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jblewis

Senior Staff
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jblewis last won the day on May 12

jblewis had the most liked content!

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About jblewis

  • Rank
    Clubhouse
  • Birthday 09/15/1988

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  • Country
    United States

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  • Location
    Colorado Springs, Colorado
  • Favourite Set
    CCLP4
  • Interests
    In my spare time, I love running, reading books, keeping up with geeky pop culture,
    going to the gym, retro gaming, volunteering with the hospitality ministry at my church, photography, occasionally studying classical piano, and playing board games with friends. Oh, and making delicious grilled cheese sandwiches too!

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  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

    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. Walls of CCLP1

    Version 0.3.3

    36 downloads

    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.
  8. J.B.'s Official Set Scores

    CCLP4 (MS) #136 (Seeing Red): 346 (+1, b+1) joint record with Kacper L. 6,109,540 (b)
  9. J.B.'s Official Set Scores

    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. J.B.'s Official Set Scores

    CCLP1 (MS) #127 (In the Pink): 421 (+1, bc) tyklftr 6,005,970 (b)
  11. J.B.'s Official Set Scores

    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. J.B.'s Official Set Scores

    CCLP4 (MS) #9 (Pinball): 247 (+1, b+1) 6,109.480 (b)
  13. J.B.'s Official Set Scores

    CCLP4 (Lynx) #9 (Pinball): 242 (+1, bc) 6,099,870
  14. J.B.'s Official Set Scores

    CCLP4 (Lynx) #9 (Pinball): 241 (+1, b+1) 6,099,860
  15. JoshL7

    You are more than welcome to LP this set as well. Don’t let me discourage you.
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