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
Okay, so for the last few days y'all have been making me look bad because, oh wait, I HAVE A LIFE. Well, a job anyway.
Chip's Challenge 2 is pretty fun so far, but I'm only about a third through so we'll see.
I would imagine that the call for new level packs will come in time. Some of you have already finished all 200 levels. WHAT IS WRONG WITH YOU?
I really hope we see some way to import levels into the editor, or make complete level packs in another tool.
In the meantime, th
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!
There’s quite a decent difficulty curve and plenty of variety to satisfy players of many tastes, with many levels of different
Now You See It: J.B. said this would would be really hellish in Lynx, so after making a notated map I attempted it there first. Took 3 tries, then 1 to match the 906 in MS. The map I used replaced all wall/floor equivalents with wall and floor tiles, then marked the path to the exit with dirt. Paths to chips had gravel, dead ends were marked with a single trap at the entrance. I also had recessed walls for the fork to take second, but these were obsoleted by the dirt/gravel notation.
I'm leaving. Yep, I'll be gone. As in, I won't be here. If you see someone here on CC Zone or elsewhere in the Chipverse, it won't be me. I'm totally out of here.
Well, for a time. Recent events and developments in my real life are not allowing me to use as much time as I'd like for Chip's Challenge, and I only see this problem increasing soon. However, there are positive things hiding here. First off, I will be back! I love this game and community, and maybe in a year, maybe in t
A few months ago, I played the CCLXP2 Beta and filmed myself as I did. I am currently uploading these videos on Youtube, with a few comments on each level. However, since then, I have replayed some of the levels, and here is a more up to date opinion on the various levels.
I liked most of the adaptations. Most of the time, they were done well. I did not notice the changes unless I paid specific attention to them. There are a few levels, like Frost Rings LX and Frostbite LX, which don't
Shortly after I finished playing CCLP3, I started calling for CCLP4. Larry, in his infinite wisdom, said (and I'm paraphrasing) "Slow down there, young Newly! You don't wanna go off half-cocked."
In the intervening years we got a very nice set put together (CCLP1), and it resolved the "we must do SOMETHING" feeling inside me. However....
Now we are at a bit of a crossroads. It takes at least a year to make a set. We went four years between CCLP3 and CCLP1. That is the outside limit
After a long break, I started working on CC1 bold-scoring again.
Corridor: Ended up taking a few tries from minor input mistakes, even though I remembered the route completely after watching it once.
Reverse Alley: I expected to have a lot of difficulty remembering where the waits were and which column to run down, so I noted a number from 1-4 for how close to the outer edge of the spiral I needed to run, and a paired number for how long of a wait was required. I lost my place in the list
February 9, 2002.
Many CC veterans and long-time community members will recognize the significance of this date. It was the release day of CCLP2. Excitement pierced the online air. After years of playing and optimizing CC1 and being disappointed with the lack of release for CC2, the CC community finally had something different and official to get behind. New levels! New challenges! New records to set! It was all so fresh, teeming with possibilities to be explored. After the set was released,
Alright, so...this is going to be a long post, covering everything I've done with CCLP1 so far. That said, I've done a bit more with CC1 and even scored 47 bolds in CCLP2 while simply playing through it, so the overall counts are hugely inflated since last time. Be very aware, wall of text incoming.
Skelzie: Due to not having access to MSCC without huge input lag (for now, I have a couple potential workarounds), I simply learned and executed the 453 route. Didn't take too long, the r
CCLP1 is old news. A cry goes out in the night: What next?!! It's good for us as a community to produce something together. Granted, it is not easy to work together, but so far the sets that have resulted from community collaboration have been well worth the effort. So what is the next project we should embark on together? Below are a few options.
So this project is nearing its end, as the release date has been announced as August 9th. Fortunately, there are still things you ca
What? Retrospective? But the set hasn't even been out 2 weeks! Well, I think it's worth putting down my initial thoughts on the set, partly due to the way I experienced it. Some of you may know that I played through the entire set in one sitting, in a blind race. I had not played any of the levels in the voting packs (though I had played through some of the levels from their original set, though I only remembered about 4 in any detail, and certainly not enough to remember the exact solution),
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
Even more bolds!
I Slide: Fairly simple-there's more than enough time on the long ice slides to remember/reference a set of notes, resulting in a fairly easy bold.
Traffic Cop: Another very easy bold to obtain, a nice breather level among breather levels. As a kid I never though to bridge across water with a block...
Grail: Another really fun level to play, despite the heavy randomness of the start. Didn't take too long to pull off.
Potpourri: The wiki hyped up the ice section to be really
Shortly after Chip's Challenge Level Pack 3 was released three years ago, I promised to write a review of the collection of 149 custom levels. As the next such set is upon us, I thought it is finally time to make good on that promise. I'll try to recall my initial feelings for the set, as well as how it felt going back to the levels and optimizing them. I have a few comments on what I think are great aspects of the set, and a couple about its shortcomings. I have to admit that I am a bit biased
Its the best way to make leves, you all know it. You begin with a big fire and throw random objects in until your inspiration falls out the buttom, when all your other ideas are all gone. As i write I am going thru this very method - not only from fire but the surrounding world, the Tv I watch, the music i listen to - it's not difficult unless you make it. My current levelset is at 11levels and I will release sooner- not later.
It is a great honor to participate in the Cclp4 design process a
Another week, another TON of bolds scored. Quick summary:
Mishmesh: for a 3 star difficulty this one was on the harder side for me. Eventually I made a map with all walls and floor displayed as such, with recessed walls to show which way to go second, traps showing dead ends and even a red key/lock for the one area on the top where the recessed wall method wouldn't work. Took about 45 minutes to score.
Knot: Piece of cake, got this 2nd or 3rd try due to some boosting mishaps.
It's been nearly a month since my last entry here, due to a couple things. The first and most obvious from looking around the site is that I released my levelset, Ultimate Chip 2 (those curious can go get it from the downloads section) yesterday night. I've spent a while working on this, so I haven't really been working on optimizing these levels. The less obvious reason is that I was optimizing my entry for this month's Time Trial competition-I can't say what times I got yet, but I can say t