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Hello all,

 

ZK1 has been released. You can download it right here at CCZone:

 

http://cczone.invisi...wnload/153-zk1/

 

or over at the Yahoo group:

 

http://f1.grp.yahoof...qkQgO1w/ZK1.zip

 

Feel free to discuss the levelset in this topic.

 

Thanks and enjoy,

 

Zane/IceyLava108

 

[note --- for the latest version, please use the CCZone download; the Yahoo version will not be fully updated until the final versions of the set. Thanks :) ]

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Level 17 has no exit.

 

LOL I forgot the exit again. What happened is that I made this a level for ZK2.dat (which I suddenly started working on, currently with 5 levels) and I decided to replace the previous level 17 with the current one (Drown and Burn) but when I pasted it, it pasted a bunch of floor tiles for some reason. So I redesigned the entire level exactly as it was before but for some reason I forgot to add the exit. Thanks for notifying me (Y)

 

Edit: updated to 1.12, the exit tile has been re-added now. :)

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1.24 --- 1.23 wasn't an update, it didn't update the .dat (I probably chose the wrong .dat). 1.24 fixes this -- sorry about that

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Yes, thank you both for finding that (all the new tiles I recently added seeming that this level needed a bit more difficulty, so I added the extra stuff, but forgot a button. Here comes 1.29 :P

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Updated --- level 9 (Overflowing River) replaced by a new level called Stream, much funner :) Level 13 I also cleaned up, was a bit messy before :)

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Sort of major update! Here's a list of some things I updated (with a few more, including a slight change again on level 130 as well, the second fireball is now a glider):

  • - level 116: reduced slide delay in an area, blocked off one direction of a blob clone machine to reduce waiting
  • - level 128: made the starting section easier to exit for MS
  • - level 123: made block maneuvering in an area slightly easier to handle
  • - level 32: added several walls in the red door section so all of the keys are now required
  • - level 117: removed some gliders that would cause lucky timing when grabbing a specific chip
  • - added borders to level 114, slightly edited a path that a fireball takes on level 73 where the fireball went against the border, but adding walls and moving the path slightly left had no gameplay effect
  • - major aesthetic changes to level 110, as well as gameplay changes such as a button and trap added and new paths to take (though they are still pretty much the same as before)
  • ... and many more! Hope you enjoy! This will probably be the last "major" update, at least for a while!
     
    I didn't fix level 4's hint thing, was too lazy, I'll get around to that whenever a level needs to be edited or something, as well as the level 9 thing (Y)

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Y U NO replace level 15???

 

cause I replaced the old 15 with the new one 2 or so updates ago (Y)

 

(..um, if for some reason it's still the old reason.. wtf)

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A somewhat major update! I fixed the issues with level 4's hint and level 9's hint and text file typo, as well as a new level 144 and another aesthetic change to 110 and.. a lot more! :)

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Updated, 1.47! Just a slight bust fix and a renamed level :) Other than that this might be the last update. Brace yourselves for my second set!

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Thoughts from looking through...

 

44 (Simplicity at its finest): Unsolvable in Lynx- the trap chip is impossible to return from. In MS, you have to let a fireball deflect off the tank and collide around in order to leave the trap, automatic trap releasing would make this fatal in Lynx. Strangely, it's also impossible to push the block off the force floor ring in Lynx- you'll always just partial post!

45 (Warped): Very clever subversion of typical partial post mechanics.

46 (Elemental): Unsolvable: can't reach the clone buttons.

66 (Pet): Lots of low time limits in this set... and 100 seconds to herd a blob seems quite unforgiving. Now, low time limits are perfectly fine, but this is the first one I think is really pushing it- I played recklessly and had some good luck and had 33 seconds to spare.

91 (Lake of Fire): That is a beautiful maze.

101 (Current): Functionally unsolvable- odds of winning are around 1/20, if not worse. That random force floor is pure evil.

 

And 106-108 all have a ton of precision required. I get that's what they're going for, but it still might be a bit far :P

 

Anyway, 3 levels that need fixes, everything else looks good from a cursory glance. I'm quite tempted to stream/record a playthrough of this set after those are fixed, even if I will probably regret it on the final decade :P

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66 (Pet): Lots of low time limits in this set... and 100 seconds to herd a blob seems quite unforgiving. Now, low time limits are perfectly fine, but this is the first one I think is really pushing it- I played recklessly and had some good luck and had 33 seconds to spare.

 

Here's a convo I had with Zane about this:

 

[11/6/2016 1:09:31 PM] Josh: also nice Pet

[11/6/2016 1:09:35 PM] Josh: with 100 seconds

[11/6/2016 1:10:08 PM] Zane: any more than that and the level is too easy

[11/6/2016 1:10:22 PM] Josh: but it's with a blob :P

[11/6/2016 1:10:40 PM] Zane: you only need 3 blocks but i gave you a cloner

[11/6/2016 1:10:48 PM] Josh: well true

 

One thing I've noticed with Zane's recent levels, especially in both ZK3s, is that he is a fan of low time limits, which is pretty unique when it comes to his designs! This level in particular, I solved with 35 seconds left and while I personally don't think it's the kind of level to have a time limit of 100 (at least I wouldn't have made it that low myself), it is still manageable. That being said, it should only be changed if Zane himself feels the need to do so. :) (if you wanna talk about a very strict time limit, play #105, Colors).

 

I'm quite tempted to stream/record a playthrough of this set after those are fixed, even if I will probably regret it on the final decade :P

 

I second this. I thought about doing it myself but I doubt I will.

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Thanks for the feedback. I've noticed a few issues that I addressed (if you have the original version, World 1 will already have the sokoban completed.) Other issues I will fix later today. (most are due to last minute designs that I forgot about. I may change a few things in other levels as well.)

As for other things, the random element in Current is intentional and most levels require a large amount of the available time limit to solve.

 

edit: Set updated to fix two levels and a few minor changes.

Edited by IceyLava108

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As for other things, the random element in Current is intentional

Can't say I like seeing a level that will randomly kill the player while trying to solve with nothing they can do about it most of the time...

In Lynx, getting a block to go down requires either blocking up and right with the RFF set to left, or pushing a block onto the RFF as the blob is being forced into the wall on the right.

 

Blindly.

 

If you want to leave the high chance of random death, that's your choice, but I'd suggest at least equalizing the randomness somewhat between rulesets by opening all blob RFF outputs.

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I can edit the level to eliminate the randomness if you would like, but that's what I was going for when I designed it (as skeptical as that may sound). I wanted to include at least one ridiculous level like this for a reason I can't exaclty describe in words. I do not want to make any more levels requiring this much luck in the future in main level packs, though :P

 

(I updated the change for lynx)

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I was going through some levels of the new version of this set and Level 86 (Shoplifting) is unsolvable. The chip counter reads 249 chips are needed, when there are 48 surrounded by walls.

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I must have accidentally refreshed the chip counter for whatever reason without noticing, while making small changes to other levels (I updated the set quietly a few days ago). I'll fix this later today but feel free to change the chip counter back to 200.

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All of my sets have received minor updates (except ZK5). I'm posting this in the ZK1 thread as it has received the most notable changes, including edits to the end of level 47 and the whole of level 75, as well as reordering the "bonus" levels. 

 

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