Jump to content
Flareon350

Ravioli Pack - Discussion

Recommended Posts

This is the official discussion thread for CCLP4 voting's Ravioli Pack. Feel free to share your thoughts, opinions, and comments on the levels here!

Share this post


Link to post
Share on other sites

1: This would have been a great tank level, but the block room is so late in the level it ruins the whole thing. Sad.

 

2: That's a nasty dodging level.

 

3: This dodging level is too strict in the ice part.

 

4: This is a very good concept.

 

5: I can easily see this get annoying, but some of these rooms are clever.

 

6: It's an all right level.

 

7: Again? That's the third time I see this level. First in JoshL6, then in JCCLP2, now here! I didn't really like it much to begin with, now I'm getting seriously annoyed. Unfair, sorry.

 

8: OOH MY BRAIN! This level is associated with something I wrote myself, this time. I might dump it on the Internet eventually. It remains fun, though, it didn't entirely destroy my brain like other levels did...

 

9: Um...yeah? It's decent...

 

10: I remember raging on this level back in UC4 (?).

 

11: Quite a challenging level. I didn't solve it yet, but it's quite a puzzle.

 

12: This is a really great level.

 

13: BUSTED: it is possible to infiltrate the paramecia to get the green key, rendering the skates useless. Other than that, I like it.

 

14: I think this was in UC3 or UC4, but Jeffrey did better levels than this.

 

15: A small level, but it is an amazing concept.

 

16: This was one of Josh's entries for a Create Competition here, and it deserved to win (and it did).

 

17: This would have been good with fewer teeths. Unfortunately, with so many, it gets annoying.

 

18: A good chip collecting level with a strict time limit.

 

19: All right, I'll give this a good rating. This whole CCLP material definition thingie is getting annoying.

 

20: This would be better if it were larger, so you had more room to guide the teeth and the slightest misstep didn't cause death/cook.

 

21: This level has nothing special about it.

 

22: Great radio show, and great level.

 

23: The hint is <insert clever quote here> Fine. "Keep calm and battle on." Oh wait that has nothing to do with the level, and the quote is not mine...the level is good...

 

24: This level can be cooked at nearly every turn, and that can get quite frustrating.

 

25: Does this level have any purpose other than looking like some ugly thing in some weird video game (probably) I never played, and claiming a CCZone award? What a mess.

 

26: Ordinary.

 

27: I have no idea what needs to be done. If I ever make progress, I will rerate it.

 

28: This level is massively unequal: in MS, it is possible to go through the slide as many times as you want, but in Lynx, random force floor behaviours only allow you to go through once, if you're lucky...

 

29: This is a great dodging level.

 

30: I played this in JCCLP. It's a fun level, but I don't think it's the best of the Aquatic Caves series. However, it's the only one I see in voting so far.

 

31: I think this is a sequel to a TCCLP level. It is a great concept, digging with boots is something I never thought of, and a great use of walkers.

 

32: I'm not thinking about the poem. Instead I'm thinking about another crazy thing I read. No, I'm not posting a link this time, but if you paid attention to the patterns you may be able to figure it out. The level, however, is fun, and the two ways to exit make it better.

 

33: I already played this...it's quite ordinary, at best.

 

34: The concept seems interesting, but the slightest misstep cooks the level. I remember another level that uses the same concept, in UC3 or UC4. That level, I don't remember its title, is much better.

 

35: Oh, THAT one. As mentioned in another thread, in Lynx it is significantly harder, and levels so unequal don't really belong in CCLPs, I think.

 

36: This level seems extremely hard until the obvious solution is discovered. It is fun.

 

37: I played this in JCCLP, and it's actually rather good, but EXTREMELY hard.

 

38: Yorkies??? That's the weirdest way to call a walker. This feels lengthy for a lesson, but CCLP4 doesn't need lessons. Putting a "yorkie" near the very end is very stupid, but the ending slide is good.

 

39: Password is EGTK and gets overanalyzed. The level is tedious.

 

40: Block slapping makes this trivial in Lynx.

 

41: It's nice to be able to do the rooms in any order the player wants.

 

42: Looks like I'm not the only one who tried platforming in CC (Artificial Gravity Facility). The thing is, however, that AGF is mostly puzzles and this is mostly timing. I prefer my level, but this one is good too.

 

43: I think this was in UC4. The walker can be slightly frustrating, but it's at the start of the level so I don't mind. Overall, it's really fun.

 

44: A small simple puzzle. Nothing more.

 

45: This level can't help me of remind me of Suddenly The Tanks Do Things in C1059-CC2. Both are dodging levels where the player must pick up red keys. However, _H_ said that extra keys would be a good idea for my level, and I will put some in the next version that will be uploaded by the end of the month (yay shameless self promotion). I think this level would also benefit from extra keys.

 

46: I played this in JCCLP2, I think. Ordinary maze.

 

47: I think this was in TO100T. It is an amazing concept.

 

48: I remember playing this in CCLP1 voting, and I think I gave it a low rating because I thought it was too hard. Now that I replay it after so long, it's really not hard, but it's not very fun either.

 

49: ...and gliders and gliders and annoyance.

 

50: I played this before but I don't remember in what set. It is a good concept.

Share this post


Link to post
Share on other sites

7: Again? That's the third time I see this level. First in JoshL6, then in JCCLP2, now here! I didn't really like it much to begin with, now I'm getting seriously annoyed. Unfair, sorry.

 

13: BUSTED: it is possible to infiltrate the paramecia to get the green key, rendering the skates useless. Other than that, I like it.

 

26: Ordinary.

 

34: The concept seems interesting, but the slightest misstep cooks the level. I remember another level that uses the same concept, in UC3 or UC4. That level, I don't remember its title, is much better.

 

35: Oh, THAT one. As mentioned in another thread, in Lynx it is significantly harder, and levels so unequal don't really belong in CCLPs, I think.

 

46: I played this in JCCLP2, I think. Ordinary maze.

 

7. Hmmm, not much unfair about it other than the blue walls, which aren't unfairly placed. It's not meant to be solved on the first try. It's pretty hard to unfairly cook the level as well.

 

13. I was partially aware of this but no one else seemed to catch that, leading to me not fixing it in time. I will, however, fix that in the sets they are in (Y)

 

26. What's ordinary about it exactly?

 

34. The other level you're thinking of is Double Time Warehouse and you can easily cook that level the same exact way.

 

35. It's not unequal nor harder in Lynx. There might be explosion delay but you can block slap in Lynx, which pretty much equals out between the two rulesets.

 

46. Again, what's ordinary about it?

Share this post


Link to post
Share on other sites

7. Hmmm, not much unfair about it other than the blue walls, which aren't unfairly placed. It's not meant to be solved on the first try. It's pretty hard to unfairly cook the level as well.

 

13. I was partially aware of this but no one else seemed to catch that, leading to me not fixing it in time. I will, however, fix that in the sets they are in (Y)

 

26. What's ordinary about it exactly?

 

34. The other level you're thinking of is Double Time Warehouse and you can easily cook that level the same exact way.

 

35. It's not unequal nor harder in Lynx. There might be explosion delay but you can block slap in Lynx, which pretty much equals out between the two rulesets.

 

46. Again, what's ordinary about it?

 

7: I wasn't saying the level was unfair, but my rating. Playing this level three times was rather annoying.

 

13: All right. With this fixed, it might be good enough for the final set.

 

26: One problem I find is that it takes the whole map when it could easily have been more contained.

 

34: But at least Double Time Warehouse is just the maze, no extra puzzles, and it's also smaller, if I remember correctly.

 

35: I didn't think of block slapping. You do have a point.

 

46: I've seen several mazes like this in the packs so far, and this is one of the weaker ones.

Share this post


Link to post
Share on other sites

28: This level is massively unequal: in MS, it is possible to go through the slide as many times as you want, but in Lynx, random force floor behaviours only allow you to go through once, if you're lucky...

 

In Lynx, you can override the RFF (every time). Just press right as you step on it.

  • Upvote 2

Share this post


Link to post
Share on other sites

In Lynx, you can override the RFF (every time). Just press right as you step on it.

Do I feel like an idiot now!

 

Knowing this, I will rerate the level, as it's actually quite a fun puzzle.

  • Upvote 1

Share this post


Link to post
Share on other sites

25: Does this level have any purpose other than looking like some ugly thing in some weird video game (probably) I never played, and claiming a CCZone award? What a mess.

 

 

Thanks for the kind words, Chipster. :)

(and to answer your question, no, I guess not. No one likes any of my levels.)

  • Upvote 2

Share this post


Link to post
Share on other sites

Thanks for the kind words, Chipster. :)

(and to answer your question, no, I guess not. No one likes any of my levels.)

Huh really?  I thought that was a Jeffrey level.

 

(and to tell the truth you did make some good levels, like War Paint, but I think I'm the only one who nominated that)

Share this post


Link to post
Share on other sites

This might be my favorite pack so far - it certainly has the lowest amount of 1s from me at this point. Some thoughts as usual...

 

#8 (Buried Alive): Yet another level I completely missed before voting. There are a fair amount of levels that have attempted this idea, like the LESSON 1 remix from one of the previous packs. In my opinion, this one hits it out of the park and has quickly become one of my favorite CCLP4 candidates. Part of what makes quality exploration-oriented levels so fun is the thrill of discovering what's around the next corner. There are rooms here that feel "unsafe," where moving one block could spell your doom. And then you discover that with some care, you don't have to worry about much at all - which is a great feeling to have. I also love how the entire route loops back around to the start.

 

#9 (Ice Cavern): I appreciate when ice is used for something other than mazes, though those can be fun. This level is no exception.

 

#12 (Gone to Lunch): We've got quite a few great teeth melee levels in voting, and this one is based on a neat concept and is certainly among them. In the end, I slightly prefer Exit Garden and The Maze That Turned On and Off, but this is still an enjoyable thrill ride.

 

#16 (Western Standards of Living): I think what will ultimately decide the early levels of CCLP4 is how well the levels are designed and how enjoyable they can make simple gameplay. This is one of those levels in which everything just clicks from an aesthetic perspective and a gameplay perspective, and I really hope it makes the final cut.

 

#20 (Turning Tables): I'm not entirely certain what the designer was trying to go for here. It's an interesting idea, and it looks cool, but maneuvering around the teeth while also keeping track of the cloning and toggle cycles was just not something I found all that fun. Additionally, I managed to cook the level via teeth trapping and inconvenient force floor placement.

 

#28 (Bind Mender): Oh, man. This level. This. Level. I thoroughly enjoyed this. It's amazing how such a small space can rack your brain until you figure out the solution that's right under your nose. This little treasure is such an effective puzzle because it's not frustratingly long, and all of the dependencies you have to account for make sense and involve careful study of the map, which isn't frustratingly large. A really neat example of scaling a concept well. My only request is to remove the random force floor.

 

#31 (Lost in Foot Locker Part Deux: Electric Boogaloo): This level reminds me a lot of Occupied from CCLP1, to an extent. Not one of my favorite candidates, but it's got a rather unique aesthetic.

 

#34 (Bam Thwok): I hadn't solved this prior to the release of this pack, but doing so here was very fun - and very satisfying. I love how you revisit the same areas about two or three times with different objectives on each go-around, which is neatly implemented. This just overtook Double Time Warehouse as my favorite "push blocks onto buttons while stepping on them at the same time" level.

 

#35 (How I Learned to Stop Bombing and Love the Worry): I really enjoyed Nitroglycerin from CCLP1 because it was a bomb level that actually didn't involve tedious block-pushing. This level also fell into that category for me and is a blast (literally!) to run through. The lack of rigidity is a plus and makes the trickier chips to reach a refreshing change of pace.

 

#36 (Someplace Safe): One of the level design tropes we've seen appear so many times is the "elemental quadrants": you divide your map into four sections and fill in each one with a lot of either ice / force floors / fire / water. There are some neat levels that have used this idea, but by and large, it's gotten a little stale. This level, however, flips the concept on its head by scaling everything down, then making each section look basically the same, then making each section play quite a bit differently. You're forced to lose your boots at the start, which probably won't be the first interesting surprise you encounter. It's such an elegant composition and one I'd enjoy seeing in the final set.

 

#42 (Platforming?!): This was originally a sequel to another level of the same name (which is now unreleased) that involved a much more open platforming area. Personally, I like the contained nature of this one more. It feels like you're scrolling along an actual 2-D video game, and the decisions you make don't feel quite as stressful. It's also refreshing to be able to loop back around and start over again if necessary - and the path is linear enough that you know the area you need to work on if you're having trouble. It's short enough to avoid falling into frustrating territory but challenging enough to avoid being altogether trivial. A top-notch CCLP4 candidate in my book.

 

#44 (Rainbow): I feel like this level could've been much more interesting if the designer had gone beyond simply "pick one key and avoid the others." Once I got to the flippers, there was a feeling of "...wait, that's it?" when I went through the key maze with reckless abandon the second time around. If there had been a very specific amount of non-green keys to carry to the end, this could've been much more engaging.

 

Favorite level: Buried Alive

Least favorite level: Turning Tables

  • Upvote 1

Share this post


Link to post
Share on other sites

I agree with JB that this pack is good, it has only a few 1s or 2s from me and had nearly as many 4s as 3s until I decided to winnow my 4-votes a little more.

 

Some of my favorites:

(Note that just because a level is listed among my "favorites" doesn't mean it necessarily got a 5; it may have gotten a 4, and some levels that got a 5 might not be listed among my "favorites".  I try to list not just the levels I liked the most, but levels that really stood out to me for some reason and may not have been mentioned by others.)

 

#5 Wrong Exit--Sometimes these "red herring" levels feel pointless, as you know none of the exits you see are going to be reachable until you get to the end of the level.  However, this one has a nice subversion as the "correct" exit is inaccessible the first two times you approach it but becomes reachable slightly later.

 

#19 Secret Society of the Teeth--It may be lengthy, but it was fun to clear out (both the chips and the Teeth) and the little formations were varied enough that the level didn't become monotonous; I had to stop and think several times.

 

#26 Overlap--This looks intimidating at first, but once you realize which item combinations you need, and from that what order you need to obtain them in, the level pretty much solves itself, which is a nice feeling.

 

#35 How I Learned to Stop Bombing and Love the Worry--This is a thrilling level due to the time crunch, making the "Love the Worry" part of the name quite accurate!  It really tests your ability to think quickly.  You can't just push blocks around randomly and expect to win, but you don't have to be perfect, just be good enough and improvise and you should do all right.  

 

#50 Concrete Jungle--Something about this aesthetic just appeals to me, and I like that it's a spacious recessed wall maze, meaning you need to have a general plan for clearing it but can usually improvise the details once you see where the chips are.

 

Honorable mentions:

Lab Basement, Chipweave, Bind Mender, The Road Not Taken, Bam Thwok, Platforming?!, Meteor Shower

 

Almost-honorable mentions:

#41 Center of Gravity would have been an easy 5 if it just consisted of the top and bottom rooms.  Both those puzzles were great!  Sadly the left and right rooms were really annoying and dragged the whole level way down to below average.  (Having to deal with RFFs in the left was stressful and tedious, and on the right, you couldn't tell that you had to get the paramecium to the bottom-right corner until it was too late.)

 

 

#8 (Buried Alive): Yet another level I completely missed before voting. There are a fair amount of levels that have attempted this idea, like the LESSON 1 remix from one of the previous packs. In my opinion, this one hits it out of the park and has quickly become one of my favorite CCLP4 candidates. Part of what makes quality exploration-oriented levels so fun is the thrill of discovering what's around the next corner. There are rooms here that feel "unsafe," where moving one block could spell your doom. And then you discover that with some care, you don't have to worry about much at all - which is a great feeling to have. I also love how the entire route loops back around to the start.

Favorite level: Buried Alive

This one I didn't really enjoy playing, perhaps because the first half of the level is all about doing whatever you can with the level saving you when it looks like you screwed up (a prime example being the block cloner and clone-button-under-a-block at the bottom near the left side) and then suddenly once you reach the right side, it's all about super precision and it's easy to screw up the part where you push the blocks through the teleport to cover the traps (you can push a block down either the left or right column to make some space and see more of the room, but then it turns out the left column is incorrect--oops!)  The sudden mid-level difficulty spike is very likely to cause mistakes and restarts.

 

Least favorite level: Turning Tables

Decent idea, poor execution.  The area needed to be significantly bigger, as it's too easy to be trapped by the Teeth.

Edited by ajmiam
  • Upvote 1

Share this post


Link to post
Share on other sites

Amorphous (#2): When I designed this, I tried to do something interesting and fair with ball dodging, while also being difficult. On playing it again, I feel like I succeeded on that approach but in doing so may have extended the level a little farther than it needed to go- the entire bottom feels unnecessary. Still, I think it's one of the better ball levels in voting, though the difficulty and length could definitely be off-putting to some.

Til Tuesday (#6): Dave why did you put the really long corridors in this level they really aren't necessary

Flooded Forest (#7): I've said my piece on blue walls and deadly obstacles before and it's my least favorite combination- second only to hidden/invisible walls and deadly obstacles, as at least blue walls are up front about maybe being a wall. That being said- this level is designed quite well and if any blue wall/deadly obstacle level had to be in the final set, I'd go with this one, as the green locks and force floors make where you can and can't go a little more clear.

Gone to Lunch (#12): This is a really fun concept. The right side of the level is really frustrating to clear out, though, and because of that I can't really rate this too highly in "fun".

Chipweave (#18): I could understand why this was in CCLP1 voting, as it's a simple maze that is somewhat easy to get lost in. But really, it ends up playing like an iced version of Patchwork without the diagonal lines and balls blocking passages that made Patchwork so enjoyable to play. This level is just... empty.

Bind Mender (#28): A lot has been said about this level. I really don't have anything else to add other than that it can be busted in MS via slide delay in a way that adds to the overall level. Easily a top 10 pick for the final set.

Against the Floe (#29) and Brickwalled (#33): Another couple levels where the comments to Chipweave apply. There's not really anything interesting here- sorry Andrew!

How I Learned to Stop Bombing and Love the Worry (#35): This level is one of my absolute favorites, right here. Too often bomb themed levels tend towards monotony or careful arrangement of blocks and monsters to clear out all/specific bombs. Too often block themed levels tend towards tedium or sokobans. This level completely ignores both trends and sets a field of blocks, bombs, and a few chips, and challenges the player to find a path through. Some of the chips are quite devious to try to reach, and the outer edge always has more points of entry available.

Blocked Passage (#39): Yeah this is what I meant with block levels tending towards tedium. To make matters worse, slide delay can result in some late cooks. Not really very fun to play and honestly stressful in MS.

Gliders and Gliders (#49): An impressively varied melee level based entirely around... gliders! Unfortunately, the block section is easily screwed and is a puzzle element in a dodging environment, and I don't the level needed an abrupt change of mental process. Few levels can pull that off well, and I think Think Tank is one of the few that did- and even then, only due to theming. (both the dodging and puzzle parts revolve around tanks) Here...you have dodging gliders while picking up chips, dodging gliders, picking up chips while dodging gliders, and pushing blocks to specific locations with gliders in the area. That last part just utterly destroyed the flow for me: if there wasn't a specific solution in mind (fill 25, 26 or cook) I wouldn't mind. Just... one minor detail seriously hurt the level in my eyes.

 

Favorite level: How I Learned to Stop Bombing and Love the Worry (#35) (with Bind Mender as a close second)

Least favorite: Carnival (#27)

Share this post


Link to post
Share on other sites

Gone to Lunch (#12): This is a really fun concept. The right side of the level is really frustrating to clear out, though, and because of that I can't really rate this too highly in "fun".

 

I've mentioned this before and I'll mention it again - the right side of the level can be cleared pretty easily since the teeth can be blocked in the lower left. Even so, I wasn't gonna make every single chip "easy" to get and there's no order to what chips need to be collected first. All that being said, the level having a little challenge to it shouldn't make it any less fun.

Share this post


Link to post
Share on other sites

.

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.

Share this post


Link to post
Share on other sites

I've went through this pack a while back and just never bothered to leave comments on it because other people have done so on so many levels. But this is probably one of the best arrangements of levels in a voting pack with some outstanding levels so why not get some of my feedback, this time on none of my levels! I'll let other people do that. :P

 

1. Tank You Very Much

 

This was a pretty fun level to play that centers around tanks and has a pretty well designed aesthetic of how each room connects with each other. The tank/block room is unfortunately my least favorite part of the level but it's honestly not terrible. The first and second rooms are my favorites (kudos to whoever came up with that first room concept :rolleyes:). This might just be my favorite tank themed level in the voting so far.

 

8. Buried Alive

 

I'm torn between J.B.'s feedback of this level and Andrew's as I understand both their reasons to like it and dislike it. The sudden difficulty spike was definitely a let down while playing myself but the general feel of this level is pretty epic. So because of this, I am pretty much neutral with this level with my rating, at least for the time being. However, I will say that this level does pull off the concept quite well so good job to the designer for that.

 

17. Eat Dirt

 

I enjoyed the two floor tile theme this level has much like I did with the levels in CC1 that used the same aesthetic. Not only this but it strongly reminds me of Deception from the original game, with getting teeth out of the way in order for you to obtain the yellow key. If this was intended, well done. The level itself is pretty fun too!

 

22. Have Block, Will Travel

 

I've played a few levels with this concept before of having one block and guiding it around the level to help you out. Sadly, this is one of my least favorites of its kind and was not all that fun for me. Some rooms are well crafted though.

 

28. Bind Mender

 

So I might have the unpopular opinion with this level unfortunately. I honestly don't see what majority of other people do with this one. I didn't particularly enjoy playing it and it's really not all that special in my opinion. While it is well designed, that alone wasn't enough for me to like it. Sorry!

 

34. Bam Thwok

 

I hadn't solved this prior to the release of this pack, but doing so here was very fun - and very satisfying. I love how you revisit the same areas about two or three times with different objectives on each go-around, which is neatly implemented. This just overtook Double Time Warehouse as my favorite "push blocks onto buttons while stepping on them at the same time" level.

 

Quoted for accuracy. Word for word, all of this is true for me as well.

 

40. Measels

 

Lol this level is so silly but I like it. I want this in CCLP4 just because of its silliness.

 

45. Meteor Shower

 

I think 50 keys was a bit much but at least this is all the level is. Though I personally think levels of this kind have overstayed their welcome over the years and this one is no exception.

 

47. Excuse Me

 

Hey another tank themed level! I love this concept a lot it's really clever but that SE room can be pretty nasty if you do something wrong and it seems to be easy to mess that section up. That is my only complaint with this level, otherwise it's a lot of fun. :) A close runner up to being my favorite tank themed level in the voting.

 

Favorite level: Gone to Lunch (12) / Overlap (26)

Least favorite level: Blocked Passage (39)

 

Just because I don't leave comments on my own levels doesn't stop me from having them as my favorites. ;) but just for the sake of variety, Overlap was a blast to play.

Share this post


Link to post
Share on other sites

Thoughts on the levels:

 

1 - Fantastic and challenging tank puzzles that I would like to see in the final set.

 

2 - Nothing special.

 

3 - Nothing special.

 

4 - Great concept and good execution.

 

5 - Lots of mini challenges and it's fun to see why you can't reach the red herring exits.

 

6 - Great design and fun puzzles, though the blue wall maze feels a little massive.

 

7 - Interesting maze that is fun to explore and great to look at.

 

8 - Amazing block puzzle that I would love to see in the final set.

 

9 - Fun blockslide level with a great feel to it.

 

10 - I wondered why this level would be at all challenging, and then I hit the toggle button and I knew. That was the nice surprise this level needed.

 

11 - Nothing special.

 

12 - Great teeth melee level and it's made more challenging since the teeth can meander through the walls.

 

13 - Another great paramecia level with some fabulous sokobans. A good candidate for the final set.

 

14 - I like that you complete these little puzzles and then exit through the outer boundary.

 

15 - A level I designed. I love how it's so simple to execute, so fun to play, small yet beautiful in design, and fun to play again.

 

16 - Flareon's beautiful submission for the same competition that beat level 15. I love the design and the puzzles that accompany it. I'd love to see it in the final set.

 

17 - LOBSTER TRAP's slower, less fun successor.

 

18 - I like boosting around in this level, which makes it one of the better sized levels.

 

19 - It's nice to blow up the teeth when it seems like you're stuck and it's cool that teeth trapped in gravel are used as deadly walls.

 

20 - The concept is nice, but the level is just not really that fun to play.

 

21 - The ice slide at the beginning is good, but the rest of the level is nothing special.

 

22 - Well designed sokoban that is fun to play.

 

23 - Good fire themed breather level.

 

24 - Interesting button manipulation level, though the LADDER section is nothing new.

 

25 - Interesting and beautiful design, but not that fun to play.

 

26 - I looked at this and thought it was going to be fun to play, but I was disappointed when I started playing and realized I was wrong.

 

27 - Kind of a weird level.

 

28 - Good introduction to nails.

 

29 - Nothing special.

 

30 - Beautifully designed. I love how the first part is clearing a path for the teeth, the next is leading the teeth, then the last part is navigating the dirt and water checkerboard to the exit.

 

31 - Would be better if you had to be more careful with your boot consumption.

 

32 - I like that you get to choose your path, and it does have some nice challenges mixed in.

 

33 - The open feel to this maze is nice and it's great that you only have two walls to check.

 

34 - These seemingly simple block puzzles are made more exciting by the possibility of cooking the level at the slightest misstep.

 

35 - Feels good to blow up all those bombs.

 

36 - So simple, yet so elegant.

 

37 - This level is very fun and well designed. Lot of creative concepts here.

 

38 - I guess it's a good lesson level for introductory players, but it's nothing special to someone who's played the game longer.

 

39 - This level may be tedious, but I like that it's not as tedious as you'd expect since you can reach some chips from the force floors.

 

40 - It feels like this level shouldn't be fun, but it somehow is.

 

41 - The top is a little extra and the left side is a little scary with the random force floors.

 

42 - Great concept executed well.

 

43 - Good breather level.

 

44 - Such a good concept ruined because the level is way too easy.

 

45 - I can forgive this level having so many keys because it wouldn't be at all fun if you didn't have to go to such great lengths to grab all those keys.

 

46 - Nothing really special about this level other than the fact that it combines hidden walls, water, and ice which are generally three components of the better mazes.

 

47 - Haven't really seen this concept applied so well on such a large scale.

 

48 - Maybe a good introduction to buttons.

 

49 - The only really difficult part of the level is the SE section, but the level as a whole is fun.

 

50 - One of the more interesting recessed wall mazes I've seen.

Share this post


Link to post
Share on other sites

Is this the best pack?

 

I'm not going to comment on all the levels, but here are some observations of a few of them.

 

#1 (Tank You Very Much) : Like others have said, Chip starting in the block room would work better as that's the room that's easiest to mess up. Some cool ideas in here though, including that room.

 

#2 (Amorphous) : A decent pink ball level, though your own comments got me thinking of the structure. Maybe it it could have been two separate sections one could practice, instead of one long one?

 

#6 (Til Tuesday) : A nice mix of different things. I needed more time though, as I like to push every real blue wall. I liked the symmetry of the cloning rooms and can't find anything negative to say about the rest of the level either. Well put together!

 

#8 (Buried Alive) : I guess I'll comment on this one too, as everyone else seems to have. I like it.

 

#10 (Eating Rocks) : Is my new favorite thing Teeth levels? Because I love this one and some others too in the voting. Now that I look at the map, I wonder what I gained from starting the level with all the doors closed and Chip so far from the toggle button? A good structure for the concept otherwise.

 

#12 (Gone to Lunch) : Yep, I like this too. Are the sides unequal? I didn't notice, but there were a couple chips that were tricky, and they I wouldn't mind if they weren't on the same side. What about having an extra red lock or two somewhere just in case I mess up? Of course, there is merit to keeping things simple, so no complaints.

 

#13 (Sandstorms in the Underworld) : A very nice design. I did kill myself trying to push (21,8) upwards but it was a cloner, not a block. Also my pet peeve in level design is mechanisms that are unnecessarily complex and I find that here with the cloner at (13,24). It could just be a block that is pushed forward, or even better, why have anything at all and just let the thing keep going? I guess the noise is annoying? :) But now I feel bad for just pointing out these minor things in anotherwise great execution of a neat concept. I like the starting room; it reminds the player how paramecia move. I like the fire boots as a temptation to be picked up too early. I like the block pushing and just one paramecium in that room. I like the ff slide. I like the distance between the circling paramecium and the flippers, allowing me to get them without waiting. I like the re-use of the block once you get the skates. I like the pop-up wall bit. I like the room with all the red keys and knowing I'm not supposed to pick them up. I like the tension in the next room, where I really have to be sure where the blocks are needed and how to get them there. I like the placement of the Exit. In short, I like this level. 

 

#16 (Western Standards of Living) : I've seen several levels that try to play around with different colors and mixtures of tiles to look unique, and this one definitely succeeds. In Lynx I was able to free a Walker but it didn't help me bust the level.

 

#17 (Eat Dirt) : Eleven Teeth? Maybe eight would be better. I like the concept.

 

#18 (Chipweave) : I admit, I got lost on my first attempt and ran out of time. A good maze.

 

#19 (Secret Society of the Teeth) : This level gave me an idea. Thanks!

 

#20 (Turning Tables) : From the comments from other people I see that this was not a very liked level. The main issue seems to be that the Teeth can trap Chip too easily. But that's the point of the level! It's a study of how to get those chips even with that thing chasing you. If there was more room, this would be way too simple. Having said that, it was not a fun level in the end even if the concept worked. (But that's how design works, in my opinion; you get an idea, flesh it out, and then you see what you ended up with.)

 

#27 (Carnival) : Well there's an hour of my life I won't get back :) I was first a bit silly and used the bug on the last bomb guarding the green key without realizing I can use a block for that one too. I guess it's intended that the block in the SW can be pushed onto the ff slide and not use the recessed walls? Overall, some very nice and tricky puzzles in this one, and I would say that they could be split into their own levels, but I do see the connecting theme of "using blocks in a moving environment" kind of, but still would prefer if the rooms could each be practiced separately instead of always having to first get the green key before getting to the lower half of the level. Maybe I need to play TS1 in MS now too so I can report more levels as solved on pieguy's site. :)

 

#29 (Against the Floe) : I always enjoyed playing this. The timing is not too strict and yet it's not trivial either. 

 

#33 (Brickwalled) : I prefer the version with the bugs and no keys. The spacing is nice and the name of the level finally connected with me to the wall pattern.

 

#34 (Bam Thwok) : Curious how some levels just jump out as certainly being from some designer. It is possible I have tried this level before and my sub-conscience remembered it, but otherwise I just knew this had to be from Tyler. I feel some people give up on levels like this once they encounter a spot they can't crack right then and there, but they end up missing the best parts, that usually come later when the concept is taken just a little bit further than it's introduction. This is a great level, but voters will decide if a CCLP is the right place for it.

 

#35 (How I Learned...) : Yeah, this was fun and the time limit was good, but can I please see the optimal route? :P

 

#37 (Traps of Creativity) : When you name your level this, I would hope to encounter some creative traps. Did I? Well, I did encounter some traps and even some creative stuff, but the two really didn't overlap I thought. Still a fine level with some highlights. I liked that the blue key was so close to the chip and yet you had to carry it pretty far to use it. In Lynx it was possible to clone 23 gliders in the NW to save a yellow key, though this was not faster than just using both. The SW monster area was clever and of course the toggle leading to the exit was too.

 

#41 (Center of Gravity) : I had an interesting occurrence with the bugs in the NE section. The second bug bounced back from the pink ball. Apparently, the bugs interacted with each other and the parity changed. I was playing in Lynx, but this should be possibly in MS as well. Having one patch of ice might be a fix. Also, not sure if this has been mentioned, but MS it's possible to solve the level in twenty seconds by using the Flame Boy trick.

 

#42 (Platforming?!) : This concept hasn't been done too many times, and I enjoyed this execution of it as much as that other one I remember.

 

#44 (Rainbow) : I like seeing concepts like this, but in the end this one didn't create a great puzzle. Hopefully someone can be inspired from this and do just that some day. I see that some effort went into arranging the room with the keys, but the game play ends up being rather simple. Maybe in CC2 the player could be forced to travel through the room several times, each time carving a new route.

 

#47 (Excuse Me) : This was nice. All the sections were different, but I was left wondering if there was something missing from the level. Perhaps the final room was a bit simple and there could have been a way to interact with the mechanism to give it one more twist. My favorite room was the one with the Teeth.

 

#48 (Trap Runner) : I like these sections and will probably blatantly copy one or two of them for a level of my own some day. Not sure if it's a concept that carries a full level, but not a bad effort at all.

 

#49 (Gliders and Gliders) : I always liked this one. Granted, the block section is a bit tricky in comparison to the other parts, but I can live with it. Bonus points for allowing me to go either way at the start and both ways being interesting.

 

#50 (Concrete Jungle) : A successful maze of it's type. I always enjoy recessed wall stuff like this :teeth:  

 

I feel like I could comment on some more levels, but then I wouldn't feel good leaving out the rest, so I'll leave it here at half way. :)

  • Upvote 2

Share this post


Link to post
Share on other sites
Guest
This topic is now closed to further replies.

×