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TSα Discussion

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[10:44:44 PM] Tyler Sontag: i should make a topic tbh

 

Here's a topic where you can leave feedback for my CC2 set, TSα. It currently has 12 levels, and I'll post here when I make major updates. Enjoy!  :teeth:

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A really good level set, with great levels. I really enjoyed playing through most of them :)
Included replays would imo be a nice thing.

01 PROTECT ME SWIVEL SENPAI
A nice idea, and a small fun to play level. Once you realize what to do, which is not that hard, it's a quite simple one.

02 THE BENEVOLENT BOWLING BALL
A neat level, easy and fun to play, even if the paths could have been a bit shorter.

03 TELEPHASIC WORKSHOP
A great level, really enjoyed solving this one. (Y) Nice puzzles and good over all concept. For some reason I thought for quite a while that the toggle wall for the green key would have been a switch wall, which almost gave me a headache of how to solve it  :facepalm:   It was imo one of the hardest levels in the set.

04 JUNGLE PARKWAY
The force floor part could have been shorter for my taste, over all not really my favorite type of level.

05 CHIP AND MELINDA GO SKATING
I like the concept of Chip and Melinda working together on ice. Blocks can be redirect while sliding on ice, Chips can't what's a little bit of a bummer, since it would make the level way easier. I'm stuck in this level, since I don't see a way of clearing the dirt tile in the top right part, probably I'm missing something which should obvious...

06 CLIMBING UP THE WALLS
A nice maze, but imo visually not the most appealing one through the force floors pointing all around and their animation.

07 MONORAIL
A real dodging challenge, with some difficult rooms. Not really my favorite type of level, but a nice design.

08 THE HALLWAY
A lot of precision direction-changing with speed boots, which wasn't that much fun for me, but nice mini puzzles with cycling the boots,...

09 WATERFALL
Another great linear level, really nice puzzles, and a nice layout :)  I think the time limit could have been a hundred seconds longer though, this way I tried rushing through the ghost area on my first try, and well, this wasn't the best idea <_<

10 SIMON
A really nice idea and implementation as well as fun to play level B)

11 GROUP HUG
Someone should have told these teeth that I'm not a fan of group hugs with them. It seems like they did like me too much :huh:

12 GIVE UP THE GHOST
And again another great level I really enjoyed. (Y)  A nice concept as well as puzzles with some tricky teleport interactions. The time limit could have been a bit longer here as well.

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Thank you for the feedback! I'll increase the time limits in the next update, as well as add a few more levels.

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TSα has been updated with three additional levels (but I forgot to increase some of the time limits :rolleyes:). Let me know if any parts are too difficult.

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13 BE OPTIMAL OR BE DEAD
Nice and easy* level, I like idea used to limit the moves :)

*had almost a full round of the yellow tank left on my first try.

 

14 OH DAM
Looked impossible at first, my enemy has ships and I -  well then I realized, I have an infinite source of foot soldiers to my disposal :D
I would remove the transformer, as this way another step is required, if you don't want to risk your soldiers going nuts...

15 SWIVEL CASTLE
In some parts the room for error is not that generous. I died already too many times just exploring, to say it's a fun level, and since it's not that short, or at least I don't see an obvious short path, I would prefer some of the harder rooms made a bit easier. But I'm generally not a fan of too much monster dodging, so perhaps others will find it fine...

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I haven't solved any of the new levels, but I think the dodging on Swivel Castle is top notch as well as the level itself. :)

 

best feedback ever tbh

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Thanks for the feedback again. I'm gonna tone down some of the length and difficulty in Swivel Castle in the next update, as well as fix some busts in Oh Dam.

 

EDIT: TS Alpha has been updated!

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Added three more levels yo! Enjoy! (Slime Minister is busted at the moment. It'll get an update soon.)

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Updated the set with two additional levels, plus some time limit increases at the request of _H_, removal of the decorative fire in The Hallway at the request of Bowman, a fix for Slime Minister, and some other stuff. Enjoy!!

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An awesome pack! Just about every level has something very clever and interesting going on! I don't recommend it for beginners though, some real challenges here, but definitely for advanced players. Although part of this recommendation is still being new to CC2 myself.

The first level; a fun and simple level. The second was also  really cool concept which requires some good thought at first.

The downward box/teleport set up in Waterfall is very neat.

holy crap the circuitry in Simon is complicated!!! I sort of feel bad for you(s) that you put that much work into a level that's pretty simple [or quick] to solve. Still I'm saying it's a good level I bet it was fun to design. I can imagine a lot of cool designs using similar ideas to this.

On give up the ghost: I don't understand why the ghost turns one space after pulling the block through the slime?

 

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Thanks for the feedback, Okarin!

 

On give up the ghost: I don't understand why the ghost turns one space after pulling the block through the slime?

 

Hooks seem to be very glitchy. You may also notice that the ghost sometimes turns unexpectedly in the teeth section, but thankfully neither of these situations will cause the level to be cooked.

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Even while looking at the editor; Simon is quite complicated. Could you help me understand how all the circuitry works? I'm trying to build a level with a similar (but possibly more complicated) mechanism.

I can get a system that randomly generates an order of button presses, the part I'm struggling with is figuring out how to have two system of button presses that must match each other. [the first part which is generated; matched with the second part that the player must activate] I can PM you a more detailed explanation of my level if you'd like. Or send you the unfinished level.
 

on ghosts; it seems like when a ghost picks up a hook then encounters a block it will only pull it once and then turn for no reason. Does a compilation of glitches [or behavior or technical issues beginners should know] on the game exist anywhere yet? I'd like to see one here.

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I can get a system that randomly generates an order of button presses, the part I'm struggling with is figuring out how to have two system of button presses that must match each other. [the first part which is generated; matched with the second part that the player must activate] I can PM you a more detailed explanation of my level if you'd like. Or send you the unfinished level.

If you look at the bottom of Simon, the latch gates are used to store the button presses (n=2 gates each for the 2n = 4 directions), and the counter gates determine which latch gate stores which button press. On the right side, the XOR gates are used to compare the level- and player-generated sequences. If you have more than 10 presses you need to store, you can use 2 (or more) counter gates in series.

 

Does a compilation of glitches [or behavior or technical issues beginners should know] on the game exist anywhere yet? I'd like to see one here.

There's this list of all reported bugs: https://docs.google.com/document/d/1Rs2KXAU7yDKMMixQtgwDn2LmJ4PRzVf0796xZC-z8_o/edit

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thanks for the quick reply!

 

a quick question; my set it is: the player must press a set of six buttons each only once; will this set up still work? sorry for the dumb question but I'm figuring this out but I'm having a real hard time for some reason.

 

Nevermind; I just figured a way to make my level work in but with far fewer logic gates.

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For the most part, yes. You'll need to adjust the length of the sequence from 10 to 6 and add a 3rd row of latch gates to store 6 possible values. You'll also need recessed walls or track switches to prevent a button from being pressed more than once.

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Updated the set with one additional level, "Enter the Void", which has been in progress for a while. It shows off a bunch of nifty tricks you can achieve by hex editing a CC2 level file. I'll be writing a tutorial on how to do this soon.

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Updated the set with one additional level, "Enter the Void", which has been in progress for a while. It shows off a bunch of nifty tricks you can achieve by hex editing a CC2 level file. I'll be writing a tutorial on how to do this soon.

 

I'd be interested in that

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I'd be interested in that

 

This should be ready by this weekend.

 

Also, I just added three levels to TSAlpha. Enter the Void has been moved to level 26 and will always be set as the last level.

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I've been meaning to ask you-- in one of your levels you have a blank not allowed sign, and the level involves a trick putting that to use; but in the editor I'm not able to place a not allowed sign just anywhere, except on top of items.

Was this achieved with hex editing?

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I've been meaning to ask you-- in one of your levels you have a blank not allowed sign, and the level involves a trick putting that to use; but in the editor I'm not able to place a not allowed sign just anywhere, except on top of items.

Was this achieved with hex editing?

Yes.

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Updated TSAlpha with an additional, relatively simple level, and also fixed a bust in Autopilot that was a bit more urgent.

 

e n j o y

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I forgot to mention some comments on the pack: overall  most of the levels are mostly too difficult for me, but there are some really nice concepts.  My favorites were:

 

Protect me Swivel Senpai

Benevolent Bowlingball

Simon, Slime Minister, Fear of a block planet, Strike, Meeting in the aisle [really cool concept this one], and cube maze.

 

I haven’t solved enter the void, but I’m curious; what’s under the weird canopies?

 

Updated the set with one additional level, "Enter the Void", which has been in progress for a while. It shows off a bunch of nifty tricks you can achieve by hex editing a CC2 level file. I'll be writing a tutorial on how to do this soon.

 

is this finished yet? If so where can I find it?

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TSAlpha has finally received an update! Three new levels! One is just the larger (and original) version of a create comp level I made a while back.

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I don't have any new levels for TSAlpha yet, but I just released my rejects set called TSNull. Get it here:

TSAlpha should receive a 3-level update soon. One of the levels will be from the create comp I entered last month.

 

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