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Everything posted by Flareon350

  1. 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
  2. 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.
  3. 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!
  4. 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!
  5. 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.
  6. "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.
  7. "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.
  8. "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.
  9. "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.
  10. 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!
  11. 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!
  12. 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
  13. 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.
  14. Walls of CCLP3 discussion

    Thank you for your feedback, mmoraleta! Glad to hear you enjoyed them, this is probably my favorite batch of levels so far. I really like that room! I do recognize that RFF part of the level can be a little iffy, but I feel like the timing with the tank flipping is just right. I am open to extend this timing a bit if need be. I'm not expecting this to be a favorite and I went into designing this one with that mindset. That being said, I tried the best I can to minimize the tedium via ice slides and the extra chips (maybe there can be a few more extras?). I didn't want players to resort to spam cloning to solve this one, which is why the trap button mechanism exists.
  15. Walls of CCLP3 discussion

    At first I didn't see how this was doable until I finally understood what you meant. This has now been fixed - thanks for bringing it to my attention! Edit: bust re-fixed because I'm dumb and left it busted in Lynx. It should be good now, ice being down the hallway on column 16 is the correct version.
  16. Help for Nuclear Energy for Dummies

    Consider how many blocks you need to reach the suction boots and take note of how the force floors are placed in that room.
  17. Walls of CCLP3 discussion

    A new version of WoCCLP3 has been released! This release features 25 new levels as 41-65 and are arranged in somewhat of a difficulty curve themselves. Some further updates to some previously released levels are also available in this release. Walls of CCLP3 Enjoy!
  18. Drugs

    I made this while intoxicated lolz
  19. CCLP4 storyline?

    True, but who plays CC for the story?
  20. CCLP4 storyline?

    A story won't exactly help you with those levels... Where did those stats come from? There's actually a lot more designers than you think
  21. CCLP4 storyline?

    I'd do it if I had decent knowledge with writing. But I don't.
  22. Oh I thought it was just a path to the exit fair point though.
  23. Here is my next set of feedback based on the next ten levels I've played tonight. in addition, the change to Balls to the Wall makes the level much better! 11. This one took me a few tries but cracking the puzzle was pretty satisfying. Loved the blue wall usage of course 12. I was kind of expecting the red keys to be optional, to make for shortcuts but that was immediately blown out of the water upon playing. I think I personally would prefer that but I still liked this level a lot 13. Zabriskie Point 2.0 aesthetics aside though, I absolutely loved this one. I did not expect to see something like this from you, all things considered! 14. Another pretty great level, I liked that sokoban a lot as well as that red button section 15. This level took me a little bit longer than I was expecting to solve... I initially wasn't a big fan of it and to be completely honest, I'm still not. Though that's not to say this is a bad level. Very good puzzle and concept for sure, perfect size and all, and I appreciate the fact it exists in general. But it just wasn't my personal taste 16. Another fantastic use of aesthetics! I was thrown off guard with the yellow locks, well played 17. That starting room is the best room, but the level was very fun. The red/yellow lock room with the surprisingly simple and I don't know if I should be glad it is or disappointed it is 18. Not my favorite level but it was still fun 19. Loved that ending. I remember you mentioned there being a path outside the level to the exit but was removed because it made the level longer? I don't remember the exact reason but I'm semi hoping you'll add that back in because this felt way too short personally 20. What a level! This was very impressive and fun in a lot of ways. I especially loved the elemental room with the chips and the ending room with the glider cloner. I think the hint being in that room is much better than where it initially was as well
  24. Walls of CCLP3 discussion

    This is definitely going to 149 levels thank you for your feedback again! Glad you have enjoyed these so far My goal with this set isn't to make improvements of the original levels that use these walls, but instead the challenge of using them to make something different than the original did. That's what makes Walls Of levels so much fun to make! Partially true! This was done in Gloomy Minute Village only because I didn't have anything else interesting in mind to do with those walls, but I find it very fun to try new things out that players would most likely hate right off the bat but present them in small doses (see: Blurry/Blind). Spectral Blood Rave is more revisiting the concept I've done in one of my reject levels than anything else.
  25. Walls of CCLP3 discussion

    Thank you for your feedback, mmoraleta. Even though I said I wasn't going to release updates to this set, I've decided to anyway since I'm taking a short break from designing new levels here. These updates include... Technicolor Theatre: re-fixed the blue lock/walker maze corner in MS. Magnetic Workout: thief tile placed after first flipper to prevent bust towards the end of the level. Digitized Disaster: adjusted aesthetics to prevent getting trapped in the teleports upon exiting. The Internal 3D Dungeon: fixed sardine can room to be possible It's unfortunately worth mentioning that The Internal 3D Dungeon was updated twice since I'm dumb and can't make my own difficult sardine cans. So to ensure your copy is the correct, the sardine can room in the NW should have a socket near the red button.