AXIS - Centennium 2 - J. B. Lewis
(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
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 mor
I'm sorry everyone, but I don't think I can handle being here (at least in Discord) for a while. For too long I've put up an "internet tough guy" act, especially in Non-CC chatrooms, and I can't take that anymore. I'm going through what's probably the roughest time in my life right now and these are the things that explain why. My hope is that a few years down the road, these things can be forgotten (or better yet, perhaps they already have), and I'll be able to move on in my life.
It's a ver
Ah, summer. Our weekends are packed. Last weekend was a Saturday mountain climbing adventure + a Sunday Father's Day celebration. This weekend is a massively compressed trip to Alaska to tour Denali National Park and go whitewater rafting. Next weekend is a 4-day trip to Indiana. And so forth.
The Unity project has not been forgotten. On the contrary almost every free moment during my weekday evenings has been going into designing and building the class infrastructure which will either make o
So, I hadn't meant to let it slip quite yet that I'm in the early stages of working on a CC-like game which will eventually (hopefully on the scale of a few months) become an open source community project. I mean, we're talking very early stages. So far I can read in CC1 levelsets and convert them into an in-memory format. And there's a sweet random number generator. That's not much. That being said, however, I've spent thousands of hours working on stuff like this (Puzzle Studio in particular),
Chip's Challenge 3 is apparently happening eventually. Here are some improvements from CC2 that I would like to see.
A sand tile. This would block monsters and blocks but allow Chip and Melinda (with hiking boots?) to cross. There is no tile with these properties in CC2 while even Chuck's Challenge has one. Using fake green walls as a block blocker is awkward.
A no-drop tile. An overlay tile that prevents boots from being dropped on it. Blank no signs and no signs with ir
A level I made primarily for the "whaaaaaaaaat?" factor. It looks ridiculous at first glance, and then you realize the monsters are circling invisible walls and it's just a small maze. Even if I'd wanted to make it much bigger, I couldn't have, since you can only have 127 moving monsters in a level in MS mode, and the level currently contains 112.
"Goin' For a Walk"
This is basically the obligatory walker level of the set, made at JB's
Just an idea I had for a block-extracting level themed around using explosives (and drills...or something...whatever the keys represent...) to break apart a giant boulder. I meant for there to be just enough blocks, but it turned out that you could save an extra one if you were really careful near the start, which is fine by me since it doesn't change too much. Also, I just couldn't resist hiding the exit under a block with the theme of the level being what it was.
(CCLP4 Level 22?!?!)
The idea was to make a level where thieves are helpful sometimes and harmful other times. That's about it. I guess some of the monsters are kind of interesting to dodge, like maybe the bugs near the top-left, since this somehow got into CCLP4. And it's not like we were reaching deep down to fill a slot--this was just a few places outside of the Top 149 in voting! It's an OK level, but it's messy and all over the place and I didn't rea
There has always been this huge chip on my shoulder for many years, so I have decided to come clean about what truly happened during the time of CCLP1 voting to everyone. This is not easy and I don't expect people will forgive me, but it's going to explain why I have stayed away from the CC community for a very long time since CCLP1 was released. I don't know how many people outside of the CCLP1 staff know, but I felt enough time has passed to get it out.
Back in 2013, during CCLP1 voting,
SET/RESET: The outer four buttons can be 'set' independently, and the middle button resets them all.
SEPARATE ON/OFF: A simpler version of SET/RESET. Basically like a toggle switch except the on and off functions are separated.
MULTI-TOGGLE: You can add more branches as needed. Each press of the button moves the toggle to the next state.
EDGE TRIGGERS: The STEP ON trigger fires a 1-tick pulse on tick t+1 after the button is pressed. The STEP OFF trigger fires a 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
Another day, another 15 levels worth of thoughts.
31. Blocks Aren't Us
I remember I was just toying around with bridging levels and hit on the teleport arrangement in the southern room, and how just those teleports would allow access to an entire room of water. From there, I decided to make a symmetric minimalist bridging level, because it's a rarely done genre. Bridging levels are really hard to keep from being tedious, and I figured that 4 distinct approaches/minor deviations from full wa
Onwards to the second quarter!
16. Arctic Antics
I've noticed there are a lot of horizontally designed levels compared to the amount of vertically structured levels, which is interesting. Specifically, mazes often seem to have more horizontal paths with vertical connectors compared to vertical hallways with horizontal doors- not counting curvy paths. It's a strange observation to make, and this level was designed in response to that observation. It's "only" a maze with a blue wall/blue lock
Yep, it's that time again, where a designer puts some record of their thoughts about their levels for everyone else to read. Today I'm going to be talking about Ultimate Chip 6, which contains 60 levels and will probably not be updated for quite a while to come. So let's dive right in!
1. Welcome to the 21st Century
This was one of the first levels I put together after the time trial designs, and the goal was to craft a simple itemswapper with a very sprawling feeling to it. Does it feel li
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
Now, on to the levels themselves!
"A (Slightly) More Complicated Maze"
(CCLP1 Level 87!)
I 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:
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 bon
Today's levelset review is of the custom CC2 levelset "Centennium II" (v 0.1.0) by J. B. Lewis.
The set contains 10 levels, and was released about a year and a half prior to this review. I gather this is a back burner project, but I do hope it someday contains 100 levels as its predecessor does. The levels vary widely in theme and concept, however they are all clearly "CC2" levels in that they all appear to be heavily inspired by the possibilities opened up by the new elements.
As with p
Today's levelset review is of the custom CC2 levelset "Explorer's Delight 1.2" by H2O.
The set contains 6 levels. As the name suggests, the levelset features very large, sprawling levels where exploration is as much a part of the gameplay as the puzzle solving.
The full video of my playthrough can be found at the following link:
Overall, I have mixed feelings about this levelset.
1) I absolutely love the idea of focusing on exploration. When I think about what it
So after almost a year of relative absence from the game, I'm back! I'm between jobs right now, and the Seattle weather is nothing but rainy, so what better opportunity could I expect to dedicate some time to Chip's Challenge 2?
I spent the last week or so dedicating myself to a complete Let's Play and levelset review of "Nanamin's Challenge 1.0" which was released by Nanamin on February 25th this year. I picked a brand new set by a designer I know nothing about for a couple reasons. First,
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
The atmosphere and name of this level is meant to evoke an underground pipe maze from the Super Mario Bros. series, and I'm quite pleased with how it turns out. There are a few places where you have to push a block and not follow it, but I always allow the player to look ahead and see that. The hint is meant to remind you that there's a water tile at the end of the slide leading out of the southmost section; I probably could have worded it better.
I didn't notice until
"Follow the Leader"
This is inspired by Socialist Action from CC1, which includes a line of bugs marching around a bank of invisible walls. I'd also seen similar concepts in a few custom sets, where you had to join a line of monsters that are walking a path through a maze of invisible walls. Follow them exactly, or you'll fall behind and get run over. My one complaint with many of those levels was that the monsters tended to be placed unreasonably close together, so one or two mistake
Just finished voting on CCLP4. And by "finished" I mean finished with the first round. I intend to go back and update.
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