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geodave

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Everything posted by geodave

  1. Acropolis Pack - Discussion

    Here is my review of this set. Acropolis review: 1. As Two Paths Become One. I loved this level! Beyond the (unintentional?) Spice Girls reference, it's just a good CC level. Fairly easy (I gave it a 2), but nicely combining basic CC concepts with an interesting twist. And exit under a block is still fun, if not clever any more. 5 2. Twin Pines Mall. It's difficult to follow a level I really liked, but I've played this level before and never really ?liked it. I've just seen so many Pigeon-Holes-style levels, and this one isn't as good as others. Sorry. 2 3. The Fourth Dimension. Here is the first case where my ?initial impression was wrong. I got frustrated with mty fingers and blew by this level the first time, giving it a 3. It's actually rather clever and a good little maze. I'll be updating my scores on this one. 4 4. Triplicate Excellent use of thin walls. Nice use of the number 3 throughout. Reasonable and interesting to solve. 5 5. Frozen Pipelines I.C.You meets Kinetic Aesthetic. How can I argue with that? 5 6. Divinding I swear I did not AUTOMATICALLY assume the author of this level and grade accordingly. HOWEVER, this is a terrible level. 1 7. Milliardaire A weird little level that feels suspiciously like a Treasury Hunt creation. Nothing terrible but nothing redeeming. 3 8. Running for the Toggle Switch I'll admit I can't quite solve this one -- it looks straightforward enough, but if the title is to be believed, I cannot execute the solution. And I don't see any other solution. 4 9. Serving Fast Food Too hard to execute, too easy to die. Concept isn't bad but just too frustrating. 2 10. Old Fashion Well, it is an old-fashioned maze, all right. And well executed. 4 11. Conveyor Craze An interesting take of ROAD SIGN on crack. A wee bit frustrating, but that's okay. 4 12. Tropical Paradise A fun little jaunt. 4 13. Traffic Control Not completely clear on how to complete this. Seems ok. 3 14. The Crossing of the Styx A little tricky to not kill the teeth, or letting it kill me. An interesting challenge. 4 15. Don't Stop A little twist on BEWARE OF BUG. You read the hint you probably die the first time, but once you get it it's easy. 3 16. Comparing Not exactly sure WHAT I'm comparing, or if this was designed by the King of Ing, but it's okay. A little too much "move or die" for me. 3 17. Panic Pushing OK, I have a really strong dislike of levels with a Joyride in them. That put me off right away. There's no way to go back and recover on this level. Not a horrific level, but not exactly a fun one. 2 18. Riding The worst of both worlds. A ridiculous Joyride and a level ending in Ing. Oh, and just to make things MORE awful, and really stupid time limit. 1 19. Exconnunicated Oh what a relief after the previous level! I've played this particular level many times before and it continues to be a delight. I don't know if Tyler invented the block removal device at the start but this is the first place I ever saw it. Excellent. 5 20. Exchangement Palace Not sure "exchangement" is a word, but I don't "sustainment" is either and they use it in my industry. At least there are no "masonary columes" to worry about. This is a fairly standard swapping and maze level. 3 21. Pursued by Shadows Took me a while to get the hang of this one, but I give it merit for being interesting. If it makes it in it'll take me a long time to complete because I just don't have the dexterity any more. 4 22. Cool Box Pretty Cool! Also a pretty ?interesting puzzle with some fun red herrings. 5 23. The Boss I hated this level the first two times I played it. Still do. Stupid teeth. 1 24. Molasses and Black Marker An interesting game, Professor. The only winning move is not to play. But I played anyway and I'm intrigued. 5 25. Closed Track I thought this was going to be another of those stupid "don't use up too many popup walls" levels, but surprisingly it isn't. It's a much more interesting little puzzle. 4 26. Honor Among Thieves A clone of Thief, You've Taken All That Was Me this is not. But it is fun. 5 27. Union Well the hint is quite clear. If I could just execute it! Nicely done. 5 28. Minor Infection I found this one to be initially quite anooying, but it got a bit better. 3 29. Thinner Ah, the keytrade level. Not bad. 4 30. Who Ate My Blue Key Nice. Challenging but interesting. 5 31. Better Safe Than... I liked this one. Nice little puzzle -- not too complex but interesting. 5 32. Chocolate Covered Chocolate Well, I like the title. And most of the rest of it. Just didn't put me over the top. 4 33. Sequence 2 It appears that this is actually impossible in Lynx. 1 34. Forest Guarian's Maze Change the title to Gate Guardian's Maze and I'll give it a 5. Meanwhile, it's pretty good. 4 35. Ball in an Awkward Place Love the title! Also love the level. So fun. 5 36. Incisive Paragon If Memory serves, there have been many such levels in the past. This one is another one. 3 37. Slacker Yes I am; thanks for noticing! Pretty interesting. 4 38. Sokomaze So basically an Oracle level with bits of Warehouse and bombs. Cool. 5 39. Galaxies Oh the bouncing! Not a bad design but I'm not shouting either. 4 40. Overload Nice to see a walker level that's actually fun! 5 41. Keys to the Kingdom A fun combination of ideas. 4 42. Rew Totally designed to make me angry. 1 43. So Close... Well that was fun. 5 44. Impulse A clever level layout. 4 45. In the Line of Fire Not really sure what to do here, but really annoyed. 2 46. Keyrithmetic Well there's key swaping. 3 47. Silicon Mine Silicon Yours. Can't we all just get along? 4 48. Reflecting Don't exactly LIKE this level, but it's pretty well done. 4 49. Twilight Harbor Feels suspiciously like that level with the unpronouncable name. 4 50 R.A.I.D. Array RAID never lived up to its hype. Neither did this level. 2
  2. Count to 1,000

    696+69+9+9
  3. Ravioli Pack - Discussion

    . Til Tuesday (#6): Dave why did you put the really long corridors in this level they really aren't necessary I had a reason... really I did. Can't remember it. As I recall this was the final level I submitted and I was in a hurry.
  4. Veteran pack vs CCLP4

    I personally think this is a great idea. I would play it, and I think you leading the project makes perfect sense. It would probably NOT have much impact on cclp4, as most people can separate the two I would think. I'd recommend laying the groundwork now and opening submissions in a couple months, maybe near the end of cclp4 voting. I don't have much time to help, but I'll help if I can.
  5. Well where the heck have I been?

    Here we go!!!!!
  6. Well where the heck have I been?

    I guess it did take a year but now CCLP4 is sort of happening yay. Also I'm getting much more into cc2. The tutorial challenge was awesome! My personal life has gotten to be quite the complicated thing (more than usual...) but I am starting to free up a little time here and there. As the year goes on I should be around a little more often. Anything in CC2 you wish was there but isn't? Someday we may have a tileworld version of CC2...might be able to enhance it a bit. Or maybe Chuck will take suggestions (which will probably end up in Chuck's Challenge). Anyway -- when do we vote????
  7. ...And I'm Back!

    Welcome back! :-D
  8. ​So not surprised I'm last. Made it quick and dirty. Glad there was so much participation!
  9. Oracle Warehouse

    Whaddyathink? http://geodave.webatu.com/Oraclehouses.ccl
  10. Oracle Warehouse

    Yeah that website is dead. It's in geodave4.
  11. geodave4fiuxes.ccl

    Version 1.0

    20 downloads

    Fixes for seven levels from geodave4.
  12. Hurt & Heal - Skype People

    Ok here goes: +1 to heal, -2 to hurt Dave [10] J.B. [10] Zane [10] Shane [10] Tyler [10] Michael [10] Andrew [10] James [10] Josh [10] Trevor [10] Tom [10] Wait for one other post before posting again.
  13. What glitchery is this?

    I made this lovely level -- Games Played Once Too Often -- in which there is a tank generator, as seen here: However, sometimes (in MS mode) after playing through the level, the tank generator looks like this: What is up with that??
  14. gpoto2

    Games Played Once Too Often -- later on
  15. gpoto1

    Games Played Once Too Often -- as drawn.
  16. Special/Analog/Sequel Levels in CCLP4

    I am in favor of thinking about special levels for a few level numbers. Not the decade ones...i see no need to worry about that anymore. I would like special thoughts about 1, 34, 88, 131, 144, 147 and 149. For the first level, we want something that makes the player say "that's why I liked this game so much!" Cclp2 failed on this. Cclp1 was much better. I don't have any clear idea on the others yet. I could plug Oorto Geld IV, if it wasn't such a lame level. And yes, YAYAYAP PLEASE.
  17. geodave4rejects

    Version 1.0

    13 downloads

    Sets pulled from CCLP4 submission.
  18. Just to make it official -- geodave4 was designed for TileWorld and therefore it is my submission for CCLP4. I'm happy to see a staff forming. I don't have time to commit this time around, however please contact me if additional assistance is needed (extra Lynx testing, storyline review, etc.) I'm sure you guys can handle this on your own! Happy packing!
  19. OK, I voted for option #3 (to clarify -- make them the same set, with some CC2 elements for CC2). Here's my reasoning....We have a boatload of levels out there in the pool that were built on CCLP3/CCLP1 principles. We could, without much trouble, take what we have (maybe give a submission deadline of Halloween) and make a very good set as-is. While we spend a couple months voting, designers would have time to port the same levels to CC2, and add it CC2 elements as they see appropriate, while maintaining the spirit of the level. (For example, you might put in custom walls, or change brown buttons to pink -- but you wouldn't add rovers.) Why this is the best is: 1. It clears out a backlog of really good levels. 2. It gives us the quickest path to a levelpack for CC2. 3. There is NO #3. 4. It gives designers time to figure out the new mechanics and discourages them from making any non-CC2 levels. So, am I not brilliant? Also, if we don't get on this NOW it's going to take forever (a la CCLP3).
  20. Stupid deaths.

    Here's a couple super-frustating ones. First, DEADMEAT Fortunately, I finished that level, but I haven't finished ISLAND. Got this close really??
  21. really

  22. 181no

  23. rap it, Eric!! Also, I wouldn't want any changes to standard Lynx rules. When are we getting CC2????
  24. bug in editor?

    Remember that wire tunnels can be nested, so if you put two east tunnels in a row, then a west tunnel, it will only connect to the second east tunnel. So far I've found that while tunnels seem cleaner, they are more confusing to figure out. If you have a lot of connections, make all your walls metal.
  25. Tile World 1.3.1

    OK I know this is ridiculous, but.... How many years will it take to make Tile World extensible? So we could define behavior and graphic for a wall, block, monster, object -- and it would appear. Alternatively, can we start adding CC2 items (as was done for ice blocks) one at a time? Then we could gradually start providing CCL files (or some new format) that incorporated these new thing? [Minus the canopy, maybe]. If I had any idea how (and a lot of time) I might try this myself.
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