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This looks amazing so far, Josh! Still wondering when you're going to add the rest of the non-JoshL-represented JCCLP levels, though. :)

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This looks amazing so far, Josh! Still wondering when you're going to add the rest of the non-JoshL-represented JCCLP levels, though. :)

 

I won't be adding the rest of those JCCLP levels to this set. Thanks for the complement though, I appreciate it :)

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I noticed that one of the levels is dedicated to Michael, would you be bothered if I add it to the dedications set?

 

 

I'd rather you not add it to that set because that wasn't what I meant as a dedication. 

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I'd rather you not add it to that set because that wasn't what I meant as a dedication. 

 

That's dark man. Also, Reacher Grabber is impossible. You can't get the block at (12,19) to any water tile.

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Also, Reacher Grabber is impossible. You can't get the block at (12,19) to any water tile.

 

I just looked over my solution for it and it is possible.

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Wow I wasn't expecting J.B. to LP this set at all! It's nice to see it being done :) 

 

As for that red button thing, I'll fix it later. Perhaps when a more serious update is needed.

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I hope you guys are loving the set so far. 

 

I just want to inform you guys that I will add 25 more levels to make this set have 100 levels total, one level being my signature flareon level of course. I also plan to reorder some of the levels but not many of them.

 

I'll update the set every time 5 levels are added, so at 80 levels I'll post an update and so on.

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I managed to save a recessed wall in Reacher Grabber (and 2 in Lynx). I imagine they were all meant to be used.

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[6/19/2014 4:30:52 AM | Edited 4:32:37 AM] Ryan J.: 49: Tomb of the Forgotten - two extra yellow keys, both (along with their locks) in NW area
51: Multiple Tank Glitch - one block or tank is extra
52: Everything That Drowns Me - 3 extra blocks (4 if you ignore the bomb at [9,22], but then 2 are unusable)
55: Electric Blue Fortress - In Lynx, pressing the trap button at [23,26] a certain way can cause a walker to catch up with the walker in front of it, which may interfere with and stop the other walker cloner so Chip no longer needs to release the button at [23,30].
59: Following the River in My Dreams - If the release of the glider at [30,26] is timed correctly, the fireball at [4,8] will hit the bomb, allowing an additional block to be spared and the hint to be read without cooking the level. Also, a block can be extracted from the same SE room, allowing a red key to be spared. Consequently, no chips are required. Other things: the entire area left of the green locks can be skipped when the chips aren't required; the blue lock at [26,26] and the block turn at [18,8-9] are unnecessary; and the block at [21,25] can be extracted, resulting in an extra block.
63: The Spiders With Caustic Slumber - The bomb at [8,11] does not need to be removed. Place blocks at [7,9] and [8,10], then move [8,10] 2L after releasing the bug. A similar thing is possible for the bomb at [16,24].
65: Cold Hearted Cave - MS: boost backward at [29,29] to press red button, then teleport and use the red key to get the yellow key at [2,29]. Use the yellow key at [24,25] and bridge [27-28,24]. Lynx: get yellow key at [2,29], then get the blue key to get the ice skates and use your second red key on the lock at [9,1]. Get the green key inside the heart, then grab the suction boots at [1,10] to retrieve the second yellow key.
68: The Glider Legacy - block at [29,13] not needed
[6/19/2014 5:23:32 AM] (sun): (clap)
[6/19/2014 9:17:33 AM] Ryan J.: 71: The Poison That Flows Through Me - The hint says "Don't touch these blocks or the suction boots till you need to." but the teleport sequence says move the blocks whenever.

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Okay version 1.4 consists of updates regarding the following issues.

 

49: Tomb of the Forgotten - two extra yellow keys, both (along with their locks) in NW area
52: Everything That Drowns Me - 3 extra blocks (4 if you ignore the bomb at [9,22], but then 2 are unusable)
59: Following the River in My Dreams - If the release of the glider at [30,26] is timed correctly, the fireball at [4,8] will hit the bomb, allowing an additional block to be spared and the hint to be read without cooking the level. Also, a block can be extracted from the same SE room, allowing a red key to be spared. Consequently, no chips are required. Other things: the entire area left of the green locks can be skipped when the chips aren't required; the blue lock at [26,26] and the block turn at [18,8-9] are unnecessary; and the block at [21,25] can be extracted, resulting in an extra block.
65: Cold Hearted Cave - MS: boost backward at [29,29] to press red button, then teleport and use the red key to get the yellow key at [2,29]. Use the yellow key at [24,25] and bridge [27-28,24]. Lynx: get yellow key at [2,29], then get the blue key to get the ice skates and use your second red key on the lock at [9,1]. Get the green key inside the heart, then grab the suction boots at [1,10] to retrieve the second yellow key.
71: The Poison That Flows Through Me - The hint says "Don't touch these blocks or the suction boots till you need to." but the teleport sequence says move the blocks whenever.

 

The rest of the issues presented were either not major problems, didn't cause invalid solutions, or weren't explained enough for a proper fix.

 

Also level 70 had a bust which I was told about before and I have fixed as well.

Edited by Flareon350

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#51 - Tanks remove bombs at [6,7] and [8,7], blocks remove bombs at [7,9] and [14,16]. I don't even know how the third block was intended to be used. I see the problem now. In Lynx, instead of placing a block at [13,11] you can simply press the toggle button twice.

#55 - I think placing S-panels at [18,21-23] would fix the problem.

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49: Tomb of the Forgotten - two extra yellow keys, both (along with their locks) in NW area

 

R8 is referring to the fact that if you blow up the bomb at (11,5), then the two yellow keys are useless. It has nothing to do with the color of the keys.

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R8 is referring to the fact that if you blow up the bomb at (11,5), then the two yellow keys are useless. It has nothing to do with the color of the keys.

Again, wasn't explained enough. I'm not trying to be rude but seriously you guys really need to explain these problems right off the bat instead of expecting me to figure them out myself. Especially if I ask multiple times.

 

Also lookatthis, you practically made level 49 so you should have known about the yellow key situation beforehand, since you basically implied that you knew about it. But whatever I'll update the set whenever I can.

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Also lookatthis, you practically made level 49 so you should have known about the yellow key situation beforehand, since you basically implied that you knew about it. But whatever I'll update the set whenever I can.

 

I knew about it because Ryan stated that it was busted 5 posts above. Even though he didn't say how exactly it was busted, I looked in the editor and quickly found it. If you have an issue not being able to find a bust in your own levels whenever someone tells you that there is one, then there's a problem.

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If you have an issue not being able to find a bust in your own levels whenever someone tells you that there is one, then there's a problem.

Again. It wasn't explained enough for me to fully understand what the problem was.

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