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Okay, so this set's technically been released already....but it is still under construction, and I've just added a beta version here in the downloads section. The new version is up to 20 levels, and due to laziness/lack of ideas/realization that without a good idea I probably couldn't create levels on par with others, the only "new" levels since the last version from pie guy's site are actually slightly modified versions of levels from my other sets... :D I'm not ruling out the possibility that some actual new levels might show up here eventually, but we'll see if inspiration strikes...

 

Any thoughts on the levels included here? I'm particularly debating on removing levels #11 and #18 - #11 due to the number of other toggle levels in this set, #18 due to the overuse of blocks "bouncing back"... I'm also considering changing the number of teeth in level #20 to make the ending easier...

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Well, I've only played, like, the first 5 levels or something like that, but they are pretty good! I'd certainly like to see the rest of the levels! Where are they at?

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Thanks!

 

I'm not sure if you're talking about the rest of MikeL3 or the rest of my bigger sets, so I'll link to both... :D

 

The "beta" MikeL3 with more levels is on this site, in the downloads section: http://cczone.invisionzone.com/index.php?/files/file/5-mikel3/

 

My other sets, MikeL2/MikeL2-fix and MikeLrejects, can be found at my site: http://www.pillowpc2001.net/MikeL2 (MikeLrejects is actually at pie guy's site, but there's a link to that on the MikeL2 page)

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I'm definitely liking the new level titles for the older levels. :)

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Thanks John - I think some of my older level titles are just words that I threw together and thought sounded good... :D

 

I guess I should probably mention the other changes I've done to the "new" levels since their original versions:

 

- Some levels have had some minor changes to make them pedantic Lynx compatible.

- Time limits have been increased on many levels; although a few stayed the same and one was actually decreased (#14, "Guarded Hallways", formerly "Unbearable").

- Removed some of the balls in #14.

- Removed some of the paramecia and walkers in #15.

- Modified some of the chip placements in the force floor section of #19 to make it a bit easier.

- Removed 2 blobs, a walker, and a ball in #20 to make it easier.

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An update to this set might be coming soon... 15 levels are ready so far, 14 of which are more levels stolen from MikeL2 and MikeLrejects... :P The other is a modification of "Tanky Block" from MikeL2 that is probably different enough to be considered a new level... I have ideas for two new levels (I know, I was surprised too... :D), so they may show up too - well at least one will, because the other will probably be submitted to the Create Competition first if I get it done in time.

 

The "new" levels are all spread throughout the set, so hopefully you've been playing in Tile World or have Chip's Controls' Score Editor handy... ;)

 

edit - make that one new idea - I had forgotten that this Create Competition required a level with 3 different solutions... :P But I did get my other idea made into a level, so the updated MikeL3 should be released in a few days as soon as I get the new levels tested...

Edited by pillowpc2001

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MikeL3 has now been updated here in the Downloads section with 16 "new" levels, only 2 of which are actually new... :) The two new ones are #10 (Parallel Tanks), the "Tanky Block" remake, and #20 (Stadium Seating), which is probably the most I ever focused on a level's story, which might have ended up in the story being more interesting than the level itself... I'll be curious to see if anyone can figure out what all the 4 corner rooms represent... :P The other levels are slightly modified MikeL2/MikeLrejects levels, with some changes done to make them pedantic Lynx compatible or just to make them easier. While preparing the update and testing the levels, I realized that my levels seem to have an awful lot of monster dodging and guesswork... :unsure: Some of it has been taken out in many levels, but there's still probably more changes I could have made...

 

Here's the CCzone download link (I'll upload it to pie guy's site again once I'm fairly sure I won't change the level order again...):

 

http://cczone.invisi.../file/5-mikel3/

 

edit - Updated again; levels slightly reordered, and "Tank Controlling II" removed - the timing would just be too hard for a CCLP1 level... Since I don't think I'll be changing or reordering the levels anymore, I've updated the set at pie guy's site as well:

 

http://www.ecst.csuchico.edu/~pieguy/chips/overall.php?set=MikeL3

Edited by pillowpc2001

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MikeL3 has been updated here and at pie guy's site. Pretty minor updates: Stadium Seating's hint has been shortened so it can be read in MSCC, and Teleporting Madness I's top right corner room has been modified to look more like the original, but with a hint describing the pattern so it can still be figured out without the editor.

 

edit - I guess this set's not really under construction anymore; would a moderator be able to move it to the Level Discussion subforum? Thanks!

Edited by pillowpc2001

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Hopefully no one played beyond level 9 of the last version of this set... ;)

 

MikeL3 has been updated again, basically becoming a full-fledged "best-of" compilation set. All levels beyond #9 have been rearranged, and a lot of new (and when I say new I mean taken from MikeL2 and MikeLrejects but new to MikeL3... :P ) levels have been added into the mix. I decided to abandon my self-imposed pedantic-Lynx restriction (although the levels that were already in the set will remain pedantic), and there are even a few MS-only levels in there too. All MS-only levels have at least one invalid tile, so Lynx players can more easily determine and skip over them. For the same reason, all levels not pedantic Lynx compatible have at least one north or west thin wall tile.

 

Some of the levels have been changed from their originals, most only slightly, but some have important differences (Rush Hour no longer requires the editor, Go Back to Start has hints added explaining the repercussions of pressing the clone button early, Toggle Tactics has a slightly more interesting ending).

 

Also, Toggled Chips has been removed, since it was kind of redundant to keep both it and the revised Toggle Tactics.

 

Sorry for all the inconveniences this update will surely cause, both for players and the CCLP1 staff... I don't mind if the "new" levels can't be considered for CCLP1 - I would've waited until after CCLP1 to do this update, but by that point more people probably would've played the old version, which would've caused more score files to be ruined...

 

The set has been updated here and at pie guy's site.

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Well, I haven't made a single new level since the release of MikeL4  :P, so I decided to do yet another MikeL3 reordering... The 10 MikeL4 levels have been spread out through MikeL3, bringing it to 85 levels. MikeL4 has now been deleted.  I figure at the rate I am designing levels, if I do ever make more I can just add them to MikeL3 and it shouldn't get too much larger in size...  :)  A few other levels have been reordered as well, to be better placed based on difficulty.

 

CCZone download: http://cczone.invisionzone.com/index.php?/files/file/5-mikel3/

Download at my website: http://www.pillowpc2001.net/mylevels

 

Some more information about the set is also available at my site, including a table listing which rulesets each level is solvable in, and where each level came from.

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Well, a new year, a new Mike L level set rearranging...

 

I decided to put some more separation between my older levels and newer levels... I've created (yet another) MikeL4, which has pretty much all my new levels created for the purposes of CCLP1 or CCLP4 consideration (so basically any level created after 2010).  I thought it might be better to put all my newer levels in this set, so those that already played MikeL2 can play just the new levels without having to dig for them in MikeL3.

 

The new MikeL4 has 27 levels, somewhat arranged by order of difficulty.  #27 is the only brand new, previously unreleased level, which didn't quite turn out the way I wanted but with how much of my limited time I sunk into it I'm stuck with it now and releasing it anyway  :P  This level has also been added as level 81 of MikeL3, for those that would rather stick with the best-of set.

 

FYI, for those that already played through MikeL3, if you want to "convert" your TWS to MikeL4, I have kept all passwords the same for the MikeL4 versions so hopefully that will make this transition easier...

 

Oh yeah, and I also deleted the last 4 levels of MikeL2 to bring it back down to 200.  Not really necessary, but only one of the levels had scores reported other than mine, and I figured that would make things slightly simpler with the division of older and newer levels...plus it's back to a more even 200.  :D

 

http://www.pillowpc2001.net/mylevels

MikeL3 and MikeL4 are also here at CC Zone.

 

And someday, hopefully not too far off, I hope to have an automatic score reporting system set up at my site for my level sets...one that would take into account the levels potentially being in more than one set, so you could play through MikeL4 and have those scores also count toward your MikeL3 overall score.

 

And hopefully less further off, I will finally update the level set database again...

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Thanks for the update, Mike! I re-optimized MikeL2 and posted some improvements in the custom score thread. Feel free to list me on the high score table as J.B. Lewis. Also, Quintuple Point is no longer solvable in Tile World MS.

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It's doable, just tricky with some VERY picky teleport timing across the top.

(at least with TW1 as I'm on a Mac, maybe not doable with TW2? I don't know the ins & outs that in-depth.)

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I looked through those scores...and I stared in disbelief at at least half of them :P Nicely done! I'll get those updated hopefully this weekend, and I'll try to look into the issue with Quintuple Point as well...maybe it's a TW1 vs TW2 issue, I don't think anything should have changed with the level itself...

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I got all the scores updated and checked into the Quintuple Point issue...you're right, it seems in Tile World 1.3.1 (and TW2) the bug I take advantage of for the MS TW route was fixed, making the level unsolvable.  I'll have to come up with a fix for this at some point...

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while the topic is active, I'm working my way through the set in Lynx (not trying for any bolds, just trying for "solved"), currently stuck on 124 "Clubhouse", studying the map and I just cannot for the life of me figure out a solution in Lynx. In order to get to the end you pretty much have to take the lower door path to knock that errant blue out of the way, but there's no way I can find to get a block (or two) down into the bomb room, or is there some meta-partial-posting trick I'm missing?

 

If it's a bug, I think some way to not have that bottom blue door blocking your way at the end would be the fix, but if there IS a solution I'd love some help >_<

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oh god how did I miss that ;_; waaay over-thinking it, once red key is acquired you can do whatever you want... I'm leaving all that text up there as a beautiful monument to FAIL. Thanks for not dropping a gratuitous "dumb***" and letting the thing foot-in-mouth for itself!

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When I get back to my computer I'll have to check if I have a video of it... but yes that chip might be tricky to get...maybe downright impossible.  ;)

And thanks, glad you're enjoying it! Maybe someday it will grow again. :)

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