For a level to be eligible for any CCLP, it must:-
- be an original level, not copied from another set (including CC1, CCLP2, etc.)
- not be a level that is already part of a previous CCLP (viz. CCLP2)
- not be an earlier version that has been replaced with an updated one
- be solvable
- not be a credits level or a hint-only level
- not be a dummy (empty) level
For CCLP3, a level must also:-
be compatible with both the Lynx and MS rulesets, i.e. solvable in both and with an equal amount of difficulty
(in unpatched versions of MSCC and Tile World - ice blocks are not allowed)
- not be busted, i.e. should not have any unintended solutions that are significantly easier than the intended one
- have been submitted for consideration before March 2010
If a level meets all of the above criteria, then it will be included in the CCLP3 voting,
and is marked with a gravel background in the level list.
If a level meets the general CCLP criteria and can be solved in both the Lynx and MS rulesets,
but is still ineligible, then this is due to one or more of the following reasons:-
- The solution in one ruleset is easier than the other. This is indicated by 'unequal' in the Compatible column.
- The level is busted. This is indicated by a 'yes' in the Busted column.
- The level was not submitted before the deadline.
Over 6000 levels were submitted for CCLP3,
of which over 2000 meet the eligibility criteria above and will be included in the voting.
It is unlikely that every voter will be able to play all these levels before voting is completed.
So in an attempt to help voters identify those levels that they may like or dislike,
the CCLP3 staff has added these notes to some levels:-
The level has a significant amount of random elements such as blobs or walkers;
or has a few of them - but at critical junctures, e.g. just before the exit.
Players who enjoyed levels like BLOBNET and JUMPING SWARM may like these as well.
But these might be irritating for those who don't like having to make several attempts at a level due to the luck factor.
The level has a small number of blobs/walkers or random force floors.
Such a level can mostly be solved without the need for luck.
But competitive players who want to go a step further and obtain the maximum possible score on the level
might find even that little bit of randomness getting in their way.
The level requires the player to perform a time consuming task such as pushing several blocks,
or waiting for a long time for something to happen.
If you like block-pushing challenges such as CITYBLOCK or KABLAM or Sokoban/Warehouse puzzles, this may be for you.
If you're looking for something shorter or more thrilling, then it probably isn't.
The level is very basic, or doesn't require Chip to do anything much other than collect some chips
or run past a bunch of monsters before making it to the exit.
This does not always mean that the level is very easy or boring, only that there isn't much of a puzzle to figure out.
The level presents some choices, and picking the wrong one requires you to restart the level.
This is typically a nasty surprise hidden under a block, or a one-way route leading to a dead end.
As with "requires luck", this could frustrate casual players who hate having to start all over after an incorrect guess.
But it might not be a big deal for seasoned players, or those who don't mind looking in an editor to get past the guesswork.
requires playing skill:
The level requires quick movements with split-second timing, or expert manoeuvering, or flawless execution of a route.
"Joyrides", bouncing blocks, monster dodging and racing against time are examples of these.
A challenge for experts, but quite likely very difficult to pull off for the average Chipster.
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