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ajmiam last won the day on June 14 2017

ajmiam had the most liked content!

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About ajmiam

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    Video games (primarily Nintendo), Magic the Gathering, Avatar (TV series), Star Trek Voyager, Baseball (I follow the Pittsburgh Pirates. Go Bucs!), Football (STEELERS!!)

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  1. Maybe that was referring to CCLP2 where buried walls act like recessed walls that aren't visible as recessed walls until you step on them?
  2. Level 11 "Bodyguards" (CCLP4 Level 22?!?!) The idea was to make a level where thieves are helpful sometimes and harmful other times. That's about it. I guess some of the monsters are kind of interesting to dodge, like maybe the bugs near the top-left, since this somehow got into CCLP4. And it's not like we were reaching deep down to fill a slot--this was just a few places outside of the Top 149 in voting! It's an OK level, but it's messy and all over the place and I didn't really do much planning while designing this and I think I had much better levels that could've gotten in instead. Level 12 "Halving" I had a few ideas for a maze whose walls change scale as you travel through it, and this is one I ended up building. The first part is a little bit inspired by a custom level called "Two by Two" which is like Chip's Challenge meets World 4 (Giant Land) from Super Mario Bros. 3. It's most evident with the squares of 4 chips. Level 13 "Journey to the Center of the Earth" One level I made way back in Levelset 1.ccl was called "Perish Twice" (name taken from a book I saw in my parents' room, which had a poem by Robert Frost on the back about fire and ice). The level had...fire and ice. Specifically, you had to avoid sliding into the fire, but you could see it ahead of time. Then, eventually, you'd get fire boots and not have to worry about it. Anyway, I made an ice maze with a similar concept here, but used water instead of fire. It's fairly simple to avoid dying; on a floor tile, you can always see the ends of all of its paths that lead to water, and any paths whose ends you can't see lead to safe ground. There's only one exception to that rule, which is the floor at (23, 17) having an up path that leads to water at (28, 18), but there the level layout ensures you will see the deadly path before you get to the floor tile it originates from. (Hence the wording of the hint.) I'm pretty pleased with how the ice maze portion turned out. The rest (some thicker water to represent ocean, dirt to represent crust, fire to represent the mantle/outer core, and gravel/chips to represent the inner core of the Earth) was added at the last minute to take up the remaining space and give it a more unique aesthetic. All that led to a title that makes the level sound much more epic than it really is. Level 14 "Cross Back" (CCLP4 Level 15!) I came up with third room first--a block puzzle that must be solved in two directions and requires you to set up the second trip during your first. (I remember that the idea came to me when I was waiting for my college piano class to start, for some reason--no idea why.) Then I built the rest of the level around that concept of crossing back through rooms. I'm happy with how the first room turned out; there are two distinct solutions, one of which leaves a recessed wall unused. The middle room turned out a little simpler than I'd hoped...it's inspired by a section of Jeffrey's level "Guiding Light" where you have to clone lines of tanks (that cannot be reversed) to direct a fireball. The title is a small callback to Cross Over from Po100T. Level 15 "Elemental Park" (CCLP1 Level 128!) There have been plenty of elemental-themed mazes, but not a lot of 4-part overlapping mazes, so I built one. I definitely like how I was able to make the path of each element mostly contiguous, which sets it apart from something like Triple Maze, while still creating an interesting maze. Fun fact: The original version of this level, which I released in my 13-level preview set for CCLP1 consideration, had some chips on the edges of the level, so J.B. edited the level for CCLP1 to move the chips inward and prevent the player from touching the border. The change was so smooth that I didn't notice until he pointed it out later...so I decided to include the CCLP1 version in the final version of To100T. Level 16 "Parallel Problems" A very simple level that I originally built in Levelset 1.ccl, long long ago. The concept is the exact same; only some minor details like the frequency of the fireball cloning and the number of columns changed, and those only because I lost the original level. Level 17 "Excuse Me" (CCLP4 Level 64!) This level was inspired by two things: 1) the section in Think Tank where you have to use blocks to force intermittently-flipping tanks down onto brown buttons; and 2) the section in Choose Your Own Adventure from Po100T where you have to use a block to force an intermittently-flipping tank into a bomb. I thought, what if I made a whole level about that, and made the tank flipping constant to make the theme stand out more? It turned out pretty well, as it got into CCLP4. I'm not sure how fair the lower-right section is with the block-pushing based on what you can see, but at least I gave you an extra block. There is a room you can access once you get all the chips that consists of a small maze of flipping tanks, but there's nothing essential to get there. I just included it as an alternate way from the trap room to the exit room. Level 18 "The Road Not Taken" The level title and concept are based on a poem by Robert Frost. In 5th grade, we had to read and write about poetry, including some by Frost, and his name and some of his poems have always stuck in my head. (My most vivid memory of that class is the teacher praising me for what I'd written about "Stopping by Woods on a Snowy Evening" when it was pretty much just repeating her comments about the poem.) In any case, the poem is about a speaker deciding between taking a well-worn path through the woods or a more grassy, overgrown path that fewer people have taken. Regardless of the poem's metaphorical meaning, the level treats it pretty literally--at each fork you can choose between a monster-dodging challenge with no fake blue walls (the well-worn, popular path) or a blue wall maze (the overgrown, unpopular path). The hint also references the poem (using the phrase "the road less traveled by" and the word "divergence" for "fork"). The dodge required to get past the gliders (where you have to sidestep just as the glider makes a turn below you) is unusual...but not any more strict than dodging a single glider in a 2x2 space. Level 19 "GULP" Another extremely simple level from my Levelset 1.ccl days, basically Hunt condensed. (The old version was also named "GULP"--at that point I randomly capitalized some titles but not others; for example, the Levelset 1 version of Culprit was "CULPRIT".) At least in this version I made the chip path a coherent shape (a spiral) whereas in the original version, the path zigged and zagged all over the place. Not a spectacular level by any means, but I'm happy I had some easy and short ones to spread throughout the set. Level 20 "Salmon" This is the reverse Rat Race, which I'd been looking forward to building ever since I made Rat Race way back in Levelset 1. I just made it much more puzzle-y, since "hide in niches and go against the flow" isn't all that exciting for too long as a pure dodging concept, but there are lots of different ways to create said niches. It would have been Level 23 to match Rat Race, but since I put a secret hint, it had to be a multiple of 10, and 20 was the closest it could be (and also a good place in terms of difficulty). In retrospect, I like the normal ending with the tank puzzle enough that maybe I shouldn't have let you skip it when you find the secret hint...but on the other hand, aren't you glad you don't have to go all the way up the stream again after reading it?
  3. Oh, no! That's what I get for blindly following the Walls of CCLP4 template set without verifying it for myself first...guess I'll have to edit the block checkerboard before I put it in one of my sets. Miika, it seems you liked the monster disruption more than the lower half, which surprised me because I thought the monster disruption was the weakest part...also, the reason some of the puzzles seemed disconnected is because I was intentionally going for a themeless variety level (since I rarely make those). Ah, well...3rd is pretty good and actually a bit better than I expected. Congrats to Jeffrey and everyone else who participated! Definitely going to take some time to check out the other entries....
  4. JoshL7

    I was going to start a blind LP of this set but JB beat me to the punch, and I don't want to overload people's video-watching time...so I'll post my comments here as I play levels and read the developer commentary on pieguy's site. Level 1 (Lock Picker): I'm not sure I've ever seen a Level 1 that can be cooked on the first move (though it's possible to die in Molecule on the first move). Nice little warmup level that forces you to be on your guard early but becomes more lenient later (I finished with 2 spare keys). Level 2 (Inspection): Pretty simple. Just don't step on the wrong recessed walls. I like how the toggle walls toggle quickly enough for you to go through them all in a row without waiting. Level 3 (School of Thought): I did see the hint that says you styled this after Madhav, but I wouldn't have been able to tell. I know, Josh, that you and I have both said that our design styles are quite different, and one way is I think you use many more irregular wall patterns in your levels, whereas mine tend to be rectangular. (Part of it is because I tend to lay down the walls for a section before filling it in, which has the drawback of limiting my options and sometimes making my levels feel kind of samey...then again, sometimes I find that the section won't quite fit my original wall plan and it turns out irregular anyways.) The way you used the irregular walls here, they make the solutions not stick out, which is nice. I felt a little clever solving the second section without the flippers...then I ran into the appearing wall when I tried to pick them up "just in case". Well played. You say that Madhav's set featured "small levels that had one core theme"...that sounds a little like my design style except my levels tend to be large with one core theme. Level 4 (Fade): I'm not as big a fan of blue walls as Josh is, but this level is scaled down to a moderate size, which is nice. I definitely got what you mean by subverting expectations...my experience was like "3 fake blue walls in a row! " in one place followed by "3 blue walls in a row...so they're all fake, right? Fake, *oof*, real " in another. I did like the loops and the time limit wasn't low enough to be dangerous. And...I think you've given me a blue wall level idea! Level 5 (Dead Freight): Neat idea! I finished with a mere 9 seconds left...due to spending a while looking for the nonexistent "second usable block" in the maze before directing the first one to the bomb. I see you relaxed your normal avoidance of North and West thin walls; there are some concepts, like this one, that really don't work without them. *coughblockflickingcough* The title fit so well I didn't realize it was a reference. -----NEWEST BATCH (3/6/2018)----- Level 6 (Whatchamacallit): Interesting use of nails, and some normally "unfair" elements that aren't really that bad (thieves under blocks, for instance). So far the levels have forced me to be careful, but none have been notably challenging, which is fine as we're still early in the set. Level 7 (All That Glitters): The name insinuated to me that I needed to avoid the yellow keys, which I did...until I saw that the exit was RIGHT THERE and I didn't need to be worried at all. I still avoided them just cause...and then I saw that I couldn't get into the southwest without picking some up. Ah, well. Definitely a more interesting maze to play casually if you go without, but would be interesting to optimize if you do use the keys. Level 8 (Trick or Trap): Excellent, hit the first real challenge of the set for me! The bottom half of this level was a well-built, devious puzzle with a strict order of moving the blocks around. It was much harder than it looked at first and kept me occupied for quite some time. The top half, by contrast, had a ludicrously simple solution. Took me a little while to find it, though. Level 9 (Discotheque): A nice cooldown after the challenge of Level 8. The extra chip drew my attention to the exit; I might not have found it right away otherwise. Level 10 (Dip Your Hand in Felony): What a strange title...after Level 5, I expected it to be another Breaking Bad reference, but apparently not. I cooked the level early on because I didn't realize soon enough that you can't get a block inside the passage that leads to the teleports while a block is on the lower trap button...you have to start a block into that passage, then hold down the button...that's a bit hard to foresee. Also, I managed to conserve a recessed wall in the bottom-right section. The trapped balls in the recessed wall/block section were a neat aesthetic even if they don't signify anything. All in all, it's a decent variety level. (That's one of the other big differences in design styles between Josh and me--he frequently makes variety levels with no gameplay theme whereas I find it quite difficult to build a level without first choosing a theme to guide my decisions.)
  5. Stupid cooks.

    Well...never seen this one before! The tank was coming back after me...I needed to get out of its way. Unfortunately I picked this dead-end area with no blue buttons to do so....
  6. Andrew Menzies' scores

    #52 (It Suits the Purpose): 103 (bc)
  7. Andrew Menzies' scores

    #38 (Detonation Station): 208 (bc) Whew! That was a fun one to route.
  8. Andrew Menzies' scores

    #23 (Western Standards of Living): 349 (b) #29 (Flipper Departments): 312 (+1, b-1)
  9. CCLP4 Leaks

    That's correct! (It's already public knowledge on the CC wiki, in fact.)
  10. Andrew Menzies' scores

    #29 (Flipper Departments): 311 (b-2, good for 2nd place)
  11. CCLP4 Leaks

    Now that the set has been out for a bit, I figured I'd give a retrospective on the leaks, which of your guesses were correct, and what you missed: Beware! Here be spoilers if you are playing blind!
  12. CCLP4 Complete!

    Glad you got through 'em all and glad you liked the set! I'm looking forward to the review!
  13. Andrew Menzies' scores

    #17 (The Three Trials): 254 (+1, b+1) Yay, my first real new record that beats an actually established time (as opposed to sniping initial times)
  14. Andrew Menzies' scores

    #17 (The Three Trials): 253 (b)
  15. Andrew Menzies' scores

    #11 (Keyboard Malfunction): 350 (bold confirm) #19 (Conservation of Keys): 186 (b-1)