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IhavenonameSDA

IHNN1 Removed Levels

Nov 4th, 2015
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  1. "cusp" levels: Black Mage Type V2, Double Double A, Sapphire, Spacewar, Doppler Effect, When All You Have Is a Hammer...
  2. These are the ones I'd need the least convincing to add back in.
  3.  
  4. Unnamed Long Block Pushing Level | It's a long block pushing level without too much keeping it interesting for it's length. Originally from UC1, un-busted for UC2, and revamped for the initial submission. Here's what it currently looks like: http://prntscr.com/8z6th5
  5. Land of Nostalgia and References | The first room is pretty good. The third room is alright. The fourth room is too specific, and the second room uses hidden information in a cruel way. Wouldn't be opposed to seeing this, there's just much stronger levels available.
  6. Cosmic Clock | Too short/simple/trial and error movement-y.
  7. Squares | Obtuse and kind of uninteresting, given the gimmick. I didn't even stick with it for the whole design...
  8. Boosting Level (needs name) | "Pinwheels" from UC2. Just not that fun to play, especially in Lynx.
  9. Sokobananas | There's better sokoban levels.
  10. Blockmaze | I don't know why this was originally in the set.
  11. Black Mage Type V2 | I really, really like this level...as a concept. As a level it's a bit weak and I don't think it's the best fit for a CCLP. I could very, very easily have this opinion changed, though.
  12. Televator | Trial and error with teleports and locks. Easy to screw, no real way to see if an idea will work until it doesn't.
  13. Double Double A | I don't think this is a great level.
  14. The Antarctic Square | Tedious and annoying.
  15. Waves | Tedious and annoying, again.
  16. Desert Scavenger | Tedious and difficult. This is what happens when I try to emulate another style with a whole list of things as 'bonus' objectives...yeah that create competition was a bit odd. I still don't understand how 'bonus' things tie into a decision.
  17. Sapphire | Forgettable level.
  18. Icebox | We don't need a stupid to execute sequel to Tool Box. We also don't really need a sequel to Tool Box. Could be convinced otherwise on this level easily as well.
  19. Bullseye | Forgettable.
  20. Spacewar | Eh, it's alright. I remember having some difficulties with collisions and some general annoyance when solving.
  21. Sculptor | Kind of obtuse first room and a lot of waiting later on.
  22. Concentric | CCLP4 doesn't need a simple blue/hidden/invisible wall level. The rest of the UC4 'tutorials' have something else going for them. This one...kind of doesn't.
  23. Pinwheel | Forgettable and a bit tedious, despite a 23 second bold time.
  24. Fluidity | Forgettable level.
  25. Gyroscope | It's the same thing rotated 4 times, woohoo. Not the most fun.
  26. Field of Dreams | There's way better walker levels.
  27. Cloning Complications | Why was this in the initial submission?
  28. External Hard Drive | Why was this in the initial submission?
  29. Optimization Theory | Horribly unequal: MS is very easy to solve while Lynx is much tighter. We don't need a randomly laid out Knot either.
  30. Doppler Effect | I don't find this level that fun to play. Could very, very easily be convinced to put it back.
  31. When All You Have Is a Hammer... | Busted and the concept is held together by tape and string. Could be convinced to add back easily but I don't think it's that great.
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