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UC6 Design Thoughts - Part 4

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

Ihavenoname248

Ihavenoname248

 

UC6 Design Thoughts - Part 3

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

Ihavenoname248

Ihavenoname248

 

UC6 Design Thoughts - Part 2

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

Ihavenoname248

Ihavenoname248

 

UC6 Design Thoughts - Part 1

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

Ihavenoname248

Ihavenoname248

 

Behind the Reports: Musings on 500 MS Bolds

I'm still letting that sink in. 500 is such a small, unassuming number as a number. It's a fairly short period of time in seconds, being just over 8 minutes. You can't do very much in 8 minutes.   You can do a lot in 8 minutes (complete all but 5 or 6 official CC levels). It's an incredibly long time to have to make 0 mistakes during (Warehouse II, Cityblock). And when taken one item at a time, 500 is a veritable mountain. I'm not done optimizing, nor am I done with any of these scores (ok maa

Ihavenoname248

Ihavenoname248

 

Hunting for Bolds [7/FINAL]

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.   Skipped

Ihavenoname248

Ihavenoname248

 

Hunting for Bolds [6]

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

Ihavenoname248

Ihavenoname248

 

Hunting for Bolds [5]

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

Ihavenoname248

Ihavenoname248

 

CCLP1 Retrospective

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.[1] 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),

Ihavenoname248

Ihavenoname248

 

Hunting for Bolds [4]

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

Ihavenoname248

Ihavenoname248

 

Hunting for Bolds [3]

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. Scavenger H

Ihavenoname248

Ihavenoname248

 

Hunting for Bolds [2]

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

Ihavenoname248

Ihavenoname248

 

Hunting for Bolds [1]

I'm probably going to be blogging a lot, since I have a lot to say that I don't think is worth making a new thread. Anyway, today I started going for bold times seriously, for the first time...ever. Even as a kid though I did some optimizations, I found the faster path to Southpole, got a 50 on Brushfire and a couple other things. Well, today I started in on CC1 proper, trying to go in order and get as many bolds as I could. I didn't get as far as I would have liked, mostly because boosting well

Ihavenoname248

Ihavenoname248

 

This is my story. (CC origin stuff)

This is going to be a looooong blog post.   I first played Chip's Challenge way back in 1998, when I was 3 or 4 years old. My mom and I were able to beat most of the levels, and managed to get all the way to and through Special, albeit by skipping a few levels. I remember we never beat Cake Walk, Mind Block, Mix Up, Mixed Nuts, Totally Unfair, Stripes?, The Last Laugh, Eeny Meeny Miney Moe and Icedeath. There were probably other levels we had to skip that I can't remember, but we had fun playi

Ihavenoname248

Ihavenoname248

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