately converted, but the idea stuck with me and came back to mind while playing through Jeffrey Bardon's recent Walls of CCLP4 set. Originally, I was considering making a CC1 set that was entirely based on walls from various levels among all the official CC1 sets, but Jeffrey's hard work proved that there was merit in sticking with one set and going for it, regardless of the difficulty involved in the conversions. On top of that, I hadn't regularly designed for CC1 in several years, so the idea of working from existing starting points was very appealing. I love the idea of designing for CC2, but jumping from no recent design experience to a completely new game felt a bit daunting. This has made the transition much more palatable. At first, I considered the idea of releasing the set all at once at the end of its development, much like Jeffrey did with WOCCLP4. But as I began designing, I remembered playtesting Andrew Menzies' The Other 100 Tiles and giving feedback gradually throughout the course of its construction. I like the idea of iterative releases and continuous feedback over a lump sum release, so I've decided to release this set in about 30-level increments, with the levels in each batch placed after the previous one(s) and arranged among themselves in rough difficulty order. This first release is only 26 levels, but there are some tough ones here, so I'm hoping that the next major release, at 60 levels, will include a few easier challenges. The difficulty of the set will hopefully be moderate to hard. Feedback is very much welcomed and encouraged! Please let me know what you think of the levels, what you'd like to see more or less of, and how the set can improve as time goes on. Submitter jblewis Submitted 05/01/2018 Category CC1 Levelsets  
  7. Version 1.1.1

    163 downloads

    One strange thing about being away from participating in the CC level design scene consistently for several years is that returning to the editor doesn't quite feel as natural as riding a bike for the first time in several years. Design trends shift; even the way people play the game somewhat shifts as well. The last time I made a 149-level set, it was around the time CCLP1 was being produced. I created JBLP1 as something of a reactionary response to my previous level design efforts that made the cut for CCLP3. With that set's high difficulty, perhaps something easier was in order, and it certainly helped that the community was producing a level pack that seemed to be assembled with many similar sentiments at the forefront. Between then and now, we've seen three official set releases, one for an entirely new-to-us CC game, one a Lynx-compatible version of CCLP2, and the fairly diverse CCLP4, which saw many of the design trends seen in CCLP1 evolved a bit further. So with all of that as part of the community's history, and with many designers trying to find their voice in the world of CC2 design, it seemed like as good a time as any for CC1 design to experience a bit of experimental renaissance as well. Perhaps not everything had to be a crowd-pleasing medium-weight level, or a neatly symmetrical design, though those certainly have their place. But there was still that element of where to even start with respect to design. That's when the latest level design trend offered a solution: the Walls Of level. Although Joshua Bone's Walls of CC1 (built for CC2) was the first to begin construction as a full reimplementation of an official level pack, Jeffrey Bardon's Walls of CCLP4 was the first such reimplementation to be fully completed. As a collective whole, CCLP4's walls offered some of the most open-ended redesign opportunities of any official set, and Jeffrey exercised a lot of care in ensuring that he built in concepts that complemented the layouts with which he worked while also giving them a distinct personality of their own. After recording a full Let's Play of Walls of CCLP4, I was energized to begin construction on my own full Walls Of set. CCLP1 felt like the next best thing, and arguably more than CCLP4, it provided a decently wide range of level sizes in addition to wall patterns. If anything, I knew building an entire set out of an official set's walls would stretch me as a designer in ways I wasn't used to, and force me to embrace unconventionality that I wasn't normally so quick to embrace. The first level, Miniature Overture, was built on April 18, 2018, somewhat as a shoutout to Jeffrey's set opening with a layout from an Archie Pusaka level. From there, The Manhattan Project, Open Circuit, and Crown Jewels were built within that one night, and the rest of the set took off from there. Many of the most difficult levels were made within the first third of the set being built, which helped define some degree of expectation of what the difficulty curve could look like (certainly steeper than CCLP4). I took a break after building the 60th level, Just Passing Through, but would return to the editor in September while on a business trip to construct the next stretch of 20 levels, starting with Every Bomb Has a Silver Lining after I thought about building a spiritual successor to Color Coordination. After building level 80, Chip! In! Spaaaace!, I took another hiatus to focus on optimizing, but later came back in the new year to build the remaining 69 levels within an eight-week sprint, starting with A Mine Is a Terrible Thing to Waste and ending with Manaan on February 28, 2019. Looking back, I'm thankful for the various opportunities to get out of my design comfort zone. I probably wouldn't have had the idea for, say, You Break It, You Buy It if I didn't have Present Company to work with. Half the challenges in When One Door Closes probably wouldn't exist if Utter Clutter wasn't such a tightly constructed set of walls that inspired outside-the-box thinking. And the unusual layout of Booster Shots pushed me to use a palette of tiles in some fun ways to create Slick Slimy Slurpee. Every challenging layout crossed off the list felt like a personal triumph and urged me to keep pressing on and continue designing, and I'm so grateful for that. Overall, I'm fairly happy with how the set turned out! A few notes on the distribution: this download contains a .zip file with three versions of the set, much like Josh Lee's Walls of CCLP3 (which was also inspired by Jeffrey's set as well!). The "unlabeled," vanilla version, Walls_of_CCLP1.dat, is the intended way to play through the levels and is ordered mostly by difficulty. Walls_of_CCLP1_A.dat is the "wall order," in which all the levels are ordered by where their originating counterparts appeared in CCLP1. Finally, Walls_of_CCLP1_B.dat is the "design order," in which all the levels are ordered by when their first version was completed. Most updates from this point forward will more than likely be minor. Enjoy playing, and be sure to leave a comment! I'd love to hear your thoughts.
  8. CCLP4 (MS) #136 (Seeing Red): 346 (+1, b+1) joint record with Kacper L. 6,109,540 (b)
  9. CC1 (MS) #64 (SPOOKS): 548 (+1, b) tykl #126 (BLOCK N ROLL): 443 (+2, bc) 5,977,650 CCLP4 (MS) #103 (Malachite): 602 (+2, b+2) joint record with Kacper L. #136 (Seeing Red): 345 (+1, b+1) joint record with Kacper L. 6,109,530 (b) CCLP4 (Lynx) #136 (Seeing Red): 345 (+1, b+1) 6,100,040 CC2 (Steam) #169 (BOMBS QUAD): 777 (+1, bc) | 92270 (+10, bc) Score: 14,535,901 (b) Time: 37,619 (b)
  10. CCLP1 (MS) #127 (In the Pink): 421 (+1, bc) tyklftr 6,005,970 (b)
  11. CCLP4 (MS) #91 (How to Retune Your Harp): 406 (+2, b+2) 6,109,500 (b) CCLP4 (Lynx) #39 (In the Walls of Gravel Castle): 438 (+4, b+4) #48 (Key Insight): 292 (+1, b+1) #84 (Forsythia): 396 (+5, b+5) #91 (How to Retune Your Harp): 370 (+6, b+6) 6,100,030
  12. CCLP4 (MS) #9 (Pinball): 247 (+1, b+1) 6,109.480 (b)
  13. CCLP4 (Lynx) #9 (Pinball): 242 (+1, bc) 6,099,870
  14. CCLP4 (Lynx) #9 (Pinball): 241 (+1, b+1) 6,099,860
  15. You are more than welcome to LP this set as well. Don’t let me discourage you.
  16. I like the idea - though I'd personally prefer to see a single set with the best of the four CCLPs (perhaps with 200 levels?) then all four sets.
  17. I'm inclined to lean toward CC2 on the basis of potential. While it's worth discussing, I don't think it's going to do a lot of good at this point to debate how many "eligible" levels are available for a community pack for either game right now. I can remember back in the late '90s, we barely had any custom levels but proceeded to create CCLP2 anyway around 2000-2001. The pack turned out quite well and inspired so many budding designers to create levels of their own that CCLP3's voting pool dwarfed CCLP2's by quite a few magnitudes. That's what community packs are great for - exploring new ideas and design styles just enough that someone who may have been skittish about their own creativity takes that first step. Right now, CC2 doesn't have a set like that. The original game was created back in the late '90s, and the editor was limited enough that most of the levels were built with the 10x10 map size. Some of the elements were barely used in the stock game's main campaign, which is a shame. I'd wait a year or two to begin working toward voting for a set, but just from playing some of the levels that have been made, the quality far exceeds what was available for CC1 when CCLP2 was assembled. For anyone who's hesitant to let go of the familiarity of CC1, I'd recommend playing through a set like Joshua Bone's Walls of CC1 and see just how much potential there is to be uncovered in CC2. The sky's the limit if we're willing to invest in it.
  18. CCLP4 (Lynx) #50 (Secret Underground Society): 336 (+1, b+1) 6,099,850
  19. CCLP4 (Lynx) #65 (Duplex): 620 (+5, b+5) #117 (Greenian Motion): 269 (+1, b+1) #128 (Mindless Self-Indulgence): 505 (+10, b+10) 6,099,840
  20. CCLP4 (Lynx) #62 (Block Unpuzzle): 358 (+1) #65 (Duplex): 615 (b+6) #100 (One Tank’s Adventure): 898 (b+25) #121 (Death and Destruction): 425 (b+4) #123 (Life Is Not a Puzzle): 656 (b+2) 6,099,680
  21. CCLP4 (Lynx) #38 (Detonation Station): 189 (b+3) #146 (Japanese Game Show): [839] (b+14)
  22. CC1 (Lynx) #63 (BLOCK FACTORY): 473 (+2, b) 5,897,950 (b) CCLP4 (Lynx) #43 (Coral Reef): 422 (b+4)
  23. CCLP4 (MS) #143 (Color Coordination): 648 (+3, bc) 6,109,470 (b) CCLP4 (Lynx) #143 (Color Coordination): 643 (+3, b+3)
  24. CC2 #104 (PIECES OF EIGHT): 289 (+1, bc) | 54890 (+10, bc) #114 (IN THE LONG RUN): 79 (+1, bc) | 58790 (+10, bc) #163 (BLOX): 328 (+1, bc) | 84780 (+10, bc) #188 (CLONE): 320 (+3, bc) | 97200 (+30, bc) Total seconds: 37,618 (b) Total score: 14,535,891 (b)
  25. CCLP4 (MS) #103 (Malachite): 600 (+2, b+2) 6,109,440 (b) CCLP4 (Lynx) #103 (Malachite): 584 (b+8) #114 (Repugnant Nonsense): 514 (b+2)
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