Jump to content
Sign in to follow this  
Flareon350

Walls of CCLP3 discussion

Recommended Posts

Roughly two years ago, I attempted at a project that would have been my ultimate CC1 set - Walls of CCLP1. I was inspired enough by Joshua Bone's Walls of CC1 to attempt it but as a CC1 set. However, after about 20 levels were made, I lost sight of the project for one reason or another and aborted it completely. Though I savaged most the levels made for it and placed them into JoshL6-extended, but the thought of doing a walls of set with a different set of walls remained in the back of my mind since then.

Then Walls of CCLP4 came out. That... brought back the inspiration to try a walls of set again. Though, I had already placed the ones with CCLP1's walls into JoshL6 so reattempting it, didn't make much sense. CC1's and CCLP2's walls is already being done by Joshua Bone and mobius respectively as CC2 sets. J.B. started up his own Walls of CCLP1 set, which is better suited for him than me. So what other official set is left?

CCLP3.

I initially planned to not release this till it was completely done, however, iterative releases are a fun way to get other members involved with the process of any set and honestly aren't done much anymore these days. This first release holds 40 levels - I'm planning on releasing another update once 70-80 levels is reached, which should provided plenty of time to make any adjustments and/or fixes to these levels, if any exist.

Feedback is very appreciated! Any input on how the levels play out, look, etc. would be helpful to make this set as good as it can be. I hope you enjoy!

Walls of CCLP3

Share this post


Link to post
Share on other sites

Hey Josh it's very nice to see you making levels again after youre JoshL7 set. Having played the first 10 levels, I am having lots of fun with them.

1. Interesting and not too straightforward level as the first one. At first I was stumped at the trap section with the glider but it was a dumb oversight. Still a fun level.

2. Easy and nice blue level.

3. Pretty simple bomb maze type of level. I read the hint too and that teleport was kind of mean.

4. Very interesting title and easy green lock maze. If this were to be a 149 set it should be in the 63 slot or 114 for a JoshL2 reference.

5. Fun key lock type of level and nice blue aesthetic. I think the title Medallion is more of a yellow type thing but blue is still fine.

6. Really liked this level and the puzzle at the end was awesome. The chip collecting part is sort of nerve wracking but not too bad

7. Very interesting twist to a teeth chasing while chip collecting level. With me being a huge Super Mario fan, this feels like I am jumping into bunch of invisible blocks.

8. Fun puzzle sections rolled into one level.

9. This level is a LOT LOT easier than Color Wheel. Luckily, I didn't FRET about this level though.

10. Intuitive "Wrong Exit" type of level. Would be a hard 1st level if you were to release a CCLP3 wall order though.

 

  • Upvote 1

Share this post


Link to post
Share on other sites

Here's part 2 (11-20)

11. Great level. Felt a little bit like "Clay Tunnel" and I wish there were more levels featuring recessed wall and block puzzles.

12. Somewhat easy level, thankfully the pink balls weren't too chaotic. Also felt a little of Jeffrey's "Deflection Field".

13. Easier and better than Wireframe. Both were good levels but I like this one more.

14. Simple chip collecting level.

15. Fun clone disruption type of level.

16. Pretty fun level. Don't know what that recessed wall on (5,9) is for since I didn't need to use it.

17. Fun puzzles rolled into one level. The tank section is a bit easier in MS due to tank rule differences in rulesets. That sokoban at the bottom is legit.

18. Really fun water maze chip collecting level with thieves. I like this more than Blue Moon, I am not too big of a fan on ice mazes.

19. The "zippers" make the corridors amazing along with the intuitive puzzles. Thought I severely busted it at first since I didn't need the three blocks along with an unused pair of flippers and suction boots. I know that on the Discord chat a thief was forgotten to be put there, so I go back and play the level the intended way. Still, a great level.

20. Gloomy level is gloomy. Not only that it's asymmetrical! (Toadman reference)

 

 

  • Upvote 1

Share this post


Link to post
Share on other sites

Here's part 3 (21-30)

21. Really entertaining level, I enjoyed this one.

22. Extremely brilliant puzzle, this is the first level so far that stumped me quite a bit. Had to think outside the box on this one.

23. Yet another yet another simple chip collecting level with an awesome aesthetic maze.

24. Awesome level and a whole lot better than the original Blue Blocks in my opinion.

25. Despite the title, this level is somewhat nerve wracking. The paramecia seem to stabilize but the walkers mess it up and this set seems to introduce monster patterns with both random and non-random elements. Okay level.

26. Despite the title, I don't see that much difference between this one and the original Whitepoint from JoshL5. Both are equally fun and simple.

27. A little like "Blurry" except this one is a little more difficult, but not too much due to the wide open space.

28. Creative glider themed level. Whole lot better than YAYAP. YAYAP was a great puzzle but that block slide at the end killed it.

29. Level that is somewhat easier than it looks with the sokobans. I did beat both the right and left side though.

30. Okay chip collecting level with teleports.

  • Upvote 1

Share this post


Link to post
Share on other sites

Thank you for your feedback, mmoraleta.

Even though I said I wasn't going to release updates to this set, I've decided to anyway since I'm taking a short break from designing new levels here. These updates include...

Technicolor Theatre: re-fixed the blue lock/walker maze corner in MS.
Magnetic Workout: thief tile placed after first flipper to prevent bust towards the end of the level.
Digitized Disaster: adjusted aesthetics to prevent getting trapped in the teleports upon exiting.
The Internal 3D Dungeon: fixed sardine can room to be possible

It's unfortunately worth mentioning that The Internal 3D Dungeon was updated twice since I'm dumb and can't make my own difficult sardine cans. So to ensure your copy is the correct, the sardine can room in the NW should have a socket near the red button.

Share this post


Link to post
Share on other sites

Just finished all 40 levels. This is a great start for the future of WOCCLP3. Many many enjoyable levels and great puzzles.

Part 4 (31-40)

31. I find this level to be equally amazing as the original "Mini Challenges"

32. I enjoyed this level a lot and that sokoban with the FF's is legit.

33. Interesting aesthetic with the toggle walls and teleports. This level is better than the original.

34. Very nice to break the trend once in a while with the "my friend" with a tooth.

35. Very cool puzzle and blowing up the bombs are satisfying. Heck, bombs are a beautiful thing.

36. I got lucky and solved this on my first try without skipping any rooms. Despite, the challenging dodges I prefer this one over which one next. That level is pretty tedious and just downright boring.

37. Awesome level, especially with that ice slide with chips.

38. Well crafted level, especially that fire boot puzzle.

39. Confusing level at first but turned out to be very fun. I was able to have several blocks left over in the water room.

40. Said it before, I enjoy block puzzles and this one was a blast.

Well, that's all the levels completed (so far), this set is at a great start and keep up the good work. As said before creating 149 levels is quite a tall order but just in case that this set isn't going 149 levels that's okay. What matters is that the players have fun and use their brain. Also, for the most part I believe that this Walls Of series improve the original level. YAYAP was a great example (that blockslide!). But anyway, very fun levels and hope to see more soon!:)

 

  • Upvote 1

Share this post


Link to post
Share on other sites

This is definitely going to 149 levels ;) thank you for your feedback again! Glad you have enjoyed these so far :)

My goal with this set isn't to make improvements of the original levels that use these walls, but instead the challenge of using them to make something different than the original did. That's what makes Walls Of levels so much fun to make!

15 hours ago, mmoraleta said:

this set seems to introduce monster patterns with both random and non-random elements.

Partially true! This was done in Gloomy Minute Village only because I didn't have anything else interesting in mind to do with those walls, but I find it very fun to try new things out that players would most likely hate right off the bat but present them in small doses (see: Blurry/Blind). Spectral Blood Rave is more revisiting the concept I've done in one of my reject levels than anything else.

Share this post


Link to post
Share on other sites
On 5/14/2018 at 3:40 PM, mmoraleta said:

20. Gloomy level is gloomy. Not only that it's asymmetrical! (Toadman reference)

Oh brother.

I only used that word to describe a level, just once.

And I didn't notice the whole map at the time.

Share this post


Link to post
Share on other sites

A new version of WoCCLP3 has been released! This release features 25 new levels as 41-65 and are arranged in somewhat of a difficulty curve themselves. Some further updates to some previously released levels are also available in this release.

Walls of CCLP3

Enjoy!

Share this post


Link to post
Share on other sites

This looks good so far. I think it will turn out to be an awesome set to play when it's all finished.

 

I was playing a little bit of the "demo version" (or whatever you want to call it) and I managed to find a bust in Exit Exaggeration. Apparently with perfect timing, you can guide the tooth monster into the bomb at the beginning and exit. If you choose not to go there, you can use the flippers provided to exit in the NW room under the same circumstances.

Share this post


Link to post
Share on other sites
1 hour ago, Tomsbananacakes said:

I managed to find a bust in Exit Exaggeration. Apparently with perfect timing, you can guide the tooth monster into the bomb at the beginning and exit. If you choose not to go there, you can use the flippers provided to exit in the NW room under the same circumstances.

At first I didn't see how this was doable until I finally understood what you meant. This has now been fixed - thanks for bringing it to my attention!

Edit: bust re-fixed because I'm dumb and left it busted in Lynx. It should be good now, ice being down the hallway on column 16 is the correct version.

  • Like 1

Share this post


Link to post
Share on other sites

Very happy to see yet another update for this amazing set so far. Just played the first 10 new levels and so far so good.:)

41. Nice and simple level, that glider section threw me off at first but it was legit.

42. Great puzzle, whole lot better than the original Lichtenstein which is one my least favorite levels in CCLP3.

43. I remember reading a discussion on this level on Discord. At first I was scared but thank goodness for the blue walls under the blocks! Pushing blocks onto RFF's is just wrong. Still a great concept for a chip collecting level.

44. Aesthetically pleasing border and somewhat easy chip collecting level. The middle room behind the yellow door could be a little tricky.

45. Legit level with a creative way to use partial posts.

46. Fun level and that blob cloner section surrounding the 2 chips on the top right is amazing.

47. This isn't necessarily a garbage level. Somewhat difficult level in my opinion.

48. Fun level with legit puzzles.

49. Interesting invisible wall maze level. Time limit shouldn't be too much of an issue, I was able to spare 180 seconds.

50. Jumping swarm teeth edition. Kind of like an easier version of Zane's zombie levels

  • Like 1

Share this post


Link to post
Share on other sites

Made more progress and enjoying the new levels.

51. The beginning sokoban is cool along with that fireball cloner mechanism. Awesome level.

52. Absolutely brilliant puzzle, equally good as Fireball Tourism which is one of my favorites in the original CCLP3.

53. Creation level is creative. LOT easier than Same Game.

54. Really fun level with a clever use of a block cloner. Nice aesthetics too.

55. That red button room is really legit. Also the drowning of teeth is somewhat satisfying.

56. Fantastic brain exercise level. Whole LOT better than Caves, which is one of the levels I loathe in CCLP3.

57. Very fun level. Good job subverting expectations in that glider room.

58. Okay level, just got to keep track of where you're going. Concept somewhat annoying but thankfully the level is short.

59. Cool level with a partial post somewhat reminiscent of a partial post from Tyler's "Lounge Act."

60. Legit level with a bunch of legit puzzles. I didn't really like the RFF room with the tanks though. Everything else was a blast.

 

  • Like 1

Share this post


Link to post
Share on other sites

I've finished the 25 new levels and really enjoyed it!:)

61. This is an okay level. It's a little tedious and a little hard to keep track due to the huge size. However it's not too difficult of a level not to mention the 5 extra chip leeway.

62. This level was a blast (no pun intended). Really liked the trap puzzle and the clear the way path room for the fireball.

63. Ah, the good old world glitch from Super Mario Bros on the NES. Fun level.

64. Cool black and gray aesthetic level. That recessed and trap puzzle with the fire boots is what really stood out. I was kind of stumped on that one. Great level.

65. At first I thought this was going to be a really difficult level, especially with sokobans being hard enough. It wasn't too hard, key thing is that more about the teleports. At the end, it was satisfying to complete.

Well, set's complete (for now). Keep up the good work Josh and really looking forward for more fun levels!:D

P.S: Whitepoint: One Year Later will be missed.:unsure: Cosmic Gold Hill: a nice blue key level.

  • Like 1

Share this post


Link to post
Share on other sites

Thank you for your feedback, mmoraleta! Glad to hear you enjoyed them, this is probably my favorite batch of levels so far.

6 hours ago, mmoraleta said:

60. Legit level with a bunch of legit puzzles. I didn't really like the RFF room with the tanks though. Everything else was a blast.

I really like that room! I do recognize that RFF part of the level can be a little iffy, but I feel like the timing with the tank flipping is just right. I am open to extend this timing a bit if need be.

34 minutes ago, mmoraleta said:

61. This is an okay level. It's a little tedious and a little hard to keep track due to the huge size. However it's not too difficult of a level not to mention the 5 extra chip leeway.

I'm not expecting this to be a favorite and I went into designing this one with that mindset. That being said, I tried the best I can to minimize the tedium via ice slides and the extra chips (maybe there can be a few more extras?). I didn't want players to resort to spam cloning to solve this one, which is why the trap button mechanism exists.

  • Like 1

Share this post


Link to post
Share on other sites

Since I will shortly be starting a new job in the upcoming days, my time for designing will be rather limited, so here is another update release! This time there are 15 new levels as levels 66-80 and like the previous update, these 15 levels are also arranged sort of by difficulty.

There are no changes to any of the pre-existing levels as well.

Walls of CCLP3

Enjoy!

Share this post


Link to post
Share on other sites

I'm really happy once again to see another update of this set so far. Pretty good levels with some that were kind of difficult and some really fun.

(66-75)

66. Really fun level and nice exploration feeling on the outside.

67. Very cool my friend teeth level. Also, cool variation too apart from the normal thin wall and/or wall for the my friend concept.

68. That glider and ball toggling room is legit and the trap button releasing pink balls to bombs was too.

69. This level was sort of difficult but maybe it was just making dumb mistakes. I really liked that tank and red button puzzle though.

70. Cool level twist of the "waterflies" concept.

71. Attractive blue and green door aesthetic I gotta say. Great puzzles too. LOT LOT easier than Old Frog New Tricks.

72. I guess this was you "lol walker" level mentioned on Discord. Could've been more annoying though. Not one of your best levels.

73. Awesome level and keep up those force floor "nail puzzles" too. Cool mechanism for a block cloner too.

74. Apart from the random tank cloner dodging at the start this level isn't too bad. Personally, I am not a Club Penguin fan but the NE room kind of reminded me of the World's Hardest Game. Just popped in my mind since Club Penguin was an online game.

75. Masterpiece maze level. Nuff said.

 

  • Upvote 1

Share this post


Link to post
Share on other sites
1 hour ago, mmoraleta said:

72. I guess this was you "lol walker" level mentioned on Discord. Could've been more annoying though. Not one of your best levels.

Ehh it doesn't have to be my best level for it to be good, which I am convinced it is as it stands. No one can really tell me otherwise.

I wanted a strict timed walker dodging level and that's what I made. And considering the wall template choice, I think it's completely justified for this to exist. Not to mention I nerfed the hell out of this before releasing.

If that isn't appreciated then I don't know what else to say. Sorry you didn't like it. :) and thanks for the rest of your feedback as always!

Share this post


Link to post
Share on other sites

Just finished all new 15 levels!:) Gotta say very well crafted and intriguing puzzles near the end.

76. I really loved this level probably cause I like block puzzles and/or sokobans. The practice room is also well appreciated but I didn't know exactly how strict the time limit before the exit gets blocked was. Still a very good level.

77. Extremely fun level. This is like "Chance Time" mixed with "Triple Maze". I would imagine that it would take lots of time to make sure everything works perfectly, in which it did.

78. Super creative underground puzzle. I have to say I was stumped on this level for quite a bit cause it has some stuff that looked like the obvious solution. For instance I thought that bee was supposed to blow up the bomb on (24,20) and that wasn't the case. In the end it was very satisfying to beat.

79. That beginning sokoban is legit. Awesome puzzle filled level.

80. Pretty cool monster manipulation to hit all traps level. Kind of feels like a glider version of "Bug Arranging" ("Glider Arranging").

This update had some really good levels and some pretty hard but I guess there will be some harder level now that were at level 80 now. Assuming that this will be the difficulty curve. But anyway, keep up the good work and hopefully your new job won't impede too much on the creation of the levelset. Still in life, we just got to do what we got to do. As always, hoping to see more fantastic levels from you.:D

  • Like 1

Share this post


Link to post
Share on other sites

I played through the first 16 levels in Lynx. Here are my thoughts so far.

#1 Lesson Zero (walls from #59 Air Pocket)     Good way to use these walls. An itemswapper is always a great start to a great set!

#2 Blue Boot Plains (walls from #10 Annoying Wall)     I would have never thought these walls would be used like this! Good maze level, even if it can be slightly hard to see.

#3 Mad Bombers (walls from #13 Road Block)     This level could use a slight time limit increase. I went to read the hint and realized on the way back that I had 8 seconds left! I made it to the exit with 2 seconds left, though I still think it should be increased to 100.

#4 Lush Forest (thin walls and wall from #51 Dancing on Ice)     This maze reminds me a lot of Jungle, and I was honestly expecting to see teeth! Good maze, albeit a bit generic.

#5 Medallion (walls from #8 Pigeonholed)     Hey, I remember the screenshot of this one! An itemswapper with only one color of key, combined with the idea of using chips as hazards. I love it.

#6 Simulated Simulator (walls from #4 Suction Solution)     I like this level, but I'm confused about the flippers at (6,1) since the water could easily just not be there. Is it just to fill in the space?

#7 Blurry (walls from #15 Bumper)     Ugggh. This level was painful. I actually skipped it until I beat #10 and realized "hey, I haven't gone back and beat #7 yet". Being chased around by teeth in an area littered with hidden walls is not a good idea to build a level around, especially when the first chip the player tries to get at (12,6) has a wall right underneath it. Holding two directions at a time helps greatly in Lynx, but I imagine it's much worse in MS. Also, what's the point of the socket at (14,15)?

#8 Extended Replay     (walls from #18 Replay) This was one of my favorites! Every part of the level felt like its own mini-level. I especially loved the monster order tricks in the rightmost room! (Even though I was in Lynx...)

#9 Technicolor Theatre     (walls from #135 Color Wheel) This somewhat ordinary maze became something very special with the addition of red and blue keys to create "Repair the Maze" style sections, and with an awesome aesthetic to top it off. Also, the hint is blocked on all sides.

#10 Exit Exaggeration     (walls from #1 Entrance Examination) This was a nice "fake exit" level, but the sections inspired by your other "fake exit" levels were especially fun. At first I thought I screwed up and thought I still needed the teeth from the Exit Garden section, but then I realized I could just exit. Overall, this one was very good.

#11 Cinder Block     (walls from #74 Niche) I liked this level except for the recessed wall maze in the middle. There was no clear indication that I had to go to the top first and then leave a path to return from there, and I didn't realize until after I had already gone to the right. I assumed the way you got to the hint was you came back from that section later with a blue key, green key and fire boots, and you would go through a teleport at the top. Maybe you should place a hint at (8,15) that explains this and replace the hint with another collectible.

#12 Ping Pong in the Outback    (walls from #126 Marooned) Now I really wish I hadn't reported that 289. This level made me realize how much I hate pink ball mazes like this. The worst part was that several of my deaths came from balls on fire or gravel, which made them entirely my fault. I didn't "try my luck" unless I accidentally walked towards a ball.

#13 Iron Complex     (thin walls from #38 Wireframe) At first I wasn't a fan of the thin wall at (6,14), then I realized while writing this I could have just pushed the block up first. Good level, but it needs more chips under blocks :P

#14 Frigid Highlands     (walls from #44 Tiny Spirals) Good combination of hidden walls and ice, but is there really no point at all to the hint room? There aren't even any chips there, or even a hidden wall maze.

#15 Chip in the Caldera     (fire from #55 Construct-a-Maze) I love levels where you have to stop monsters from cloning! Though this level seems easily bustable by pushing a block to (13,17). I didn't pull off any shenanigans myself, but you may want to make a small fix just in case.

#16 Cardboard Cutout     (walls from #9 Redoubled Effort) Variety levels are fun when they aren't too long, and this level was just right. I really liked the pink ball aesthetic on the outside of the level.

#17 Massive Mindset Shift     (most blocks from #107 Lazy Hourglass) Argh, I just had the stupidest death on this level after collecting half of the chips! I really don't want to replay the level, so I'll stop here for the night. Though I will say that I don't remember there being blocks at the top and bottom of Lazy Hourglass.

So far I've been really enjoying the set! I may return tomorrow with more feedback.

Share this post


Link to post
Share on other sites
57 minutes ago, Kataac said:

#3 Mad Bombers (walls from #13 Road Block)     This level could use a slight time limit increase.

#7 Blurry (walls from #15 Bumper)     Being chased around by teeth in an area littered with hidden walls is not a good idea to build a level around

#9 Technicolor Theatre     (walls from #135 Color Wheel) Also, the hint is blocked on all sides.

#17 Massive Mindset Shift     (most blocks from #107 Lazy Hourglass) Though I will say that I don't remember there being blocks at the top and bottom of Lazy Hourglass.

I liked the time limit and the teeth/hidden wall concept- was actually pretty fun. The level 9 hint is reachable- flippers to green key to hint. And you're correct that blocks were added, but meh- slightly loose adaptation, I guess?

Share this post


Link to post
Share on other sites
5 minutes ago, Ihavenoname248 said:

I liked the time limit

Yeah, a time limit increase isn't necessary. I just thought finishing with 2 seconds was a bit too short. Even moving the teleport up to (8,19) would be a convenient way back.

4 minutes ago, Ihavenoname248 said:

The level 9 hint is reachable- flippers to green key to hint.

Oh, I forgot about the green key.

Share this post


Link to post
Share on other sites

Here is some more feedback. Didn't get much farther...

#17 Massive Mindset Shift (most blocks from #107 Lazy Hourglass)     After way too many failures and two times where I realized I permanently missed one chip right at the end, I have finally solved this level! Overall a solid level, I was just being stupid. The only drawback is the ice section, since it can be hard to see ahead to see what blocks will kill you, unless you're insightful enough.

#18 A Moon Shaped Pool (blue walls from #37 Blue Moon)     At first, this just looks like your ordinary water maze with gliders and thieves as walls. But as I went on, I realized that the thieves actually could be crossed in some places, and the placement of the chips with the gliders is done very well to the point where I consider this a cross between maze and puzzle. Shouldn't the hint say "blue walls"? :)

#19 Magnetic Workout (walls from #36 Zelgon's Lair)     Funny that Zelgon's Lair came after Blue Moon. I'll get back to you on this one.

Share this post


Link to post
Share on other sites
15 hours ago, Kataac said:

#3 Mad Bombers (walls from #13 Road Block)     This level could use a slight time limit increase. I went to read the hint and realized on the way back that I had 8 seconds left! I made it to the exit with 2 seconds left, though I still think it should be increased to 100.

#4 Lush Forest (thin walls and wall from #51 Dancing on Ice)     This maze reminds me a lot of Jungle, and I was honestly expecting to see teeth! Good maze, albeit a bit generic.

#7 Blurry (walls from #15 Bumper)   Being chased around by teeth in an area littered with hidden walls is not a good idea to build a level around

#9 Technicolor Theatre     (walls from #135 Color Wheel) This somewhat ordinary maze became something very special with the addition of red and blue keys to create "Repair the Maze" style sections, and with an awesome aesthetic to top it off. Also, the hint is blocked on all sides.

#11 Cinder Block     (walls from #74 Niche) I liked this level except for the recessed wall maze in the middle. There was no clear indication that I had to go to the top first and then leave a path to return from there, and I didn't realize until after I had already gone to the right. I assumed the way you got to the hint was you came back from that section later with a blue key, green key and fire boots, and you would go through a teleport at the top. Maybe you should place a hint at (8,15) that explains this and replace the hint with another collectible.

#14 Frigid Highlands     (walls from #44 Tiny Spirals) Good combination of hidden walls and ice, but is there really no point at all to the hint room? There aren't even any chips there, or even a hidden wall maze.

#15 Chip in the Caldera     (fire from #55 Construct-a-Maze) I love levels where you have to stop monsters from cloning! Though this level seems easily bustable by pushing a block to (13,17). I didn't pull off any shenanigans myself, but you may want to make a small fix just in case.

#17 Massive Mindset Shift     (most blocks from #107 Lazy Hourglass) Argh, I just had the stupidest death on this level after collecting half of the chips! I really don't want to replay the level, so I'll stop here for the night. Though I will say that I don't remember there being blocks at the top and bottom of Lazy Hourglass. The only drawback is the ice section, since it can be hard to see ahead to see what blocks will kill you, unless you're insightful enough.

Mad Bombers doesn't need a time limit increase for something that is completely optional to the player, in this case reaching the hint is. If you want to read it with some spare time leftover, do the cloning faster!

Lush Forest literally only exists because I had to have something out of Dancing on Ice. I like the generic feel to it, I see nothing wrong with that approach in levels! I will consider adding some monsters (not just teeth) in it to spice the aesthetics up a bit for it in the future.

I'd agree with your opinion on Blurry (and a level very, very similar to it) if it was a full map level but given the size I think it's reasonable. I'm taking advantage of utilizing some level concepts I'd normally wouldn't design in Walls of CCLP3 and this isn't the first case of such a thing. :)

That's actually my favorite bit in Cinder Block! Regardless, I don't think it needs changing to be more clear. It's not that far into the level and there's only so many options you can take with that room anyway. You can even still solve it if you go to the right first by going around to the chip at (10, 12) (where you can also see both the blue key and lock) and still be able to get the blue key and proceed to the next section.

The empty hint room in Frigid Highlands does exactly what I intended - making players think there's hidden walls in it. (Y)

Chip in the Caldera isn't busted with that approach, though you can bypass the first two sections that way. However, you might have a harder time getting through the cluster of fireballs to reach the red key if you do that.

You're correct the blocks in the bottom and top of Massive Mindset Shift weren't there in the source level but literally no one else has complained about it so I don't have a reason to change that (though I easily could). As far as the ice section goes I understand your thoughts on that and I realized that while designing. But there is nothing preventing you from going there first if it's problematic for you. :)

Thanks for the feedback!

Share this post


Link to post
Share on other sites

Here is more feedback on levels 19-30. I tried to make my feedback more brief this time.

#19 Magnetic Workout (walls from #36 Zelgon's Lair)     Finally figured out the glider room, turns out I was just overcomplicating things. Nice to see a force floor level like this every once in a while.

#20 Gloomy Minute Village (walls from #25 Recess)     Not a personal vote from me. Levels that use blobs in tight spaces are very hard to do right, and this one just doesn't work, especially when you add a tight time limit. I haven't solved this one, and have no interest in doing so.

#21 Socket Shrine (sockets from #5 Toggle Bust)     I would have never thought to use Toggle Bust like this. For a level so oddly shaped, this level does what it does and does it right in such small spaces. I love it.

#22 Chipyard (most walls from #17 Lot in Life)     Lot in Life was one of my least favorites from CCLP3. I'm not even sure how to feel about this level. At first it looks like a clone of Hunt without teeth, then you realize there's another exit and the normal route is impossible. So you try to bring a block to blow up the bomb guarding the other exit, then you realize you can't. After a bit of thinking, you realize the glider you used to get out can be used on that bomb. The concept is very clever, but the execution is very strange and it feels like it was forced into the wall layout.

#23 Bacteria Incineration (walls from #52 Dolly Mixtures)     He's alive with the fire boots, duh! This maze feels even stranger than the actual Strange Maze, but that's not a bad thing at all.

#24 Contaminated Sewer Lines (blue walls from #11 Blue Blocks)     Take notes, Gloomy Minute Village, because this is how to properly design a blob level. Not only are the blob dodging challenges themselves fair, even the one with the blob and the glider, but watching all the blobs drown one by one is extremely satisfying, especially at the end.

#25 Spectral Blood Rave (walls from #22 Damp)     Combining chaos with a thin wall maze can be a disaster if it's done wrong (see EricS1.dat #88), but this level's loose structure and even implementation of a difficulty feature with the red key makes it much more enjoyable. It wasn't even that chaotic - I beat it on the first try.

#26 Cosmic Gold Hill (force floors from #121 Jaywalker)     Interesting idea. I really appreciate the extra keys and chips.

#27 Blind (walls from #80 Checkers)     When I first saw this level, I thought "Oh noooo...", but even without remembering where many of the walls were, I still solved this fairly quickly, and it wasn't so bad after all. I finally know the purpose of that socket!

#28 Hang Glider Smuggler (walls from #140 Yet Another Yet Another Puzzle)     When I first played this, I accidentally pushed the block with the hint and thought I had blocked off something important, so I replayed the level only to find out there was nothing under the block. While I really disagree with that part of the level, the rest was pretty solid, albeit a very loose adaptation of YAYAP.

#29 Broken Floppy Disk (walls from #21 Mud and Water)     I remember seeing this in the VOD of Jeffrey's create competition results a few months ago. I'm not really sure what the title has to do with the level, but the sokobans are very good, and I love how the sockets and toggle doors come together to essentially make three sokobans per side and two separate levels.

#30 Digitized Disaster (teleports? from #35 MonsterMaze)     Reminds me of Orienteering from Jeffrey's Walls of CCLP4, but with teleports and sockets being switched. Not too sure about this one.

Share this post


Link to post
Share on other sites
2 hours ago, Kataac said:

#20 Gloomy Minute Village (walls from #25 Recess)     Not a personal vote from me. Levels that use blobs in tight spaces are very hard to do right, and this one just doesn't work, especially when you add a tight time limit. I haven't solved this one, and have no interest in doing so.

#22 Chipyard (most walls from #17 Lot in Life) The concept is very clever, but the execution is very strange and it feels like it was forced into the wall layout

#28 Hang Glider Smuggler (walls from #140 Yet Another Yet Another Puzzle) When I first played this, I accidentally pushed the block with the hint and thought I had blocked off something important, so I replayed the level only to find out there was nothing under the block. While I really disagree with that part of the level, the rest was pretty solid, albeit a very loose adaptation of YAYAP.

#29 Broken Floppy Disk (walls from #21 Mud and Water) I'm not really sure what the title has to do with the level

#30 Digitized Disaster (teleports? from #35 MonsterMaze) Not too sure about this one.

I think Gloomy Minute Village is a good idea of a dodging level and it works pretty well! Not to say it's perfect because it's far from that. It's another level concept I otherwise would have never done outside of this set (like Blurry) and honestly, it's one I now really like! The time limit being tight is intentional and even with the dodging it really isn't that hard of a level either. (Disclaimer: I don't consider this a blob dodging level but they affect the pattern of the others which makes it interesting). Maybe this is a little on the luck side of things but its not unreasonable. Imagine this on a greater scale then maybe this will be appreciated a bit more. If not, then oh well I can't please everyone! This is what I wanted. And as far as you not having interest in completing it - all I will say is you'll never have the satisfaction of 100%ing the set if you don't :) 

I love the concept of Chipyard and am proud of the puzzle. It is very forced because the walls weren't that interesting to use by themselves.

You disagree with something of Hang Glider Smuggler that was 100% optional to players...? I guess I see where you're coming from but you chose to restart instead of playing out the rest of the level which could have been solved. :P also I'm not seeing how any of this is an adaptation of YAYAP. Because it uses blocks, even though it's clearly a glider themed level?

Broken Floppy Disk is titled as such because the level looked like a Floppy Disk to me.

Digitized Disaster uses teleports that were in place of the toggle walls from MonsterMaze because I had zero ideas for the toggle walls.

Thank you again for the feedback!

Share this post


Link to post
Share on other sites
1 hour ago, Flareon350 said:

You disagree with something of Hang Glider Smuggler that was 100% optional to players...? I guess I see where you're coming from but again, I'm getting the impression you're basing this feedback on a hope of a first try solve. Besides, you chose to restart instead of playing out the rest of the level which could have been solved. :P 

Fair enough, I just assumed the block had a chip or something. I guess I could have played on, but the block just looked important to me.

 

1 hour ago, Flareon350 said:

I'm not seeing how any of this is an adaptation of YAYAP. Because it uses blocks, even though it's clearly a glider themed level?

I'm just saying if you replaced all the non-pushable blocks and gliders that don't move with walls, the wall layout is very different from YAYAP. Not that adding your own walls is a bad thing, I'm just saying.

Share this post


Link to post
Share on other sites
8 minutes ago, Kataac said:

I'm just saying if you replaced all the non-pushable blocks and gliders that don't move with walls, the wall layout is very different from YAYAP. Not that adding your own walls is a bad thing, I'm just saying.

If I added my own walls, that would just make this project pointless. The level as it is, is already nothing like YAYAP.

Share this post


Link to post
Share on other sites

Here are levels 31-39.

#31 Hallway Pursuit (walls from #116 Mini Challenges)     This one was really fun. At first I thought the part with the three blocks felt like guesswork, but then I realized pushing the top block first doesn't cook the level. At least I didn't do that and then restart.

#32 Mysterious Geoglyph (walls from #57 Beachballs)     This was the other one I remember from the April Create Competition. The puzzles are extremely creative for the small spaces they were built in, especially the nailing puzzle in the center.

#33 Droid Void (walls from #31 Bouncin' Blocks)     This is certainly something else. I like it, but I don't know how I feel about it.

#34 My Old Friend (walls from #12 My Friend)     Is the blob supposed to represent Chip's "friend" as an old man who needs directions? Regardless, using blocks to trap blobs like this is something I don't see that often, and this one is done decently, though very slightly busted with block slapping.

#35 Landmine Park (walls from #148 Diabolical)     You don't see many bomb levels like this, especially not when they use pre-existing wall patterns. This one was done exceptionally well, and I'd even say it's one of my favorites so far.

#36 Gruesome Citadel (walls from #88 Which One Next?)     If you skip the row that has the green key, you get stuck at the green doors in the next row. Might wanna fix that. Other than that, good monster dodging level.

#37 Repulsive Shadow Keep (walls from #16 Two Sets of Rules)     I saw this one in a screenshot as well but couldn't identify what the walls were from. I haven't solved the beginning yet. Any tips?

#38 Orange Computer Vale (walls from #30 Problem Solver)     Problem Solver is, in my opinion, a rather versatile wall pattern to use. I love when fire levels go for a red and yellow aesthetic like this, and I do it all the time in levels myself. The level itself feels like a combination of many things put into one level, which is my favorite type of level as long as it doesn't go on for too long.

#39 Nuclear Unleashed (walls from #75 Chip Alone: Lost in Chip City)     YES! I love little references like these! It's a much more fleshed out version of Claustrophobia Road (JoshL6 #113), and it uses a wall pattern from an official set on top of that, and one of my favorite levels too. The length is a little questionable, but that can't be helped with a level of this size.

The set is getting really good! I'm almost halfway there...

Share this post


Link to post
Share on other sites

After a rather long week at work, I have released an update to this set once again! This update features a few fixes but also includes various hint updates to be seen in MSCC since that can be an option once again. The latter of these updates was probably unnecessary but it is here to stay.

Walls of CCLP3

On 8/20/2018 at 3:22 AM, Kataac said:

#34 My Old Friend (walls from #12 My Friend)     Is the blob supposed to represent Chip's "friend" as an old man who needs directions? Regardless, using blocks to trap blobs like this is something I don't see that often, and this one is done decently, though very slightly busted with block slapping.

#36 Gruesome Citadel (walls from #88 Which One Next?)     If you skip the row that has the green key, you get stuck at the green doors in the next row. Might wanna fix that. Other than that, good monster dodging level.

#37 Repulsive Shadow Keep (walls from #16 Two Sets of Rules)     I saw this one in a screenshot as well but couldn't identify what the walls were from. I haven't solved the beginning yet. Any tips?

#39 Nuclear Unleashed (walls from #75 Chip Alone: Lost in Chip City)     YES! I love little references like these! It's a much more fleshed out version of Claustrophobia Road (JoshL6 #113), and it uses a wall pattern from an official set on top of that, and one of my favorite levels too. The length is a little questionable, but that can't be helped with a level of this size.

The blob in My Old Friend could represent that but I was more or less going for the fact blobs have been despised by many players, especially in the old CC1 days. I wouldn't say this is busted either but rather a bit looser in Lynx with block slapping. Definitely a concept I think I did right, especially with the space.

Didn't catch that in Gruesome Citadel, this has been fixed in the update mentioned above. Thanks!

For Repulsive Shadow Keep, take advantage of the ice corners ;)

Hey, someone actually noticed and liked the reference I went there for Nuclear Unleashed! The fact it worked out was a real satisfaction. It is a bit long I guess, but I have no issues with long levels that remain interesting, which I believe it is. Regardless, since CCLP3 had a lot of full map levels, this set is probably going to be the case as well unless I can force myself to make smaller and shorter levels with large wall templates.

Share this post


Link to post
Share on other sites

It's been a while since I played this set. Here's what I think of the new update, based on what levels I've played so far.

#17 Massive Mindset Shift (outside blocks from #107 Lazy Hourglass)     I like that you updated the hint in this level, but...

#18 A Moon Shaped Pool (blue walls from #37 Blue Moon)

HINT NOT UPDATED just kidding if you couldn't tell

#36 Gruesome Citadel (walls from #88 Which One Next?)     Thanks for fixing that nasty cook at the end. You mentioned that you shortened the length of the hint in this level for MSCC, but I read the hint again and didn't even notice anything different.

 

Moving on, here's some actual feedback on a few more levels:

#37 Repulsive Shadow Keep (walls from #16 Two Sets of Rules)     I figured out the start of the level, and I feel so stupid not being able to see the solution. Seems like that's the hardest part of the level though, as the rest felt like a breather, which I appreciate.

#40 The Internal 3D Dungeon (walls from #58 Bowling)     Still not solved. The beginning is so hard!

#41 Eerie Crypts (walls from #47 Flame Thrower)     Certainly not what I expected to see from Flame Thrower, but not an unwelcome surprise. Unlike most people I don't mind blue wall mazes (which I know will make you happy), so this wasn't so bad for me. Also, the fake-out in the top room is perfect, just because there's no point in going to that room whatsoever.

#42 Android Temple (walls from #90 Lichenstein)     Not sure how to get past the sliding teeth. There just isn't enough time to run from underneath the ball back over to the teeth, unless I'm supposed to use the recessed wall for whatever reason.

Didn't get very far today, hopefully I can solve more soon.

Share this post


Link to post
Share on other sites

Time for another update! As promised, 20 new levels have been added, which brings the total of this new version to 100 levels. :)

As usual, these new levels are arranged by difficulty among themselves. The current 100th level is planned to be my final level of this set when it's complete as well.

Feedback is appreciated, and enjoy!

Walls of CCLP3

 

Share this post


Link to post
Share on other sites

100 levels! Woot! Again, very happy to see more new levels!

(81-90)

81. At first I thought this was going to be a danger type of level based on the title. Turned out to be great level.

82. Nice "Oorto Geld" level.

83. Great fire boot puzzle.

84. Awesome level. The block checkerboard is thankfully at the start. Still has very cool puzzles.

85. Excellent level. The sokoban behind the recessed walls and the lower right block room were the most legit.

86. Very fun level. Far from lethal.

87. Legit twist to an ordinary "push blocks to reach the chips" level.

88. Simple chip collecting level. I can't imagine playing this level without suction boots. Suction boots are a blessing.

89. Nice variation on JoshL2's "The Mountain".

90. Nice ice level. Nice twist on a partial post room too.

 

  • Like 1

Share this post


Link to post
Share on other sites

Just completed all new 20 levels!:) Yet another awesome update!

(91-100)

91. Fun level to play. The ending puzzle was easier than it looked. I also wish that the top ice slide near the sokoban was a little longer.

92. Fun and simple chip collecting maze.

93. Quite an annoying level and quite frustrating. Thank you for nerfing the 3rd room though. The wide open space is very well appreciated though. Knowing you Josh, I know that you being a prolific level designer could do a better level for Bug Arranging.

94. Amazing level to play. Whole LOT better than Bustin' Out and the last level (Frantic Frenzy).

95. Extremely well put together puzzle. Equally as challenging as Triple Maze.

96. Very cool design. This is kind of like an easier version of "Force Field".

97. Yet another nice ice level. I've never seen block puzzles on ice corners before, brilliant.

98. Nice 4 by 4 sectional level.

99. Extremely brilliant and awesome puzzle. I was stumped on this one for a bit and in the end it was a satisfaction to solve. I'll take this level over "Suspended Animation" any day.

100. This will make a great ending level for a great "Walls Of ..." level set. Like this one more than "Massingham Mansion".

Yet another awesome update Josh, keep up the great work.:) Hopefully, in the next update not a level that was annoying as Frantic Frenzy. It's wasn't necessarily a bad level it was just annoying (at the start before the nerf). Still, a very cool update nevertheless. :)

 

  • Like 1

Share this post


Link to post
Share on other sites
31 minutes ago, mmoraleta said:

93. Knowing you Josh, I know that you being a prolific level designer could do a better level for Bug Arranging.

Ehh yeah I could have made something better for Bug Arranging but I specifically wanted a dodging level and the wall pattern of that level seemed very suited towards one compared to what I have left to use. Not to mention, I enjoy this level enough myself to not want to build something else for it and further, I have no ideas to what else to make with them that isn't another maze. Happy the further nerfing was helpful though.

31 minutes ago, mmoraleta said:

98. Nice 4 by 4 sectional level.

It's a whole lot more than just a 4x4 sectional level ;)

31 minutes ago, mmoraleta said:

99. Extremely brilliant and awesome puzzle. I was stumped on this one for a bit and in the end it was a satisfaction to solve.

This is a relief to hear. My first thought when I made this and especially so after solving it myself was thinking this was too close to guesswork territory but that doesn't seem to be the case! Thanks!

Share this post


Link to post
Share on other sites
2 minutes ago, Flareon350 said:

This is a relief to hear. My first thought when I made this and especially so after solving it myself was thinking this was too close to guesswork territory but that doesn't seem to be the case! Thanks!

I didn't feel any guesswork whatsoever throughout the level. It was mainly just planning ahead.

 

  • Like 1

Share this post


Link to post
Share on other sites

Yet another update! Progress on this set has been going pretty well I'd say :)

This update includes 25 new levels as levels 101-125 and are like always, arranged by difficulty among themselves (sort of). In particular, this update includes a few more maze levels than previous updates since I was noticing the set as a whole was lacking them.

In addition, three updates were made to previous levels: Gloomy Minute Village now has one less chip required to exit by "popular" demand, World -1 had a Lynx bust that Indy found (thanks!) and I modified the hint placement in Siberia which will unfortunately require a replay. No harm done though. Nitro Circuit has also been renamed to Nitro Network due to a new level here having Circuit in the title and didn't want to create confusion.

Nonetheless, I hope you enjoy and feedback is always welcome! Next update can either be at the 149 levels or not, I have not decided yet. The last 24 levels will be challenging to make since I've avoided them for this long...

Walls of CCLP3

Share this post


Link to post
Share on other sites

:D Oh yes! Another update. Quite fun levels so far.

Here's my thoughts on levels 101-110

101. Somewhat easy chip collecting level. Nice "Metastable to Chaos" section.

102. Despite title it wasn't maddening at all. No, I don't judge levels by their title at all. Anyway, better than "Divide and Conquer". Thankfully time limit not too strict.

103. It's the blue and yellow version of "Flame Boy Color". Somewhat easy level, quite lenient.

104. Thought it was a strict time limit blue wall maze but not too much. Still a fun level.

105. This level is medium to somewhat hard, just gotta keep track of how you enter the teleports without collecting too many chips.

106. Simple maze with a nice design. Gotta keep track on the time though.

107. Legit toggle button and door based level. Not gonna lie, I got the pink ball trap button section on the first press. Neat blob and fireball navigation too.

108. Easy chip collecting level. Like 106, gotta keep track on the time.

109. Neat blue themed level with a fantastic twist at the end.

110. Very well crafted level. I was stumped on some sections namely the force floor puzzle. Keep those force floor puzzles coming.

  • Like 1

Share this post


Link to post
Share on other sites

Just made it to level 121, really enjoying these new levels so far.

Anyway here's my thoughts of levels 111-120.

111. Fun blob themed level. That clone button blob chase section is legit. Great candidate for the level 133 slot.

112. Awesome sokoban puzzles in this level. I really enjoyed this one.

113. This is an okay level. The "invisible sokoban" concept wasn't too bad on this one. Just have to plan ahead cause this concept is pretty easy to screw up on execution wise.

114. Out of all the "Tank Game" level series, this one is my most favorite. Especially that "tanks on traps" section, that really stood out from the level. All the other puzzles are amazing to play as well.

115. Extremely well crafted puzzle, had lots of fun cracking this one.

116. Really fun level to play. Based on the hint, I don't care for the "memes" of Sandstorm by Da Rude. That song is out of this world. Nonetheless entertaining level and better than "Mistakes".

117. I find this level to be much more fun than the original "Grand Prix". Felt like chip and the teeth were on some sort of co-op team to reach the finish line.

118. Like Oxide Station, another easy version of Force Field.

119. Yet another video game glitch based level. I kept screwing up stupidly by walking onto the traps. Somewhat easy chip collecting level.

120. Fantastic key puzzle, better than "Water Trap".

 

  • Like 1

Share this post


Link to post
Share on other sites

Finally, FINALLY completed and figured out Tiles N Stuff (thank you Josh and Indy). The last 5 levels of this update were lots of fun to crack and had my brain constantly thinking.

Thoughts on (121-125)

121. Super legit level with a bunch of legit puzzles. I'll admit I was kind of stumped on how to get to the exit but I was able to figure it out in a reasonable amount of time. Nice, "Team Aqua Hideout" puzzle too, better than "Freezer".

122. I find this to be a breather level to the last 2 puzzle levels. Nice design too.

123. Very well crafted puzzle and super satisfying to figure and to solve. I also appreciate the lack of guesswork at the end of the joyride, at first I thought it was. Also has a fun maze at the end.

124. Well put together puzzle with a medium to moderately difficult. Fantastic puzzles too and nice to bust it too at first.

125. This level, THIS LEVEL was a major satisfaction to solve. Wow, I don't think I'll be able to get over being such an idiot at that bee and paramecia puzzle :facepalm:. I swear I was stuck on that section for quite some time but the solution was staring at my face the entire time. Thanks to you Josh and Indy for helping me with that, I really appreciate it. Overall, I really liked this level and it has that "Divide By Zero"/"Hacked Save File" aesthetic. Well done Josh for creating such a brain teaser. :)

This was such an amazing update Josh and keep the great levels coming. Looking forward to see the remaining 24 levels which will hopefully be amazing with brilliant puzzles. Hopefully they wont be too hard like "Can't Teach Old Frog New Tricks" or "Suspended Animation" but we'll see. :)

As a suggestion, for the next update create 15 levels and then think about how to design the 140's decade. I don't know but that's just my suggestion so you'll have time to contemplate the difficulty for the final sections of WoCCLP3.

WoCCLP3 complete :) (for now). Hope to see more amazing levels and more videos of ZK-Adventure and WoCCLP4.

  • Like 1

Share this post


Link to post
Share on other sites

Thank you for your feedback, mmoraleta :) It's always really appreciated.

I've updated the set mainly to fix Apocalypse Wow, however, I've changed a few other things as well!

Share this post


Link to post
Share on other sites

The full release of Walls of CCLP3 is finally here! The old download is no longer available as to eliminate all possibilities of the older versions being accessible now.

All the necessary info can be found on the download page. I hope you enjoy! :)

Walls of CCLP3

Share this post


Link to post
Share on other sites

Just finished all 149 levels of WoCCLP3! :chipwin: Man, this was a really fun set to play filled with fun puzzles and concepts. It's been a pleasure playing through the iterative releases of this set and I glad to be a little bit of a help to make this set the best it could be. All the new 24 levels of the set were fun to play as well and altogether make a great set. Now, you've said that you would be moving on to CC2 due to the potential of CC2LP1 (looking forward to that set too) but hopefully you will stick to CC1 designing at the same time. As said before who knows what will happen in the future of Chips Challenge. All in all, very fun level set and hope to see more from you in the future. :D (clap) (Y)

Some feedback of the first 5 new levels.

"Until My Moment Comes" (5) - Pretty simple level, like the blue key background too.

"Capim Town" (22) - Love the arbitrary force floor boots mixed with the fun puzzles.

"Condemned Faculty" (48) - Legit level with that "hurry get out before you get trapped" concept.

"Knossos" (51) - Fun chip collecting puzzle type level.

"Encrypted Malware" (53) - Man, what a creative chip collecting level that's pretty fun and lenient. I like this level a more than "Well Be Right Back".

 

  • Like 1

Share this post


Link to post
Share on other sites

Glad you've enjoyed! Your help throughout the iterative releases was much appreciated :) can't wait to see what you thought of the other new levels.

In terms of designing from here on, I don't have a real focus yet but I have a few projects going on, one is my CC2 set and another is potentially a new CC1 set but with something different. We'll see where it goes though!

Share this post


Link to post
Share on other sites

I am very glad to be a big help during the iterative release of this set, I enjoyed it.

Anyway here's more feedback of the new levels.

Downtown Destruction (63) - Many, MANY awesome puzzles in this level. The extra chip thing is appreciated although it would be even more accomplishing if you did ALL the puzzles, or maybe that would be a little harder. Anyway, still a great level and the extra chip count kind of makes it easier if by any chance you screw up on one of the puzzles. To me the top right room was the most challenging.

Take a Bite of My Heart (64) - Fantastic teeth level and the reference is self evident. That subversion at the end stumped me but that was a nice one. Now I don't know what the purpose of the six sockets behind the red lock near the exit. Awesome level.

Strawberry Chip Sherbet (69)- Pretty lenient and attractive red key/lock chip collecting level.

Tainted Tank Factory (70)- Terrific tank level. Red button section and ending sokoban was legit. I am not 100% sure about the use of the recessed wall at the end but I am assuming the cause of ruleset shenanigans eliminate the use of the recessed wall at (10,11).

Misty Bog (71)- Nice blue and green look and simple chip collecting level. LOT less tedious than Investment (still a nice level though)

more coming soon ..

2 hours ago, Flareon350 said:

In terms of designing from here on, I don't have a real focus yet but I have a few projects going on, one is my CC2 set and another is potentially a new CC1 set but with something different. We'll see where it goes though!

Even though CC2 is still a nice sequel, CC1 is more of my thing. A potential new CC1 set with something different, ooh. :) Wonder what that'll be but we'll see.

  • Like 1

Share this post


Link to post
Share on other sites

Here's more thoughts on the new levels.

Creative Two-Ways (86) - Quite a unique level I have to say. Nice level that seems to work differently based on which ruleset you're currently playing on. Haven't played the Lynx version of this level but I will eventually.

Blown Head Gasket (90) - I initially had an easy experience with the 1st half of the level, but the precise FF at the 2nd half kind of dampened my liking for the level. If the precise FF timing were a little earlier it would've been a little easier, otherwise it's nerve wracking . Thankfully, you only had to do it a few times and the level is still manageable.

Subterranean Warehouse (92) - Somewhat lenient block checkerboard level. I also liked the variety as well which makes the level more interesting. 

Fake Wall Biome (97) - Very well thought and well crafted "map the path" manipulation puzzle level. Said this before with "Downtown Destruction" I appreciated the extra leeway just in case you screw up somewhere. Gotta admit "map the path" concepts are a little challenging. Better than Vulcan though.

Outlaw (98) - Appreciate the extra chips, not 100% sure if ALL chips are obtainable but I am assuming yes. Could be a fun little extra challenge though. I'd say somewhat easy level. Guess Chip drained Venice which is why he's an outlaw.

  • Like 1

Share this post


Link to post
Share on other sites

More thoughts on the new levels.

All the Water (110) - Initially, I thought that this was gonna be a "Build-A-Bridge Workshop" level judging by the thieves. Turned out to be a rather easy level.

Overstocked Distribution Center (112) - I would imagine it would take lots of time to create a decently difficult block themed level, this one was a major satisfaction to solve. Knowing you Josh, you are pretty adept creating levels that make the player think quite a bit.

Slimefield (117) - Very fun blob themed level. Especially the red and green aesthetic.

Hypothermia (123) - Nice aesthetics and rather simple chip collecting level.

International Tank Anthology (126) - Terrific tank reference level. Great variety and great puzzles. Favorites were "The 4th Dimension", "Next in Line", "Reverse Alley", and "A Pressing Concern" mechanisms. I might be missing a couple of other references but I knew a majority of them.

 

  • Like 1

Share this post


Link to post
Share on other sites

Feedback on the final four new levels.

Distortion World (140) - Very fun and not too crazy level as a type of force floor level. In face there was a nice variety to it with the sokoban puzzle all of which were legit. As said before it does add a neat twist to a mostly force floor themed level.

Adventure's End (143) - That CCLP3 aesthetic is pretty neat, want to say that's the logo of CCLP3 when it came out a long time ago. Also, that tooth force floor ice section section is pretty creative.

Something to Remind You (145) - Awesome medley level and thankfully the Nimbus Arena section is at the start since that was a little annoying. Like the arbitrary hint tiles on the borders and got pretty much all the references throughout the level. Better than "Jumble III" (the precise FF section and ending blobs just annoy me).

After These Messages (146) - Oh man this level was difficult. It took dozens of tries to execute correctly to maneuver the tooth to fiddle around the bug to blow up the bomb. Thankfully the level is small just thinking about this concept on a bigger scale just hurts thinking about it. This level sort of reminded me of "Frog Baseball" from Chip56. Compared to "Rotation" I like the original a little more than this, to me I felt that that level had lots of puzzle sections in which making a "Walls of" level would be suitable for puzzles. Don't get me wrong, this is still a nice level with a tough monster manipulation puzzle.

That's all the levels! :chipwin: Again, very awesome and very well crafted set Josh, I really enjoyed it. Also, really enjoyed playing through the iterative releases. In my opinion iterative releases are a nice way to commit to a project and get suggestions in order to create a masterpiece set. It also gives time to think of new ideas for each and every subsequent update. At that time, I was really looking forward to playing the new levels and had a fun time.

I hope this won't be your last CC1 set even though you might be migrating to CC2 soon but not completely eliminating CC1 design. I am not too sure if I will play too much of Flareon1 but I will most definitely give it a shot, me being more of a CC1 chipster.

But anyway, if by any chance you'll be doing another CC1 set in the future and/or you'll be doing iterative releases of the set I will gladly help playing the iterative releases like how this set was constructed.

But for now, WoCCLP3 complete! :chipwin:

 

  • Like 1

Share this post


Link to post
Share on other sites

All versions of Walls of CCLP3 has been updated.

Take a Bite of My Heart (level 64 in the difficulty order) has been slightly modified to be a non-linear level as opposed to the linear level it was previously. The ending has also been adjusted so it isn't as prolonging. This was thanks to Jeffrey's feedback on it in his LP of the set so far, which has been a lot of fun so far!

This is a rare type of update I wouldn't otherwise make, however, I like the level way, way more this way and hopefully you all do as well. :)

 

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×
×
  • Create New...