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quiznos00

CC3 Wishlist

Chip's Challenge 3 is apparently happening eventually. Here are some improvements from CC2 that I would like to see.

Need-to-haves:
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 irrelevant tools technically do the job but they are unsightly and don't convey their intent as well as a dedicated tile would.
Native support for zero-directional blocks. This is the most commonly used "hacked" tile and is a logical extension of the other directional blocks.
Wiring on a separate layer. Wiring in CC2 is powerful, but still held back by their restriction to being placed on just floor and steel walls. The ideal solution is to combine the best of CC1's connection system and CC2's wiring system and allow wires to exist on a dedicated layer. Visibility while playing a level could be toggled by a key and they could appear as a transparent overlay. This would also fix the oddity of pink and black buttons not appearing when hide logic is on.
More consistent monster behavior. Bugs and rovers should not avoid canopies. Fireballs and ghosts with flippers should not avoid turtles. Rovers with fire boots should not avoid fire.
Support for bowling balls starting on clone machines. The ghost setup takes up an absurd amount of space for such a simple result.
Allow blocked green teleports to be skipped over.
Support for lowercase letters.
Give teeth monsters north-facing tile, and give blue teeth the same number of animation frames as red teeth.
Automatic recording while playing a level, like Tile World's. This should be easy to apply to normal play since it already exists in the editor.
Higher res graphics, 64x64? No 3D graphics like Puzzle Studio or Chuck's Challenge please
Extra green chip/bomb tiles.
More diverse sound effects. CC2 has fewer sound effects than the original Lynx game despite the wealth of new elements.

Important bug fixes:
Disallow hooks from attempting to pull monsters.
Disallow the player from being able to slap monsters.
If blocks can be pushed consecutively on floor, allow them to be pushed consecutively on force floors.
Trap logic fix, including multiple trap button problems and the issues with wired traps
Consistent snatching and hook block slapping behavior (i.e. not monster order related)
Flame jet max distance fix
The two disappearing Chip glitches and the Waterbirth glitch
Thin wall on closed side of railroad should not have any effect except when the RR sign is equipped
Allow player to step off force floor if they start the level on them
Allow key inventory to exceed 255.

Want-to-have fun stuff:
Allow blocks to be pushed at 2x speed when Chip has speed boots.
Make blocks have no effect on recessed walls. This would revert their behavior back to CC1. Ice blocks and directional blocks would still be able to be pushed on them, and turtles could still retain the CC2 "flicking" behavior.
More thin tiles: walls are the only tiles to have thin versions of them even though other tiles could be adapted to this concept. Puzzle Studio has thin toggle walls. Thin gravel, thin force floors, thin recessed walls, etc. have potential.
Lasers: Puzzle Studio and Escape have these. A beam it shot in one (or more) directions until stopped by a wall and other elements like blocks and perhaps monsters. Chip dies when hit by the beam. Maybe a beam receiver that converts the beam to an electrical current.
Reflectors: Chuck's Challenge has these, though they apply to the spitter enemy. Pushable block that reflects bowling balls and lasers 90 degrees. Could be rotated with train tracks.
Logic gate enhancements: Add NOR and XNOR gate for completeness. Add diodes which allow current in only one direction, the ability to specify a delay in frames from 1-10, which will make synchronizing circuits easier and remove the need for chained OR gates (Circuit City contains an example of long OR gate chains)
"Frictionless" blocks (don't have a better name): Copy of the yellow blocks from Escape. These are blocks, once pushed in some direction, that continue on a straight path until they hit an obstacle. Think of tanks but pushable in any direction by Chip.
Score gate: Exists in Challengo, essentially a socket that the player can open if they have enough points but will deduct from their score.
 

quiznos00

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 ;)

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