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
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,
Welcome to a very different blog post - at least for this blog. I'm going to take a break from soapboxing about level design, CCLP1 voting, and the like to take a trip back in time to when I first designed levels so you could get a glimpse into my terrible level design sensibilities when I was a kid. Unfortunately, these levels are pretty much entirely gone, unless I one day stumble upon some sort of backup floppy disk that had some of them on it - or something like that. If that ever happens, r
Once upon a time, there was a period in which Chip’s Challenge levels were fairly manageable. As I mentioned in my very first blog post on here, one of the first CC level sets I ever downloaded was just called “LEVELS01.dat” and contained the levels that would eventually grow to become CatatonicP1. There was also a set called “New Levels.dat” that had an unsolvable first level and an open melee level called “Guard Dogs” that involved teeth, which later inspired me to create my own version of the
(This blog post is the second in a three-part series. For the first part, click here.)
Several years ago, I came across another tile-based puzzle game online that was similar in appearance to Chip’s Challenge. It was called Escape. The objective, quite simply, was to escape out the exit door while navigating any obstacles in one’s way. Sound simple? The game was devilishly difficult. Thousands of levels created by scores of designers have been uploaded online from within the game. What ultim
There's a thread on this forum dedicated to what we as Chip's Challenge players called certain game elements when we were younger that really intrigued me upon first glance. Some of the names given to the various monsters have been quite funny. (For instance, I didn't know that thieves have been called both "firemen" and "policemen"!) But I feel like another one should be made about the misconceptions we had concerning certain game behaviors when we first started playing. Wouldn't that be intere
If you saw my post a few months ago in the "Ten Levels You'd Love to See in CCLP1" thread, then you'll recognize some of these levels. But then I had a thought: why not add ten more and post a blog entry about it before voting started? It never hurts to take a break from talking only about level designing! It's not my "top 20" in any way, but these are all levels I'd absolutely love to see in CCLP1 that haven't been in the spotlight or mentioned much - made by 20 different designers - along wit
It all started on a lonely day at work. I was finishing up one of my internships during college and was taking a break, planning out a list of levels I had intended to include in my set. The CCLP3 submission deadline was approaching. I figured submitting a set with a nice, round number of 100 levels seemed like the proper thing to do - after all, one of my favorite sets, DanielB1, had that amount! And as I was nearing 100, I began thinking of a level I was hoping to place as #39 or so in my futu
One of the most memorable experiences I had while playing the original Chip's Challenge as a kid was journeying through the epic campaign level that was Four Plex. There really wasn't a level that preceded it that was in any way so diverse while being so lengthy and linear. The first room was a challenge to navigate out of. You remember it, right? There were the twisty ice paths, all the items to collect, and blue walls to uncover. And to add to the challenge, there were even a few pop-up walls!
Welcome to J.B.'s Level Design Musings!
I've thought about starting this blog for quite some time, but I haven't really set out to commit to do so until tonight. So, here it is. Basically, I wanted to provide fellow Chipsters with a place where we could talk about the merits of quality level design, what level design preferences have looked like in this past in our community, and where things appear to be going in the future. I certainly don't consider myself to be the ultimate level design