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chipster1059

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Posts posted by chipster1059


  1. Results time!

    There have been a total of five entries from four designers. The ZIP file contains all five entries, the CC1 version of Miika's entry, and a CCS file for use in CCCreator.

    First off, allow me to say that PUTTING SEVERAL SPOILERS IN A SINGLE POST IS A REAL PAIN IN THE :teeth: Migration to another software when?

    Unranked

     

    Oversaturated Contrast

    Creator: Ihavenoname248

    Walls: In & Out

    Since Jeffrey submitted two levels, Miika suggested that I only include his top one in the actual rankings, because there's “no need to depress others how even his second level was better than their first.”

    The original was a yellow teleport puzzle. The contest entry is another puzzle-themed level, where rooms are colour-coded.

    I'm generally not a fan of colour-coded levels, because switching tilesets can easily break that. For example, thieves are red in Tile World but blue in MSCC; sockets are blue in TW but brown in MSCC. However, this level does not seem like it could be affected strongly by tileset changes.

    The blue room has an interesting concept, and the ice block trick required for perpetual cloning of gliders is very clever. However, there are some canopies to hide the purple toggle wall (why does everyone keep calling them pink?). Either way, while the canopies help preserve the aesthetic, the result is rather annoying, especially since there is no magic eye. Until I looked in the editor, I thought that toggle wall was actually a blue key blocker.

    The yellow room uses yellow tanks and yellow locks. You have to use the blue room's key thief to dispose of the yellow key after all the locks are open. However, this room also has an annoying trick with directional blocks that makes it possible to cook the level and not realize it until much later. It also contains some pointless speed boots that appear impossible to pick up.

    The green room uses force floors, toggle chips, swivel doors and slime. The random force floor trick is pretty clever. The red/pink/brown room has a clever trap puzzle and a nice logic gate mechanism.

    This level has bonus flags; some work, others not really. There are five 10-point flags; three are impossible to NOT pick up, one is trivial, and the last one isn't worth the time investment. There are also two 100-point flags; they are slightly harder to obtain than the 10 ones. There is also one flag of 1000, which requires item dropping to pick up. While it is clever, a yellow tank starts on top of it, and by the time you realize the flag's existence, you might have rendered it inaccessible. There is also a x2 flag, which can only be accessed if you drop the time bomb on the right tile at the very end.

    The level has three hints (apparently CCCreator counts the designer comments as one ). Of the two that are accessible in-game, only one is actually useful. The other is there for aesthetics and so monsters can't move on top of it, a fact bluntly explained by the hint itself. It might have been better if it had talked about that 1000 bonus two tiles below instead.

    While all the "regular" walls are unchanged from the original, the level also uses a LOT of coloured walls for no reason. The one green wall (ghosts can't go through) could have been turned into the OTHER type of green wall (can be real or fake), which was already used twice. The blue walls are pointless. The pink wall could have been a block with a bonus underneath (such a bonus would have been more creative than all the others in the level except the 1k flag). But the yellow room suffers from these extra walls the most, with almost half of the playing area eliminated by these walls.

    Overall, the level had some good ideas that were unfortunately hampered by questionable design decisions.

     

    4th place

     

    Tenure

    Designer: M11k4

    Walls: Practice (steel walls)

    The original level is a simple itemswapper. The contest entry is a blue tank-themed level. The wall pattern is used well, with many of the item alcoves being used for chips now.

    This level is the most simple entry, from a design standpoint, and also the most boring. It is the only entry not to feature any bonus flags. Apart from Melinda and steel walls, only CC1 elements are used. Even then, these could easily be replaced with Chip and regular walls and you would have a CC1-compatible level. In fact, the designer made a CC1 version of the level; more thoughts on it below.

    The level has a hint, but no hint tile: "some dodging up top and a puzzle below". I am rather annoyed that this was in the “hint” field rather than the “comment” field (clearly a leftover from the CC1 version), but this is just a minor detail. Either way, this is a pretty accurate description of the level. At the bottom of the level is a simple but clever tank puzzle, while the top section involves a lot of dodging. Some of it works, the rest not so much.

    The tank motion mechanism is something I have seen in many other levels, with a tank going in a straight line with a blue button at both ends. The player can turn this on or off using a third button. This is something I struggled with quite a bit in CC1 Lynx levels, but CC2 doesn't appear to be as strict when it comes to "pressing the button at the exact tick".

    The mechanism is the heart of the level. The bottom puzzle relies on picking the right time to stop it. Some of the chips in the top section can be picked up with the mechanism stopped, but not all of them. And this is where the level falls apart. Most of the dodging involves split-second manoeuvre that are not always easy to predict and are only possible for one or two ticks.

    Honestly, I can't help but wonder what this level would have been like if the puzzle theme had been used throughout the entire level. Overall, a decent idea in theory, but poorly executed.

    Additional thoughts on the CC1 version

    Above, I mentioned how Lynx is more strict than CC2 when it comes to flipping tanks at the right tick. Predictably, playing the CC1 version in Lynx was a massive pain, although that was due to my own lack of skill.

    In MS, however, I found myself enjoying it more than in any other ruleset. The fact that moves have to be timed to the tile rather than the tick makes the dodging (and button pressing) much easier. The fact that tanks don't start moving again the moment the obstacle is removed is also a nice thing.

    Note that I only played the CC1 version after I had decided on a ranking for the actual CC2 levels.

    3rd place

     

    Anarcheology

    Designer: quiznos00

    Walls: Caverns.

    The original was an average dodging level that was almost completely CC1 backwards-compatible. The contest entry, while still featuring a few dodging rooms, also has several puzzles and is overall much more varied the original. The original also had a two-tile wide corridor around the entire level; here the corridor is filled with button mechanisms and interesting aesthetics.

    The starting room involves bug and ghost dodging. While relatively simple to execute, I admire how the monsters are perfectly synchronized, with the bugs hugging the ghosts who keep them safe from the slime.

    Next, we have a simple track puzzle that uses item dropping in a clever way, culminating with giving a ghost some fire boots to clear the way. I love that concept.

    Next up, we have perhaps the most creative puzzle of the level, in which you have to guide a teeth into the right trap so a cloned ghost can collide with it. A transmogrifer is provided so Chip can become Melinda and chase the teeth away as necessary. This concept is really amazing.

    Another notable section is a three block sokoban that features a clever use of railroad tracks as recessed walls. Also notable is a room where paramecia go through toggle bombs, with a hint explaining that you don't need to pick it up. This section serves little purpose other than confusing the player, and removing it would have had no significant impact (the logic gate mechanism that makes this possible is pretty interesting though).

    This level features a total of 2620 points in bonus flags. 300 of these are scattered across the teeth/ghost rooms described above, and are way too easy to obtain. 100 is hidden behind two bugs in the border, and is pretty clever. The rest is protected by teeth; I don't know if they are accessible, but either way, this is pretty awesome.

    The walls have been recreated faithfully and, thankfully, no coloured walls were added. Interestingly, some walls have 0-directional blocks and item blockers on top of them here, to contain the ghosts. This is a nice alternative to turning the walls to steel.

    Sadly, this level suffers from a major bust. After Chip picks up the railroad sign, he can go through the tracks at (29,24) and (30,24) and enter the teleport at (30,26), bypassing the red lock and thief. This leaves Chip with an extra red key which he can use to exit, rendering the helmet and green keys useless. The ball on tracks protecting the final red key is pretty clever, but Chip never needs to venture in that room.

    Overall, it's a very fun level; with the bust fixed, I could see it get in CC2LP1.

    2nd place

     

    Cold Comfort

    Designer: H2O

    (Lack of) walls: All Shook Up

    The original was an overly-simple sliding level. The contest entry is an awesome block puzzle.

    This level is played as Melinda, and her special properties take center-stage. You can push blocks onto gravel, but you won't be able to get them off unless pushed by another block. If you want to push that dirt block into water, make sure you have an ice block handy to remove the resulting dirt. Blocks will slide, but you won't.

    All three types of blocks are used here: ice, dirt, and directional. There are two ice blocks. The dirt blocks all have 100 bonus flags underneath (for a total of 500 bonus points), which is decent, although not particularly creative. There are three directional blocks, all of which can be pushed in all four directions; one of them is over the exit.

    This block over the exit has to be pushed onto a force floor; under ordinary circumstances, this would kill Melinda as she exits. Fortunately, there is a helmet available, as well as a bribe so you can carry said helmet past the thief. But there is much more to the bribe than it seems at first sight, and this is a really amazing trick.

    Another interesting thing about this level is its use of block sequences, and how some blocks can push blocks of other types. The results are not always easily predictable, but it's easy to experiment in this level.

    Perhaps the most unusual thing about this level is this: it has no walls of any kind. Regular walls, steel walls, blue walls (real or fake), green walls (real or fake), hidden walls, invisible walls, coloured walls, thin walls, recessed walls, toggle walls, locks without keys, unusable clone machines, sockets, nothing exists here. In the designer's words, using additional acting walls for “walls of” levels feels “a bit cheap”, which I mostly agree with, as you might have figured out from my unranked review.

    In this level, instead of walls, you have gravel, which is an acting wall to Melinda but not blocks (a property required to solve the level). The level this is based on, All Shook Up, also lacks walls entirely, and it is not the only official CC2 level that is like this.

    But a walls-of level without any walls? Seriously? Two of the other entries helpfully mentioned the level it was based on in the comments field; for the other two, the pattern was instantly recognizable. For this one, however, I struggled to figure it out. I was sure that the gravel, the water, or even the blocks had been copied from another level. I even looked at levels like Reticulating Splines and Identity Crisis for some pattern that might have been copied with different tiles, but the best I could come up with was “fire from Grab Bag” except that Grab Bag already has a decent wall layout.

    In desperation, I contacted the designer; the answer was something I had been considering right from the beginning, but refused to accept until it was officially confirmed because of how :blob: it is. It's a wall-less level turned into another wall-less level. There are no other similarities. The most insane loophole ever.

    This was honestly the hardest level to rank. I considered ranking it last, but in the end I just couldn't bring myself to: the puzzle is just too great.
     

    WINNER :chipwin:

     

    Monsterpiece Theater

    Designer: Ihavenoname248

    Walls: Turning Point (both "regular" and steel walls).

    The original featured many interesting puzzles. This version, meanwhile, focuses mainly on dodging, and has a great punny title.

    As mentioned in the designer comments, each room focuses on one or more monsters. All monsters are represented except the Chip mimic, floor mimic and yellow tank (and also the blue tank, but that isn't mentioned in the comments). The designer tried to incorporate a yellow tank in the red teeth room, but it didn't work out.

    All rooms also contain at least one red key. All the red keys in the level are required to solve it.

    All the rooms are fun, but very different. The hardest to figure out was the one with the pink balls. The hardest one to execute was the Interpretive Dance Academy ripoff tribute. The hardest one to get the bonus on was the glider and fireball room.

    The Melinda mimic and ghost room was arguably the best, even if it bends the rules a bit: what is that blue wall (the type that doesn't exist in CC1) doing there? Why couldn't you have put a Chip mimic in a trap instead? Or a tank?

    The red teeth room provides an interesting take on dropping items to block monsters: while in many cases, dropping busts the level, here it is required. The fireball cloning room was an interesting concept, not too easy but not too hard either. The rover room was surprisingly painless, considering the monster's reputation. Not all the sections are that great (the walker one was pretty boring) but none of them are bad.

    This level also has the bet use of bonus flags among the entries. 1000 points worth of bonus flags are scattered across the level, on top of fire and water. The clever thing is that Chip only gets the fire boots and flippers at the very end of the level, so you need to go through all the rooms again to get the full bonus (although, in fairness, the flags are easier to obtain than the keys, so it's not overly hard).

    There is also a x2 flag at the end of the red lock room. Casual players can just quickly walk through it and make their way to the exit, but those who want the full 2000 bonus (like me) instead have to retrace their steps through the maze and only pick it up after collecting all the other flags. This is a nice way of accommodating both casual players and optimizers.

    Apart from the pointless blue wall I mentioned above, the wall pattern has been faithfully reproduced and used in clever ways. This includes both "regular" walls and steel walls. In the original, the steel walls were mainly used for wires. Here, only one has a wire going through it, and that could have been avoided with an extra wire tunnel. A few others are used to contain ghosts, but the rest are just there serving no special purpose. Not the best aesthetic, but not too distracting while playing, and I appreciate the strict adherence to the rules.

    Congrats Jeffrey on your win, and thanks everyone for participating! I hope you will all submit your levels for inclusion in CC2LP1, I can see some of them making it in the final set.


  2. I've played this set, and overall I really liked it. I'll give high ratings to many of these when CC2LP1 voting comes. I solved all of them except 11 and 42.

    1: Nice first level, the puzzles are clever.

    2: Really fun. I got the full 1200 bonus.

    3: Surprisingly easy.

    4: A nice concept that I wish was used more often. I got a bonus of 3000.

    5: It's a nice port of your CCLP1 port, but I preferred the other key level (2).

    6: Interesting concept. I got a bonus of 8000.

    7: This is one of those levels that are trivial to solve casually, and mainly a challenge for the bonus. I love levels like this. My bonus here was 10280.

    8: Simple 10 by 10 level.

    9: Great use of hooks. I didn't attempt the bonus.

    10: The starting teeth puzzle is really creative, and the whole level is fun.

    11: It was fun, overall.

    12: The designer is listed as "dat2c2g". The level itself is fun though.

    13: This was awesome! One of the best levels so far.

    14: This level is mainly a challenge because of the bonus, especially with the thieves and the time limit. The sokobans are clever. My final bonus was 20300, with only one bomb unexploded (I had accidentally shoved one block in a hidden wall corner).

    15: Simple puzzle, but I like it.

    16: This level is fun, the teleport mechanism is awesome, and the pink ball cloning at the very end is epic.

    17: I'm afraid I didn't really like this one. After many failed attempts in the first room, I reached the exit only to realize that the teeth was required; that was kinda evil.

    18: Surprisingly easy, but fun.

    19: Fun level, although not one of my favourites.

    20: Decent level, quite easy.

    21: Not sure if this is a bust or intentional, but the random force floors can be used to speed through the cloning room rather than following the floor path. The final trap puzzle is amazing.

    22: I liked it, it was fun.

    23: Nice level, but could use a shorter time limit.

    24: Short but fun. I got the full 16000 bonus.

    25: The block slide trick is awesome. However, I think I might have busted the level. I use one block on one of the bombs on the top left, and the fireball for the other. Two of the four blue teleports are useless, as well as the paramecium, ice block coner, and the elaborate fireball systems.

    26: Really fun concept. I did not attempt the bonus.

    27: Decent dodging level. My final bonus was 60000.

    28: I'm not really a fan of most digging levels, but I mostly liked this one.

    29: Good maze.

    30: Great use of railroad tracks, and the time crunch bonus is nice.

    31: Probably my least favourite level of the set, I'm afraid. The teeth section is not very fun, the sokoban isn't much of a challenge (with all these extra blocks), those random blobs do nothing...the only good thing about this level is the socket section (why are they even sockets anyway, there are no chips).

    32: Another digging level. It wasn't bad, but it failed to make a strong impression on me.

    33: Fun blue wall maze, wall slapping makes this even better.

    34: Interesting level and quite fun. I didn't get the bonus.

    35: Interesting use of the helmet, and I really like the double-thickness walls.

    36: It was overall a great level, one of my favourites; my final bonus was 30000. There was a minor bust (the button for the fireball trap can be held down with one of the blocks rather than bridging the fire) but it's not really a problem.

    37: The designer is once again identified as "dat2c2g". The level itself is fun though.

    38: "dat2c2g" again, and there's a typo in the hint: "loose". This was a creative level though.

    39: Really fun level, and one situation where coloured floors and walls aren't annoying.

    40: Amazing concept. It would be interesting to revisit it with a longer level.

    41: I love the teeth section. The ball trick is also clever, and the socket at the end adds a nice twist. I got a bonus of 8000.

    42: The CC2 abridged concept is great, I like the chip count, and the individual sections are nice, but I think putting everything into a single super-huge level was a mistake. Dying at the very end can be really painful.

    43: Long before playing this level, I worked with Mobius on a level that has a very similar concept. That level had a few extra puzzles but lacked the bonus. This take on the concept is also pretty fun.

    44: Sorry, but this level doesn't quite work. It's too easy: I solved it in only 2 seconds.

    45: The designer field is empty here. The level itself is really fun, though, both the sokoban and the fire room.

    46: Interesting concept, very easy, but I like it.

    47: "dat2c2g" again. It's a fun level though.

    48: Awesome 10 by 10 puzzle.

    49: Nice concept and fun to figure out.

    50: Really great yellow tank level; the fireball trick is especially clever. However, the designer field is blank again.

    51: The sokoban is all right, but this feels like a missed opportunity. I think it might have been better untimed, with time bonuses under the blocks.

    52: This is easily the second-hardest level in the set (after CC2 abridged), but it is really fun, I love the various puzzles, and the ghosts aren't frustrating. My final bonus was 115 000 (I think 116 000 might be possible but I didn't test it).

    53: Partial posting with other players is awesome. The various sections are really fun, this is my absolute favourite of the set.

    54: Very fun level, awesome finale to an awesome set!

    • Like 1

  3. CC1 MS improvements.

    22: 293 (+2)
    23: 417 (+13)
    24: 424 (+2)
    30: 454 (+1)
    35: 577 (+1)
    37: 594 (+2)
    48: 277 (+3)
    64: 548 (+18)
    68: 489 (+9)
    71: 355 (+2)
    78: 479 (+1)
    81 473 (+[79])
    83: 298 (+1)
    91: 367 (+2)
    93: 647 (+6)
    94: [906] (+[2])
    98: 338 (+2)
    100: [911] (+[1])
    108: 278 (+3)
    119: 207 (+5)
    125: [827] (+[2])
    126: 431 (+6)
    132: 662 (+35)
    137: 392 (+3)
    138: 231 (+5)
    139 [920] (+[1])
    140: 263 (+1)
    141: [968] (+[2])
    143: [856] (+[4])
    145: [991] (+[1])


  4. CCLP4 MS 66: 264 (to please our benevolent dictator Sontag)

    CCLP4 Lynx 121-149

    121: 329

    122: 661

    123: 629

    124: 87

    125: 512

    126: 130

    127: 210

    128: 472

    129: 204

    130: 510

    131: 575

    132: 469

    133: 573

    134: 380

    135: 380 (yes, I have the same score for two levels in a row, it's not a typo)

    136: 300

    137: [830]

    138: 396

    139: [955]

    140: 751

    141: 656

    142: 42

    143: 518

    144: 663

    145: 502

    146: [767]

    147: 721

    148: 409

    149: 484

    • Upvote 2

  5. CCLP4 Lynx 91-120

    91: 359

    92: 413

    93: 366

    94: 476

    95: 465

    96: [805]

    97: 252

    98: 451

    99: 270

    100: 774

    101: 387

    102: 290

    103: 534

    104: 179

    105: 398

    106: 209

    107: [862]

    108: 445

    109: 14

    110: [928]

    111: 159

    112: 328

    113: 303

    114: 464

    115: 905

    116: 289

    117: 254

    118: 402

    119: 502

    120: 631


  6. What version of macOS are you using?  CCTools is 32-bit, and Mojave is the last version to support 32-bit software.  This also breaks Tile World.

    If your macOS version is too recent, the only way out may be to install another operating system, or maybe compile from source (I have no idea if the latter one would even work though).


  7. CCLP4 Lynx 61-90

    61: 507

    62: 302

    63: 479

    64: 272

    65: 455

    66: 263

    67: 285

    68: [907]

    69: 374

    70: 309

    71: 173

    72: 316

    73: 249

    74: 309

    75: 298

    76: 362

    77: 462

    78: 436

    79: 329

    80: 279

    81: 274

    82: [868]

    83: 429

    84: 376

    85: 413

    86: 277

    87: 495

    88: 270

    89: 368

    90: 333


  8. So, I played all 40 levels and solved all of them except 35.  It has some really great levels <3

    1: Really great use of bribes. My bonus was 1000.

    2: I like it, it's clever.

    3: Hooks are awesome.

    4: This one was much harder than the previous ones. I like the concept, and it proves that item dropping is not entirely bad.

    5: It was a fun level. The four puzzles were all well-designed.

    6: Took me way too long to figure out the bowling ball trick. Fun level, I got the full 1100 bonus.

    7: One of the most creative mazes I've seen in a long time.

    8: It's shorter than the last few levels, but that's the perfect length. Creative concept.

    9: A nice way to include both Chip and Melinda. The item exchange at the end is clever.

    10: It's a decent level, but rovers remain the worst tile in CC2.

    11: It's a fun level, the various rooms fit in well together. Final bonus 450.

    12: One of my favourite levels so far. Final bonus 1100.

    13: It took me forever to figure out how track switches work with the R&R sign. It's a clever puzzle though, and I got the full 14 000 bonus.

    14: The bomb trick in the first room is very clever. The following puzzles also work nicely. I got 4660 bonus.

    15: Creative concept.

    16: Took me forever to figure out the mimic trick. There are some clever puzzles here.

    17: Very easy, I solved it and got a bonus of 6600. Perhaps the time limit could be shorter?

    18: Very nice, I especially like the ghost and ice block rooms. I got the full 2900 bonus.

    19: Decent level. My bonus was 1400.

    20: More interesting hook puzzles. My final bonus was 60.

    21: Really clever puzzle, and I got the 400 bonus.

    22: Fun puzzles and nice aesthetics.

    23: It's an all right level. The concept is clever, although not one of my favourite levels so far.

    24: Fun ghost puzzle, although it is a bit creepy how you end up murdering Casper in cold blood a hot flame jet to exit :teeth:

    25: A really interesting blob level. I solved it, but didn't try for the bonus.

    26: Melinda goes on a killing spree it's actually a very fun level with clever puzzles.

    27: Really fun. Didn't get the bonus though.

    28: Decent level, although not one of my favourites. My final bonus was 1200.

    29: Fun puzzles, and really great aesthetics.

    30: Great puzzle. The ice block/transmogrifer trick is awesome.

    31: Really interesting puzzle. Unfortunately, I wasn't able to get the bonus.

    32: I remember this level from the original version; don't think I solved it then though. I solved it now, and it was really fun. My final bonus was 2250.

    33: It took me a while to figure out the tricks. This is very clever.

    34: Fun puzzle.

    35: This appears unsolvable. I can't figure out how to make it past the dynamite explosion; while it is true that recessed walls don't pop up if dynamite is placed on them, it's of no use after said recessed wall turns to fire.

    36: Much harder than it looks, but really fun.

    37: Interesting use of swivels. I got a bonus of 500.

    38: Really great level, fun puzzles and creative sokobans, nice use of yellow teleports. For some reason throwing the bowling balls into them erases one, but that doesn't alter solvability.

    39: This concept is absolutely amazing.

    40: Fun level, although I had to use Tyler's video to solve it. A bit disappointing you removed the wall slapping trick though, but it's still a great level. My bonus was 2240.

    • Like 1

  9. CCLP4 Lynx 31-60

    31: 372

    32: 297

    33: 208

    34: 155

    35: 328

    36: 416

    37: 361

    38: 91

    39: 394

    40: 127

    41: 291

    42: 219

    43: 386

    44: 409

    45: 302

    46: 235

    47: 336

    48: 275

    49: [887]

    50: 297

    51: 348

    52: 81

    53: 275

    54: 192

    55: 530

    56: 525

    57: 396

    58: 293

    59: 317

    60: 192


  10. CCLP4 Lynx.

    These scores are the result of two or three casual playthroughs; if I have any bolds, it's a happy accident.  I'll probably optimize these further at some point, but it's not a priority at the moment.

    Levels 1-30

    1: 160

    2: 242

    3: 204

    4: 211

    5: 247

    6: 298

    7: 90

    8: 311

    9: 233

    10: 65

    11: 234

    12: 206

    13: 186

    14: 329

    15: 256

    16: 235

    17: 248

    18: 212

    19: 186

    20: 322

    21: 293

    22: 233

    23: 343

    24: 369

    25: 372

    26: 232

    27: 359

    28: 360

    29: 290

    30: 53


  11. 1: Decent green teleport level.

    2: Very creative, I love it.

    3: I solved this with just one tick to spare, and no bonus. With even a time limit of 7, this would be better, I think.

    4: Very clever concept.

    5: Nice concept. A bit short though.

    6: I couldn't solve it. The moment the blob produces a teeth, the level is cooked.

    7: Good maze, I like the current time limit.

    8: It's a simple puzzle, but the bonuses are a nice addition. It would be nice if you added something under the chips though.

    9: Solved it on the first try. I don't know if I was very lucky, or if you studied the seeds very well. Either way, COOL!

    10: Fun.

    11: Nice concept, I've already seen it done a few times.

    12: The use of fire in addition to fireballs makes this better. The wait at the beginning is a bit long though.

    13: Very hard, but decent.

    14: Much harder than it looks at first.

    15: One of the best levels of the set.

    16: I like it.

    17: Blowing up exits is awesome. The tank+bug part was especially good. Nice ghost hint.

    18: Good maze.

    19: Awesome use of stopwatches.

    20: Really great concept, although the time limit is a bit short.

    Submit for CC2LP1 plz?

    • Upvote 1
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