This thread is dedicated to those underrated "giant" levels that were meticulously crafted, yet for some reasons they never received the number of ratings they deserved. These levels might be: Too intimidating at first glance Too lengthy to finish Too tricky with many sneaky tricks involved Too complicated Too complex and could only be played smoothly on newer devices, etc... ...To the extent that most players would have given up before they manage to reach the climax of the level. The rule is simple: Recommend any giant level you really enjoyed, but somehow has not earned more than 5 ratings (at the time of recommendation). Note: No self-promotion -- Just like every other thread in this subforum. Here's my list (updated 5/5/2017) : @Block builder Dracunstein Close Box Trammel of Archimedes Catch the wizard Coconut zipline @cheinz Safebreaker2 @Cool of Duty Can’t Win? Five Worlds @Gepeto Transformers @guihubux Catch The Star Battle Escort Raid Ride @Khudrat Skog Rotated Tor @Liam The Leader Again @MInvertedM Worlds Collide @Muslim Arizzy R Disguise part II Flee @retrograde The Sacrifice Haunted Hill @richardfu Season 1: Toolbox, Plumbing Season 2: Destroyer, Revolt IV @Ricko City Park Quick Response @S. Nagy Special Forces I @TR O Padlock Game v2 Debug Escape Plan @vince Interceptor v2 @yusan Remote Maze Don't forget to recommend your personal favorites too.
I just want to say, I'm one of those that will probably avoid some of those levels at first glance if they are intimidating, but I really admire the craftsmanship that goes into making them. I've said this before, but I think the way you (@cpw) have been introducing new tricks with smaller levels and demos (and referring to them in comments) is an awesome way to introduce players to advanced techniques and prepare them for bigger levels. The original 50 did this because Martin designed the game with the learning curve in mind and knew the order you'd have learned each new feature, but when you find a level in the forum you rarely know what other levels you should have played before that one so referring to other levels in comments is an awesome practice! We could use this thread (or another) to point out other smaller levels and demos that use the same tricks of those bigger levels (when the intimidating factor is the tricks). And I don't know if you'd count it, but maybe The Unconscious could be in this list too?
@Chuckthulhu I would love to include it (Yay advertisement! ) but it's just gotten a 6th rating from @Frenzies . You could hardly call it "underrated" But yes, I agree that we should encourage the practice of including hints / references to tutorials for really intimidating levels, especially if the tricks involved are relatively new.
I guess we could mostly agree that there are a few tricks not learned in the original 50 that can be Spoiler: intuitive (autopilot to climb, fall blocks?) while there are others that will require hints or demos.
@cpw Working through the list as we speak. Great list. I find that some of the smaller levels get quite some attention, which they deserve. But those bigger levels do too!
@Block builder I kind of guessed that you'd probably be one of the few who would enjoy going through all these levels.
I would add also these levels to your list: @cpw Catch Me If You Can (final): http://mekoramaforum.com/media/catch-me-if-you-can-final.4612/ Catch Me If You Can II (final!): http://mekoramaforum.com/media/catch-me-if-you-can-ii-final.5187/ Catch Me If You Can 0: http://mekoramaforum.com/media/catch-me-if-you-can-0.5305/ The Unconscious: http://mekoramaforum.com/media/the-unconscious.4918/ Ship Maintenance: http://mekoramaforum.com/media/ship-maintenance.4329/ @Muslim Arizzy Go Home II: http://mekoramaforum.com/media/go-home-ii.5674/ Go Home III (Revise): http://mekoramaforum.com/media/go-home-iii-revise.5798/ Dual Puzzle part II: http://mekoramaforum.com/media/dual-puzzle-part-ii.5338/ Choose Suicide on big box: http://mekoramaforum.com/media/choose-suicide-on-big-box.4384/ Building Bridge: http://mekoramaforum.com/media/building-bridge.4165/ Help me Rbot: http://mekoramaforum.com/media/help-me-rbot.4151/ @LooKing? Hassle: http://mekoramaforum.com/media/hassle.5394/ UnderGround Tetris: http://mekoramaforum.com/media/underground-tetris.1460/
@cpw Thanks for the list! Making big levels is a tough challenge, because they have to be very attractive to compensate their intimidating size. Then they should be straightforward at the begining, and very rewarding otherwise people won't feel like starting all over again. Finaly they can be more frustrating for the designer than for the player, because of the time he spent building the level and the low feedback he gets.
Speaking as one of those that avoids or leaves these levels after some tries, do you think the creator would appreciate more comments even if they're just to ask hints and comment about what part I'm stuck in and such? My levels are usually medium difficulty (or easy even!) so if a level receives 4 ratings or less I just assume the level wasn't attractive enough in the first place. Maybe we're leaving and receiving feedback about what went right but rarely we get feedback about what went wrong...
@Chuckthulhu I appreciate comments of any kind, even if it's only some questions. You are right, it is difficult to know how much people give up on a level, especially because the view count increases even if the same player look at the level multiple times. Even yourself when viewing your own level... (which make it a very irrelevant indicator by the way)
Nice list! If I may make a suggestion, The Ruins by @meko also seems like an underrated giant level. It's one of my favorite levels and it only got 3 ratings.
@Frenzies Just suggest anything you like. I'm not actually curating the thread as a master list -- I created it simply to encourage the appreciation of any "giant" levels that were deemed too complicated