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  1. Today
  2. CC1-MS #23 (BLOBNET): 431 (+2, b-5) #120 (ALPHABET SOUP): [949] (+2, b) #126 (BLOCK N ROLL): 439 (+1, b-4) #143 (STRIPES?): [858] (+1, b) 5,977,200 111+18 bolds CCLP2-MS #127 (Escape from Chipkatraz): 113 (+1, b) 6,037,720 104 bolds CCLP3-MS #143 (Same Game): 749 (b) CCLP3-Lynx #143 (Same Game): 751 (+3, b) 6,066,880 99+0 bolds
  3. Yesterday
  4. The Chips wiki is now at https://wiki.bitbusters.club/, and you should be able to see an image of the level on any level page you go to.
  5. I have gone to the old Chip's Challenge wiki site (which is no longer used) for the original CC1 maps, but I am unable to find them. Where can I go to find the maps of the original Chip's Challenge game?
  6. CC1: #23 (BLOBNET): 426 (b-10) #29 (ARCTICFLOW): 302 #48 (MUGGER SQUARE): 277 #119 (SLIDE STEP): 210 #133 (BLOBDANCE): [800] (b-149)
  7. C1059-CC2 has been updated, with a total of 235 levels. The new levels are 221, 222, 225 to 228, 233, 242. Most of the other changes involve fixing busts discovered during CC2LP1 voting. There are still other busts that haven't been fixed yet; these will most likely come in the next update. Please let me know if any of the levels mentioned here remain busted though.
  8. Last week
  9. Its been a bit since the last create contest we had and the community has been having some discussions lately and felt another one was in order and it ended up coming to me to host it. As the community (or at least the Discord server) seemed to want a CC2 based contest that's what I'm going with (CC1 levels are fine so long as they're ported, have a clear goal, and match the theme). Which brings us to this month's theme, a telephone game style level. You create a small level (no larger than 15x15, doesn't have to be square however, and wiring can be outside the area if needed), and then repeat it but change a small detail, and then you repeat that copy and make another small change. The idea is that overtime it goes from one small level to another entirely in gradual steps, or it starts as a simple idea that's built upon each time until it turns into a full blown level at the end, or something else entirely, it's up to you! Specifically you can rotate the area, mirror it, change where you enter and exit, and even have it so that you need to bring in something from previous areas, just so long as there's not too many changes in one step. Finally is that the level doesn't need to be beatable, just have a clear goal (you can use a hint tile), and most importantly, be a new level created for this contest. However seeing as we're already a third of the way through this month it would be cruel to have the deadline be the end of this month, instead the end date for level submission is December 8th, Sunday. This should give plenty of time for people to work on making quality telephone levels. Levels can be submitted to my Discord (A Sickly Silver Moon#4836) or DMd to me here on CCZone. I look forward to the levels people create for this! tl;dr guidelines: 1. New level created for this contest. 2. Small area (no larger than 15x15), that's repeated over the entire level with a small change each time. 3. Doesn't need to be solvable, just have a clear goal (and a way to get to the next area each time) 4. Deadline of 11:59PM December 8th. 5. Submit to me privately. 6. Thanks to CV (Craig) for the original idea that I altered slightly for this contest.
  10. CC1 MS IMPROVEMENTS 89: 389 (+16) 120: [949] (+[2]) 127: 453 (+1) 146: 707 (+2) 147 [963] (+[47]) New total: 5 977 060 CCLP3 MS IMPROVEMENTS 4: 245 (+1) 5: 390 (+34) 15: 193 (+9) 16: 254 (+2) 18: 345 (+3) 31: 211 (+1) 53: 309 (+1) 56: 317 (+11) 60: 252 (+105) 138: 139 (+1) New total: 6 079 600 CCLP4 MS 26: 250 27: 399 28: 403 29: 309 30: 61 31: 392 32: 311 33: 215 34: 177 35: 356 36: 459 37: 380 38: 196 39: 436 40: 130
  11. CC1: #41 (I.C. YOU): 172 #76 (FOUR PLEX): 416 #78 (FORCE SQUARE): 480 #81 (WRITERS BLOCK): [516] #83 (UP THE BLOCK): 298 #89 (BLOCK BUSTER): 400 (b-2) #134 (PAIN): [218] #137 (GOLDKEY): 392 #148 (MIND BLOCK): [629]
  12. Earlier
  13. Only explanation for that is witchcraft- Melinda is a witch and puts anti-shock spells on Chip before each level that has live wires. Would you want to see a Witch's hat item in CC3, that when collected by Melinda lets her possess creatures and take control over how they move?
  14. CC1: #72 (REVERSE ALLEY): [961] #124 (FIRETRAP): 667
  15. Oh fuck, right now? (except not a crappy youtube upload)
  16. 1. To get the game to recognize the pack, you need to extract the zip in the game's directory. You can either go there directly (for me it's .../Program Files (x86)/Steam/steamapps/common/Chip's Challenge 2/data/games/) or right click the game in your Steam library -> Properties... -> "Local Files" tab -> "Browse local files...", then go to the data folder, then the games folder. There, make sure the files are all contained in one folder, like how the Chip's Challenge 2 main game files are all in their own folder. For example, if you're downloading the Jazz pack, then you'd put the extracted files in .../Chip's Challenge 2/data/games/Jazz/, with no subfolders in that Jazz folder. 2. In the game itself, go to Level Set -> Play, and the set should appear on the list in the window that pops up. This process should work for both randomized and derandomized packs (and for the most part, custom sets in general).
  17. Orange buttons connect to the nearest flame jet in terms of Manhattan/taxicab distance (minimum number of squares you'd have to walk through to reach the flame jet from the button without teleports, ice, etc.). If multiple flame jets are the same distance away, the search starts with the right-most square, then goes counterclockwise. However, there is a glitch where orange buttons won't connect to flame jets that are "too far away": see this report.
  18. How do I actually play these packs so I can vote on them?
  19. CC1: #144 (FIREFLIES): [832]
  20. CC1: #37 (SEEING STARS): 597 #54 (GRAIL): 326 #63 (BLOCK FACTORY): 477 #100 (COLONY): [911] Top 20 in bold count!
  21. CC1 MS IMPROVEMENTS 132: 683 (+7) New total: 5 976 870 CCLP3 MS IMPROVEMENTS 2: 342 (+1) 4: 244 (+4) 5: 356 (+82) 8: 111 (+2) 13: 107 (+10) 18: 342 (+40) 31: 210 (+1) 49: 306 (+2) 53: 308 (+19) 75: 314 (+1) 84: 345 (+8) 93: 39 (+1) 96: 515 (+1) 138: 138 (+4) New total: 6 077 920 CCLP4 MS 11: 347 12: 226 13: 211 14: 334 15: 260 16: 280 17: 251 18: 221 19: 187 20: 317 21: 303 22: 238 23: 349 24: 379 25: 407
  22. CCLP1 (MS) 026: 174 (+1, b+1) [Trafalgar Square] 6,006,050 (149 bolds)
  23. CC1: #110 (CHILLER): 276 #127 (SKELZIE): 453 (b-1) #147 (FORCE FIELD): [970]
  24. No, he wasn't allowed to bring a hacksaw. Why doesn't Chip get an electric shock when he stands on an active wire?
  25. CC1: #22 (FORCED ENTRY): 293 #61 (RINK): [950]
  26. Spinach is Popeye's trademark, and Chuck was unable to get permission from Popeye to feature spinach in CC. If Chip is such a nerd, he wouldn't need to collect all chips to open the end-of-level socket, wouldn't he just be able to hack it open?
  27. CC1: #136 (DOUBLEMAZE): [917] (b-9)
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