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Walls of CCLP3 discussion

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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

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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.

 

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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)

 

 

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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.

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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.

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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!:)

 

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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.

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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.

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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!

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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.

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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.

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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

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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.

 

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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.

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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.

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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!

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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.

 

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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!

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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

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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.

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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?

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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.

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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.

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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!

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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.

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