Jump to content


  • Content count

  • Joined

  • Last visited

  • Days Won


Everything posted by Flareon350

  1. CC2 Community Pack Survey

    I'm unfamiliar with Warp Exits so I can't speak for those. Multiple hints should of course be acceptable. and lesson levels it depends on the approach this new pack will take. If the staff wants it be "a better CC2" then yeah lessons! Even if that's not the direction the set is going to take I still think it could benefit from some that the main game didn't really introduce (the hook immediately comes to mind) and also for block slapping! Cyphers seem kind of pointless since you can freely skip levels in CC2. There's no passwords in the game anyway.
  2. CC2 Community Pack Survey

    CC2LP1 While 150 is probably more ideal, I think 200 is the better option because it is in the spirit of CC2 (like how 149 was went with for every CCLP after the original CC1), and CC2 has a ton of elements to cover. I imagine the set will have a decent amount of short levels anyway so 200 should be fine, even with puzzle heavy stuff. No 10x10 throughout the whole set. I honestly don't want a 100x100 level in the set unless it is somehow a solid level. When it comes to levels with outside wire/logic gate mechanisms and such, I wouldn't include that as part of the level size unless the gameplay part of the level itself is bigger than 40x40. There's none that I can think of off the top of my head. The zero directional blocks and blank no signs should be allowed. Block slapping I think has potential to be properly introduced as a mechanic.
  3. Discord Quotes

    Tyler Sontag Today at 10:47 PM Hidden walls are not fine. Teach your kids to say no when a stranger offers them hidden walls Flareon350 Today at 10:48 PM what if the stranger offers them blue walls? Vehudur / Lessinath Today at 10:48 PM Pfft, you and your reasonable approaches to level building, Josh Jay Bee Today at 10:48 PM I kind of ended up doing that for the big space in Canyon of Lost Color :stuck_out_tongue: Except with force floors Tyler Sontag Today at 10:48 PM Blue walls are aight Though they are a gateway to green walls Indyindeed Today at 10:48 PM What about invisible walls Tyler Sontag Today at 10:49 PM NO! UNDER NO CIRCUMSTANCES SHOULD YOU FEED THEM TO YOUR CHILDREN anyway pasting discord quotes is kind of weird
  4. Ask a dumb question, get a dumb answer

    Ping Pong. Ball is life?
  5. Ask a dumb question, get a dumb answer

    Yes! But why though?
  6. Ask a dumb question, get a dumb answer

    2spooky4me Wait, we're doing another Warehouse I mod?
  7. Walls of CCLP3 discussion

    Roughly two years ago, I attempted at a project that would have been my ultimate CC1 set - Walls of CCLP1. I was inspired enough by Joshua Bone's Walls of CC1 to attempt it but as a CC1 set. However, after about 20 levels were made, I lost sight of the project for one reason or another and aborted it completely. Though I savaged most the levels made for it and placed them into JoshL6-extended, but the thought of doing a walls of set with a different set of walls remained in the back of my mind since then. Then Walls of CCLP4 came out. That... brought back the inspiration to try a walls of set again. Though, I had already placed the ones with CCLP1's walls into JoshL6 so reattempting it, didn't make much sense. CC1's and CCLP2's walls is already being done by Joshua Bone and mobius respectively as CC2 sets. J.B. started up his own Walls of CCLP1 set, which is better suited for him than me. So what other official set is left? CCLP3. I initially planned to not release this till it was completely done, however, iterative releases are a fun way to get other members involved with the process of any set and honestly aren't done much anymore these days. This first release holds 40 levels - I'm planning on releasing another update once 70-80 levels is reached, which should provided plenty of time to make any adjustments and/or fixes to these levels, if any exist. Feedback is very appreciated! Any input on how the levels play out, look, etc. would be helpful to make this set as good as it can be. I hope you enjoy! Walls of CCLP3
  8. Walls of CCLP3 discussion

    Ehh yeah I could have made something better for Bug Arranging but I specifically wanted a dodging level and the wall pattern of that level seemed very suited towards one compared to what I have left to use. Not to mention, I enjoy this level enough myself to not want to build something else for it and further, I have no ideas to what else to make with them that isn't another maze. Happy the further nerfing was helpful though. It's a whole lot more than just a 4x4 sectional level This is a relief to hear. My first thought when I made this and especially so after solving it myself was thinking this was too close to guesswork territory but that doesn't seem to be the case! Thanks!
  9. Walls of CCLP3 discussion

    Time for another update! As promised, 20 new levels have been added, which brings the total of this new version to 100 levels. As usual, these new levels are arranged by difficulty among themselves. The current 100th level is planned to be my final level of this set when it's complete as well. Feedback is appreciated, and enjoy! Walls of CCLP3
  10. JoshL3

    It's lame in comparison to the newer stuff I've been designing back when these were made I guess they were good but I don't believe many of them are nowadays.
  11. JoshL3

    So for those who have actually downloaded and played JoshL3, how do you guys like the levels? I would love some feedback!
  12. JoshL3

    Lol why are people playing this lame set that I am not going to make any changes to?
  13. Walls of CCLP3 discussion

    After a rather long week at work, I have released an update to this set once again! This update features a few fixes but also includes various hint updates to be seen in MSCC since that can be an option once again. The latter of these updates was probably unnecessary but it is here to stay. Walls of CCLP3 The blob in My Old Friend could represent that but I was more or less going for the fact blobs have been despised by many players, especially in the old CC1 days. I wouldn't say this is busted either but rather a bit looser in Lynx with block slapping. Definitely a concept I think I did right, especially with the space. Didn't catch that in Gruesome Citadel, this has been fixed in the update mentioned above. Thanks! For Repulsive Shadow Keep, take advantage of the ice corners Hey, someone actually noticed and liked the reference I went there for Nuclear Unleashed! The fact it worked out was a real satisfaction. It is a bit long I guess, but I have no issues with long levels that remain interesting, which I believe it is. Regardless, since CCLP3 had a lot of full map levels, this set is probably going to be the case as well unless I can force myself to make smaller and shorter levels with large wall templates.
  14. Walls of CCLP3 discussion

    If I added my own walls, that would just make this project pointless. The level as it is, is already nothing like YAYAP.
  15. Walls of CCLP3 discussion

    I think Gloomy Minute Village is a good idea of a dodging level and it works pretty well! Not to say it's perfect because it's far from that. It's another level concept I otherwise would have never done outside of this set (like Blurry) and honestly, it's one I now really like! The time limit being tight is intentional and even with the dodging it really isn't that hard of a level either. (Disclaimer: I don't consider this a blob dodging level but they affect the pattern of the others which makes it interesting). Maybe this is a little on the luck side of things but its not unreasonable. Imagine this on a greater scale then maybe this will be appreciated a bit more. If not, then oh well I can't please everyone! This is what I wanted. And as far as you not having interest in completing it - all I will say is you'll never have the satisfaction of 100%ing the set if you don't I love the concept of Chipyard and am proud of the puzzle. It is very forced because the walls weren't that interesting to use by themselves. You disagree with something of Hang Glider Smuggler that was 100% optional to players...? I guess I see where you're coming from but you chose to restart instead of playing out the rest of the level which could have been solved. also I'm not seeing how any of this is an adaptation of YAYAP. Because it uses blocks, even though it's clearly a glider themed level? Broken Floppy Disk is titled as such because the level looked like a Floppy Disk to me. Digitized Disaster uses teleports that were in place of the toggle walls from MonsterMaze because I had zero ideas for the toggle walls. Thank you again for the feedback!
  16. Walls of CCLP3 discussion

    Mad Bombers doesn't need a time limit increase for something that is completely optional to the player, in this case reaching the hint is. If you want to read it with some spare time leftover, do the cloning faster! Lush Forest literally only exists because I had to have something out of Dancing on Ice. I like the generic feel to it, I see nothing wrong with that approach in levels! I will consider adding some monsters (not just teeth) in it to spice the aesthetics up a bit for it in the future. I'd agree with your opinion on Blurry (and a level very, very similar to it) if it was a full map level but given the size I think it's reasonable. I'm taking advantage of utilizing some level concepts I'd normally wouldn't design in Walls of CCLP3 and this isn't the first case of such a thing. That's actually my favorite bit in Cinder Block! Regardless, I don't think it needs changing to be more clear. It's not that far into the level and there's only so many options you can take with that room anyway. You can even still solve it if you go to the right first by going around to the chip at (10, 12) (where you can also see both the blue key and lock) and still be able to get the blue key and proceed to the next section. The empty hint room in Frigid Highlands does exactly what I intended - making players think there's hidden walls in it. Chip in the Caldera isn't busted with that approach, though you can bypass the first two sections that way. However, you might have a harder time getting through the cluster of fireballs to reach the red key if you do that. You're correct the blocks in the bottom and top of Massive Mindset Shift weren't there in the source level but literally no one else has complained about it so I don't have a reason to change that (though I easily could). As far as the ice section goes I understand your thoughts on that and I realized that while designing. But there is nothing preventing you from going there first if it's problematic for you. Thanks for the feedback!
  17. JoshL6 discussion

    I just realized I never made a thread for this set, so here is one. If you like, feel free to talk about my latest and final CC1 set, JoshL6! Any comments or feedback about its contents are welcomed and appreciated. I should warn that it is unfinished and outdated at the moment. Should be finalized shortly into next month.
  18. UPDATED: "Native" MSCC on 64-bit Windows

    Okay that's what I had wrong! I didn't realize otvdm.exe was part of the path name. It works now! Thank you for your help, it's very appreciated.
  19. UPDATED: "Native" MSCC on 64-bit Windows

    I did all those steps bit by bit and it still does not work for me. This is very frustrating I really don't know what I'm doing wrong here. Is the "obvious spots" to paste the path the MappedExeName? Because that's where I pasted them.
  20. UPDATED: "Native" MSCC on 64-bit Windows

    Everything really, there isn't really a "first step" that's explained anywhere aside from downloading the file itself. I'm not much of an expert with this sort of stuff if it's not obvious so just some guidance would be appreciated.
  21. UPDATED: "Native" MSCC on 64-bit Windows

    It'd be nice if there was an actual helpful guide on how to make this work because I fiddled with this for hours last night and got nothing to work.
  22. Walls of CCLP3 discussion

    Ehh it doesn't have to be my best level for it to be good, which I am convinced it is as it stands. No one can really tell me otherwise. I wanted a strict timed walker dodging level and that's what I made. And considering the wall template choice, I think it's completely justified for this to exist. Not to mention I nerfed the hell out of this before releasing. If that isn't appreciated then I don't know what else to say. Sorry you didn't like it. and thanks for the rest of your feedback as always!
  23. Walls of CCLP3 discussion

    Since I will shortly be starting a new job in the upcoming days, my time for designing will be rather limited, so here is another update release! This time there are 15 new levels as levels 66-80 and like the previous update, these 15 levels are also arranged sort of by difficulty. There are no changes to any of the pre-existing levels as well. Walls of CCLP3 Enjoy!
  24. Propaganda

    The step you are doing there is actually a step that needs to be done later. You have the right idea but try doing that step the opposite way. If that makes any sense
  25. Mega Level Pack?

    As fun as it would be to see how a set like that would be ordered, I don't think it would be a good idea to actually do that, at least for an actual set, especially with CC1 because lol copyright. CCLP2 also has the issue of not being fully Lynx compatible unless CCLXP2 were used. Not to mention I highly doubt anyone would seriously play a set like this that's that long. That being said, compiling a list for this would be fun. Just a set I don't think should happen. But to answer your question, yes I would also include some from WoCCLP4, as well as a few of the newer additions of JoshL6, most of JoshL7 and UC6, some of ZK3 and 4, and some of the currently in progress WoCCLP1 and 3.