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  • Joshua Bone

    AXIS review - Centennium 2 - J. B. Lewis

    By Joshua Bone

    AXIS - Centennium 2 - J. B. Lewis Size: 21x21 Time: 300 Chips: 4     (SPOILERS as always)   Concept: (5/5) AXIS is a medium-sized itemswapper based on a simple concept: Chip can only move horizontally, and Melinda can only move vertically. Break either rule, and the tank button is pressed, causing tanks to nail themselves against the four chip sockets and making the level unsolvable.   Design: (5/5) The level is arranged in a very pleasing symmetrical layout, as is common in J. B.'s levels. The items and tiles of interest are laid out in a pound-sign (#) shape, with the teleports adding some real interest to the otherwise linear gameplay (causing there to be four intersections between Chip's world and Melinda's world instead of only one). Additionally, four purple balls bounce across the level, adding just enough minor dodging to break up the player's concentration.   Action Difficulty: (2/5) Simple ball dodging.   Puzzle Difficulty: (3/5) In addition to the itemswapper, there is some added interest with the hook/block interaction, ensuring the correct character opens the green doors, and managing five inventory items.   Fun: (5/5) A really enjoyable level and the perfect length for the concept. It took me four or five tries but it was always my own fault. Focusing on which axis you are allowed to move on took some learning, and those pesky pink balls definitely surprised me a couple times. I didn't get all the bonuses but it looks interesting for the optimizers out there.   My solution:
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  • Flareon350

    CCLXP2 Review/Feedback

    By Flareon350

    CCLXP2. I recently finished playing through this set and to say the least, it was a different experience than back when I let's played the MS version. Not by much, but different enough to call it out.   The CCLXP2 project dates back to as early as late 2011. As we all know, CCLP2 was not crafted with the lynx ruleset in mind, due to the fact people were far more aware of the MS port instead of the original version. Over the years and especially after CCLP3's release, Lynx compatibly became more common of a ruleset, with many more designers crafting levels with both MS and Lynx rulesets in mind, instead of just the former. Because of this, various community members, including myself, took it upon themselves to make CCLP2, Lynx-compatible. For players who prefer the Lynx ruleset over the other to enjoy the first offical level pack (at the time at least). I was once part of this project in its early days, since I am a big fan of CCLP2. But as time went on and going through many hiatus periods, eventually I disbanded from it due to other reasons.   Despite the fact it has been released for quite some time now, I finally found myself to take the time to play through it. I was very tempted to LP this, to go along with my old out-of-date MS run back in 2011 but I decided against it.   As far as feedback goes, I will leave some for any level I found particularly interesting or more of a challenge. This includes the fixed levels and even some where the gameplay was slightly different but was still Lynx-compatible from the start.   Warning, spoilers. (I mean if you never played the original CCLP2 at least?)         --Feedback--   14. The Parallel Port   This was the first level in CCLP2 to use invalid tiles. Originally, every collectable item was under a fake blue wall and the path to the exit included an ice corner, which can't be passed through in Lynx. The fix to this was shifting all items to the upper layer and over some to require close to the same amount of time to obtain as it would in MS. While the level itself wasn't really interesting even in the original, I found it enjoyable to finally play it in Lynx.   15. Debug File   I always choke myself up whenever I go back to watch Rock's run of this level and dying hilariously. This level went under very little fixes actually. Aside from the monsters not being on top of blocks, the way to collect chips was interesting. This was possibly the best (and only) fix for this and it was much appreciated. Got the bold on my first try too, without trying!   17. Double Trouble   The fix to this was simply making it possible to move at the start. Originally, the glider would kill you instantly in Lynx. Not that this mattered because the level was unplayable anyway due to the thin walls being under some fake blue walls and normal walls under chips. I found it a little amusing that the pop-up walls in the fixed version aren't necessary.   19. A Sample of Things to Come   I never was a big fan of this level but the fix to it was pretty simple. I like the new mechanism that replaced the original buried pop-up walls under the red locks at the start.   20. Ranger Denmark   This level was always silly to me, but this version is very obviously different. Such that the fire was replaced by water and most the monsters were swapped with their counterparts. Still was simple as ever to solve though.   21. Block Away!   I hated the original version but this one did it some justice, though not that much. I remember looking at this level upon this project's early days, figuring out what could be done if the wrong red buttons were pressed. That fix was clever, I never thought of it. The fact the blue keys next to the tanks were still there when viewing in the editor was nice to see, though me personally I would have swapped through some keys as to not add some like the lower right did.   Finally, the way to exit. Great change. I disliked the original with traps under locks. Even though I didn't trapped in this run, had I done so I wouldn't have minded as much.   22. How Goes?   Pretty good. (see what I did there?)   I remember this change being brought up and it is indeed a great one. Does not affect MS's solution at all, which was part of the goal whenever possible.   26. Work Fast   Surprisingly, I had a hard time at this one. I was so used to the way monsters moved in MS that it's completely different in Lynx. The glider section below was also a challenge to go through since splash delay is a thing. Overall, I enjoyed it but I probably won't replay it ever.   28. Madness I (LX)   So this was the first level that had to undergo a big change. While it's appearance is quite similar compared to viewing the original, the gameplay is slightly different. Blocks moving against each other while on traps is actually a pretty clever concept and I liked it. I did get killed by the first attempt though, since I didn't pay attention to the display message before.   31. Well of Wishes   While this level was already compatible with Lynx to begin with, I felt the gameplay was different enough to review it - notably, the glider part at the start.   For the longest time, I kept thinking it was possible to go through it the same way in MS but I don't believe it is. Until I realized the flippers can be used to collect those chips. Even though it's possible to do that in MS as well, I never noticed that and I really liked that it was used here.   47. Tele-Rooms   I really found it fun that I was able to obtain all the first chips in the east fireball room without stopping. A lot of levels in this ruleset do this and I found it nice.   The only other difference I found cool was the blobs on ice. The timing to get past them a few times was a good challenge.   48. And Then There Were... Four?   Of course those fire boots are still in the third column.   I liked this fix, I remember it being brought up and it was well-received. Though, I don't think all the other red buttons needed to be there.   59. Lot of Danger   The beginning was much more difficult, since you have no control over the random force floors. I honestly really dislked the paramecium part after this. I felt it could have had more wiggle room and less of a chance of dying by it. Other than that, this level was pretty good.   68. Madness II (LX)   I just realized both Madness levels changed in this set.   Anyway, the only changes were the hidden items and the force floors underwater right at the beginning. Mostly everything else is the same. It was a good level to play again.   70. Killer Spiral   One of the few levels that I actually suggested the fix for (The other being Frost Swirl)! And a different style gameplay, since I couldn't rely on boosting like I could in the original.   82. The Block Stops Here (LX)   The bomb section at the bottom was a well done fix. It was appreciated that I could actually kill off some of the gliders, if I really needed to.   85. Follow the Glacier Brick Road   It was sad to see the original level's concept go but there was no way to replicate it for Lynx. So arguably this one was a lot, lot easier to solve.   87. The Walker Machine (LX)   An actual level that requires you to erase blue keys? This may be my favorite level in this Lynx version. It was just a ton of fun to play and has so much replay value. I loved it, well done to whoever's idea this was!   92. Abandoned Mines   The blob section was a lot more challenging here, since blobs act weird in Lynx. The force floors at the end gave me a headache. That's mostly the animations fault but still it was a pain collecting the chips there. Was still fun to play again regardless.   93. Exit Chip   Okay. This level wasn't nearly as evil as the original. I actually kind of liked it? That's kind of hard to say though!   Thankfully I didn't die by any ball on that ice slide, though I did almost get killed by the block containing suction boots in the NE.   94. Checkerboard II (LX)   A good fix to the level but I didn't enjoy playing it. I found it easier to mess up guiding blocks in this version. I might have been impatient though.   96. Glider and Fire   I remember there being debate on whether this level should stay or be replaced by a mirrored version that I made back when this project was first starting out. I'm honestly a little disappointed the mirrored version didn't get used here, it would have been much easier in my opinion.   Anyway I had to watch Miika's lynx solution to this level to solve this. I especially hated the ending that requires nearly perfect timing to exit or you'd get killed by a glider, which is completely out of your control. I wish some were removed at least but oh well.   In general I can't say I liked it, but it was definitely a challenging level.   99. One-Block Sokoban   Lol I accidentally erased the blue key on the first attempt.   Backtracking to get the green key before pushing the block was not fun. It couldn't be helped though. What could have been helped though was the teleport/splash delay cook at the very very end. That wasn't very nice, Lynx.   105. Yet Another Puzzle (LX)   Still remained just as fun as the original, despite the change. It was a little harder to outrace the glider before getting stuck.   107. Joyride I   I recommended a time limit increment for this level but unfortunately it didn't receive one. So the bold time is 2, which I find funny.   108. Tricks   Block slapping made this level a lot easier.   112. After the Rainstorm (LX)   Even though its not required here, I love the fact the force floor remains in that once called "Ram" section. Nice touch.   113. Oorto Geld II   This is the true definition of a lame sequel. And the walkers didn't do it any better. Did not enjoy this one.   119. Teeth   I never did play the version that required odd step but this was a good level. I appreciate the teeth in NE no longer releases out of it's trap.   120. Frost Rings (LX)   Even though it's concept couldn't be retained, it was still enjoyable. Nothing beats the original though   123. BlockSlide   No changes but because slide delay does not exist in Lynx, this level played sooooo much smoother. Loved it.   130. Frozen Birdbath (LX)   I raged on this level in my MS run. I despised the original so much, it's my top least favorite CC level. BUT.   This version did it so much justice. I loved it. Considering to replace my #1 least favorite level now.   131. Time Bomb (LX)   I'm surprised this was mirrored and Glider and Fire wasn't. But it makes sense with this level, since the original had fire all over the place.   The level was great. I don't know if it's the same gameplay just mirrored but it seemed harder to me. Great fix (or replacement I guess?).   132. Captured (LX)   This one wasn't as annoying as the original. Quicker to solve as well!   136. Switch Hit   I'm surprised the AVI for this level claims this to be unsolvable in Lynx. It was definitely more interesting here though, it had me stomped on how to exit since the way to in MS couldn't be done.   139. Frostbite (LX)   I found this to be a little more timing based. Enjoyable to play though was never much of a fan of the original.   140. Keep Trying   Moving with random force floors everywhere was more difficult than it should have been. But still fun to play!   143. Trapped   The fact there still resides a bust here makes this level better. Didn't catch it until I completed it the first time, so I went back and executed that bust.   145. Gauntlet   I don't know if it's possible to collect all 15 chips in the teeth corridor, but I didn't chance it. Thankfully the 2 at the end were useful for something! The walker clone machines also acted out with me and caused me to die several times.   146. Run-a-Muck   Hated the original. Hated this version even more. I especially hated that a fireball in the west room goes in the ball/chip room which only made it unnecessarily harder. Sorry.   147. Cloner's Maze   Just because gliders don't die in fire here, I went all out with the cloner and spammed it for a good 30 in-game seconds. Don't do that, it ain't a good idea.   Anyway I had to watch chipster1059's video of solving this in Lynx because I was at a complete loss on some parts. While I'm pretty sure it's possible otherwise, I relied on collisions to collect the yellow key and one of the chips. I hated one collision but loved the other. Thanks chipster for the video assistance!   148. Neptune   Liked the fact the traps made getting blocks in those spots for gliders to destroy the bombs much easier. I didn't enjoy this level that much unfortunately.   --Final Review--   Overall, playing this was very interesting and most, if not all, the fixes were excellent. Thank you to those who worked hard on completing this project and I apologize for disbanding in the middle of it. You did CCLP2 some justice with this. I highly recommend playing this, even if you weren't a fan of the original.   Rating: 8/10
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  1. This is it, the final showdown with my thoughts. Wait, this is a thinly veiled FFX reference isn't it. HA HA HA HA HA okay this joke is overdone.

     

    46. Synthetic Coral

    One thing I find quite interesting to play is a field of blocks and water or bombs, and all you have to do is move around, building islands as you go. In particular, Plastic in the Ocean from UC5 directly inspired this- what if instead of having to bridge to the corners, you just had to pick up chips? Ultimately, it's quite easy- no Pentomino Lake without picking up the flippers, that's for sure. Unfortunately, splash delay does seriously hurt the level in Lynx... and I still need to finish CCLP4 in Lynx, right.

     

    47. Blast from the Past

    Finally, the first level I designed for this set! The only goal I had was to throw back about a decade, with pointless rooms, diagonal walls, and pointless boosting! Unfortunately, the level still ends up being fairly modern in its design, but hey- it's a fun variety level with 12 completely separate rooms with absolutely no interaction between them, nope. Don't even try sending the fireballs and gliders into the bomb room, I definitely didn't plan that to be a useful strategy and it most certainly wasn't forced on an older version of the level.

     

    48. Happy as a Clam

    I think few levels show my usual design style more than this level. I built the central room first (symmetry, level branching off of one core interesting room) and then the fireball room to the right. The gliders followed (single block+monsters in varied forms, simple collision telegraphed) and the rest of the level followed in the order it gets played. I'm especially happy with the fireball stream trick to get the blue key, and the final tank shuffling puzzle. Unfortunately SOMEONE (Tyler) busted this level and didn't get the full experience... but Shane did because I fixed the level.

     

    49. Confusion Cave

    My designer note for this level simply reads "Creative One Ways, Part 3?". I'm not sure how accurate that is, but when I tried resolving it well after I'd designed it I was quite confused, so I guess it does what I wanted it to. The highlight here is the fireball room and how it's completely impassible without a block.

     

    50. Opal Shrine

    For this level, I used the walls of Wall Jumping Up Waterfalls to craft a non-linearly ordered variety level. The very first thing I tried to build in was a very lengthy final block path that would reuse most of the level, but this kept having to be scaled back and nerfed as there were ways around most of it. The initial release didn't require the block path it currently does as I had liked the shortcut, but after Tyler didn't even entertain the possibility of the intended path I took another look at the level and managed to require the oversized loop. In the final form, it's a fun level- I only wish the fireball manipulation was a little more clearly telegraphed in advance, as it's possible to fail right at the end.

     

    51. Despotism

    Walls from Communism. There are some weird hallway block loops to manipulate a single fireball through most of the level. It's not too interesting to play, but I'm still proud of the fact that I fit a completely different level inside Communism.

     

    52. Outlast

    Say hello to probably the only original concept in the entire set, because truly original concepts are hard to come by. Original executions, sure those are easy. But concepts? Have you ever seen a room where you had to keep a teeth from leaving a certain range, while also having to leave that range? The left room came first while experimenting with the concept of extending where you could step, and is rigid as a result. The right room followed as a "alright, now you understand it, now apply what you've learned" kind of room. It is possible to extract all 10 blocks, albeit not easily and it's not required in any case.

     

    53. Immersion Circulator

    Walls from Miika's Hexominoes. While I was skimming through custom sets for interesting arrangements of walls, that level jumped out at me. Sure, it was originally used for a collectathon, but there was some serious potential for reinvention there. Once I stripped the level bare... I had nothing. So I built the outside aesthetic, laid down a few objects to partition the level (most notably the tank guarding two red keys) and just built upwards from there. This is probably the longest level in the set despite only having a 496 time limit. Why 496? Because it's the third perfect number, after 6 and... 28. Naturally, I ensured that's how many chips there were. That sounds like something Miika would do.

     

    54. Navigating Neptune

    Obligatory blue wall maze with some shortcuts and I made the fireball puzzle first and kept that theming for rooms to open shortcuts.

     

    Okay bye.

     

    55. Lebanon

    So, funny story about skimming through custom sets for interesting walls- Cyprus was a given. I immediately hit on the idea of limiting cloning to make a sardine can and then blockslide multiple blocks off of the same slide... but then actually executing the area took hours and was still broken for quite a while. Eventually though, I had a first puzzle and the tanks always changing (everything up to the fireball+tank room) and had no ideas for the remainder of the level, and it'd been sitting there for a while. Well, I had clone machines in place as partitions, but still.

     

    A month or so later Josh and I collabed and I sent him the half finished level.

     

    I got back the dodging sections and outer block part a day or so later- not what I would have gone with, but hey- it worked and was pretty fun! Though I noticed a few ways to squeeze out extra blocks from the end and made it required (touching the border is also required!) and telegraphed the gimmick of all blocks having gravel under them early, as it could be seen as unfair without that first block. Then I added my own block manipulation section to reach a hidden hint and called it a level.

     

    Time limit is 961 because apparently that's the area code of Lebanon.

     

    56. Monotone

    I hope you don't dislike invisible walls.

     

    57. Mystery Caves

    Mission statement: difficult linear campaign level. The first section was meant to have a bit of tangential story to it of a prison, and also set the tone with an "In a Nutshell" style area. In hindsight, it's a little mean to start there and force redoing it every time the teeth+ball room goes awry. I went back and forth on whether that dodging and manipulation was fair, but ultimately decided that it was since you can see what needs doing in advance. That said, the tank button to start the manipulation was the last thing I added to make it a little easier. Then you have a fantastic blockslide puzzle before a really cool ball room and a few assorted puzzles before a fake-out exit. I wonder if anyone will ever die to that walker. Probably not, but the room is lol.

     

    58. Flight of the Prince

    Entered in the Movie Madness Create, which it won. Inspired entirely by chasing Snape down in Harry Potter and the Half Blood Prince, and the gameplay suits this. You see a green flash and something go off the tower, immobile, and then get to move when it dies, just like the story. Then you have around 20 seconds that demand perfection in Lynx and near perfection in MS, with some pinpoint dodging checkpoints and minor itemswapping. I love how carefully tuned this level is to work in both rulesets, something I couldn't manage with Extreme Hold Right Adventure. I do wonder if the design is too mean, though, as you do need to get a decent amount of boosts to even solve the level in MS.

     

    Regrettably, I couldn't keep a section in which the glider would merge into a 3 tile gap of pink balls and clone another, blocking the path for Chip. Why? Slide delay- waiting at the upper force floors would allow the glider to delay, bounce off a ball instead of merging in resulting in its death, and Chip could just walk into the fake exit. I tinkered with a few potential fixes, but ultimately settled on just making the slide delay not matter.

     

    59. The Party We Have Never Seen

    Soundtrack for this commentary.

     

    Fire and water have such a lovely aesthetic that I underuse.

     

    Open-ended cloning puzzles are such an interesting design that, again, are underused.

     

    Sooooo I made one with a semi-open order. Gotta get to the bug on the right first to open the block cloner, then do the three chip challenges before the two socket challenges that subvert the normal flow. Shane picked up on the main trick pretty quickly, likely because I telegraphed it in advance. He also spotted a solution I didn't catch to the upper area, which I'm not unhappy with. Originally I wanted to force bridging around the bomb, but he found a clever way to use the existing blocks to guide a fireball over- nicely done!

     

    I'm not sorry for the random force floors on the exit path- good luck J.B., and at least it's untimed :P

     

    60. A Chip Down Memory Lane

    And finally, the walls from Archie's RUN OUT OF GAS in a spiritual sibling to Mental Marvel Monastery.

     

    Fully intended alternate solution follows, with the description copied below:

     

    Everything seen here is intended- I designed the level to have two solutions, and this one to feel busted. But nope- every little detail that juuuust works out is completely intended!

     

    That being said, I did not tune any of the monster order or timings for this route. I'm pleasantly surprised by how little waiting around there is here. The overall design goal was to make a level like Josh's Mental Marvel Monastery- a throwback medley, of sorts. Strengthening the connection, I used the walls from Archie's "RUN OUT OF GAS" as my starting point, as Josh used Andrew R.'s "Producing". I also took care to make each part try to feel like something out of CC1- I'm not sure I succeeded, but that's why there are the (few) random pointless bits and certain other design choices.

     

    Levels referenced in some way:

    Nuts and Bolts, Elementary, Tossed Salad, Oorto Geld, Scavenger Hunt, On the Rocks, Lemmings, Seeing Stars, Chipmine, Bounce City (skipped), Reverse Alley, Block Buster, Now You See It, Short Circuit, Torturechamber, Miss Direction, and Alphabet Soup.

     

  2. Hello, everyone, and thanks for taking some time to read the commentary for my second levelset, The Other 100 Tiles! (To100T for short.) I had fun reminiscing and typing up the history of Pit of 100 Tiles, and am looking forward to doing the same here.

    Set History & Design Philosophy

     

     

    As before, let's start with some history of the set itself. Note that some more history, including definitions of "Levelset 1" and "Tiles 200", can be found in my Po100T developer's commentary. But to review: in the days between the release of CCLP3 and the start of the CCLP1 process, before I had formally joined CCZone, I began building many of my CC ideas into a levelset. I originally intended the levelset to be 200 levels and act as two halves of a whole, with a beginner half and an advanced half. The difficulty curve would reset at Level 101, the start of the advanced half, but ramp up faster, eventually reaching heights far beyond the hardest levels of the beginner half. Further, the advanced half would contain a few harder versions of levels in the beginner half. Some levels that appeared in Po100T were originally intended to appear in the advanced half of the set, such as I Wanna Be the Bit Buster, which would have been Level 131 to match the "Totally Unfair" decade message.

     

    In any case, that didn't happen. By the time I had nearly 100 levels done, the community finalized the decision to begin making CCLP1, and the level submission deadline was fast approaching. Further, I had gotten some good feedback on the level "Clog" which made me excited to release more levels to the CCZone community and get more feedback. Also, I was running low on ideas. So I decided to bundle 100 levels into a levelset--Pit of 100 Tiles--and make a new levelset to hold the remaining 100. That became The Other 100 Tiles.

     

    (The name doesn't reference anything directly, and I didn't come up with it immediately, but it's inspired by Super Paper Mario. In that game, there's an easy Pit of 100 Trials in Flipside, and a much harder one in Flopside. Po100T was the first pit--the easy one--and now it's time for the other pit--the hard one.)

     

    Also, it's worth noting that a few of the levels ARE re-creations of levels from Levelset 1 or Tiles 200, but not as many as in Po100T. In addition, many of the levels were ideas I got during Po100T's construction, but didn't actually build then. So it contains old and new ideas alike.

     

     

    This levelset was a long process to build, partly because it happened over the course of my college years, where I didn't always have a lot of free time. I managed to build 14 levels before the CCLP1 submission cutoff and submitted 13 of them (I left out Swapgates because I didn't think it was good enough) on June 29, 2012--just one day before the submission deadline! I continued making levels before and after CCLP1's release, releasing preview sets containing 33 levels on May 1, 2013, and 63 levels on September 6, 2014. I released the complete 100-level finished product on April 14, 2015, which was coincidentally just a few days before my graduation from college!

     

    As I was working on the set, Michael Warner (a former Skype friend I sadly broke off with about a year ago) kept asking me if I'd made any new levels, as he was eager to play them. The instant feedback definitely helped me out and kept me motivated, so I am forever thankful to him for that! A few other Chipsters were interested in testing my created levels as well, so I formed a test group on Skype consisting of Michael, J.B. Lewis, Tyler Sontag, Ryan J, and Josh Lee. I'm extremely grateful for you guys--you kept a lot of busts and mistakes out of the released product through your efforts, and it was fun to hear your thoughts and opinions!

     

    Design Philosophy & Outcome

     

    When making Po100T, I tried to capture what I thought were the best elements of CCLP3 design (creative puzzles and action concepts) while avoiding the ones I don't like (mainly guesswork and extreme difficulty). Trevor Hedges' Let's Play of CCLP3 also guided me. With To100T, I decided to "throw away the filter" a little bit and experiment with some unusual ideas, tougher dodging and puzzles, and advanced techniques like nails and partial posts. (I wasn't assuming the player was a beginner any more, so I could expect them to know those techniques.) Also, I allowed a tiny bit of guesswork to creep in--but not much, and only in a couple of levels that are built to minimize the frustration it causes. And finally, I would worry less about whether an idea was "good enough" or not for inclusion in the set until I had actually finished building it.

     

    I think "throwing out the filter" was a good thing. Compared to Po100T, this set contains more levels that I consider "below par" in terms of quality, but also more that I'm really proud of. Experiments fail sometimes, so I don't see the "below par" levels as personal failures by any means. I do think they may drag down certain stretches of the set, unfortunately, but I'll get to that later.

     

    Focusing on advanced levels made it difficult to order the levels, as not a lot seemed fitting for the introductory 10 levels of the set. But I think I managed to come up with a fairly good ordering. It's not perfect--I think there are a few stretches of too many long levels in a row--but I think the difficulty curve is smoother than Po100T's, which had a few spikes early on (like #32 Combinations and #38 Keyrithmetic).

     

     

     

    Now, on to the levels themselves!

     

    Level 1

    "A (Slightly) More Complicated Maze"

     

     

    After designing "A (Mostly) Simple Maze" for my 200-level set, before I cut it down to 100 levels, I planned for a level with this title to go in the #101 slot as a parallel and a difficulty reset. It would require all items to exit--not just one--and contain some simple dodging and puzzles. Since To100T is basically the second half of the set that never was, this had to go in the Level 1 slot.

     

    And yet, it wasn't the first To100T level I designed! In fact, it wouldn't appear until the 63-level preview set! I think I just wanted to design my more interesting ideas first.

     

     

     

    Level 2

    "Gravity Falls"

     

     

    I know this level name is the name of a TV show, but I didn't choose the name for that reason, I chose it because it fits the level concept. In fact, while I knew the show existed when I chose the name, I had never (and still have never) seen a single episode of it.

     

    Anyway, it's inspired by the aesthetic of creeks and multi-tiered waterfalls, which I've always found beautiful in real life. I also enjoy parts in video games where you have to travel with a current through branching paths of water. This was designed around the midpoint of the set's construction, and wasn't originally intended to be Level 2, but I put it there because it was fairly easy.

     

     

     

    Level 3

    "Mortarfied"

     

     

    This is meant to be a callback to Brickwalled from Po100T, except with the walls and floor reversed. (Therefore, you're not moving through the bricks--you're moving through the mortar.) I like the aesthetic of this level, but the gameplay is nothing spectacular, just a chip-collecting maze with some dodging. It was pretty simple, so into the beginning of the set it went.

     

     

     

    Level 4

    "Pluto"

    (CCLP1 Level 87!)

     

     

    This was the second level I designed for this set, and one of the original 13 submitted for CCLP1. It was made in the honor of the dwarf planet Pluto, which lost its full planetary status in 2006 after several decades of being considered the 9th planet in our solar system. Anyway, since Pluto is a cold and icy spherical object, the center of this level is a round but irregular ice patch to slide across. The gliders around the outside are meant to represent spaceships.

     

    The original version of this level submitted for CCLP1 had a couple more water tiles to fill in, but the staff removed them to shorten the block-cloning section. I copied the change into To100T before releasing the full set.

     

     

     

    Level 5

    "Hammered Into Place"

     

     

    Since this was an advanced set, I didn't think I should put many tutorials in it. Late in the process of building the set, however, I realized I'd designed a lot of levels that involve nails, and nails weren't really explained in Po100T, so a new player might not know about them. Therefore, I designed this level specifically to explain nails and show off several varieties. I'm happy with how it worked out. It also has the effect of reminding advanced players to look out for places where nails can be used, which is very much intended.

     

     

     

    Level 6

    "Tool Shed"

     

     

    The concept is partly inspired by Combinations from Po100T, and the name is inspired by Tool Box from CCLP3. When I originally thought of this idea, I thought of making a strictly ordered puzzle: every section would include every element, but there'd be a section that requires only 1 tool to get the chip and red key, another that requires the first tool plus a new tool, and so on until a section that requires every tool. In addition, the blue and green buttons were going to be unlockable "tools" in the shed. However, I simplified things because the original concept was going to be tight on space and I needed more easy levels.

     

    It's intended for there to be multiple correct orders in which to unlock the tools, and for the ice skates to always be the tool you shouldn't unlock.

     

     

     

    Level 7

    "Encased in Carbonite"

     

     

    The name and concept are a reference to Star Wars, as in one of the films, a certain character gets immobilized in a block of material called carbonite. Like Monster Swapper from Po100T, this level consists of two corresponding "worlds" that you travel between by teleport, where the worlds have the same layout but with one feature changed. In this case, there's one world where monsters move as normal, and another where they're immobilized by gravel (representing the carbonite).

     

    I had the idea for this level way back in Po100T design, but didn't actually build it until fairly late in To100T design! I was originally going to use the concept in two ways:

    1) A looping monster stream that's too dense to enter while it's moving, requiring you to pass between them when they're stopped (for example: the bugs guarding the green key);

    2) A looping monster stream with walls on both sides of it most of the way through, such that you can only follow it when it's moving (this didn't make it into the actual level). Think something like this:

     

    Bo1mRCX.jpg

     

    Instead of Idea #2, I simply placed some of the balls and fireballs so that they'd permanently block certain chips while still and allow access while moving.

     

    Anyway, I'm very pleasantly surprised with the amount of positive feedback this has gotten considering how simple it is to solve!

     

    Also, Jeffrey made an optimization video about it, which I really enjoyed watching:

    Note that I did not consciously pick to make nearly all the ball cycles [8] long--it just happened that way.

     

     

     

    Level 8

    "Boomerangs"

     

     

    I've been fascinated by boomerangs in video games for a while, so I made a level about them, represented by the groups of balls and the cloned groups of fireballs. My original idea didn't involve crisscrossing the paths like in the beginning area here, but it's more interesting than simple bouncing back and forth.

     

     

     

    Level 9

    "The Very Hungry Caterpillar"

    (CCLP1 Level 123!)

     

     

    I think when I came up with secret hints, which I describe in the next level's commentary, I decided that they would go in every 10th slot from 10 to 40, and the "action" levels (remember those from Po100T?) would go in the level slots ending in 9. I ended up not making action levels a consistent thing in this set, but I still put this one (which requires you to move fast to grab chips before a hungry caterpillar of paramecia catches up to you and eats you) in slot 9. Yes, this level is one of the few whose placements I decided on very early into the set.

     

    The level's shape is meant to resemble the stereotypical cartoon drawing of a tree where the leaves are at the end of branches in a "cloud" shape instead of a bunch of individual leaf shapes. But there are two areas so it's a rather awkward looking tree. Kind of makes it look like the "cut" tree from Pokemon, now that I think about it. The level is, of course, named after the children's book.

     

     

     

    Level 10

    "Swapgates"

     

     

    This is actually the first level I designed from scratch for To100T (not counting lost levels from Levelset 1 or Tiles 200 that I eventually re-created for To100T). It's meant to be a CC representation of where a chute splits into two chutes, and a gate swaps back and forth so that out of all the objects entering the chute, every other one gets sent into one of the chutes and the ones between them get sent into the other chute. You may have seen this concept if you played with plastic marble track tower sets as a kid, or in the pie machine in Chicken Run, or in the door transportation track in Monsters, Inc.

     

    The reason there are green buttons only on one side of the "gates" is so that you can't just spam clone fireballs and hit all the bombs; you have to control the gates yourself a bit.

     

    Also, this level is the one that inspired the secret hint idea. It was for a really silly reason, though: I had a lot of leftover space when building the force floor tracks to/from the upper section, so I put a bunch of them down randomly and realized I could make a force-floor-stepping challenge to reach some sort of reward. A chip didn't seem right since it would clash with the theme of the level if it were required. So I made it a hint instead. (Yes, it still has nothing to do with the rest of the level.) I could just give away a password in the hint, but skipping levels instead of playing them didn't seem like a reward, so I added a clue as well. I'll say more about the clues when I comment on Level 50....

     

    All that said, this level isn't super fun to play in my opinion, so I didn't submit it for CCLP1. But I left it in this set since it's a unique concept.

     

     

  3. blog-0069714001491691991.pngI took a break today from my ongoing Let's Play of the very enjoyable but lengthy 'Flareon1', and decided to take a peek at the latest file from H2O, posted yesterday. The levelset is called 'Rising' and features 8 levels. Playing through the set took me about an hour and 20 minutes.

     

    The video of my playthrough can be found here:

     

    01 RISING

    The set begins with this massive untimed 99x99 bonus level which is unique in that it contains all of the other levels in the set. I call it a bonus level because the solution is trivial - just walk in a westerly direction and find the unguarded exit. However, there are bonuses everywhere and I'm sure finding an optimal route would be a challenge. I really like the pixel art (the trees and the path) at lower right, and it is interesting to be able to get a preview of the levels to come. However, I think it would be more interesting if there was at least a little bit of challenge in the level, and it was also pretty confusing on first play because I didn't know that all these rooms were previews of coming levels. I didn't 'get' it at first, but once I figured it out later it was a cool moment.

     

    02 RED INK

    A nice little puzzle, fun to solve, feels like it's over too quickly though!

     

    03 HOT WATER

    Also a cool concept, dodging the yellow tanks is easy but interesting. Again, the level is over so quickly! I could see combining this + RED INK + maybe a compressed version of GREEN THUMB all into one level. (I guess after my review of Explorer's Delight I must sound like Goldilocks-- "These levels are too long... these levels are too short..." Sorry.)

     

    04 GREEN THUMB

    The central puzzle is awesome, and very fun to figure out. I'm less of a fan of the level's layout, but it works.

     

    05 OFF THE TRACK

    I enjoyed this one. Short enough it's not terribly frustrating, pleasing to the eye, and a unique gameplay concept.

     

    06 CUT TEETH

    Wonderful level with an unique, engaging theme. The length is perfect, just enough to be quite challenging, but not so much that it's a chore to restart the level after a mistake. Felt very satisfying to solve.

     

    07 CUT THE ICE

    My favorite of the set. I like the use of the one-way teleport mechanism to create three separate, similarly themed teamwork puzzles. The top left puzzle did feel somewhat trivial compared to the other two (which were excellent!). I might consider starting Chip and Melinda off within sight of each other to emphasize that this is a teamwork level. The teleport mechanism plays pretty well! There are ways to drastically simplify the circuitry, but since it's not visible during play maybe it's irrelevant.

     

    08 DIRT FILE

    A lengthy maze level using blue tanks, green toggles, and... a three-way toggle mechanism! This was actually the most frustrating level in the set for me, mostly because I didn't quite understand that each of the pink buttons was actually controlling the state of all the pink walls, i.e. I thought that each pink button was only responsible for the pink walls in the immediate vicinity, and so it would confuse me to find a door open where I thought I'd left it closed, and vice versa. A hint might help. But overall it's a quality level and satisfying to solve.

  4. 200.BMP - probably changed to digits.bmp

    BACKGROUND.BMP

    CHIPEND.BMP

    INFOWND.BMP

    OBJ32_1.BMP - Monochrome - probably changed to monochrome.bmp

    OBJ32_4.BMP - Tileset - probably changed to tiles.bmp

    OBJ32_4E.BMP - Alternate Tileset - probably changed to alternate.bmp

    -------------------------------------------------

    filename, size

    Normal file sizes in KB, as shown in Windows Explorer. File sizes inside .zip files in bytes, as shown in WinRAR.

     

    == Atari Lynx ==

    1. atiles.bmp, 4429
    2. Readme.txt, 2

    == Blurry ==

    1. atiles.bmp, 625 (Not Lynx)
    2. background.bmp, 137
    3. chipend.bmp, 244
    4. digits.bmp, 29
    5. infownd.bmp, 136
    6. monochrome.bmp, 625
    7. tiles.bmp, 625

    == Boulder Dash ==

    by BDS4

    1. Boulder_Dash-TW_Theme.zip

    • atiles-BD.bmp, tiles-BD.bmp
    • rc - BD, rc - BD-gfx_only
    • messages_BD.txt
    • BD_{blub,collect,crack,crack2,earth,earth-old1,explode,explode2,magic,magic-old1,MSdie,pickup,rock,sewwp,tele,time,time2,win}.wav

    == Cam's Challenge ==

    1. tiles.bmp, 625

    == CC2 ==

    1. background.bmp, 137
    2. monochrome.bmp, 210
    3. tiles.bmp, 833

    == CCCheat ==

    1. CCCheat-budugoo.bmp, 625 (I modified the other file because there was some shadow mismatch and the (revealed) blue walls were actually interchanged)
    2. CCCheat.zip, 25

    • CCCheat.bmp, 68672

    == Challengo ==

    1. background.bmp, 47
    2. chipend.bmp, 325
    3. infownd.bmp, 46
    4. monochrome.bmp, 210
    5. tiles.bmp, 833

    == Chip's Workshop ==

    1. tileworld-32x32.bmp, 337
    2. tileworld-48x48.bmp, 757
    3. TW_a.bmp, 337
    4. TW_b.bmp, 337
    5. TW_m.bmp, 15
    6. TW-48_a.bmp, 757
    7. TW-48_b.bmp, 757
    8. TW-48_m.bmp, 34
    9. TW-48-compat_a.bmp, 757
    10. TW-48-compat_b.bmp, 757
    11. TW-48-compat_m.bmp, 34
    12. tileworld-48x48-compat.tis, 1
    13. tileworld-48x48-compat.tis, 1

    == DOS Chips ==

    by Techokami (Chris Trumbour), Version 1.0.3

    1. retroremixcc.zip, 45

    • atiles.bmp, 501886
    • atiles2.bmp, 1971358
    • readme.txt, 1932

    == Drawn Tiles ==

    1. _Drawntiles_v4.bmp, 1009

    == Felix Challenge ==

    by Charles Burnham, v1.0

    1. tiles.png, 32
    2. tilesBig.png, 42
    3. readme.txt, 1

    == Greyscale ==

    1. tiles.bmp, 625

    == Island ==

    1. tiles.bmp, 625

    == Kayu Enhanced Interface ==

    1. kayu_interface_v2_2.zip, 500

    • Alternate Tileset.bmp, 73742
    • Color Tileset.bmp, 852024
    • Info Window, 184856
    • Monochrome Tileset.bmp, 214072
    • Tiled Background.bmp, 182416
    • Readme.txt, 1502

    == MSCC - Original ==

    1. Large MS - by geodave.bmp, 757
    2. ScuzzStuff.zip, 65

    • readme.txt, 458
    • tiles.bmp, 344118 (TWMS style, balls are coloured red instead of pink)
    • CHIPS.DAT, 108569 (uh oh)

    -- Default --

    1. alternate.bmp, 67
    2. background.bmp, 7
    3. chipend.bmp, 18
    4. digits.bmp, 8
    5. infownd.bmp, 7
    6. monochrome.bmp, 833 (oddly high, the keys are differentiated by dots)
    7. tiles.bmp, 73

    I think these are the files I exported from my copy of CHIPS.EXE using CCHack, I'll have to confirm

     

    -- Faulty --

    1. alternate.bmp, 833
    2. tiles.bmp, 833

    These files are similar to the other ones in 'Default' but there is some shadow mismatch

     

    -- Ice Block --

    1. monochrome.bmp, 27
    2. tiles.bmp, 73

    == Natural ==

    by KeyboardWielder

    1. natural-TW.zip, 822
    2. natural-TW-patch.zip, 166
    3. natural-MSCC-patch.zip, 129
    4. natural.txt, 5
    5. natural-MSCC.bmp, 625 (I think I created this using patchbmp)

    == NES Tileset ==

    by 263739

    1. tiles16x.bmp, 30
    2. tiles16x2.bmp, 114

    == New Age Tile World for MSCC ==

    1. background.bmp, 721
    2. digits.bmp, 8
    3. infownd.bmp, 136
    4. monochrome.bmp, 210
    5. tiles.bmp, 625

    == New MS for Lynx ==

    1. New MS.bmp, 1981
    2. New MS - Ice Block.bmp, 1981 (Don't know why this is there, considering TW does not support Ice block levels)

    == Red Tileset ==

    1. RedTileset.zip, 28

    • Red Color Tileset.bmp, 67354
    • Red Digits.bmp, 6742
    • Red Info Window.bmp, 5808
    • Red Tile Background.bmp, 139606

    == Sheila's Challenge ==

    by geodave

    1. tiles.bmp, 337

    == Silly World ==

    1. atiles.bmp, 741
    2. tiles.bmp, 127 (TWMS style)
    3. sillyworld.zip, 155 (Contains sillyworld.bmp, size 639030, MSCC style)

    == Super Mario ==

    1. SuperMarioTiles.zip, 39

    • BACKGROUND.bmp, 22542
    • CHIPEND.bmp, 41998
    • INFOWND.bmp, 48142
    • OBJ32_4.bmp, 341518

    == Teeth's Challenge ==

    1. monochrome.bmp, 210
    2. Teeth's Challenge.zip, 69

    • Bug.bmp, 214070 (Bug instead of Teeth)
    • Color Tileset.bmp, 69584

    == Tile World - Original ==

    1. tiles.zip, 790

    • atiles32.bmp, 2252514
    • atiles48.bmp, 5037602
    • stiles32.bmp, 344118
    • stiles48.bmp, 774198

    1. tiles-32x32-8bpp.zip, 134
    2. tiles-32x32-24bpp.zip, 263
    3. tiles-48x48-8bpp.zip, 256
    4. tiles-48x48-24bpp.zip, 553
    5. TWL without animation - SimonL.zip, 335

    • atiles.bmp, 4534366

    == Yoshi 11 ==

    1. Yoshi11 - Chip.bmp, 4920 (Lynx)
    2. Bugs.png, 28
    3. Fireballs.png, 20
    4. Paramecia.png, 22
    5. Planes.png, 27
    6. Tanks.png, 27
    7. Walkers.png, 24

    ---- Backgrounds ----

    1. background.zip, 62

    (Contains Blue, Dark Blue, Dark Green, Dusty Yellow, Gray, Green, Orange, Purple, Red, Yellow, all .bmp, all except Green size 139606, Green size 6670 (bytes) )

     

    ---- Digits ----

    by Jacques

    1. chips challenge digits readme.txt, 1
    2. blackandwhite.bmp

    And files of the form {blue,cyan,green,magenta,red,yellow}-{blue,cyan,green,magenta,red,yellow}.bmp excluding blue-blue, cyan-cyan, etc., all size 7 except yellow-green, which is size 8 (Total 2+30=32 files)

  5. chipster1059
    Latest Entry

    Hey remember that post? That was a few months ago. So what happened?

     

    Well...since I posted that, the only levels I played were in C1059-CC2, with the exception of that collab level I did with Josh, and maybe a few others. Either way, I did not play any other custom sets, nor any CCLP4 voting packs. And unfortunately, it feels good.

     

    CC is a good game, there's a reason why it's still popular over 25 years after it was first released. But honestly, now that I stopped playing, I can't say I miss it. I think that my life has actually been improving since then. Not playing CC anymore gives me more time to focus on things that I find more important.

     

    So essentially, I'm leaving CCZone. This time it's for real. It was good while it lasted, but now it's over. I released an update to C1059-CC2 yesterday; I reached my 149-level goal, nearly all levels have replays, and they shouldn't contain any major busts. If I ever update it again, it will take a while.

     

    Also, some of you may have noticed how I uploaded a bunch of videos on Youtube on Christmas Eve. These videos were filmed a while ago, I just didn't upload them. Now that everything I filmed has been uploaded, I won't be uploading anything else for a while. If anyone wants to continue my LPs where I left off, feel free to do so.

     

    TCCLPRejects

     

    All levels have been done except the following: 34 46 47 50 52 57 70 78 90 97 101 125 131 133 169

    Some of these are unsolvable, but I don't know which ones; you'll have to ask Tyler.

     

     

    Jacques.dat

     

    The first 300 levels have been solved, except these:

    146: Cake Walk

    156: Walker Dancing Foxtrot With Blob

    180: Enzo

    186: Chip Fight

    242: Fight The Boss

    251: Www.blob.net

    288: Ladder

    288 is unsolvable. 146 and 186 seem solvable but are extremely tedious. 156 and 251 are solvable in theory but require extreme luck. I don't know about the others.

     

     

    LizzyB1

     

    Levels 1 to 38 have been solved, except 23 and 24. 23 is unsolvable, I don't know about 24.

     

     

    I may visit this site again sometimes, but don't count on much. I may come back for CCLP4, but I won't guarantee anything. If anyone needs to contact me, please email me: myusername at gmail dot com (of course, replace myusername with my username).

     

    I have one last request. Please consider C1059-CCLP4 for all future official CC1 sets, and C1059-CC2 for all future CC2 sets. Tyler will have to give his consent for 110 to be submitted, and Josh, for level 147.

     

    I don't have anything else to say, so just goodbye. Thank you for being a part of my life for the past three years or so. Be positive and amazing.

  6. geodave
    Latest Entry

    Just finished voting on CCLP4. And by "finished" I mean finished with the first round. I intend to go back and update.

     

    Some basics:

     

    1. I don't have to finish a level to rate it. This explains why I finished first. Finishing levels can be very time consuming. If I can't figure out what the level is about in a few tries, I mark it with 3s and move on.

    2. Any level I've played before may not get played at all before voting. I probably already know how I feel about it.

    3. A level ending in ing is scored with great skepticism. If you don't know why...lucky you.

    4. I didn't rate all of my own levels a 5...wait, maybe I did. I took care to submit only levels I personally thought were very fun this time around.

     

    Given enough time, I'll go back and perhaps update my votes, but they are good enough if I don't.

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    First levelset dedicated to Miika:

    After being away from the game for over two years, I got interested in playing and designing Chips games once again. At first I just wanted to chose one of my favorite levels - "Road to Chip's Heaven" and totally rebuild it - which I have now done- called BRIDGES..

     

    I started looking around the site to catch up on what has been going on. I realized that I had forgotten so much that I needed to email a few of my Chipster friends to relearn a few things, etc. Josh Lee was the only one that I was able to contact for help, which he has gracious been doing.

     

    When I was looking around the site, I read Miika's blog and noticed that Miika had also recently returned after being away for while. While reading Miika's blog, I saw a man that plays the game with integrity, not looking at an editor to see what to do. (I can't say that I do that) He likes to have the time to figure things out on his own. That is why I made the BRIDGES levelset. The two levels are just about the same except for the North West corners. The first level has no time limit to give the opportunity to figure out the level without running out of time. For those that like to approach the game like Miika, I had the idea that once the player knows the scheme of the layout, the player can then move on to play the second level to see how well it can be plaid - time wise. Also, the second level has a stealthy shortcut, which could be fun to discover.

     

    Due to Miika's approach to the game, and him coming back at about the same time as myself, I want to dedicate my first levelset to Miika. I have called it "BRIDGES" and have upload it.

     

    Note: Since I first made this blog (the first time), I discovered a mistake that I had made in my first upload, as I had added some block in the South East corner to make it look more symmetrical (that was a mistake) because I should have checked the level out before uploading the set. Well, since I had to fix that, I have made other improvements as well. plus redesigning the North West corner area. I left the North West corner in the second level the same as it was in the first upload. So, there are two version of that area. The first level's is probably a little more difficult. I apologize to those player that have already downloaded the mini level-set. I promise to do much better about checking things out. I am confident that BRIDGES is right now.

     

    It's good to be back!

    Ian Wilson-( thinker I.D.)

  7. ...which you might have known if you've been paying attention. I had a good clean break of one year from this game, and now I plan on hanging around for a bit again.

     

    It's nice to be back. I see most of you are still here and even some new people have joined the mix. That's great! If our community wants to survive for another decade, we need new blood. Do hang around for a year or two, and maybe a couple of you will stay for longer. And for those that feel they've had a good time but need to move onto other things, do take a minute and say good bye. You'll always be welcome back!

     

    Last year I got a new job and moved to another country. It was good to have a break from CC. Things have settled down a bit now, and it's good to not be away anymore. However, I'm going to try to manage my time and efforts better than I have in the past. There are simply so many interesting things to do in the CCverse that I will need some focus to get anything done without having it overwhelm my life. Mainly this means I won't be optimizing the official sets as much as I'd like but will rather try to chat and create content here. It's very likely you'll still see an occasional score report from me, and in particular working together with other people on problematic levels is something I'll gladly be doing.

     

    I was going to list some of my goals and plans for the coming year, but now I feel like any such list would be lacking as I haven't yet totally caught up with everything in my mind. I did read my previous blog post and was happy to see I did most of the things I was hoping to do last spring. I would like to post on this blog about once a month if I can find the time. I would like to finish CC2; so far I have played half the levels. Of course I also need to sort out my scores and totals on the official sets, even without any improvements. I'll definitely be running some competitions and judging them, even though those always take up a good chunk of my available time. I haven't decided on what I will do with CCLP4 voting, but at least I'll keep an eye open. (To clarify, I don't know if I will vote on all the levels this time.) Finally, I have a ridiculously long back-log of semi-interesting semi-important projects that I'll try to wade through every once in a while. :)

     

    Thanks for having me back. Let's have a great time again!

     

    -Miika

  8. This about the CC2 game engine compared to CC1. Not the levels or game elements.

     

    First of all, years ago; When I was first forced to start using tileworld [because MS chips challenge doesn’t work on 64 bit Operating systems] I used the MS rule set. That’s what I was used to and I liked it better. Lynx seemed very weird at first and I didn’t really like how a few amount of seemingly simple rule set changes really made for some major changes in level design.

     

    After a while however I got used to Lynx and grew to like it better. Now, I pretty much prefer it and I can’t really stand MS anymore. The main reasons; smooth animations not only look nicer, they make it much easier to play, to see where monsters are going and easier to follow chip around as well. Now whenever I play MS it feels so choppy and annoying. Secondly the glitches in MS are a pretty big hassle. Most notably slide delay and the controller/boss glitch. So it’s really nice to not have to deal with that.

     

    But now that CC2 has been released I must say that I like that so much better than either MS or tileworld’s Lynx. Not only because the game and the new features are awesome, but I like the game engine better. I feel like movements are slightly smoother and more fluid. It also feels like the hit-detection on enemies is friendlier than Lynx. So often when playing in tileworld I die while trying to step into a line of enemies or get caught by a monster when I wasn’t expecting it. I often misstep, either moving too far or not enough. If I’m really honest my playing experience with Tileworld’s lynx has been quite frustrating.

     

    Since I started playing CC2 I haven’t found any of these frustrations, at least not nearly to the degree of tileworld. The hit detection is very nice imo, the controls are slightly easier and feel better. I like the ability to reveal walls while passing by them, and the “splash delay” is minimal too. This was another nuisance in Lynx.*

     

    CC2 has its share of glitches too of course; some of which while I haven’t run into yet myself, I would image may be quite frustrating. But so far, nothing I’ve encountered has been as game-breaking as the MS glitches. Overall I really feel the improvements on CC2 far outweigh any negatives verses CC1. So for the most part I’ve stopped playing CC1, though I still play a level or two occasionally, I haven’t deleted the game forever or anything like that. But from now on it’s primarily CC2 for me. And any level sets I make will be for CC2.

    What other people’s thoughts on this?

     

    *this is a side point but that splash delay is weird imo. I recently saw a video of the Amiga version of chips challenge [which in graphical quality looks very similar to the Lynx] there is no splash delay at all!

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    Hi, I guess I'm momentarily back. Recently I was hungry for a new puzzle game and decided to play through CCLP1. I was heavily active in the months before CCLP1, but burnt out too early to really play through it. I beat about 25 levels when the set was released, but quickly lost motivation and quit CC. So this was, for the most part, blind. I played the game on tile world lynx (as opposed to the awful, buggy and somehow popular 5fps port) and beat all but one level in 4 days. This isn't my return to the community, I simply felt like playing CC recently. I feel like I have somewhat of an outsiders perspective and haven't really been influenced by the hype.

     

    The set starts of exactly as you'd expect. However, after the well-picked lesson levels, CCLP1 presents a medley of about 80 levels which were all designed for the level 15 slot. No individual level was actually bad, however by level 100 I noticed that the set I was playing through hadn't reached Tossed Salad difficulty yet. Am I really not trusted to figure out how to dodge the enemies 2 seconds into Starry Night, or experiment on puzzles? I remembered back to the strategic dodging on Digger and Blobdance; the creative puzzles Four Square and Catacombs; and Blobdance and On The Rocks, which dared to be difficult. Due to an excessive focus on beginner-friendliness and "fair" design (can it be beaten it in 1 try), CCLP1 is simply boring. This is not a replacement for CC1.

     

    I understand that this game was targeted at beginners, not me, so please don't get too offended by anything I say. I know I'm being harsh. But this is just how I personally felt about the set.

     

    After the early-game snoozefest, however, the set becomes a lot better, and I enjoyed most of the triple digit levels. If only the set had reached this point sooner, and I see no reason why it didn't, I would've really like it overall. Thief, You've Taken All That Was Me was hands down my favourite level in the set. I guess that shows what kind of a game I was hoping for.

     

    Will I come back for CCLP4? Perhaps. Right now I'm even entertaining the idea of LPing it, but who knows how many times I'll change my mind in the decade before it gets released. One thing's for sure: if I ever play that Chips Challenge set, it's because I want a challenge. Something with a difficulty peak that puts CCLP3 to shame. But that seems unlikely, since certain members of the community will denounce anything that takes them more than one attempt to beat. At the very least, I want that feeling of being stumped by a puzzle. And that feeling of solving it after so much time and thought. I only weakly felt that twice in the four days it took me to finish this set.

  9. CCLXP2. I recently finished playing through this set and to say the least, it was a different experience than back when I let's played the MS version. Not by much, but different enough to call it out.

     

    The CCLXP2 project dates back to as early as late 2011. As we all know, CCLP2 was not crafted with the lynx ruleset in mind, due to the fact people were far more aware of the MS port instead of the original version. Over the years and especially after CCLP3's release, Lynx compatibly became more common of a ruleset, with many more designers crafting levels with both MS and Lynx rulesets in mind, instead of just the former. Because of this, various community members, including myself, took it upon themselves to make CCLP2, Lynx-compatible. For players who prefer the Lynx ruleset over the other to enjoy the first offical level pack (at the time at least). I was once part of this project in its early days, since I am a big fan of CCLP2. But as time went on and going through many hiatus periods, eventually I disbanded from it due to other reasons.

     

    Despite the fact it has been released for quite some time now, I finally found myself to take the time to play through it. I was very tempted to LP this, to go along with my old out-of-date MS run back in 2011 but I decided against it.

     

    As far as feedback goes, I will leave some for any level I found particularly interesting or more of a challenge. This includes the fixed levels and even some where the gameplay was slightly different but was still Lynx-compatible from the start.

     

    Warning, spoilers. (I mean if you never played the original CCLP2 at least?)

     

     

     

     

    --Feedback--

     

    14. The Parallel Port

     

    This was the first level in CCLP2 to use invalid tiles. Originally, every collectable item was under a fake blue wall and the path to the exit included an ice corner, which can't be passed through in Lynx. The fix to this was shifting all items to the upper layer and over some to require close to the same amount of time to obtain as it would in MS. While the level itself wasn't really interesting even in the original, I found it enjoyable to finally play it in Lynx.

     

    15. Debug File

     

    I always choke myself up whenever I go back to watch Rock's run of this level and dying hilariously. This level went under very little fixes actually. Aside from the monsters not being on top of blocks, the way to collect chips was interesting. This was possibly the best (and only) fix for this and it was much appreciated. Got the bold on my first try too, without trying!

     

    17. Double Trouble

     

    The fix to this was simply making it possible to move at the start. Originally, the glider would kill you instantly in Lynx. Not that this mattered because the level was unplayable anyway due to the thin walls being under some fake blue walls and normal walls under chips. I found it a little amusing that the pop-up walls in the fixed version aren't necessary.

     

    19. A Sample of Things to Come

     

    I never was a big fan of this level but the fix to it was pretty simple. I like the new mechanism that replaced the original buried pop-up walls under the red locks at the start.

     

    20. Ranger Denmark

     

    This level was always silly to me, but this version is very obviously different. Such that the fire was replaced by water and most the monsters were swapped with their counterparts. Still was simple as ever to solve though.

     

    21. Block Away!

     

    I hated the original version but this one did it some justice, though not that much. I remember looking at this level upon this project's early days, figuring out what could be done if the wrong red buttons were pressed. That fix was clever, I never thought of it. The fact the blue keys next to the tanks were still there when viewing in the editor was nice to see, though me personally I would have swapped through some keys as to not add some like the lower right did.

     

    Finally, the way to exit. Great change. I disliked the original with traps under locks. Even though I didn't trapped in this run, had I done so I wouldn't have minded as much.

     

    22. How Goes?

     

    Pretty good. (see what I did there?)

     

    I remember this change being brought up and it is indeed a great one. Does not affect MS's solution at all, which was part of the goal whenever possible.

     

    26. Work Fast

     

    Surprisingly, I had a hard time at this one. I was so used to the way monsters moved in MS that it's completely different in Lynx. The glider section below was also a challenge to go through since splash delay is a thing. Overall, I enjoyed it but I probably won't replay it ever.

     

    28. Madness I (LX)

     

    So this was the first level that had to undergo a big change. While it's appearance is quite similar compared to viewing the original, the gameplay is slightly different. Blocks moving against each other while on traps is actually a pretty clever concept and I liked it. I did get killed by the first attempt though, since I didn't pay attention to the display message before.

     

    31. Well of Wishes

     

    While this level was already compatible with Lynx to begin with, I felt the gameplay was different enough to review it - notably, the glider part at the start.

     

    For the longest time, I kept thinking it was possible to go through it the same way in MS but I don't believe it is. Until I realized the flippers can be used to collect those chips. Even though it's possible to do that in MS as well, I never noticed that and I really liked that it was used here.

     

    47. Tele-Rooms

     

    I really found it fun that I was able to obtain all the first chips in the east fireball room without stopping. A lot of levels in this ruleset do this and I found it nice.

     

    The only other difference I found cool was the blobs on ice. The timing to get past them a few times was a good challenge.

     

    48. And Then There Were... Four?

     

    Of course those fire boots are still in the third column.

     

    I liked this fix, I remember it being brought up and it was well-received. Though, I don't think all the other red buttons needed to be there.

     

    59. Lot of Danger

     

    The beginning was much more difficult, since you have no control over the random force floors. I honestly really dislked the paramecium part after this. I felt it could have had more wiggle room and less of a chance of dying by it. Other than that, this level was pretty good.

     

    68. Madness II (LX)

     

    I just realized both Madness levels changed in this set.

     

    Anyway, the only changes were the hidden items and the force floors underwater right at the beginning. Mostly everything else is the same. It was a good level to play again.

     

    70. Killer Spiral

     

    One of the few levels that I actually suggested the fix for (The other being Frost Swirl)! And a different style gameplay, since I couldn't rely on boosting like I could in the original. (Y)

     

    82. The Block Stops Here (LX)

     

    The bomb section at the bottom was a well done fix. It was appreciated that I could actually kill off some of the gliders, if I really needed to.

     

    85. Follow the Glacier Brick Road

     

    It was sad to see the original level's concept go but there was no way to replicate it for Lynx. So arguably this one was a lot, lot easier to solve.

     

    87. The Walker Machine (LX)

     

    An actual level that requires you to erase blue keys? This may be my favorite level in this Lynx version. It was just a ton of fun to play and has so much replay value. I loved it, well done to whoever's idea this was! :)

     

    92. Abandoned Mines

     

    The blob section was a lot more challenging here, since blobs act weird in Lynx. The force floors at the end gave me a headache. That's mostly the animations fault but still it was a pain collecting the chips there. Was still fun to play again regardless.

     

    93. Exit Chip

     

    Okay. This level wasn't nearly as evil as the original. I actually kind of liked it? That's kind of hard to say though!

     

    Thankfully I didn't die by any ball on that ice slide, though I did almost get killed by the block containing suction boots in the NE.

     

    94. Checkerboard II (LX)

     

    A good fix to the level but I didn't enjoy playing it. I found it easier to mess up guiding blocks in this version. I might have been impatient though.

     

    96. Glider and Fire

     

    I remember there being debate on whether this level should stay or be replaced by a mirrored version that I made back when this project was first starting out. I'm honestly a little disappointed the mirrored version didn't get used here, it would have been much easier in my opinion.

     

    Anyway I had to watch Miika's lynx solution to this level to solve this. I especially hated the ending that requires nearly perfect timing to exit or you'd get killed by a glider, which is completely out of your control. I wish some were removed at least but oh well.

     

    In general I can't say I liked it, but it was definitely a challenging level.

     

    99. One-Block Sokoban

     

    Lol I accidentally erased the blue key on the first attempt.

     

    Backtracking to get the green key before pushing the block was not fun. It couldn't be helped though. What could have been helped though was the teleport/splash delay cook at the very very end. That wasn't very nice, Lynx.

     

    105. Yet Another Puzzle (LX)

     

    Still remained just as fun as the original, despite the change. It was a little harder to outrace the glider before getting stuck.

     

    107. Joyride I

     

    I recommended a time limit increment for this level but unfortunately it didn't receive one. So the bold time is 2, which I find funny.

     

    108. Tricks

     

    Block slapping made this level a lot easier.

     

    112. After the Rainstorm (LX)

     

    Even though its not required here, I love the fact the force floor remains in that once called "Ram" section. Nice touch.

     

    113. Oorto Geld II

     

    This is the true definition of a lame sequel. And the walkers didn't do it any better. Did not enjoy this one.

     

    119. Teeth

     

    I never did play the version that required odd step but this was a good level. I appreciate the teeth in NE no longer releases out of it's trap.

     

    120. Frost Rings (LX)

     

    Even though it's concept couldn't be retained, it was still enjoyable. Nothing beats the original though <3

     

    123. BlockSlide

     

    No changes but because slide delay does not exist in Lynx, this level played sooooo much smoother. Loved it.

     

    130. Frozen Birdbath (LX)

     

    I raged on this level in my MS run. I despised the original so much, it's my top least favorite CC level. BUT.

     

    This version did it so much justice. I loved it. Considering to replace my #1 least favorite level now. :)

     

    131. Time Bomb (LX)

     

    I'm surprised this was mirrored and Glider and Fire wasn't. But it makes sense with this level, since the original had fire all over the place.

     

    The level was great. I don't know if it's the same gameplay just mirrored but it seemed harder to me. Great fix (or replacement I guess?).

     

    132. Captured (LX)

     

    This one wasn't as annoying as the original. Quicker to solve as well!

     

    136. Switch Hit

     

    I'm surprised the AVI for this level claims this to be unsolvable in Lynx. It was definitely more interesting here though, it had me stomped on how to exit since the way to in MS couldn't be done.

     

    139. Frostbite (LX)

     

    I found this to be a little more timing based. Enjoyable to play though was never much of a fan of the original.

     

    140. Keep Trying

     

    Moving with random force floors everywhere was more difficult than it should have been. But still fun to play!

     

    143. Trapped

     

    The fact there still resides a bust here makes this level better. <3 Didn't catch it until I completed it the first time, so I went back and executed that bust.

     

    145. Gauntlet

     

    I don't know if it's possible to collect all 15 chips in the teeth corridor, but I didn't chance it. Thankfully the 2 at the end were useful for something! The walker clone machines also acted out with me and caused me to die several times.

     

    146. Run-a-Muck

     

    Hated the original. Hated this version even more. I especially hated that a fireball in the west room goes in the ball/chip room which only made it unnecessarily harder. Sorry.

     

    147. Cloner's Maze

     

    Just because gliders don't die in fire here, I went all out with the cloner and spammed it for a good 30 in-game seconds. Don't do that, it ain't a good idea.

     

    Anyway I had to watch chipster1059's video of solving this in Lynx because I was at a complete loss on some parts. While I'm pretty sure it's possible otherwise, I relied on collisions to collect the yellow key and one of the chips. I hated one collision but loved the other. Thanks chipster for the video assistance! :)

     

    148. Neptune

     

    Liked the fact the traps made getting blocks in those spots for gliders to destroy the bombs much easier. I didn't enjoy this level that much unfortunately.

     

    --Final Review--

     

    Overall, playing this was very interesting and most, if not all, the fixes were excellent. Thank you to those who worked hard on completing this project and I apologize for disbanding in the middle of it. You did CCLP2 some justice with this. I highly recommend playing this, even if you weren't a fan of the original. :)

     

    Rating: 8/10

  10. Over the past couple of weeks, I’ve had the opportunity to playtest the forthcoming CC2 for bugs and other issues before its May 28 release. As part of that, I recorded a blind Let’s Play of the stock game and its 200 levels, which will go live on YouTube starting on release day. What can you expect to see in the game? Here are a few hints…

     

    WARNING: Minor spoilers!

    1. There’s quite a decent difficulty curve and plenty of variety to satisfy players of many tastes, with many levels of different sizes and gameplay styles.
    2. If you’ve played Chuck’s Challenge, it’s worth noting that quite a few of its levels were based on CC2 compositions.
    3. There are at least three levels that reference CC1 in some way. There are also plenty of level titles that would later be used again in custom and official CC1 sets.
    4. A few level titles: CHAMBER BOMB, SMUGGLER, PATTERN BUFFERS, IN THE SLIME, SAUCE FOR THE GOOSE, CHAOSLANDS, IDENTITY CRISIS.
    5. No worries - there aren’t any levels that are quite as long as ON THE ROCKS or PAIN here!
    6. One level is an early version of a level that would later appear in CCLP3. Speaking of CCLP3, some of the late game arguably approaches its difficulty, at least in the early triple-digit range.
    7. You can place doppelganger versions of yourself or Melinda on the map to do your bidding (defined by a red, opaque background), but you can also place multiple copies of yourself or Melinda as well. In the latter case, you’ll have to get everyone to the exit, making for some interesting puzzles that involve switching between characters.
    8. Want all the collectible bonus flags in the game? You may have to wait a while.
    9. The levels were designed before the turn of the century, so if you’re familiar with the level design techniques commonly used back then or in CCLP2, you know what to expect here.
    10. Before it was ever used in “Chance Time!” or anywhere else, the “choose your own adventure” level layout was first introduced in CC2, as shown in the level pictured below.
    11. There’s a level with 207 teeth.
    12. Get ready for a lot of strictly timed levels.
    13. Using other items or enemies to pick up and drop items will really mess with your head.
    14. There’s a level with 900 chips, and yes, they’re all required.
    15. The yellow teleports truly are a precursor to Portal. Not only do you have to think about where to place them, but in some cases, you have to place them in such a way that you can later partial post and pick them up for subsequent uses.

    Q3hzVhx.png

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    Stingshivion304
    Latest Entry

    ITS RELEASED!!!!!!

     

    just in time for the beginning of april hehe . wait read that again

     

    now really, see my message on the description of the download it's pretty important

     

    You can get it under the recent downloads page, or just search for Nomadise Raging. or access it through my profile

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    Ida
    Latest Entry

    With the upcoming CCLP1, I thought it suitable to reminisce over my first experiences of the levels of CC1. Well, this blog post will be too detailed and perhaps boring, but I'm not writing only for you but also for me. And, it will give me material for maaany blog posts...

     

    I've already told you about my first impressions of Lesson 1: sort of dull. But obviously I was intrigued enough to continue.

     

    Lesson 2 meant the first contact with monsters which was a bit scary (remember, my career of playing computer games had virtually no monsters involved. Snake hardly counts as the player controls that monster...) and at first, I didn't understand the rules of bug movements so I didn't quite see that there is only 1 square in the whole level where you have to cross their path. I also remember cooking this level by forgetting to step on the dirt before trying to push the second block...

     

    Lesson 3 seemed so advanced compared to the first two levels. Actually, I never thought of the Lesson levels as tutorials but they were real levels to me. I don't know when I learnt that there was a difference between Ice and FF's, but it wasn't from this level. In this level, they work pretty similarly. I must soon have noticed that the ice goes both ways and FF's only in their direction, but there was really an 'aha'-moment when I learnt that FF's can be overriden while ice cannot.

     

    Lesson 4 - oh, I liked this level. This is probably where I begun to really like this game. Obvious fails in this level: the hot block (though I think I was warned about it, but of course had to try for myself), and stepping on the green button on the way to an open door and thus closing it again *facepalm

     

    Why is there a flareon smiley? :flareon: (looking for facepalm-smiley)

     

    Lesson 5 - now this was long my favourite level! Well, maybe not soooo long time but until I advanced to more challenging levels. I really didn't understand what the bear traps were or what they did, but I just tried stepping on the buttons which of course worked, after all, it is a lesson level. And I was so proud when figuring out on my own how to stop the fire balls from cloning! I played this level again and again and tried to improve my time.

     

    Lesson 6 was boring. They could have made more of that level. No need to have a whole level just to explain the invisible and fake walls. Plus, I only went to the left side so never had to encounter the appearing walls.

     

    Lesson 7. Well, I certainly didn't learn from this level where the teleports take you. It was only some ten years later when I started designing levels that I learnt about the reverse reading order and all that, back then I thought that the designer designated a destination for them. Of course, I stepped on the thief carrying both boots, who didn't make that mistake? So that was a good lesson.

     

    Lesson 8 - I actually beat this level at first try and was very proud of it. My friend must have explained to me, or if I read it in the help file, how the frogs move.

     

    Finally, Nuts and Bolts! I ctually think the FF section was the hardest to execute. I remember cooking the block section a couple of times, and of course dying a few times later on, and so having to play the FF section many times. Oh, the ice section. I could do that in my sleep. When playing this level after several years of playing only other levels, it's still there in the muscle memory. RDLULDRULD2RDLULU. You should try it. Next section - a bit cheeky that you close the first door if you don't step on the button twice. Also, the very first time I got this far, I was of course killed by the fire ball on the ice. I love sokobans so the bomb section was my favourite, and I remember being stumped for a while in the very last room with the beartrap and fireball.

     

    Now, I've been writing for too long. It's teatime and then bedtime. Over and out.

  11. Alright, so, I know it's been nearly eleven months since I posted the first and *only* entry in my blog. That was probably for the blog award, right? Yeah, sort of. I never really had anything to write about other than CC1 experiences when I was younger, and that's the first thing that came to my mind when I wrote that first entry last March. So, I said I would continue this blog, so... I'm gonna continue it all these months later!

     

    So, what's there to write about? One of my favorite things that I remember from playing the original Chip's Challenge in MSCC on a Windows 98 OS was probably.. well, the levels I admired the most. I never had a level editor at that time, as I didn't even know they existed and thought that the 149 levels at my disposal (in which I accidentally discovered the ctrl+k shortcut, and that's how I had access to all the levels..) were the only ones ever made for that game.. I was wrong! At this time, CCLP2 had been out for a good four and something years, and I never found out about it until around the time of CCLP3's release. Wow, I sure did miss a lot when I lost access to CC for a good 3 to 4 years, between 2007 and 2010-2011.

     

    My favorite two levels in CC1 at that time were probably ALL FULL and ICEHOUSE. ICEHOUSE is definitely on that list, as I dedicated some of my time to drawing maps of the ice corner ring structure that the majority of that level is made of. I liked racing and racing-type video games when I played CC back then, and ICEHOUSE was a great way to implement the fun of racing with the monsters sliding around in the circular pattern on Icehouse. I had a lot of fun on that level.

     

    ALL FULL was namely for design, as that's why I enjoyed it the most. I loved the upper section that was full of chips - when looted, I felt like I had accomplished something by gathering all of those collectible chips. The force floor ring and fire section in the southeast was also a signature location in that level for me, as it attracted my attention as I experimented with it from time to time. All in all, it was just a fun, nice-looking enjoyable and comfortable level that I could play almost endlessly (before going back to Icehouse) without ever knowing that the C/B glitch had any effect.. I didn't know what it was, of course.

     

    Honorable mentions must go to UP THE BLOCK, as it puzzled me as to how to get the gliders exactly down in the bombs - of course I knew how, but at first I couldn't grasp the concept. Once I got to the lower sections, the open areas felt like a nice touch as I could practically free-roam through the two or three rooms that those areas provide. The level itself when I play it or think about it instantly makes me feel some nostalgia, although not as much as I used to experience. I definitely felt the same way about FOUR PLEX, as it was probably my third or fourth favorite level in the set. I loved the aesthetics of the water and fire in some areas, and it presented a nice challenge (the glider room, specifically). Overall, I love the design of the level and hopefully I can revisit it one day whether it be in the CC1 level or a recreation that I might make of it that the original level itself inspired me to make. Overall, both of these levels deserve the mention and are for sure in my top 5 CC1 levels, if I have a list.. of top 5 CC1 levels.

     

    Other than that, there are definitely a few more experiences from the past that I could dream up and remember, but for now, that's all I mainly wanted to get out of my head and express. Hopefully it doesn't take me another ten to eleven months to post another blog entry, but I don't know. Hopefully my CC interest rises as it's been in a state of decline lately as I've had a large lack of level ideas for my second ZK3 levelset. Anyways, that's all for now. Stay tuned for (hopefully) another entry in three or so years!

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    blog-0553348001372539959.jpgAfter yesterday's stream of Giraffe set, discussing with other players and reading your thoughts on what I've already played, I feel that I have to write this. I've pointed out issues in the stream itself, but with 3 watchers, I was not expecting a miracle, also given the fact that they're in the CCLP1 staff so they probably already have some form of consciousness about the whole thing as well.

     

    First point and most important point to make, if you had to read and remember only one thing about that whole charade, that would be it. We're making a community pack, so everything should be in there. Someone's favourite level isn't necessarily a best fit for CCLP1, and so far that's what I've noticed with you guys. I feel too many levels are currently victim of their "hit or miss" factor, making them absurdly low in the rankings just because they don't happen to be of the right type...

     

    So, liking a level doesn't mean it fits in the mould, and disliking it doesn't mean it doesn't. Before going ape about a level (because you don't like the type or you haven't gotten the gimmick), you might want to stop and understand its purpose, and analyse what it could bring to CCLP1. I've seen way too much negative things about pearls, just because it doesn't suit one's particular taste. Also, dying in a level shouldn't make the rating go down. Dying has to be expected, and who wouldn't die while playing the original 149? I dare say no one. So we could probably do with a little more thinking and a little less selfishness, perhaps, maybe, question mark?

     

    As part of the staff, I'm going to tell you right now that our first priority in building this set will always be variety. Again, we're making a community pack. As veterans, we probably all hate playing a long and basic maze. But truth is, we still need some of those. Why? Try playing 100 itemswappers in a row, and as you blaze through, just realize how your mood would wear off. Yeah, exactly, the magic slowly dies and the whole thing gets heavier and heavier. This is why we certainly don't want to go "this-level-is-the-best-let's-have-149-copies-of-it-into-the-product". But wait, more than that : we have some of those mazes in the voting, and they're pretty darn gosh good! So why voting them down just because we don't like playing them?! That feels so selfish to me... What I like to do when playing a level is comparing it to the best levels I know of this particular type. If it's a dodging level (and you know I love them dodging levels), I'll ask myself if it's the best we could do for CCLP1 in terms of dodging. Same goes with every other type.

     

    How about I give you some personal favourites now? These are some levels that in my opinion are worthy of CCLP1, from what I've played so far (which is not a lot). They're not all there, some I've loved a lot as well, but here's at least some thoughts about some particular levels I've enjoyed a lot :

     

    -- From Giraffe

     

    Sleeping Dragon : Amazing concept, I haven't seen enough levels where you have to drain the exit path. The only thing I had against that one is the partial post trick involving the blocks, which makes me place that in late game situation.

    Cross Over : A very creative maze, not much else to say. Very well crafted.

    A (Mostly) Simple Maze : When I finished this, I stopped and thought "what did I just play?!" We need something like that in the early game, and I love the fact that you can solve it 358 different ways.

    Finding : It felt like one of those Hidden Danger ones, where you just keep on rambling everywhere not exactly understanding what's going on and eventually find yourself collecting everything. Pretty great.

     

    -- From Cardboard

     

    Blobs on a Plane : Was it to be expected from rockdet or anything?! Despite dying quite a lot when I played it (which isn't a bad thing), it was exciting and deserves a spot in the major league for me.

    Courtyard : I never praised this level enough, everything about it screams win.

     

    -- From Flouncy

     

    Balls. : This level reminded me of Four Square, it really made me smile a lot.

    Secret Passages : An amazing level, a maze without feeling like a maze. I'd be clearer with the chip hint thing, but nonetheless a fantastic composition.

     

     

    This is rockdet signing out, keep up the good voting job folks!

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    Mazes are level genres that truly have been overlooked during CCLP2 and CCLP3 voting. There are about nine in CCLP2, and CCLP3 only has four (though, depending on your interpretation of what a maze is, these numbers could be slightly greater or fewer). How many did CC1 have? Around 23. The distaste in mazes can be attributed to the fact that they don’t offer much optimization potential, and many of them are just plain monotonous. Look at CC1 and some of its most despised levels. Rink, Doublemaze, and Stripes? are all mazes. Levels like Scavenger Hunt, Chipmine, and Now You See It aren’t too exciting either. On the other hand, mazes are excellent for beginners because failure will rarely occur. Time is the only enemy. I compiled a list of what I consider 10 well-designed mazes that I would like to see in CCLP1.

     

    A-Maze-Ing

    Ida4.ccl #11

    Remember playing Strange Maze and feeling that great sense of triumph after collecting all the chips and being able to bust open all the chip sockets? This level extends such a concept throughout the whole level, though in four separate quadrants. However, the keys that are just out of reach truly make this level interesting, and would make a wonderful level early in the set.

     

    Chip Be Steady

    CCLP1Submissions-KTNUSA #17

    J.B. has praised this level in the past, and although I initially thought this level was nothing special, I am starting to agree with him. The “avoid the toggle button maze” is a concept that has been around for ages, but this level truly perfects it. It has the best aesthetics of levels I’ve seen of this type, and the actual maze is confined to a space small enough as to not make the level tedious.

     

    Choices, Choices

    pieguy1.dat #11

    This choice may surprise many of you. Pieguy isn’t exactly known for his beginner-friendly levels. This level is seemingly complex, however, one must realize that all sixteen combinations that the player chooses in this level are solvable. This, while additionally being extremely impressive conceptually, adds a ton of replay value for the player. Plus, it’d be neat to have a computer generated level in an official CCLP.

     

    Elemental Park

    ajmiam-the-other-100-tiles #13

    The four element maze is a concept explored quite often, and Elemental Park is probably the only one that has done it right. Eight chips per element, and no unintended shortcuts to be found. That teleport is an excellent touch as well.

     

    Invisibility Cloak

    Markus_CCLP1 #38

    Here’s a word of advice – avoid invisible walls as much as possible. Blue walls and hidden walls are more reasonable, as their true identity is revealed after a simple touch. Invisible walls are often abused to hell, sometimes filling up entire levels (cough cough Stripes?), but this levels confines its invisible wall usage to a 9x9 space, and uses normal walls to guide the player. It is amazing how the addition of the invisible walls actually make the level more intriguing.

     

    Fiery Fogstorm

    JCCLP #48

    Here is yet another acceptable use of invisible walls. Their usage, along with the usage of the fire, makes this level quite appealing to look at. While the force floor navigation could possibly be tricky for beginners, this level is wonderfully straightforward but its design choices elevate it above other mazes.

     

    Frozen Labyrinth

    JCCLP #37

    Everyone knows that I am in love with this level, so there is no real need to go into detail. Just the sheer concept of this level is brilliant and nothing in the level is arbitrary. The fact that the thin walls and ice can combine to form a straightforward maze is incredible.

     

    Slide Labyrinth

    GAP’sSub.ccl #24

    Very few levels seem to have a large open space with rooms arbitrarily scattered. I think it creates a unique atmosphere. Ice mazes are too often made to span the entire 32x32 map. This level cuts the ice maze in half and adds in some neat pink ball dodging rooms. Play it yourself; it’s really fun to navigate. My only qualm is the short time limit, which can easily be changed.

     

    Tunnel Clearance

    TS0 #11

    Yes, this is my own level, but it is one that I am very proud of. It is a maze concept that to my knowledge had not been used before, coupled with symmetry and some cool aesthetics, this one belongs in CCLP1.

     

    Whirlpool

    JBLP1 #82

    This level is quite beautiful, and uses blue walls in a wall that is sensible, i.e. not filling the entire level with them. A beginner may easily get lost, but we need higher difficulty mazes in the set too ;)

  12. AdrenalinDragon
    Latest Entry

    Well, the CC Zone arcade is almost half a month old already, and it's pretty fascinating to have that included in CC Zone. More people are signing up just for the arcade alone, and that's a good thing, There is a problem though. These arcade games are pretty big in size. One of the staff on my board provider Invision warned me that the reason the upgrade failed the first time was because I ran out of space! The solution was to upgrade my hosting packaging but the trouble is the costs will go up and I'm barely getting through monthly on this due to current unemployment. Nevertheless, I also have trouble with games that don't install the first time like Pac-Man for example. I currently have the most arcade awards out of everyone, but my high scores are getting beaten every day, which is a bummer.

     

    Overall, I've been wanting to have the arcade since the beginning of CC Zone, but thanks to newer technology implementation, it's now all possible to do. (Y)

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