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geodave

The infamous super-collab level

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Michael, who made the pink ball section, told me in the chat that only one key was meant to be used and, therefore, the other one is impossible to access.  He suggested replacing the second yellow lock with a green lock, as Chip already has a green key.

Except Josh made the pink ball area, not me...

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Yeah I made the pink ball/yellow key room, and only one key is meant to be grabbed from that area. The other is indeed inaccessible. 

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If I understand correctly, the player will go all the way to the SW to pick up all the chips, then go all the way back to the glider room to exit.

That's what it looks like to me, but currently it's impossible with the blocks (which will then be on the trap buttons) in the way.

 

Also, what were the ice skates for? The level makes more sense without them.

 

A note for the next person: there needs to be another red key (unless that's what the ice skates are for, although i don't see how that would work unless those chips are extra).

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So to add to the next part one should: replace the yellow door with a green key, add a red key, and makes sure u can go all the way back to the glider area.

 

Would anyone be against giving out boots at the end to make the trip back easier? [this level is already still really hard]

edit: actually Idk if this would really make it that much easier.

 

http://cczone.invisionzone.com/index.php?/files/file/327-supercollab-master-version/

 

ok here it is, I guess I finished it. I have no idea if this will work or if you'll like it.

EDIT: I forgot to fix the yellow door.

EDIT: I'm making another attempt to make my part better.

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So to add to the next part one should: replace the yellow door with a green key, add a red key, and makes sure u can go all the way back to the glider area.

It doesn't have to be the very next person, but it has to happen at some point. Also, green door, not green key.

 

Would anyone be against giving out boots at the end to make the trip back easier? [this level is already still really hard]

edit: actually Idk if this would really make it that much easier.

Providing boots to reduce backtracking should be okay. You can remove the wall at [4,24] and/or [6,26] and provide ice skates, or you can cut a path around the blocks at [23,19] and [23,20].

 

I uploaded a master version if that helps. I see you already saw it, so never mind.

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Sorry about that mistake.  What section DID you make, Michael?

 

And I just noticed that some other parts would have to be modified.  The last set of blocks, once placed on the trap buttons, blocks the way back to the exit.  Some (recessed) walls would have to be placed.

 

Also, due to the many thieves across the way back, some extra boots would have to be placed throughout the level.

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I made one more revision to the level here.

 

Changes:

[7,5] force floor S --> ice to ease timing in MS

[3,5-6] added bomb, moved trap button one space west

[2,14] ice corner NW --> thin wall W to eliminate lucky timing

[12,17] removed ice skates because they seem to serve no purpose

[8,23] + [13,23] wall --> west block cloner, added clone button underneath block connecting to [13,23] so bug can't interfere with SW corner of level

 

I was considering removing the ice corner at [10,1] and changing [12,1] to a wall so the room would be more equal between the rulesets (you can move two at a time in Lynx), but decided it wasn't a big-enough issue.

 

What do you guys think?

Edited by random 8

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