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Showing content with the highest reputation since 01/02/2012 in File Comments

  1. 4 points
    Well, well, well. Zane Kuecks has outdone himself yet again! Continuing from the success of the highly acclaimed ZK3, Zane Kuecks delivers us a colossal new release, dethroning the mighty Jacques.dat from its title of the largest level set ever made. However, unlike Jacques.dat (sorry, Jacques!), this set delivers quality level after quality level. Seriously, this is like Pit of 100 Tiles combined with JBLP1, multiplied over by 200 (in terms of both quality AND quantity). This set took me about three years to complete, but trust me, all that time spent playing was well worth it. It gave me so much more insight into the human psyche that even the greatest works of literature and film could not provide. So I commend Zane for crafting this brilliant work of art. My rating: 4/5 7/10
  2. 4 points
    Recipe for making a great set of levels: 1) have a sharp young mind 2) expose it to a cool game like Chip's Challenge 3) play the game a lot 4) make some levels 5) destroy all the levels created so far 6) play the game a lot and climb up the score boards 7) make more levels and release them 8) submit yourself to all forms of critique on the levels 9) organize a community effort to create a cool set (like CCLP3) 10) make more levels and reuse old ones to create a set of levels that you are happy with If you would like to try a set that is created using this recipe, download this set and enjoy. If not, CC is not the game for you.
  3. 2 points
    How do you top yourself after having 32 levels inducted into an official set? Andrew M. (known as “ajmiam” here on CCZone) took the level design world by storm when he released his debut levelset, Pit of 100 Tiles. Originally conceived as a 200-level set, Andrew decided to cut it in half so that a full set could be released in time for CCLP1 submissions, but that didn’t stop him from releasing an early version of the set’s successor, The Other 100 Tiles, with 13 levels, 4 of which were voted into CCLP1. Now, TO100T is finally complete at a full 100 levels. Is it a worthy follow-up? In a word, yes. It’s quite apparent that a lot of intentionality went into producing both sets, which are ultimately designed to be two halves of one product. The second half is exactly what it’s supposed to be: a notch up in difficulty and complexity. And yet the friendly nature of the first set is retained here. Perhaps the most noteworthy aspect of the relationship between the two sets is Andrew’s choice to reference some of the first 100 levels throughout these 100 levels by building sequels or “harder takes” on concepts explored there while not going too far. An example: immediately, the challenge kicks off with the aptly named A (Slightly) More Complicated Maze, which abandons its predecessor’s open-ended solution with multiple routes to the exit in favor of a more twisty labyrinth where collecting everything is required, yet how one could go about doing so was still open-ended. The set continues with a few introductory levels. Most of them don’t feel nearly as instructive as Po100T’s, but in many respects, this is for the best, as TO100T is supposed to be for seasoned players. It doesn’t take long before the difficulty really ratchets up, with the lengthy maze Elemental Park (also in CCLP1) occupying the 15th slot. Throughout the journey, we encounter new twists on familiar ideas (Repair the Maze, Build-a-Bridge Workshop, and yes - Automatic (Caution) Doors), but Andrew mostly steers the proceedings into entirely new territory, with levels involving inventive monster manipulation, maze, and navigation challenges. By the time it ends, we feel like we've explored a huge breadth of new ideas. Many of these new ideas are not so much new as much as subtler revisits to familiar territory that have rarely or never been attempted, yet they comprise the standout compositions in the set: Encased in Carbonite, which uses elements from the CCLP1 levels Alternate Universe and Frozen in Time for something incredibly original; Pneumatic Diversity Vents, an Automatic (Caution) Doors-style challenge where the method of navigation around the little challenges scattered around the map also functions as a challenge in its own right; Platforming?!, which places the player into a 2-D, “gravity”-filled set of pathways to “jump” through; The Whole World’s Sitting on a Ticking Bomb, where Chip must race against an internal clock of bombs shaped like (what else?) a bomb; and the unforgettable Jigsee and Jigsaw, in which the former levels is cut into 3x3 pieces and jumbled together to form the latter level. And these are just a handful of the best levels - I could write several pages on my favorites, but I’ll stop here. The only two criticisms of this set that I could possibly offer are purely subjective and a matter of personal taste - a testament to this set’s wide accessibility (despite its increased difficulty). First, TO100T doesn’t quite seem to achieve its predecessor’s amazing balance between providing both excellent gameplay and compelling aesthetics. But this is understandable and only a very minor qualm. As Andrew himself has even stated in the past, this set is meant to be more “experimental” than its predecessor. Perhaps the easier difficulty and simplicity of Po100T provided more of a reason to build levels around aesthetic concepts, as the gameplay had to be kept simple and familiar while giving the levels something with which they could stand out. But here, the levels are all about the ideas, and rightfully so - and the focus has to be on developing them so they could work properly and still be approachable for the vast majority of players. The upside to all of this is that the levels almost entirely avoid throwing in tons and tons of extra clutter in attempts to make the design more interesting, which seems to be a new trend in level design these days. And there are still some wonderful aesthetic-centric levels, such as Excavating the Flooded Chipmine, which feels like an excellent marriage between Po100T’s Mining for Gold Keys and The Shifting Maze. Second, the final string of levels, with some of the most difficult challenges among the two sets, can be a bit hit-or-miss. Levels like Brutal, which feature a tough ball-dodging section, thankfully allow the player to tackle their tough bits early, but others, like Falling Up the Steps, are a bit long in the tooth and require a tad much in both precision and brainpower. But these levels are the exception rather than the rule. I absolutely enjoyed playing through The Other 100 Tiles, and I hope to see many of these levels in a future official set. (That, and a compilation with the originally planned 200 levels, perhaps reordered, would be amazing!) (9 out of 10)
  4. 2 points
    I give this set a 420/420. Good job, Zane!
  5. 2 points
    I am shocked at the number of positive reviews of this level set. Frankly, this set sucks. Here are my thoughts on some of the levels, given with the dim hope that maybe these will push the creator of this set towards better design techniques: #1 - Seriously, you couldn't do better than that? You couldn't even have Chip FACING TOWARDS THE EXIT? Sheesh. #12 - what is with all this empty space? You expect me to walk around all that? #34 - Don't you know that level 34 is ALWAYS supposed to be a cypher level? Hmm? #1002 - Man. I don't even have the words to describe how bad this level is. #3776 - Ah, this level is the one bright spot in this set of terrible levels. The only level that gets even a two-star rating from me. It's the one level that gives me a dim hope that this designer may improve. Maybe. #4092 - This level needs gliders. Seriously. #4998 - I thought this level would be the worst in the set. Until I got to the last one. #5000 - Is this level even possible? I spend an hour wandering around, looking for the exit. I didn't bother to open it up in an editor, because by this time I was just sick of the whole set. Overall rating: -1/10.
  6. 2 points
    I have already mentioned this in the CCLP4 submissions thread, where I fully expect a level from any other set to get nowhere close to the final product, that this set is truly a masterstoke of creative genius. The flair, the passion, and the artistry of each and every carefully crafted level is a sight to behold. I even believe that the contents of this set break down the boundaries of everything we have yet created as a community, and truly transcend the title of mere "levels". Anyone, whether they have played CC or even any computer game before, should play this set. I believe it has the power to pacify all war, bring an end to famine and disease, alleviate world hunger, the growing energy crisis and international debt, and to that end, I nominate Zane Kuecks for the 2014 Nobel Prize in Peace, Physics, Medicine, Literature, and Economics. A Chemistry Prize is also on the cards if the theory that this levelset can safely dispose of radioactive and pharmaceutical waste is proven correct (as I'm sure it will be). I award this levelset a new rating, Zane/10, as any other number simply does not do it justice. From this moment on, the number "Zane" will replace "infinity" as the highest numerical limit, that which the rest of us can aim towards, and if we're lucky, approach, but never actually reach.
  7. 1 point
    10/10 got revenged would revenge again
  8. 1 point
    After completing this set I want to say it is now one of my favorite level sets I have ever played. in my opinion the difficulty compared to the original CCLP2 is a little bit easier since I am not a huge fan of invalid tiles. 2 levels I can think of are Frozen Birdbath LX (130) and Frostbite (139), those levels made the original fully invalid tile levels a lot more clearer. Some of the harder levels in this level set could be Glider and Fire (96) since the gliders do NOT burn in lynx, nevertheless a good challenge. I especially had a lot of trouble in the notorious Cloner's Maze (147), particularly getting the yellow key. Thanks to rubenspanns for helping me on that level. Zatarcla (135) is severely busted due to flicking the hot block right next to the exit, still as always I like to do it the intended way. Thankfully, there aren't too many frustrating levels in the set but the one that really made me angry was Run-A-Muck (146). That fireball where the 6 chips doesn't make that room any easier and the different tooth monster mechanics to enter the fireball room guarding the trap button is challenging too. Overall very good level set along with the MS version of CCLP2 with a twist of difficulty that kind of intervene with each other.
  9. 1 point
    The first level includes a lot of button connections, but is unfortunately very short. Nothing much happens, I would have preferred it if it had been longer. The second level, however, is much more interesting. Hiding objects under bombs is very creative.
  10. 1 point
    Unarguably the greatest set ever made. My favorite level is 5656...oh wait, did you guys not know about the ? My lips are sealed! :x
  11. 1 point
    A very nice preview. My favorite was #3. #5 is going to be too tricky for me, I get too worked up when monsters move in and out like that.
  12. 1 point
    This is CC at its best!
  13. 1 point
  14. 1 point
    not a review "for this I request that the current version of ccl1 be recalled and removed from all websites and the levels voted on such that these levels can be factored into redecision and recreation of cclp1. Thank you and enjoy the levels." happy april fool's
  15. 1 point
    This isn't a review, but I would like to ask a question to clarify one thing. You state to message someone known as "be" to notify them of a designer that has quit level making and thus being added to the dedication list for this set. I do not know of anyone who goes by "be". Could you elaborate on this "be" user? Thank you.
  16. 1 point
    I really liked this set and must confess to playing through it way too quickly. The focus is on monster dodging without needing quick reflexes, and on puzzles that are not overly intricate but still satisfying. The set is full with clever approaches to design concepts without resorting to levels that are full of every type of puzzle at once. I found the difficulty curve satisfying, and the action levels at every decade to be nice refreshments. The time limits were not strict, and there was an unusual amount of untimed levels as well, so it's nice to see a different take on time limits from a designer. The set was great for casual play. It had virtually no hidden information; the randomness was very tolerable and used well; and intricate boosting was never a requirement. Most of the levels also should work quite well for optimizing as well (which is hard to judge without actually trying). Here are some of my personal level highlights: #29 (Mining for Gold Keys) - I really liked working this level out. There were several places where I really needed to stop and think which way to enter an area, and which blocks could be saved, and in all cases enough information was visible without it being too obvious. And the use of space and tight corridors, obviously with the gravel, has a very cave-like feel to it. #32 (Combinations) & #38 (Keyrithmetic) - Enjoyed these puzzles very much. If they get into some CCLP, optimizing will be quite the task :-) #46 (Teamwork) - Something about the aesthetics to this level just works. Having the walkers available does make the level a bit too easy, so I felt there was potential for a bit more. Even so, the level was quite recommendable. #64 (64 Cell) - Why do I like this? I don't know. I just got stuck for close to two hours playing through it until I had a decent route. Why? I don't know. A big plus is not ever being able to cook the level (well almost, I did push the block against a wall once). Was hoping to see another entry in the series at #81, but I guess that will have to wait for your next set perhaps? #82 (Automatic (Caution) Doors) - I loved this level! It's perfect! If I hadn't died once quite early, I might have solved it on my first attempt. That felt great! It combines having to move quickly in places while having as much time as needed to stop and think as well. The concept was executed admirably and the end result is exceptional! The only minus I can think of is to maybe rethink the name since the parentheses look odd. #83 (Chip Compactor) - There were several levels with interesting tank arrangements and interactions, which culminate in this original take on tank dodging. I was quite scared heading for the exit, feeling that the tanks will turn too soon and I don't know exaclty where to go, but had to trust that there would be enough time and I did make it! #88 (Outwit) - Wonderful name for a surprisingly nice teeth dodging level. Though it obviously took several attempts, I was never frustrated because I could choose a different area to start in if one direction started feeling stale. I always enjoy levels that are modular in this way. There were several fun levels that I didn't mention here, so I thoroughly enjoyed myself playing this set. Thanks! Five stars from me, and am waiting for your next set!
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