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Showing content with the highest reputation since 03/19/2019 in Posts

  1. 5 points
    sorry everyone but i accidentally deleted tile world
  2. 4 points
    Speaking of raising the bar, that was quite a find you made recently! I do have hopes to give CCLP1+4 a go some day, but I have a couple of other projects I want to be finished (or at least reasonably finished) first. You're the second person to ask me about SuperCC. I haven't checked it out, but based on the description it seems similar to the tool I use. Went ahead and joined Discord. And, um... cclp3 #71 (How to Get Around in Venice): 431 (+25, b+1) 6093980
  3. 3 points
    It makes me happy to see you're still here from time to time, raising the bar for the rest of us to aspire to reach. Do you have any plans to look at CCLP1 or CCLP4 ever? (CCLP1 in particular would probably take you no time at all to blaze through.) Have you checked out Markus' SuperCC optimization tool; if so how does it compare to your own programs that you no doubt have made? Is there any chance of you ever gracing us with your presence in the Discord server? Hopefully your life is going well; when you achieve world domination please treat us kindly
  4. 2 points
    CCLP3 MS #71 (How to Get Around in Venice): 429 (+23, b+23) 6,070,020 - 113 b
  5. 2 points
    Thanks so much, guys! Thanks to your help, I got to download CCLP 3, 4, and 1!
  6. 2 points
    CCLP1 (MS) 047: [956] (+1, b) [Bacorn, Away!] 130: [873] (+2, bc) [Dynamite] 6,006,010 (149 bolds) It happened.
  7. 2 points
    CCLP1 MS #47 (Bombs Away): [956] (+1, bc)
  8. 1 point
    CCLP3 Lynx: #36 (Zelgon's Lair): 215 (+2, b) #38 (Wireframe): 308 (+3, b) #42 (Every Trick in the Book): 407 (+3, b+1) #44 (Tiny Spirals): 217 (+2, b) #46 (Get a Clue): 275 (+1, b) #47 (Flame Thrower): 370 (+1, b) #50 (Once Upon a Troubadour): 159 (+9, b) Bolds: 47
  9. 1 point
    CCLP3 Lynx: #10 (Annoying Wall): 85 (+8, b) #17 (Lot in Life): 95 (+5, b) #34 (Motion Blur): 861 (+1, b+1)
  10. 1 point
    CCLP3 (Lynx) 072: 126 (+5, b+2) [Fireball Tourism] CCLP3 (MS)072: 126 (+1, b+1) [Fireball Tourism]6,052,830 (112 bolds)
  11. 1 point
    CCLP3-Lynx #71 (How to Get Around in Venice): 418 (+24, b+24) 6,066,270 100 bolds
  12. 1 point
    CCLP3 (MS) 071: 430 (+24, b+1) [How To Glide Around in Venice] (joint bold with James and Shane) 6,050,150 (109 bolds) Freezer and CCLP2 cleanup next. edit 4/10 8:21 PM EST CCLP3 (MS) 099: 326 (+120, b) [Freezer] 6,051,350 (110 bolds)
  13. 1 point
    CCLP3 (MS) Level 71 (How to Get Around in Venice) - 430 (+24)(b+1) - Joint bold with James and Jeffrey. Total Score: 6,085,650 CCLP4 (MS) Level 62 (Block Unpuzzle) - 355 (+26)(b-1) Level 133 (Monochrome) - 634 (+23)(b) Total Score: 6,103,540
  14. 1 point
    #71 (Venice): 430 (+1, b+1, joint bold with IHNN/Hornlitz) 6,070,030 - 113 b
  15. 1 point
    CC1 (MS) #103 (MEMORY): 488 (b) CC1 (Lynx) #12 (HUNT): 269 (b) #17 (NICE DAY): 82 (b) #21 (ICEBERG): 115 (b) #49 (PROBLEMS): 161 (b) #51 (I SLIDE): 649 (b) #52 (THE LAST LAUGH): 381 (b,p+0.15) #66 (VICTIM): 291 (b) #83 (UP THE BLOCK): 297 (b) #84 (WARS): 579 (b) #95 (FOUR SQUARE): 333 (b) #97 (METASTABLE TO CHAOS): 290 (b) #105 (SHORT CIRCUIT): 254 (b) CC1 (Steam) #4 (LESSON 4): 116 (b) #5 (LESSON 5): 84 (b) #6 (LESSON 6): 93 (b) #7 (LESSON 7): 135 (b) #8 (LESSON 8): 96 (b) #10 (BRUSHFIRE): 51 (b) #11 (LESSON 1): 204 (b) #12 (HUNT): 269 (b) #13 (SOUTHPOLE): [0] (b) #16 (CELLBLOCKED): [0] (b) #17 (NICE DAY): 82 (b) #21 (ICEBERG): 116 (b) #31 (KNOT): 3 (b) #33 (ON THE ROCKS): [0] (b) #39 (GLUT): 17 (b) #49 (PROBLEMS): 161 (b) #51 (I SLIDE): 649 (b) #52 (THE LAST LAUGH): 381 (b) #59 (HIDDEN DANGER): 366 (b) #60 (SCOUNDREL): 288 (b) #61 (RINK): [0] (b) #62 (SLO MO): 282 (b) #66 (VICTIM): 291 (b) #81 (WRITERS BLOCK): [0] (b) #83 (UP THE BLOCK): 297 (b) #84 (WARS): 579 (b) #87 (CITYBLOCK): [0] (b) #94 (NOW YOU SEE IT): [0] (b) #95 (FOUR SQUARE): 334 (b) #97 (METASTABLE TO CHAOS): 290 (b) #100 (COLONY): [0] (b) #105 (SHORT CIRCUIT): 254 (b) #106 (KABLAM): [0] (b) #109 (TORTURECHAMBER): 130 (b) #111 (TIME LAPSE): [0] (b) #112 (FORTUNE FAVORS THE) [0] (b) #115 (OVERSEA DELIVERY): [0] (b) #117 (THE MARSH): [0] (b) #120 (ALPHABET SOUP): [0] (b) #121 (PERFECT MATCH): [0] (b) #125 (MIXED NUTS): [0] (b) #127 (SKELZIE): 442 (b) #129 (LOBSTER TRAP): 287 (bc) #130 (ICE CUBE): [0] (b) #133 (BLOBDANCE): [0] (b) #134 (PAIN): [0] (b) #136 (DOUBLEMAZE): [0] (b) #139 (YORKHOUSE): [0] (b) #141 (UNDERGROUND): [0] (b) #142 (PENTAGRAM): [0] (b) #143 (STRIPES?): [0] (b) #144 (FIREFLIES): [0] (b) #147 (FORCE FIELD): [0] (b) #148 (MIND BLOCK): [0] (b) CCLP4 (MS) #139 (UNRAVEL): [977] (b, bold to public tws) Is this what they call spring cleaning? 68 bolds, 54 cc1 steam bolds, 12 cc1 lynx bolds, 1 cc1 ms bold, 1 cclp4 bold, 1 steam bold confirm.
  16. 1 point
    CCLP2 (MS) 098: 38 (+1, b) [I'm Going Insane In A Hospital Let Me Out Before I Go LOOPy] 068: 277 (+31, b) [My Life Is Going To Be Madness, Too, So I'm Scoring This Now] 6,047,650 (144 bolds) Do you like how 144 b isn't even top 10?
  17. 1 point
    CCLP3 MS #123 (type level name here): 737 (+419, b-2) #125 (Water Trap): 667 (+367, b+1) 6,069,780 - 112 b
  18. 1 point
    CCLP1 MS #66 (Klausswergner): 291 (+1, b+1)
  19. 1 point
    Hi all! Walls of CCLP1 has received a couple of updates since the previous post. Most of the changes are very minor, but some may break existing solutions: Predetermination Time!: changed blocking blocks to toggle walls. Petrichor: added “corner signature” to reference original level by Miika. Feat After Feat: removed monsters, thin walls, and chip from boot room. Red, Black and Blue: removed two blue keys and replaced one with socket. Fource Square: replaced one clone machine in itemswapper room with socket. Three Boot Night: changed one water tile at bottom to recessed wall. Incendiary Cocktail: removed one pair of fire boots from opening room. Crystallic Fusion Dormancy: changed walker near starting spot to glider. Drawn and Quartered and Quartered: replaced one red key with red door. Between the Lines: replaced all appearing walls with invisible walls. Hazy Cosmic Jive: moved ball at (10, 26) down one space and adjusted orientation. Exploding Hot Sauce: added fire tile in NE corner to prevent bust. Hot Button Issue: replaced clone machine with red door. Schrodinger's Hedge Maze: swapped hint with chip in lower right corner. Yesterday Once More: moved hint and added additional chip in recessed wall room. Something Old, Something New: replaced all appearing walls on right side with invisible walls. Happy chipping!
  20. 1 point
    I agree with that. Sometimes, bonus flags don't add much to the overall gameplay experience and/or the level would be better off without them. Like in H2O's level, the flags aren't bad, but they don't add much either. But you say that you experimented with them, and honestly, it would have been really interesting to see how the level would have turned out with them, even if it broke CC1 compatibility. Making a level compatible with all three rulesets is really hard, especially if tanks are involved. I vaguely remember some CC1 tank levels that had an elaborate off-screen mechanism to ensure that the tanks moved the exact same way in Lynx and MS. Sadly, such a mechanism here would have required expanding the map for the CC2 version, which wasn't an option. Regarding Jeffrey's commments, aesthetics can be really difficult to handle. If you can make a fun level that looks good, that's great. But sometimes, making the level look good gets in the way of fun, and I'm afraid the unranked entry is a prime example of this. Not sure why I didn't mention those monsters on walls, though. I used to have something written about them in an earlier draft, but for some reason I edited it out. In the end, most of them are nice (the red teeth is especially clever), but the blue teeth is quite annoying because of the custom walls that were added to keep it contained. Which brings us to: Yes, that would probably be a great idea. In CC1, it's mostly straightforward, keep the walls and remove everything else. But CC2 adds so many types of walls, which makes things much more complicated and not everyone will agree. For example, walls of "Globs", do you keep those pink walls or just those four "regular" walls? And if you end up keeping only the pink walls, could you add some "regular" walls elsewhere? If there were clearer rules, this would have solved the issues I mentioned for three of the five entries. Also, regarding Tyler's entry...honestly, I don't know how things would have turned out if it weren't for that bust. I remember some entries in past contents that lost partly because of such busts, which can be pretty annoying since the level is otherwise very fun. Here, it probably would have been ranked at least 2nd, but I don't know if I would have given it 1st. It's all speculation
  21. 1 point
  22. 1 point
    CC1 (MS) #12 (HUNT): 270 (b) #25 (BLINK): 435 (b) #44 (REFRACTION): 146 (b) #125 (MIXED NUTS): [830] (b) #127 (SKELZIE): 454 (+1,b) CC1 (Lynx) #40 (FLOORGASBORG): 192 (b) CC1 (Steam) #57 (STRANGE MAZE): 228 (b) CCLP1 (MS) #11 (BASKETBALL): 226 (b) CCLP1 (Lynx) #6 (WHEN INSECTS ATTACK): 186 (b) CCLP2 (MS) #20 (RANGER DENMARK): 293 (b) #71 (MADS’ RUSH II): 26 (b) CCLP2 (Lynx) #20 (RANGER DENMARK *): 292 (b, p+0.2) CCLP3 (MS) #22 (DAMP): 110 (b) CCLP3 (Lynx) #32 (PEARL DIVING): 157 (b) CCLP4 (MS) #19 (CONSERVATION OF KEYS): 187 (b) CCLP4 (Lynx) #1 (MOLECULE): 163 (b) CC2 #164 (CROSS-CIRCUIT): 13 (b) 82130 (b) 5 CC1 bolds, 1 CC1 lynx bold, 1 CC1 steam bold, 1 CCLP1 ms bold, 1 CCLP1 lynx bold, 2 CCLP2 bolds, 1 CCLXP2 bold, 1 CCLP3 MS bold, 1 CCLP3 Lynx bold, 1 CCLP4 MS bold, 1 CCLP4 Lynx bold, 1 CC2 bold. 17 bolds on report Reason for reporting: Top 5 CC1 bold count and finally getting hunt bold
  23. 1 point
    CCLP3-Lynx #76 (Complex): 500 (+22, b+6) 6,065,730 97 bolds
  24. 1 point
    Tyler "The Dictator" Sontag: chip mcchip on dirt Tyler "The Dictator" Sontag: Tyler "The Dictator" Sontag: exposed Cowman_133: CHIP MCCHIP IS NOT A CARPET Tyler "The Dictator" Sontag: have you asked him? Indyindeed: chip is a monster in lynx Indyindeed: F#CK YOU Flareon350: :chip: Cowman_133: > LYNX Cowman_133: imagine caring about lynx Flareon350: oh Indyindeed: lynx is the reason invalid tiles are invalid Indyindeed: f#ck you Flareon350: emote fail Flareon350: Cowman_133: they're invalid because they are dumber than dumbeye468 Indyindeed: nop [...] Tyler "The Dictator" Sontag: anyway it still is my firm belief that chip mcchip is a carpet
  25. 1 point
    CCLP4 (MS) Level 83 (Frozen Over) - 463 (+15)(b+6) - Joint Bold with Jeffrey. Level 84 (Forsythia) - 397 (b) Level 138 (Zipper) - 470 (+22)(b) Total Score: 6,103,050
  26. 1 point
    As always, thanks so much for the feedback, mmoraleta! I've posted a minor 1.0.1 update to Walls of CCLP1 that makes the following changes, all of which are reflected throughout all three versions of the set. Additionally, the set is now available at pieguy's site! Feel free to use the scoreboards there if you'd like to report your times in MS. Enjoy playing! Blade Mountain: removed socket from middle of first walker room. Drawn and Quartered and Quartered: increased time limit by 10 seconds. Snowball Park: reworded and moved hint. Spaced Out: increased time limit by 40 seconds. The Most Interesting Block in the World: increased time limit by 20 seconds. Open Water Diving Certification: decreased time limit by 30 seconds. Every Bomb Has a Silver Lining: increased time limit by 30 seconds. Something Old, Something New: increased time limit by 30 seconds. Unsquare Dance: removed three red doors, reworded hint, and replaced recessed wall with gravel.
  27. 1 point
    cclp2: #149 (Key Color 2.0): 424 (+16) 6051140