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IceyLava108

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Everything posted by IceyLava108

  1. It appears I only have a thread in "Level Discussion" for the first set. Oh well. http://cczone.invisionzone.com/index.php?/files/file/462-zk3-abandoned/ The renovated verison of "ZK3 Abandoned" (the file name should simply be ZK3A.dat now) is now available. Some levels received major changes, others minor changes, and some not at all. Enjoy. Let me know if there's any problems with the levels - #40 should be solvable in both rulesets now, but I may have missed some things.
  2. CC1 #116 (BLOCK BUSTER II): 697 (b-17) I will improve this later, but this level is dumb.
  3. Looks like I didn't add an extra key for the newly added lock at (28, 16). Both levels have been addressed. Thanks.
  4. CC1 #89 (BLOCK BUSTER): 366 (b-36) #132 (MIX UP): 679 (b-4)
  5. CCLP1 #10 (Graduation): 320 (+2, b)
  6. CC1 #93 (ROADSIGN): 646 (b-5) #138 (PARTIAL POST): 240 (b)
  7. https://twitter.com/theneedledrop/status/844201726924279808
  8. CC1 #124 (FIRETRAP): 667 (+1, b)
  9. CC1 #65 (AMSTERDAM): 397 (b) #83 (UP THE BLOCK): 297 (b-1) #85 (TELENET): 236 (b) #99 (CATACOMBS): 379 (b-1)
  10. This pack has exhausted me quite quickly, but since this thread has no feedback, I want to provide some for the levels I've played thus far. I will post some more for this pack soon! #1 (Canal Zone): I really have no idea what the "intended" solution is or how many possible ways there are to exit, but that's why I really like this level. From what I understand, it encourages the player to think outside of one single, intended solution and rather look for any way out. At the same time, logic is used to determine what is and isn't required or even applicable. #4 (Flow State): I enjoy this concept, and while I think this level does a good job of executing it properly, I have a few nitpicks about it - namely, the mechanism itself is a bit confusing from game view (the pink-ball-slowing-down-the-cloning-stream thing), and once you reach the "red and blue key" combination, there are two of the same doors that lead to identical rooms, and I had to restart a couple times before I realized what I was actually doing. However, that's mostly my error. The suction boots area is cleverly designed to only be traversed in a certain way, and for a puzzle this size, I think it adds to the level fittingly. I think this could easily fit into the earlier parts of CCLP4, but it's not something I'm desperate to see make the cut. #6 (Proving Grounds): I personally think that this is a better alternative to Graduation's spot in CCLP1. However, I still don't have an idea of the difficulty curve for CCLP4 yet, and as such, if the earlier levels will mirror something closer to CC1 and CCLP1 as opposed to the almost immediate spike in CCLP3, then there's probably somewhere this level will fit. I do think that this level loses some of its value if not coupled with prior lesson levels (which I assume CCLP4 won't have), but it explores the basic concepts of CC quite thoroughly. #8 (Sweetness and Light): I like this level a lot, namely for its versatile use of pink balls throughout the level. It also features some loose variety between objectives, like building the mini-bridge with the blocks to the next area. It's not too difficult or puzzling, but the way it revolves around its center ice square makes for an interesting design. #9 (Stuck in a Well): This felt like a very watered down and unchallenging version of CCLP2's Deconstruction. Sorry. #11 (The Glider Identity): This is a level that I'm almost indifferent about - it looks quite nice, and while its puzzles are relatively fun and not overly demanding, there isn't too much thinking involved with this level, which is what I'd normally desire or at least expect out of a "focus-on-single-type-of-monster" level. However, I think it delivers excellently in terms of simplistic levels. In the end, I personally believe it's a good level, but it doesn't click with me as much as it would someone else. #14 (Bugged Maze): Upon beginning this level and noticing the considerably high time limit, I thought that there would be some kind of clever mapping needed, but after quickly realizing that wasn't the case, this level completely lost my interest. After running around and pressing each button, the maze essentially becomes a smaller verison of BRUSHFIRE (with walls) amidst chip collecting and dodging multiple bugs.
  11. Updated. I don't want to spam this thread too much, so in the case of future updates, I should update them relatively quickly. edit: for some reason, the green key on "Walking on Water" had disappeared, but it should be in the level now.
  12. http://cczone.invisionzone.com/index.php?/files/file/318-zk3-damnation/ Last year, I decided to re-design all of my levelsets. This version is now complete and available at its original download link. (Note that levels 39, A River Runs Through It, and 40, Four Years, received almost no major change.) As always, I may have made some mistakes in reviewing the final version. If there are any unsolvable levels, counter issues, or general problems, please let me know. Enjoy!
  13. https://scontent.ford1-1.fna.fbcdn.net/v/t1.0-0/p480x480/17264897_1378489208876664_7721109394019342136_n.png?oh=8059f19b5b57e9753f443ed5c4c2327b&oe=592C1230
  14. CCLP2 #1 (A Fleeting Memory): 347 (+10, b) #2 (Naomi's Bug Collection): 243 (+11, b) #3 (Bea's Den): 109 (+12, b) #4 (Force World): 237 (+1, b) #5 (Suction Ride): 377 (+6, b) #6 (Fixing the Toggle Switch): 163 (+16, b) #7 (Slightly Mad): 254 (+9, b) #8 (Use the Fish): 302 (+10, b) #10 (Who Needs a Flipper?): 368 (+13, b)
  15. CC1 #76 (FOUR PLEX): 416 #103 (MEMORY): 488 #119 (SLIDE STEP): 210
  16. CC1 #78 (FORCE SQUARE): 480 #100 (COLONY): [910] #107 (BALLS O FIRE): 260 #108 (BLOCK OUT): 278 #110 (CHILLER): 276 #140 (ICEDEATH): 263
  17. CC1 (#73) MORTON: 485 (#79) DRAWN AND QUARTERED: 220 (#88) SPIRALS: 317 (#98) SHRINKING: 338 (#101) APARTMENTS: 240 (#105) SHORT CIRCUIT: 255 (#106) KABLAM: [907] (#141) UNDERGROUND: [968]
  18. CC1 (#33) ON THE ROCKS: [681] (#38) SAMPLER: 462 (#41) I.C. YOU: 172 (#45) MONSTER LAB: 292 (#64) SPOOKS: 547 (#67) CHIPMINE: 518 (#68) EENY MINY MOE: 489 (#72) REVERSE ALLEY: [961] (#94) NOW YOU SEE IT: [904]
  19. All times in MS unless noted otherwise. I lost my TWS files but have regained interest in optimizing; primarily focusing on re-doing CC1. CC1 (#1) LESSON 1: 83 (#2) LESSON 2: 90 (#3) LESSON 3: 89 (#4) LESSON 4: 116 (#5) LESSON 5: 85 (#6) LESSON 6: 94 (#7) LESSON 7: 139 (#8) LESSON 8: 96 (#9) NUTS AND BOLTS: 306 (#10) BRUSHFIRE: 51 (#11) TRINITY: 211 (#12) HUNT: 270 (#13) SOUTHPOLE: [982] (#14) TELEBLOCK: 204 (#15) ELEMENTARY: 89 (#16) CELLBLOCKED: [971] (#17) NICE DAY: 83 (#18) CASTLE MOAT: 553 (#19) DIGGER: 171 (#20) TOSSED SALAD: 340 (#21) ICEBERG: 119 (#22) FORCED ENTRY: 293 (#23) BLOBNET: 424 (#24) OORTO GELD: 425 (#25) BLINK: 435 (#26) CHCHCHIPS: 254 (#27) GO WITH THE FLOW: 147 (#28) PING PONG: 239 (#29) ARCTICFLOW: 302 (#30) MISHMESH: 454 (#31) KNOT: 6 (#32) SCAVENGER HUNT: 379 (#34) CYPHER: 297 (#35) LEMMINGS: 577 (#36) LADDER: 232 (#37) SEEING STARS: 597 (#39) GLUT: 17 (#40) FLOORGASBORG: 195 (#42) BEWARE OF BUG: 187 (#43) LOCK BLOCK: 126 (#44) REFRACTION: 146 (#46) THREE DOORS: 222 (#47) PIER SEVEN: 231 (#48) MUGGER SQUARE: 277 (#49) PROBLEMS: 162 (#50) DIGDIRT: 318 (#51) I SLIDE: 655 (#52) THE LAST LAUGH: 382 (#53) TRAFFIC COP: 478 (#54) GRAIL: 326 (#55) POTPOURRI: 70 (#56) DEEPFREEZE: 162 (#57) STRANGE MAZE: 229 (#58) LOOP AROUND: 550 (#59) HIDDEN DANGER: 368 (#60) SCOUNDREL: 288 (#62) SLO MO: 282 (#63) BLOCK FACTORY: 477 (#66) VICTIM: 292 (#69) BOUNCE CITY: 229 (#70) NIGHTMARE: 136 (#71) CORRIDOR: 355 (#74) PLAYTIME: 359 (#75) STEAM: 479 (#77) INVINCIBLE CHAMPION: 481 (#80) VANISHING ACT: 733 (#82) SOCIALIST ACTION: 969 (#84) WARS: 580 (#86) SUICIDE: 381 (#90) PLAYHOUSE: 318 (#91) JUMPING SWARM: 367 (#92) VORTEX: 444 (#95) FOUR SQUARE: 335 (#96) PARANOIA: 320 (#97) METASTABLE TO CHAOS: 290 (#102) ICEHOUSE: 177 (#104) JAILER: 235 (#109) TORTURECHAMBER: 133 (#111) TIME LAPSE: [963] (#112) FORTUNE FAVORS THE: [985] (#113) OPEN QUESTION: 462 (#114) DECEPTION: 172 (#117) THE MARSH: [942] (#118) MISS DIRECTION: 260 (#120) ALPHABET SOUP: [946] (#121) PERFECT MATCH: [968] (#122) TOTALLY FAIR: 272 (#123) THE PRISONER: 272 (#124) FIRETRAP: 666 (#126) BLOCK N ROLL: 426 (#128) ALL FULL: 315 (#129) LOBSTER TRAP: 286 (#131) TOTALLY UNFAIR: 26 (#135) TRUST ME: 293 (#137) GOLDKEY: 392 (#142) PENTAGRAM: [968] (#145) Thanks to...: [991] (#149) SPECIAL: 955
  20. I must have accidentally refreshed the chip counter for whatever reason without noticing, while making small changes to other levels (I updated the set quietly a few days ago). I'll fix this later today but feel free to change the chip counter back to 200.
  21. I updated to address the problems... and a surprise.
  22. http://cczone.invisionzone.com/index.php?/files/file/195-zk2/ Earlier this year I decided to re-design all of my levelsets. This version is now complete and available at its original download link. As always, I may have made some mistakes in reviewing the final version. If there are any unsolvable levels, counter issues, or general problems, please let me know. Enjoy!
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