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BigOto Returns (Levelset)

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BigOto Returns by Trevor Hedges (aka BigOto2)

has been officially released as of January 2nd, 2011! Please consider these levels for CCLP1 and CCLP4 (which is still a looong way off of course).

 

Download this set here:

BigOto Returns 1.2

Category: Level Sets

 

This set was last updated on December 7th, 2012.

 

To play this level set, simply download Tile World and then merge the folders in this download with it's folders. It will then show up at the main menu. I have mainly tested the set in Lynx but if I am suspicious that a certain part may not be MS compatible I test it there too; thus I am almost sure that every level is compatible in both rulesets. CCLP1 staff please confirm that all levels are solvable in both rulesets, and I will apply the appropriate fixes when needed.

 

The levels start out easy with simple lesson concepts (some of which are admittedly stupid), and gets much harder as the levels get higher. There are 100 levels in total, but at some point I may expand to 149. Some levels were originally in my older set PB Gourami Levelsets (PBGA.dat) and have been modified to work in Lynx, while others are completely new and have never been seen before.

 

If you have any questions, concerns, or fixes that you want me to make, please post below!

 

Some screenshots:

 

400949_229741143768118_100001967035237_562739_210476618_n.jpg387420_229741113768121_100001967035237_562737_751757_n.jpg

 

406871_229741137101452_100001967035237_562738_1397089268_n.jpg381691_229741063768126_100001967035237_562733_425256880_n.jpg

 

405548_229741090434790_100001967035237_562735_596704348_n.jpg379947_229741110434788_100001967035237_562736_1535316032_n.jpg

 

Thanks, thing, for breaking my screenshots :(

 

 

© Trevor Hedges (BigOto) 2012.

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Man am I tempted to play this set of yours! I already downloaded, however, I will only play a few of the levels, since I plan to LP it, I don't to be spoiled too much now :) by the looks of your screenshots though, your levels look really fun to play! I can't wait!

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Man am I tempted to play this set of yours! I already downloaded, however, I will only play a few of the levels, since I plan to LP it, I don't to be spoiled too much now :) by the looks of your screenshots though, your levels look really fun to play! I can't wait!

 

Sounds great, I totally look forward to your LP!

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Can't wait to play this once I get my next few days off work. :) Looks quite interesting so far.

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Well first comment is that I absolutely love some of the titles I've seen just looking at the list.

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The room with all the chips and walkers in "On the Run" is quite difficult in MS, even with an optomized path, because the walkers are a LOT more agressive then they are in Lynx and the room fills very quickly. It really spoils the fun of the rest of this otherwhise great level when you know you're going to have to try 10 more times to get through that room because of bad luck.

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The room with all the chips and walkers in "On the Run" is quite difficult in MS, even with an optomized path, because the walkers are a LOT more agressive then they are in Lynx and the room fills very quickly. It really spoils the fun of the rest of this otherwhise great level when you know you're going to have to try 10 more times to get through that room because of bad luck.

 

I know, try re-working your route. I can get it pretty much every time if I get the chips as fast as possible without stopping.

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Level 18 seems busted or intentionally broken. I can use the suction boots to access the green key and chips, then use the flippers to reduce the blocks required to only three, and render the red key, glider mechanism, trap and recessed walls unnecessary, while keeping all four boots.

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Level 18 seems busted or intentionally broken. I can use the suction boots to access the green key and chips, then use the flippers to reduce the blocks required to only three, and render the red key, glider mechanism, trap and recessed walls unnecessary, while keeping all four boots.

 

OK, it is fixed with two extra thieves on my copy and will go up in the next update.

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I don't care much for the lesson levels, getting them into CCLP1 isn't really my priority as much as a few select "good" ones.

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As in, will be "select good ones" for CCLP1? In other words, have a good chance of making it.

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As in, will be "select good ones" for CCLP1? In other words, have a good chance of making it.

 

There are quite a few which will probably be cut from the set later on (coughcoughwholetthedogsoutcoughcough), but I want this to be an all-purpose set so things like Traffic Jam of Wolfies on Uranus will most likely not get in for obvious reasons, but will have a significant CCLP4 chance. I still want to submit it though, as I feel I have slimmed down PBGA.dat enough already in search of candidate levels and creating a separate CCLP1 set would be extra work. Overall, I think about 90% of the set has a good chance of getting close to CCLP1 inclusion, but only about 1% of it will make it in, if you know what I mean.

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I actually liked "Who let the dogs out". For a poorly designed level (and it was, there were a number of things wrong with it) it was very fun.

For design I'd give that level 2 of 5 stars, but for fun I'd give it 4 of 5.

 

In fact, the biggest problem with that level is not that it's poorly designed, it's that the difficulty between the rooms is not balanced at all. The first and third rooms are very easy, while the second is challenging.

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Updated original post and set, which fixes some unsolvables and busts.

 

Good thing you did that, because level 27 was driving me bananas!

 

Anyway, I'm really loving the set so far. I've completed levels 1-27 plus a few others. I found #30 (Nail Flipping) to be a really clever and unique concept and an aesthetically pleasing design.

 

FINALLY :chipwin:'d #39 On the Run (the level from the teaser trailer). It took me about 40 minutes and at least 20 tries, including 2 deaths after getting all the chips. (Surprisingly, I only died to walkers twice. I play in Lynx mode.) It's a fun level, though it requires a bit of trial and error and has some very unforgiving parts (including dodging the two side-by-side pink balls which allows absolutely [0] margin for error) so I don't think I'll vote for it for CCLP1, but I will for CCLP4!

 

Also, I was able to :chipwin: #25 Block Teleportation without any chips/suction boots. I just shoved all 8 blocks into the teleporter (2 in each direction) so 4 bounced back into the blue key room, then I grabbed the keys and fire boots and exited. Was this an intentional alternate solution?

 

Finally, DANGIT! I was going to make a level titled "Companion Block!" Oh well...

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Also, I was able to :chipwin: #25 Block Teleportation without any chips/suction boots. I just shoved all 8 blocks into the teleporter (2 in each direction) so 4 bounced back into the blue key room, then I grabbed the keys and fire boots and exited.

Yeah, that's what I did too...

 

- Madhav.

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Updated, the newest version fixes the Block Teleportation bust with some toggle doors in the blue key/water room, and replaced Who Let The Dogs Out with a much better level.

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I LOVED Monster Slider, I'm definitely voting for that to make it into CCLP1!

 

Me too and it has my vote as well :P

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There's a lot of good levels in here (my favourites are #18, #39, #42, #44, #56, #57, #58, #70, #75, #78, #79, #81, #86), but a few might be busted.

 

#41 Bepis

Why do the yellow keys exist? Are they just aesthetic?

 

#44 Suction Search

Otherwise one of my favourites, but by sliding on the ice in the room below it's possible to lure the teeth into the bomb before setting foot in their room, eliminating any need to outmaneuver them and rendering the recessed walls and tank in the top right entirely useless.

 

#47 Shenanigans

I don't know know the purpose of the toggle door, toggle button and force floors at the bottom of the first room. I hope that's just there to fix a player mistake.

 

#50 Things that make you say "Oh shit!"

I assume this level is 70% red herrings by volume, otherwise it's busted and the prospect of having to redo everything for a fixed version befits the title. 115 / 170 seconds.

 

#57 Jumble IV

Are the red and blue keys in the recessed wall room just a distraction to waste time?

 

#66 Vivid Dream

I assume this one's 90% red herrings. 71 / 80 seconds.

 

#77 Monster Seperation

I didn't need to release the last group of monsters, I just used a block to destroy the last bomb.

 

#99 Traffic Jam of Wolfies on Uranus

There's a chip socket, red key, red lock and dirt block in the ice/water/glider/teleport room in the bottom right, but none of them seem to serve any purpose. Unless they're intended as an emergency measure if the first block was wasted on the first visit to that room. But even then I still don't see any use for that socket.

 

#100 Trevor Hedges presents:

650 / 800 seconds. Either that's an intentional feature of the Vivid Dream (#66) finish, or this level is severely busted. The quick route is much less fun.

 

 

There's only 5 I haven't solved yet:

 

#37 Fiery Intersection Control

I'm really not sure just what I'm supposed to accomplish, so it's very hard to judge if I've solved anything.

 

#65 Matched Extremely Difficult Content

Self-explanatory.

 

#80 Incendia Castle

#82 Toggletank Factory

#89 Remember

Actually, I don't think there's really any reason I haven't finished these ones yet.

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I've started finishing some of the levels in the 50s and above (not in any particular order). So far my new favorite level of the set is #75 Role Reversal, with its predecessor Pneumonoultramicroscopicsilicovolcanoconiosis (googled it, it means "lung disease caused by inhalation of silica dust," possibly a reference to Portal 2's mentions of moon dust, perhaps maybe ?) coming in at a close second.

 

#88 LSoC was a fun concept though it seems to be busted because I can just use the first red key to get the yellow key, skipping about 1/3 of the level (and the chip socket). Of course, since this is a joke level, maybe that's intended....Another issue is that possibly due to odd/even step discrepancies, the block that is supposed to clone into the water and "catch" me at the end of the force floor slide before the bottom-left teleport sometimes cloned too late and crushed me. (I can solve this problem by resisting the force floor while sliding, though.)

 

Also, #54 Deep Sea Diving is a bit of an enigma to me. The red button in the first room seems to have no use other than :glider: :glider: "Hah, DEATH TRAP!!" :glider: :glider: and I never needed to use the red buttons in the corner of the second room or behind the green door above the row of 4 bombs. I suppose they could be intentional distractions, though.

 

#60 Aquarius Lake gets an honorable mention for being the only level I've ever seen requiring Chip to rebound into a sliding block. Don't worry, it was easy enough to execute and never killed me.

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Thanks for the feedback and testing guys, I updated with bugfixes for most of the stuff listed! A few of the things I left as-is, specifically the minor stuff that I didn't see the point in fixing (leaves optimization potential, or simply isn't a big deal). Keep chipping, and tell me anything else you find (preferably with more explanation of the busts so I can easily find and correct them). None of the stuff listed was intentional.

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Just finished off the set*, and I have to say I really enjoyed it.

 

*I skipped like 8 levels I couldn't figure out / didn't want to put time into.

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Is level 12 busted? There seems to be a lot of excess stuff in there (like a red button).

 

It looks like it is. Fixed in the next update...

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Updated, the newest version fixes the Block Teleportation bust with some toggle doors in the blue key/water room, and replaced Who Let The Dogs Out with a much better level.

 

This replacement level is seriously one of my favorites in the entire set so far.

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Nice, I really hope it makes it somewhere in CC1 voting, as it's the kind of level I can easily see in it. Sometime I will do levels for more of the -isms.

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This replacement level is seriously one of my favorites in the entire set so far.

 

Mine too! It's a creative idea and I love it.

 

Also, is there more than 1 solution to Vivid Dream? It took me about 12 minutes to figure the level out for my LP, though this footage won't be shown for obvious reasons.

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There is only one as far as I know, but there may be some busts I missed, I'll watch your video tonight and comment on it.

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BUMP!

 

Version 0.9.5 fixes quite a bit of stuff, including an instance of the C/B glitch on level 86 (Manicotti with Cream Chicken and Artichokes) which makes it impossible. It is exclusively available on CCZone for now at the download on the original post.

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I'll take a look. See if I can bust anything, finally beat Manicotti with Cream Chicken and Artichokes and see what else has changed. :)

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I'm going to play some of the previous levels just to do them the intended way :)

 

(especially Role Reversal which I busted I think 3 times?)

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Are you supposed to pick up all 4 red keys in level 5 or just one?

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Oh good, so it wasn't just me then.

 

:teeth:

 

It's a pretty good level, though. Now that I've beaten it in both rulesets.

Edited by Lessinath

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