So I was making a maze and wound up with three options for how the final level could look. Version A was just the frame of the maze and all you needed to do was find the exit. It's a large maze, so this is not a terrible choice. Version B had some chips in four of the key intersections. Without them, only three needed to be visited. Version C had more chips along the corridors. It makes the level pretty long, but without them some of the areas of the level feel redundant. Which choice would you make? Or would you prefer an even more complicate Version D that incorporates other elements from the game into the maze as well? While on the subject, I also thought of that second question about things people might not like about mazes to gauge which is the least liked.
What was the first CC level you made?
You can name and even link to the first level you ever created below. I realize there are many ways one can define that term, so tell us how you define it or how your level fits that term. My first level that I drew in an editor is called Five by Five and I have not really released it, but there is a version of it in kidsfair.ccl level #49 ( http://cczone.invisionzone.com/index.php?/files/file/129-kidsfair/ ). The first level I released to the public was for the create competition of September 2010, called Class is in Session. The level was quite tricky and I would believe nobody else has ever solved it. Ask me about it if you want to see it. I think I should release an updated version of it at some point in the future, and a simplified version too. What about you guys?
Should a level be solvable on the first attempt?
For maximum enjoyment, should a level be theoretically solvable by someone playing it for the first time if they can play well enough?
Much like the "Name that Strategy"-thread, let's describe and give names to some smaller design elements that usually can be used in different ways. So these aren't puzzle types exactly, but more like tools to create puzzles. For example, the ones already mentioned were "trap door" - if you pick up too many items, this type of construction will deny access to some area "partial posting" - a teleport needs to be blocked to access some other teleport "blocks open traps" - often used in sokoban puzzles, requiring you to place blocks on trap buttons There many more, so dig deep and keep adding to the list! Maybe at some point we can start listing levels that use these different tools too.