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- "cusp" levels: Black Mage Type V2, Double Double A, Sapphire, Spacewar, Doppler Effect, When All You Have Is a Hammer...
- These are the ones I'd need the least convincing to add back in.
- 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
- 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.
- Cosmic Clock | Too short/simple/trial and error movement-y.
- Squares | Obtuse and kind of uninteresting, given the gimmick. I didn't even stick with it for the whole design...
- Boosting Level (needs name) | "Pinwheels" from UC2. Just not that fun to play, especially in Lynx.
- Sokobananas | There's better sokoban levels.
- Blockmaze | I don't know why this was originally in the set.
- 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.
- 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.
- Double Double A | I don't think this is a great level.
- The Antarctic Square | Tedious and annoying.
- Waves | Tedious and annoying, again.
- 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.
- Sapphire | Forgettable level.
- 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.
- Bullseye | Forgettable.
- Spacewar | Eh, it's alright. I remember having some difficulties with collisions and some general annoyance when solving.
- Sculptor | Kind of obtuse first room and a lot of waiting later on.
- 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.
- Pinwheel | Forgettable and a bit tedious, despite a 23 second bold time.
- Fluidity | Forgettable level.
- Gyroscope | It's the same thing rotated 4 times, woohoo. Not the most fun.
- Field of Dreams | There's way better walker levels.
- Cloning Complications | Why was this in the initial submission?
- External Hard Drive | Why was this in the initial submission?
- 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.
- Doppler Effect | I don't find this level that fun to play. Could very, very easily be convinced to put it back.
- 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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