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Showing content with the highest reputation since 03/21/2017 in all areas

  1. 4 points
    Announcing CC Creator Public Beta! The editor is finally sufficiently done for a public beta release! Get it here: http://www.pillowpc2001.net/CCCreator. (Thanks to Mike for hosting it!)
  2. 3 points
    Hey everyone. Remember me? Maybe, maybe not. My last visit was in 2016. The year 2017 was, honestly, quite a mess. It had its share of good things and bad things, but let's not go into the details. A few months after I left, I found myself missing CC. Josh's email about CCLP4 rather made me want to come back. Looking back on it, I don't know why I didn't. Sure, life WAS busy, but surely I could have just stopped by? Ah well. As my former girlfriend said, "regret is pointless. But the future is something we can change." So I'm back. Real life still IS busy, so I probably won't be as active as I used to. No more LPs. But I DO plan to check out CCLP4, and some custom sets, and keep expanding C1059-CC2. Also, I wish to apologize to some people here. When I logged in today, I realized that I had a few PMs. I THOUGHT I had enabled email notifications, but apparently I didn't, leaving these people without a reply. Also, I wish to apologize for being somewhat of a jerk to Josh, Cyberdog, Michael, Zane, Alice, and other members I'm not thinking about at the moment. I'm sorry. I'll try to improve. Also, Happy New Year everyone
  3. 3 points
    MS scores for Ryan Feenstra CC1 (5938480) 1: 83 2: 90 3: 89 4: 116 5: 85 6: 94 7: 138 8: 96 9: 304 10: 51 11: 190 12: 263 13: 0 14: 188 15: 76 16: 0 17: 83 18: 553 19: 140 20: 340 21: 118 22: 266 23: 199 24: 376 25: 324 26: 243 27: 143 28: 212 29: 281 30: 273 31: 6 32: 324 33: 0 34: 297 35: 530 36: 226 37: 534 38: 435 39: 17 40: 191 41: 149 42: 187 43: 118 44: 116 45: 292 46: 218 47: 182 48: 265 49: 157 50: 299 51: 528 52: 376 53: 478 54: 309 55: 64 56: 144 57: 203 58: 502 59: 368 60: 288 61: 0 62: 282 63: 472 64: 381 65: 290 66: 292 67: 387 68: 367 69: 222 70: 132 71: 314 72: 0 73: 422 74: 350 75: 479 76: 353 77: 481 78: 467 79: 199 80: 630 81: 0 82: 961 83: 287 84: 580 85: 185 86: 381 87: 0 88: 314 89: 313 90: 303 91: 363 92: 423 93: 466 94: 0 95: 335 96: 300 97: 290 98: 325 99: 377 100: 0 101: 222 102: 177 103: 430 104: 184 105: 202 106: 0 107: 246 108: 254 109: 130 110: 230 111: 0 112: 0 113: 440 114: 172 115: 0 116: 603 117: 0 118: 260 119: 191 120: 0 121: 0 122: 255 123: 257 124: 630 125: 0 126: 188 127: 423 128: 300 129: 286 130: 0 131: 14 132: 559 133: 0 134: 0 135: 293 136: 0 137: 377 138: 130 139: 0 140: 230 141: 0 142: 0 143: 0 144: 0 145: 0 146: 525 147: 0 148: 0 149: 950 CCLP2 (5976630) 1: 347 2: 242 3: 103 4: 237 5: 375 6: 163 7: 248 8: 293 9: 197 10: 363 11: 372 12: 311 13: 341 14: 247 15: 233 16: 234 17: 247 18: 202 19: 276 20: 293 21: 234 22: 14 23: 243 24: 294 25: 200 26: 120 27: 265 28: 244 29: 163 30: 239 31: 335 32: 343 33: 71 34: 347 35: 424 36: 423 37: 290 38: 11 39: 221 40: 238 41: 195 42: 205 43: 15 44: 201 45: 126 46: 37 47: 173 48: 115 49: 27 50: 388 51: 371 52: 272 53: 56 54: 281 55: 69 56: 231 57: 236 58: 300 59: 306 60: 553 61: 348 62: 227 63: 91 64: 162 65: 33 66: 225 67: 233 68: 223 69: 230 70: 202 71: 20 72: 153 73: 217 74: 195 75: 98 76: 207 77: 161 78: 278 79: 102 80: 303 81: 282 82: 240 83: 282 84: 349 85: 269 86: 228 87: 11 88: 296 89: 367 90: 172 91: 333 92: 405 93: 350 94: 594 95: 307 96: 157 97: 125 98: 24 99: 248 100: 186 101: 890 102: 347 103: 235 104: 324 105: 145 106: 329 107: 3 108: 334 109: 561 110: 344 111: 360 112: 80 113: 623 114: 59 115: 328 116: 274 117: 435 118: 175 119: 260 120: 301 121: 283 122: 207 123: 616 124: 162 125: 173 126: 152 127: 47 128: 309 129: 593 130: 310 131: 222 132: 196 133: 758 134: 336 135: 363 136: 303 137: 202 138: 324 139: 323 140: 406 141: 383 142: 399 143: 495 144: 465 145: 415 146: 192 147: 207 148: 336 149: 196 CCLP3 (6026890) 1: 189 2: 329 3: 302 4: 234 5: 251 6: 89 7: 148 8: 105 9: 111 10: 77 11: 388 12: 112 13: 97 14: 338 15: 176 16: 251 17: 90 18: 341 19: 174 20: 210 21: 211 22: 108 23: 244 24: 215 25: 99 26: 381 27: 187 28: 392 29: 280 30: 230 31: 206 32: 157 33: 35 34: 845 35: 59 36: 193 37: 132 38: 287 39: 32 40: 218 41: 155 42: 392 43: 314 44: 212 45: 378 46: 247 47: 355 48: 360 49: 297 50: 148 51: 305 52: 246 53: 262 54: 270 55: 211 56: 312 57: 185 58: 238 59: 315 60: 129 61: 253 62: 432 63: 210 64: 302 65: 34 66: 235 67: 167 68: 303 69: 355 70: 371 71: 382 72: 104 73: 222 74: 260 75: 312 76: 465 77: 188 78: 352 79: 280 80: 180 81: 100 82: 376 83: 201 84: 319 85: 491 86: 384 87: 380 88: 776 89: 372 90: 204 91: 199 92: 387 93: 34 94: 264 95: 373 96: 512 97: 445 98: 493 99: 251 100: 219 101: 551 102: 362 103: 294 104: 237 105: 199 106: 203 107: 413 108: 362 109: 296 110: 235 111: 589 112: 217 113: 402 114: 501 115: 536 116: 261 117: 574 118: 351 119: 323 120: 525 121: 52 122: 426 123: 408 124: 410 125: 356 126: 134 127: 250 128: 363 129: 410 130: 237 131: 594 132: 335 133: 742 134: 185 135: 508 136: 360 137: 790 138: 134 139: 500 140: 0 141: 178 142: 326 143: 721 144: 0 145: 701 146: 0 147: 375 148: 318 149: 654 CCLP1 (5874090) #1 (Key Pyramid): 145 #2 (Slip and Slide): 179 #3 (Present Company): 178 #4 (Block Party): 195 #5 (Facades): 198 #6 (When Insects Attack): 182 #7 (Under Pressure): 169 #8 (Switcheroo): 226 #9 (Swept Away): 212 #10 (Graduation): 250 #11 (Basketball): 214 #12 (Leave No Stone Unturned): 218 #13 (The Monster Cages): 248 #14 (Wedges): 151 #15 (Twister): 275 #16 (Tetragons): 191 #17 (Tiny): [983] #18 (Square Dancing): 248 #19 (Feel the Static): 252 #20 (Chip Suey): 335 #21 (Generic Ice Level): 158 #22 (Repair the Maze): 245 #23 (Circles): 216 #24 (Chip's Checkers): 233 #25 (Mind Lock): 136 #26 (Trafalgar Square): 137 #27 (Teleport Depot): 243 #28 (The Last Starfighter): 198 #29 (Sky High or Deep Down): 214 #30 (Button Brigade): 213 #31 (Quincunx): 15 #32 (Nitroglycerin): 202 #33 (Spitting Image): [910] #34 (Just a Bunch of Letters): 275 #35 (Mystery Wall): 308 #36 (Rhombus): 215 #37 (Habitat): 319 #38 (Heat Conductor): 371 #39 (Dig and Dig): 225 #40 (Sea Side): [832] #41 (Descending Ceiling): 154 #42 (Mughfe): 370 #43 (Gears): 202 #44 (Frozen Labyrinth): 259 #45 (Who's the Boss?): 223 #46 (Sapphire Cavern): 255 #47 (Bombs Away): [904] #48 (Sundance): 67 #49 (49 Cell): 237 #50 (The Grass Is Greener on the Other Side): 90 #51 (H2O Below 273 K): 95 #52 (The Bone): 223 #53 (Start at the End): 241 #54 (Mini Pyramid): 54 #55 (The Chambers): 296 #56 (Connect the Chips): [908] #57 (Key Farming): 254 #58 (Corral): 219 #59 (Asterisk): [968] #60 (Guard): 248 #61 (Highways): 307 #62 (Design Swap): 309 #63 (New Block in Town): 166 #64 (Chip Kart 64): 33 #65 (Squared in a Circle): 270 #66 (Klausswergner): 264 #67 (Booster Shots): 216 #68 (Flames and Ashes): [649] #69 (Double Diversion): 222 #70 (Juxtaposition): 156 #71 (Tree): 132 #72 (Breathing Room): 162 #73 (Occupied): 326 #74 (Traveler): 314 #75 (ToggleTank): 138 #76 (Funfair): 108 #77 (Shuttle Run): 7 #78 (Secret Passages): 372 #79 (Elevators): [939] #80 (Flipside): 303 #81 (Colors for Extreme): [820] #82 (Launch ): 82 #83 (Ruined World): [836] #84 (Mining for Gold Keys): 21 #85 (Black Hole): 923 #86 (Starry Night): 273 #87 (Pluto): 368 #88 (Chip Block Galaxy): [571] #89 (Chip Grove City): 159 #90 (Bowling Alleys): 85 #91 (Roundabout): 307 #92 (The Shifting Maze): 490 #93 (Flame War): 190 #94 (Slime Forest): 330 #95 (Courtyard): 142 #96 (Going Underground): 251 #97 (Gate Keeper): 282 #98 (Rat Race): 276 #99 (Deserted Battlefield): [740] #100 (Loose Pocket): 328 #101 (Time Suspension): [610] #102 (Frozen in Time): [936] #103 (Portcullis): [956] #104 (Hotel Chip): 326 #105 (Tunnel Clearance): 123 #106 (Jailbird): 323 #107 (Paramecium Palace): 186 #108 (Exhibit Hall): 265 #109 (Green Clear): 273 #110 (Badlands): [531] #111 (Alternate Universe): [924] #112 (Carousel): 182 #113 (Teleport Trouble): [896] #114 (Comfort Zone): 292 #115 (California): 47 #116 (Communism): 237 #117 (Blobs on a Plane): 126 #118 (Runaway Train): 15 #119 (The Sewers): 253 #120 (Metal Harbor): [637] #121 (Chip Plank Galleon): 209 #122 (Jeepers Creepers): 146 #123 (The Very Hungry Caterpillar): 46 #124 (Utter Clutter): 110 #125 (Blockade): 168 #126 (Peek-a-Boo): 298 #127 (In the Pink): 206 #128 (Elemental Park): 316 #129 (Frogger): 214 #130 (Dynamite): [506] #131 (Easier Than It Looks): 104 #132 (Spumoni): 328 #133 (Steam Cleaner Simulator): 137 #134 ((Ir)reversible): 295 #135 (Culprit): 218 #136 (Whirlpool): [-1023] #137 (Thief Street): 132 #138 (Chip Alone): 380 #139 (Assassin): 208 #140 (Automatic (Caution) Doors): 224 #141 (Flush): 88 #142 (Bummbua Banubauabgv): 351 #143 (Amphibia): [-117] #144 (The Ancient Temple): 135 #145 (Chance Time!): 232 #146 (Cineworld): 345 #147 (Thief, You've Taken All That Was Me): 715 #148 (The Snipers): 281 #149 (Clubhouse): 337 CCLP4 (5894350) #1 (Molecule): 108 #2 (Pixelated Fire): 203 #3 (Fossilized Snow): 149 #4 (Oasis): 198 #5 (Non-Dimensional Layer): 244 #6 (Proving Grounds): 241 #7 (In the Pool): 81 #8 (The Fourth Dimension ): 240 #9 (Pinball): 123 #10 (Stuck in Emerald): 36 #11 (Keyboard Malfunction): 71 #12 (Rivets): 113 #13 (Encased in Carbonite): 158 #14 (Poly-Gone): 239 #15 (Cross Back): 215 #16 (Reservoir Frogs): 195 #17 (The Three Trials): 92 #18 (Inferno Dynamics): 89 #19 (Conservation of Keys): 153 #20 (It's No Skin Off My Teeth): 291 #21 (Glacial Palace): 237 #22 (Bodyguards): 142 #23 (Western Standards of Living): 266 #24 (It's Easy Being Green): 148 #25 (Difficulty Switch): 256 #26 (Shrub): 15 #27 (Suburban Legend): 167 #28 (Zephyr Heights): 279 #29 (Flipper Departments): 212 #30 (Hoodwinked): 27 #31 (Big Boulder Alley): 245 #32 (Blended Brussels Sprouts): 114 #33 (Tool Shed): 179 #34 (Frozen Waffle): 57 #35 (Chasing Chips): 267 #36 (One Who Raids Tombs): 64 #37 (Tropical Hibiscus): 256 #38 (Detonation Station): 7 #39 (In the Walls of Gravel Castle): 262 #40 (Periodic Lasers): 124 #41 (Ghetto Piranha): 121 #42 (Nova Prospect): 172 #43 (Coral Reef): 189 #44 (Blobfield): 364 #45 (Seven-Layer Salad): 113 #46 (Exclusive Or): 183 #47 (Antidisruptive Caves): 139 #48 (Key Insight): 236 #49 (Block Parking): [822] #50 (Secret Underground Society): 128 #51 (Ice in a Blender): 99 #52 (It Suits the Purpose): 6 #53 (Protect Your Fortress): 163 #54 (Split Path): 142 #55 (If I Ran the Zoo): 506 #56 (Fireworks Factory): 73 #57 (Bisection): 293 #58 (Ruinous Plaza): 40 #59 (Blockpick): 119 #60 (Flippant): 36 #61 (Blue Tooth): 308 #62 (Block Unpuzzle): 66 #63 (Pneumatic Diversity Vents): 374 #64 (Excuse Me): 89 #65 (Duplex): 78 #66 (Anaconda): 250 #67 (Nuclear Energy for Dummies): 221 #68 (Cold Fusion Reactor): [751] #69 (Ball in an Awkward Place): 301 #70 (Science Museum): 129 #71 (Puuf): 155 #72 (Sewerway): 283 #73 (Sealed Doors in the Spacecraft): 158 #74 (Technopathic): 203 #75 (Unmitigated Hint Factory Disaster): 70 #76 (Flow State): 148 #77 (Brick Block Facility ): 276 #78 (Aquatic Ruins): 53 #79 (Spring ): 223 #80 (Monster Swapper): 240 #81 (Estranged for a Season): 230 #82 (Puzzle Box): [728] #83 (Frozen Over): 318 #84 (Forsythia): 143 #85 (Nectar Meadow): 341 #86 (Cyprus): 241 #87 (And the Walls Kept Tumbling Down): 252 #88 (Empty Rooms): 224 #89 (Diametric Opposition): 352 #90 (Wretched Hive of Scum and Villainy): 242 #91 (How to Retune Your Harp): 331 #92 (Fire Is My Enemy): 366 #93 (Bombs Are a Beautiful Thing): 158 #94 (Ditchdigger): 350 #95 (Ravaged): 415 #96 (Lean Thinking): [730] #97 (Lockdown): 17 #98 (Clay Tunnel): 395 #99 (Ice Cavern): 108 #100 (One Tank's Adventure): 641 #101 (Condo Management): 309 #102 (The Key Issue): 183 #103 (Malachite): 323 #104 (Dual): 155 #105 (Living Things): 377 #106 (Gridlock): 153 #107 (Combinations): [166] #108 (Scatterbrained): 87 #109 (Shemozzle): 7 #110 (Keyrithmetic): [849] #111 (Water Bottle): 108 #112 (Triple Mint Slurpee): 207 #113 (Half of You, Half of Me): 233 #114 (Repugnant Nonsense): 218 #115 (Overlap): [873] #116 (They're Not Called Blocks for Nothing): 209 #117 (Greenian Motion): 140 #118 (Chip Controls): 367 #119 (Strandquist): 391 #120 (Construct-a-Sokoban): 289 #121 (Death and Destruction): 191 #122 (Jigsee): 277 #123 (Life Is Not a Puzzle): 523 #124 (Air Bubble): 17 #125 (Beautiful Struggle): 372 #126 (Bind Mender): 65 #127 (Wrong Exit): 147 #128 (Mindless Self-Indulgence): 348 #129 (Undefined Fantastic Object): 186 #130 (Bam Thwok): 426 #131 (Jigsaw): 294 #132 (Monorail): 343 #133 (Monochrome): 301 #134 (Pushover): 361 #135 (Propaganda): 357 #136 (Seeing Red): 289 #137 (The Longest Track): [771] #138 (Zipper): 331 #139 (Unravel): [879] #140 (Repair the Automatic (Caution) Doors): 543 #141 (World of a Thousand Flames): 576 #142 (Stratagem): 38 #143 (Color Coordination): 504 #144 (Paradigm Shift): 523 #145 (Hacked Save File): 309 #146 (Japanese Game Show): [135] #147 (Gimmick Isle): 604 #148 (Gravity Well): 166 #149 (Mental Marvel Monastery): 404
  4. 2 points
    You could e.g. put some bonus flags on the small island separated my the river / the water tiles at the start, this way the block is needed to obtain them, which means, it isn't available to block the ball
  5. 2 points
    SET/RESET: The outer four buttons can be 'set' independently, and the middle button resets them all. SEPARATE ON/OFF: A simpler version of SET/RESET. Basically like a toggle switch except the on and off functions are separated. MULTI-TOGGLE: You can add more branches as needed. Each press of the button moves the toggle to the next state. EDGE TRIGGERS: The STEP ON trigger fires a 1-tick pulse on tick t+1 after the button is pressed. The STEP OFF trigger fires a 1-tick pulse on tick t+3 after the button is released. The ROCKER fires either a 1-tick or 2-tick pulse on tick t+1 after the button is pressed, and another 1-tick or 2-tick pulse on tick t+1 after the button is released (the pulse will be 1-tick wide for a short press of the button, and 2-ticks wide for a long press).
  6. 2 points
    CC1 (MS) 089: 402 (+2, b) [Block Buster] 5,977,370 (137 bolds) Some stats... I attempted this a lot a couple years ago, during my initial CC1 push. I had 0 successful green keys (on pace) but managed to get it once after a couple hours and played out the level for a 387. My score stayed there until yesterday. I grinded for about 2 hours and didn't get the green key at all, but through careful analysis of the 402 video, I was able to slowly but surely figure out common mistakes and avoid them. Then I got the green key and immediately messed up the second room. A while later, I'd gotten more green keys, bu no second room successes. Then I got one that was a move behind- died at third room. Then I got one on pace that ran into a wall immediately after the 4D. That was discouraging. What wasn't discouraging was the fact that I was starting to get the green key much more often, so losing attempts past it didn't hurt as much. Then I finally reached the last room on 402 pace... and immediately missed the first block intercept. I played it out and ended up with a 385, which didn't even improve. A few green keys later, I got back... and missed the final half wait. Day 1: Green Keys: 35 Second Rooms: 12 (6, 12, 16, 19, 21, 24, 27, 28, 30, 31, 33, 35) (bolded numbers oofed after 4D) (italics is technically a fail) Third Rooms: 7 (16, 21, 24, 27, 30, 31, 35) Fourth Rooms: 0 After that set of attempts, I wanted to keep going, but my hand was too fatigued to get the DDDUULUR chain at the end at this point, so I stopped for the night. The next morning I tried for another hour, and after 2 consecutive failures to the DULUR to get the second block at the end, I took a pause. I'd been inputting at full speed and thinking I was going too slow. But a quick analysis showed that it was actually DUL (small pause) UR! With that gotcha realized, I had a few other boosting mistakes on the last 2 blocks, but I was consistent enough at getting to the end that it hardly mattered. I even got to the last 2 blocks on two consecutive attempts! Day 2: Green Keys: 17 Second Rooms: 10 (1, 2, 7, 9, 11, 12, 14, 15, 16, 17) Third Rooms: 10 (1, 2, 7, 9, 11, 12, 14, 15, 16, 17) (bolded numbers are 401s that mis-executed the final boosting chain, but were perfect until after the last blockslide) Fourth Rooms: 1 (17) Total green keys to success: 52. Total successful second rooms: 22 (yeah, 30 failures on the half waits and UU[1/2]UU stuff, + 4 5D instead of 4D) Total attempts at the last room: 17.
  7. 2 points
    Happy New Year everybody (well most of everyone some still are waiting for it to come). it has been a while since I've posted anything but here I am back again. Hope everybody enjoyed 2017 cause I know I did with CCLP4 and all events that happened to me. Lets give 2018 another good experience and hopefully more Chips Challenge.
  8. 2 points
    All downloads in the download section on cczone currently seem to be affected by a script injection violating the same-origin policy! This means either the site is currently compromised by a virus or a serious bug in the client side code: The sanitized origin of the attack is s3.amazonaws.com. Edit: Since the whole site is running on amazon simple storage service via cloudfront it's most likely a bug in the sites code, not using the correct uri.
  9. 2 points
    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's quite easy- no Pentomino Lake without picking up the flippers, that's for sure. Unfortunately, splash delay does seriously hurt the level in Lynx... and I still need to finish CCLP4 in Lynx, right. 47. Blast from the Past Finally, the first level I designed for this set! The only goal I had was to throw back about a decade, with pointless rooms, diagonal walls, and pointless boosting! Unfortunately, the level still ends up being fairly modern in its design, but hey- it's a fun variety level with 12 completely separate rooms with absolutely no interaction between them, nope. Don't even try sending the fireballs and gliders into the bomb room, I definitely didn't plan that to be a useful strategy and it most certainly wasn't forced on an older version of the level. 48. Happy as a Clam I think few levels show my usual design style more than this level. I built the central room first (symmetry, level branching off of one core interesting room) and then the fireball room to the right. The gliders followed (single block+monsters in varied forms, simple collision telegraphed) and the rest of the level followed in the order it gets played. I'm especially happy with the fireball stream trick to get the blue key, and the final tank shuffling puzzle. Unfortunately SOMEONE (Tyler) busted this level and didn't get the full experience... but Shane did because I fixed the level. 49. Confusion Cave My designer note for this level simply reads "Creative One Ways, Part 3?". I'm not sure how accurate that is, but when I tried resolving it well after I'd designed it I was quite confused, so I guess it does what I wanted it to. The highlight here is the fireball room and how it's completely impassible without a block. 50. Opal Shrine For this level, I used the walls of Wall Jumping Up Waterfalls to craft a non-linearly ordered variety level. The very first thing I tried to build in was a very lengthy final block path that would reuse most of the level, but this kept having to be scaled back and nerfed as there were ways around most of it. The initial release didn't require the block path it currently does as I had liked the shortcut, but after Tyler didn't even entertain the possibility of the intended path I took another look at the level and managed to require the oversized loop. In the final form, it's a fun level- I only wish the fireball manipulation was a little more clearly telegraphed in advance, as it's possible to fail right at the end. 51. Despotism Walls from Communism. There are some weird hallway block loops to manipulate a single fireball through most of the level. It's not too interesting to play, but I'm still proud of the fact that I fit a completely different level inside Communism. 52. Outlast Say hello to probably the only original concept in the entire set, because truly original concepts are hard to come by. Original executions, sure those are easy. But concepts? Have you ever seen a room where you had to keep a teeth from leaving a certain range, while also having to leave that range? The left room came first while experimenting with the concept of extending where you could step, and is rigid as a result. The right room followed as a "alright, now you understand it, now apply what you've learned" kind of room. It is possible to extract all 10 blocks, albeit not easily and it's not required in any case. 53. Immersion Circulator Walls from Miika's Hexominoes. While I was skimming through custom sets for interesting arrangements of walls, that level jumped out at me. Sure, it was originally used for a collectathon, but there was some serious potential for reinvention there. Once I stripped the level bare... I had nothing. So I built the outside aesthetic, laid down a few objects to partition the level (most notably the tank guarding two red keys) and just built upwards from there. This is probably the longest level in the set despite only having a 496 time limit. Why 496? Because it's the third perfect number, after 6 and... 28. Naturally, I ensured that's how many chips there were. That sounds like something Miika would do. 54. Navigating Neptune Obligatory blue wall maze with some shortcuts and I made the fireball puzzle first and kept that theming for rooms to open shortcuts. Okay bye. 55. Lebanon So, funny story about skimming through custom sets for interesting walls- Cyprus was a given. I immediately hit on the idea of limiting cloning to make a sardine can and then blockslide multiple blocks off of the same slide... but then actually executing the area took hours and was still broken for quite a while. Eventually though, I had a first puzzle and the tanks always changing (everything up to the fireball+tank room) and had no ideas for the remainder of the level, and it'd been sitting there for a while. Well, I had clone machines in place as partitions, but still. A month or so later Josh and I collabed and I sent him the half finished level. I got back the dodging sections and outer block part a day or so later- not what I would have gone with, but hey- it worked and was pretty fun! Though I noticed a few ways to squeeze out extra blocks from the end and made it required (touching the border is also required!) and telegraphed the gimmick of all blocks having gravel under them early, as it could be seen as unfair without that first block. Then I added my own block manipulation section to reach a hidden hint and called it a level. Time limit is 961 because apparently that's the area code of Lebanon. 56. Monotone I hope you don't dislike invisible walls. 57. Mystery Caves Mission statement: difficult linear campaign level. The first section was meant to have a bit of tangential story to it of a prison, and also set the tone with an "In a Nutshell" style area. In hindsight, it's a little mean to start there and force redoing it every time the teeth+ball room goes awry. I went back and forth on whether that dodging and manipulation was fair, but ultimately decided that it was since you can see what needs doing in advance. That said, the tank button to start the manipulation was the last thing I added to make it a little easier. Then you have a fantastic blockslide puzzle before a really cool ball room and a few assorted puzzles before a fake-out exit. I wonder if anyone will ever die to that walker. Probably not, but the room is lol. 58. Flight of the Prince Entered in the Movie Madness Create, which it won. Inspired entirely by chasing Snape down in Harry Potter and the Half Blood Prince, and the gameplay suits this. You see a green flash and something go off the tower, immobile, and then get to move when it dies, just like the story. Then you have around 20 seconds that demand perfection in Lynx and near perfection in MS, with some pinpoint dodging checkpoints and minor itemswapping. I love how carefully tuned this level is to work in both rulesets, something I couldn't manage with Extreme Hold Right Adventure. I do wonder if the design is too mean, though, as you do need to get a decent amount of boosts to even solve the level in MS. Regrettably, I couldn't keep a section in which the glider would merge into a 3 tile gap of pink balls and clone another, blocking the path for Chip. Why? Slide delay- waiting at the upper force floors would allow the glider to delay, bounce off a ball instead of merging in resulting in its death, and Chip could just walk into the fake exit. I tinkered with a few potential fixes, but ultimately settled on just making the slide delay not matter. 59. The Party We Have Never Seen Soundtrack for this commentary. Fire and water have such a lovely aesthetic that I underuse. Open-ended cloning puzzles are such an interesting design that, again, are underused. Sooooo I made one with a semi-open order. Gotta get to the bug on the right first to open the block cloner, then do the three chip challenges before the two socket challenges that subvert the normal flow. Shane picked up on the main trick pretty quickly, likely because I telegraphed it in advance. He also spotted a solution I didn't catch to the upper area, which I'm not unhappy with. Originally I wanted to force bridging around the bomb, but he found a clever way to use the existing blocks to guide a fireball over- nicely done! I'm not sorry for the random force floors on the exit path- good luck J.B., and at least it's untimed 60. A Chip Down Memory Lane And finally, the walls from Archie's RUN OUT OF GAS in a spiritual sibling to Mental Marvel Monastery. Fully intended alternate solution follows, with the description copied below: Everything seen here is intended- I designed the level to have two solutions, and this one to feel busted. But nope- every little detail that juuuust works out is completely intended! That being said, I did not tune any of the monster order or timings for this route. I'm pleasantly surprised by how little waiting around there is here. The overall design goal was to make a level like Josh's Mental Marvel Monastery- a throwback medley, of sorts. Strengthening the connection, I used the walls from Archie's "RUN OUT OF GAS" as my starting point, as Josh used Andrew R.'s "Producing". I also took care to make each part try to feel like something out of CC1- I'm not sure I succeeded, but that's why there are the (few) random pointless bits and certain other design choices. Levels referenced in some way: Nuts and Bolts, Elementary, Tossed Salad, Oorto Geld, Scavenger Hunt, On the Rocks, Lemmings, Seeing Stars, Chipmine, Bounce City (skipped), Reverse Alley, Block Buster, Now You See It, Short Circuit, Torturechamber, Miss Direction, and Alphabet Soup.
  10. 2 points
    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 water would work perfectly for making an enjoyable bridging level. With those two thoughts in mind, I built the force floor room, then the ice room and the glider room. In the first version of the level, the glider room had 2 gliders and it was manageable, but ultimately I decided it didn't really mesh with the rest of the level so I removed one of them. 32. Autumnal Forest This was the last level I made for UC6, and stemmed from realizing I hadn't built the obligatory "variety/puzzle level where all the walls are actually blocks". While trying to come up with some new ideas of what to do with that design trope late at night, I had the following thought. "heheheh, what if instead of blocks I used LOCKS lol". Naturally, this turned out to be a legitimately great idea. The individual challenges aren't too complicated in this level, but to me it's one of those fun levels that just flows. I also love revisiting older areas, and passing back through the fireball room was something that I felt just needed to be included as one of the final steps. Keeping the current key count in memory while designing was pretty tricky, and keeping it bust-proof was trickier. 33. Betwixt and Between Walls from Fossilized Snow, before it became a CCLP4 level but after it was pretty clear it was going to make the cut. Around halfway through the sets' construction I looked through a bunch of custom sets for interesting walls to use as launching points, and figured that this could be used for... something. Quite some time later, I built a one block glider manipulation puzzle, using gravel and water to set two sets of boundaries. Finally, the means of exiting was something I hadn't really seen done too much, being a blind partial post off of the glider. Unfortunately, this wasn't very fun/fair, so I added the tank buttons to give an auditory cue. I play with sound on basically always, which seems to be a minority stance- but it makes sections like this so much easier! Oh, and the level is named after an area in Kingdom Hearts 2. 34. Hyperspace Runway Walls from The Last Starfighter and level originally made for the Walls of CCLP1 create. TLS was selected not because the walls looked interesting, but because it was level 28 and I asked Jessi what level I should use. Naturally, 28 was selected because a while back, I got a 28 cycle Specter in an any% no infinite jump run that still turned out to be the record (linked below). From there, I realized that TLS was actually quite an interesting layout, so I ruined it with a bunch of force floor slides and blocksliding. At least the glider room is legit. 35. Snow Worries Hey, another level named after a level in a game I used to speedrun, this time the 6th level in Ty the Tasmanian Tiger! In hindsight, this and the previous level probably shouldn't be next to each other, as Snow Worries is a blocksliding puzzle where the puzzle is figuring out how to set up a blockslide. Honestly, this is a level because I noticed the socket puzzle was possible (making a block bounce off a bouncing block) and wanted to make a level around it. The ending can be a little mean, but it's not too bad I don't think. 36. Center of Attention Nothing too special here, just a four quadrants variety level with a sokoban, a monster manipulation, and some dodging. Sorry about the ending, I realllllly shouldn't have left it like that but since I found a way to do it without precise timing or the monster partial post, I left it >_< 37. Unlicensed Archaeology Level originally designed for "The Five Rooms" create, where it placed second. I really didn't have any ideas for how restrictive the guidelines were for quite a while, and then I decided to just theme a level around blocks. Not just use blocks, but actually have that as the core theme. From there, the first room became an explosive romp, the third room a simple tank bypass, and the final room a simple symmetric bridging puzzle. That still left the second and fourth rooms, and the fourth seemed to fit a partial posting puzzle and socket clearing fun part easily. I can't think of a better description for the blue key search than "fun part" lol. Anyway, the second room was actually the first one I built and sent me down the rest of that path. I'm not sure exactly why I decided to use single blocks as walls with dirt as the enforcer, but I'm glad I did because it creates a natural series of small puzzles to figure out how to progress, and as the designer I had to make sure to leave a way back! Level named while streaming Tetris Plus and just discussing random things with Jessi. The phrase came up, and I knew it fit this level perfectly. 38. It's a Small World The very... second level I made for this set! Nothing too complicated here, just a teleport puzzle. I still had a lot of fun working out how to build 7x7 rooms in each corner, and I very much like the starting FF spiral. I guess being able to touch the border is unusual, too. 39. Christmas Armament This is easily one of my favorite levels in the set, less due to how it plays and more due to the combination of concept and execution. Basically, I had the idea of farming red keys to get to the next room from the center, but wasn't sure how to fill each sub-room. Cue me (blob) pestering my brother (tank), my sister (walker), and my mom (teeth) to each build a 7x7 and 8x8 room. The tank maze room and block/bomb room are probably the best two, but the teeth puzzle is interesting as well. The force floor room underwent a lot of iterations before I settled on the more complex variation- originally it was a lot simpler. 40. Obligatory Block Shuffling Level I needed to make a block shuffling level. I made a block shuffling level. The upper room came first and set the shape of the level and honestly isn't too hard, but the lower room took me a solid hour of tweaking to come up with. This is probably my best sokoban design to date with a couple tricky steps involved in the solution. What more is there to say about it? 41. Just Another Regular Thursday Walls from Dave's A Puzzle. Other than the invisible wall with the tank (not required to make the level possible, but made it more fun) and the throwaway joke of blue walls + deadly obstacles in one of MY levels... there's not much here. It's kind of generic in a charming sort of way. Hey Dave, if you ever read this does this level look/feel like something you'd have built? 42. Choice Tools Walls from Nitroglycerin, and entered in the Walls of CCLP1 create. This ended up being Miika's preferred level of my three submissions, but it couldn't go too far due to only being a maze. Which is a shame, because I put a solid 3-4 hours into making sure every combination was possible to beat the level with! Not even building sections, just tweaking the "final" level until I had a version that didn't care what you picked. The inspirations here are quite obvious I think- choices, choices and Tool Shed. This level is the reason I ran the mazes only create, which my brother ended up winning with TOTALLY RANDOM MAZE. I could be accused of nepotism with that judgment... but even Josh (runner-up) agreed that it should win If you're reading this Andrew- make more levels! They're good! 43. Fahrenheit Frenzy About halfway through construction, I decided I wanted to make a time crunch level. A linear fire themed gauntlet named after another Wrath of Cortex level. So I built the bug dodging area, and then it all went downhill when I couldn't resist from building a puzzle. However, I think the puzzle is actually pretty good despite relying on stuff under blocks (I may or may not have been trying to make a statement) even if Tyler busted it with spam cloning somehow. Another of my favorite designs. 44. Celsius Scramble Another of my favorite designs- Doublemaze already overlaid 2 mazes on top of each other, and Archie's Double Puzzle overlaid 2 sokobans on top of each other. What if we took this further with larger tiles (3x3) and took full advantage of the fact that there was ice? The result was this semi-maze, semi block moving, semi dodging/timing variety experience. The two best moments to me are using the tank to deflect a sliding bug into the teleport, and pushing a block into a teleport and then walking around to push it as it pops back out where it started. 45. Blue Narciss After designing time trial levels, I felt like making a level with the aesthetic of Eddy's Melody Rain. A single block monster manipulation puzzle followed. Those are kind of a theme in this set, aren't they.
  11. 2 points
    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 like something that would have been made around the time CCLP2 was made? Possibly- but the design still has the modern touches of no rooms or hallways being diagonally adjacent. That's something that I personally don't like the look of in most cases, and that's why this level curls back in on itself. In hindsight, it's not the best introductory level for this set, but I didn't really have a better one, and I'm not unhappy with it as it shows that UC6 can and will contain... whatever I felt like throwing in. 2. Quantum Tunneling After Miika ran a mini TT with his own level, Twice the Fun, I decided I liked running through the upper ball corridor, especially with how the balls would bounce off to always allow passage if the first was survived. So I went with that on a smaller scale, added a bunch of bombs and a force floor slide to give the balls a second purpose, and had an easy level that was pretty fun to play. 3. Snowball Mountain Back to back ice aesthetic levels! I tend to use ice and force floors a lot in my designs, and also have an aversion to large empty spaces (that I'm working on, thankfully). Anyway, this level was originally conceived as a maze TT level, but it proved too easy to route. Level name borrowed from Ape Escape 2, continuing the trend of monkey game named ice themed levels after UC3's Frosty Retreat, UC4's Hot Springs, and UC5's Snowy Mammoth. Unfortunately, I'm out of Ape Escape ice levels without monkey puns in the name for the future! 4. Repetitive Repetition I had just watched the Game Maker's Toolkit episode on Hitman and the art of repetition, and had the thought- what if I could turn that into a CC level? That's kind of what optimizing already does, but how can I capture that feeling to create an entire level around it? Then the concept kind of morphed into "hey, let's make the same room 3 times but with minor variations that allow shortcuts lol" and it's not that good of a level. However, I've since re-used this repeated room idea to make a much better level that very few people have seen- I'll release it eventually guys, but for now, James says it's super legit. 5. Key Free The original idea here was a puzzle level where you'd alternate sides taking keys and boots and having to move several objects around in a multi-stage puzzle. Then I couldn't figure out how to begin designing such a puzzle and still don't have a clue (concept is up for grabs!), so around Thanksgiving I sat down at a relatives' house and threw this together. One of Tyler or Shane got tripped up by this level, surprisingly. It's pretty easy with a load of extra keys, but as a little optimizing bonus it's possible to end with the fire boots on the left side, saving some time. Honestly, that little tidbit is why this level stayed in its current form- I added a decent amount of little bonuses for the attentive in this set, and I'll point them out in these musings. 6. Sneaking in the Back Door Ahhh, this level. When I set out to build this level, I knew I wanted it to be rotationally symmetric and on an island, but beyond that I didn't have too much of an idea. Then I decided to place chips with a lock on one side, and a bomb on the other. This led to adding a teeth monster in order to skip a key, and the original design had 2 of each key and 1 teeth, requiring 0 teeth bombs. Then I changed it to 4 teeth and 1 of each key, and wasn't sure which version was better, as this was meant to be a fairly easy level. Mostly thanks to Miika's suggestion, I took a third option of 3 teeth (better symmetry at the start!) and 1 of each key, requiring 3 back door entries. You do have to be a little careful, but it's still not too difficult. 7. Tonberry Estates Walls from Key Farming, was entered in the Walls of CCLP1 create competition. Again, I'm mentioning Miika, but I'm sorry- that sokoban is clever and fits perfectly in the room. Oftentimes teleport sokobans revolved around partial posts, so I set out to build one that was non-trivial in that space and used the teleports as alternate loops. The rest of the level is some simple itemswapping, dodging and chip collecting, before some semi-blind fireball manipulations with a toggle button. I went through great pains to keep this part from being cookable, and I think I succeeded- though if you're not careful with the locks used earlier, you can render the fireball stuck. Don't do that. 8. Encased, Just In Case Oh look, a Time Trial level! This sort of chip collecting romp isn't too interesting to just play, but routing it was actually quite interesting. The original version of the level had recessed walls instead of red and blue obstacles, which would have created easier shortcuts but ultimately been less interesting. Other than that, there's not much to say here. 9. Tunnel Boring Machine I do like monster manipulation challenges quite a bit, and this level is nothing but a monster manipulation challenge, albeit a very lenient one with respect to monsters. You only need 8 or 9 total I think, and there are 16 in the level. That said, the dirt involved is a limited resource that has to be used somewhat carefully in order to access the central chips. Some will probably find this level boring (insert rimshot here) but I liked playing it in testing and still think it's a fun level- takes a little thought, but not full focus. 10. Tesla Foil Josh mentioned a concept about unmaking partial posts, so I tried my hand at building a level like that. Unfortunately, teleports can be pretty broken and the level is irredeemably busted. Despite this, the intended path is pretty interesting, using symmetry in design but distinct rooms to keep a theme going without overstaying its welcome. Oh and the ending has been described as "what" and "bonkers", even though it's just a toggle door path Even with the bust, this is one of my favorites from the set. Now I see why Andrew has done his designer commentary in groups of 10 levels. Must upstage everyone though- onwards to another... 5. 11. Red, Brown and Red Another time trial level, this time with a cloning theme and obviously inspired by Red, Green and Blue. Optimizing cloning is very difficult, as it generally devolves into chaos and just trying everything. My goal with this and the other level was to craft a cloning level based around ideas and specific smaller scale collisions, rather than spamming the button and hoping everything works. Did it work here? For the most part- the toggle door at the end was the trickiest part to try to route, and a solution one second faster than my 90% logical solution exists. When I was optimizing this (as I did so before the competition to ensure the process was reasonable) I identified a timing that would clear out the lowest bombs, and then tried a few variations with the spare moves I had until I found one that was fast. As a casual level, it's okay, borrowing more from Four Plex without the toggle buttons. Slightly tedious perhaps, but not uninteresting, thankfully. 12. Primordial Ooze Mazes with force floor walls have become slightly overdone in recent times- Forced Circuit by Josh, Jungle Fever by J.B., Cluttered Crosswalks and Bisection by me... these all do different things with the core concept, but ultimately are mazes where the walls aren't always walls. In this level, named after the second level of Ape Escape, I didn't really do anything to spice up the force floor sections. However, the water mazes I took advantage of the fact that they're water and added a few blocks to bridge to otherwise unreachable areas, adding a small thinking element to the maze. A few toggle doors to take advantage of the force floors later, and I had a symmetric chip placement maze that's actually pretty fun to play. The time limit is 280 because my time attack time is 2.80, though this will be dropping about .05 soon 13. Transmission After You Can't Teach an Old Frog New Tricks came onto the scene, full level monster guidance puzzles have almost universally been difficult, with Andrew's One Tank's Adventure being the easiest. Others that come to mind are Guiding Light (me), Set-up (Shane), Get the Ball Rolling (J.B.) and A Bug's Life (me), using most of the monsters in the game. I'd even tried making a level like this before I'd played OFNT that featured a blob, titled... A Boy and His Blob in UC2. However, that left a gap in easy guidance levels, and the humble paramecia is often forgotten, so I elected to change that. Side note- gliders and walkers still need this kind of level, unless there is one for either of them that I'm unaware of. Anyway, this level has another one of those bonuses for the attentive- there's no chip socket, as the chips were a last minute addition to try to trick people into doing extra steps. The dirt section can be done from either direction, the toggle and tank rooms require active attention (and setting up the tank room was a pain) and the ice room has been complained about, but it can be set up in advance or you can actually move the blocks with the paramecia chasing you! Yes, it's possible! 14. Interdependent Line Walls from Eddy's Honey Bomb, found in NSG-Rejects. This one was honestly inspired by The Witness, in a weird sort of way. There's nothing too out of the ordinary here, just a key ordering puzzle with a simple gotcha, a recessed wall section outlining some gravel, and luring a teeth through half the level to gain access to the exit. The means of exiting was something I'd specifically wanted to use for a little while, and the socket being only the first step out of several was another common design trope I wanted to avoid. Yep, UC6 as a whole looks at conventional design decisions, uses them for the most part, but the moment they became inconvenient I ignored them... which wasn't often. 15. Crazy Box LOL walker level. I still think Hysteria from UC5 is my best walker dodging level, but come on- it's practically mandatory to include one of these.
  12. 2 points
    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 aesthetic and long vertical ice slides, but some of the blue walls are fake and there are a few extra chips. Just a couple more of those bonuses for the attentive, though of those who've streamed the set (Tyler and Shane), I don't think either of them caught the fake blue walls. Named after the first level of Crash Bandicoot: The Wrath of Cortex. 17. Retroactive Invocation Most keyswapping levels have you pick up keys, go somewhere with that key, and pick up more keys behind a lock. More advanced keyswapping levels will use the locks as the only gates to progress in a denser environment, such as Three Color Problem (me), Thinner (Cyberdog I think?), or even too many keys (pieguy). This level tried to do something a little different- recessed walls to "break into" the keyswapping area and get some early keys, and a way to save extra keys. Of course, some of those keys end up used in the second half of the level, which gives the monsters circling an extra purpose. Dual purpose design is always pretty cool, and something I've been trying to include more often. 18/19. Tanks / Tanks, But No Tanks Ahhh, yes. One of the few levels where I came up with a title before the contents. I don't make tank levels very often, and J.B.'s Genetic Experimentation seemed like an interesting set of walls for a constrained idea. After I set out to make a tank level, I had the brilliantly terrible idea of copying the level, but removing all of the tanks from it to make a pun. From there, I just built a few distinct challenges for Tanks, and added hidden walls and tweaked areas for No Tanks. There should honestly be more level that build off of/toy with adjacent levels- neither of these are too special on their own, but as a combination I absolutely love how they work. 20. Special Little Snowflake One of the sillier ways I make levels is to just start toying with interesting tessellations and see how they develop. Fossilized Snow and Three Color Problem are two examples of where I've done this in the past, but there are others. Anyway, this level is just a blocksliding challenge with an interesting twist- in MS, a ram is required. This was somewhat controversial, and Shane though it was unfair, so I'll defend this decision a little bit here- this could easily have been relegated to i^e, for instance. I decided to keep this level for three main reasons, but first, watch the Lynx solution if you haven't already. 1. There was no easy way to change the aesthetic/ice placements to make something else interesting, but non-trivial. 2. The solution plays out nearly the same in both rulesets. 3. After the Rainstorm has already canonized the ram. Now, point 3 on its own is fairly weak as it can create an inequality, and that's something I try to avoid. But that combined with point 2 was enough for me to give into point 1 and keep the level in its current form. Hope that makes sense! 21. Deflection Field Another level originally conceived as a time trial that was ran as one- though it turned out to be fairly easy to route. In the first version, the exit was where the suction boots are, but Miika had the idea of adding a runback and I liked it for both optimizing and casual play. Though there are 2 balls on every line, the dirt makes for a lot of safe places and ultimately makes this a very cerebral dodging level, which naturally is the kind I prefer. There's just something fun about alternating bursts of preplanning movements and mad dashes/quick reactions to things that you just don't get with a lot of melee levels. Naturally, Seeing Red is one of my best examples of this design style. 22. The Sound of Silence More than any other level in the set, this is the one that got me designing heavily again. After releasing the update to UC5, I really didn't have any more ideas for levels. Sure, I built the stray level here and there, but it seemed unlikely I'd have a large CC1 release again. After a couple months of downtime, I tried designing some levels meant for time trials, to varying degrees of success. But even that didn't really get anywhere, and roughly 6 months after the UC5 update, I had maybe a dozen levels. For comparison, I've built more than that in the past few weeks! Anyway, CCLP4 construction was ongoing at the time- I think voting had just opened, and I'd spent a lot of time playtesting the submission pool alongside the rest of the staff. And then, Idle Contrast by Eddy came up as a topic of discussion. Was it better or worse than Suspended Animation, which used the concept of trapped monsters springing to life first? Was it too simple? Was Suspended Animation too complex? Why was there no middle ground? Well, I decided to try my hand at designing that concept with the goal of settling the debate. In favor of my own newly design level, of course I started with the ball rooms where you start- I figured the best way to immediately communicate that this used the Suspended Animation concept was to have a visible exit blocked by trapped monsters, in a room that would allow passage if they started moving. From there the level built off naturally, with various challenges, connections and revisits. By far the hardest part was getting the controller/boss glitch to cooperate. If you look at the bottom right, when the tanks switch the pink balls can start moving, alternating directions every move. This conveniently matches the 5 moves between traps for the paramecia on the left side. The bugs were even trickier, and required some careful tuning of locations and sliding tiles, controller by the fireballs on the bottom left. The ice makes sure they alternate facing up and right when the bugs try to move. Finally, the teeth was the hardest of all- I needed 2 teeth, as only one would have it be released in the opposite direction. Even still, I couldn't find a way to make the teeth release in any direction, so I settled for just up/down. I'm really happy with how the flow of this level turned out, and even though it uses an existing concept, I think I changed enough and added my own flavor to it to be an original level. Besides, did the monsters ever... stop moving in the original? 23. What Lies Beneath And now, another level that was used for a time trial! Unlike the other time trial levels in this set, I didn't intend for this to be one. I just built another maze where the walls could be pushed (and had to be in the outside areas) hid 4 chips under blocks that lined up with the pattern (not required, of course) and noticed that it would probably be quite interesting to optimize. Well, it was, and Miika ended up sniping first by 2 seconds This is probably my favorite maze level that I've ever designed. 24. A Glide Amongst the Clouds Late in construction, I realized I didn't have a glider level yet! So I made one. The ending underwent a lot of changes, and I went back and forth on if 2 gliders were fair in that toggle room, but ultimately decided that yes, they were. One was too easy, anyway. Other than the ending, it's just some cloning to disrupt and some simple dodging. Enjoyable enough, but not really standout. 25. To the Dungeons! Recommended viewing: Alright, you back? Great. I'm sure you can see the obvious inspirations, with traps, layout, unreachable objects, and a leap of faith for that blue key. By far my favorite part of this level is the bottom right- the force floors spice up some otherwise simple ball dodging, and the single block manipulation of 2 gliders is . Also, that's going to become a recurring theme here... 26. A Wish Upon a Distant Blob Obligatory blob level but more interesting than the obligatory walker level. The lower left can be a little mean, but with the right strategy it doesn't actually take very much luck to complete. The middle section has a minor bust, but I'm okay with its existence. Overall, this level has some really weird moments and I think it succeeds as a blob level. Time limit is 436, the current bold to Blobnet. 27. Uphill Battle Hi I like hand-built block shuffling puzzles and you can't adapt them with ice or force floors and there's a gotcha/minor shift in style right at the end and I really really like this level. The force floor puzzle in particular, as it's half sardine can, half "how is this even possible" until you use the force floors to your full advantage. Another of my absolute favorites from the set. 28. Demolitions Expert Yet another time trial level- we're running out of those This one was paired with Red, Brown and Red and uses gliders as a counterpoint to the fireball cloner. It can get a little out of hand with routing, but ultimately I think it succeeded as a reasonable optimization challenge. Especially because everybody missed something sizable here. I couldn't figure out a way to clone all the gliders at once, and both Miika and Ruben missed the method of using only 5 red locks instead of all of them! I'm still surprised at this, as I specifically designed that in as a shortcut and I thought it was obvious... anyway, building the layouts was quite difficult to keep them rotationally symmetric and nontrivial, but also hard to cook. 29. Congregate Just a fun little monster dodging collection level with a blob and teeth that can wreak havoc if released early, but screw up fast routes if released late. Have fun J.B.! 30. Dissonance Amid the Storm Title taken from Touhou 14's Stage 4 title. Random force floors look quite nice, and using them as a path for hidden walls I thought was a really neat idea. Mostly, those paths just break up some precise running from monster in varied arrangements. Oh, and there's a joke at the players' expense here with the teeth. Another 15 bits of behind the scenes knowledge tomorrow, probably! Unless I'm too busy with a tournament. Or practicing for said tournament. Or working on CCLP4. Or working on Ape Escape time attacks. Or job hunting. Or relaxing. Or level designing. Or playing FF9. Or working on my backlog. Or coming up with more "or [activity]" phrases to include here...
  13. 1 point
    It affects every tile in the map, not just in a specific region. Thanks, that's a great amount of info! I already have a suspicion I know what the problem is.
  14. 1 point
    44: The sokoban that has to be done twice is my favourite part of the level. However, I'm not a fan of the use of traps in the top part of the level, especially since, unlike for the fireball room, the hint doesn't explain their wiring. 53: The bust appears fixed now 58: I found the suction boot room to be rather frustrating, but the rest of the level was very creative, nice uses of thieves. 61: Really fun puzzles, especially the recessed wall section and everything after the trap. Those pink balls on invisible walls are awesome. 63: Awesome level. All rooms are great in their own way. 66: It is an interesting use of locks, and some of the puzzles are really fun. I especially liked what came after the sockets. 68: Really hard level, but very fun and rewarding. The puzzles are really clever, and I like how one needs to venture outside the box to solve it. 69: Really hard level, but also very fun. 70: It's a very fun level. It's been a while since I played any of the other Flareon levels, so I can't really compare it Overall, I had a lot of fun playing this set; it is awesome Flareon1 when?
  15. 1 point
    Based on the first 20 levels, this is one of the sets I have enjoyed playing the most in a very long time. The stand-out level for me so far is 'Drops of Jupiter', a very well crafted level. Overall the Yowser/Bummer ratio is just right, for me anyway.
  16. 1 point
    The pink ball used to be a tank but somehow I forgot to make it a tank again not a bust, just another oversight. I've updated the set to fix this. Thanks for pointing it out!
  17. 1 point
    26: There are some really fun tank puzzles here. The starting sokoban, and the final room, are my favourites. 28: It's a decent level; I especially like the tank room. 29: A clever puzzle, surprisingly hard. 36: It took me a while to figure out that I didn't need to hold down the trap buttons It's a fun sokoban. 37: This level was surprisingly hard, but it was fun; I especially like the tank room. 38: 39: Decent blue wall maze. 40: There are some clever puzzles here. It's a decent itemswapper. 41: I love the blobs on fire and the recessed walls. Really nice level. 42: This was a decent maze, and quite hard I think. 43: The blank hint tiles slightly annoys me. However, I really liked this level, and I agree with Miika that it is your best Walls of CCLP4 contest entry. 45: Really fun key level 46: Really good-looking maze concept; surprisingly hard. 47: My favourite rooms are the toggle/block room (nice use of ice under a block) and the pink ball room. 48: There are some really fun puzzles here. 49: This is an awesome compressed level, and I like the pointless chips and socket, as well as those sevens only visible in the editor and the 77 time limit. 50: I have already seen several levels using this concept, but this is one of my favourites. 51: Yeah...the title IS disturbing...it's a fun ice maze though. 52: Really fun puzzles. This is the type of level, however, that would work better in CC2 with bonus flags. 53: At first I misread the title as "Paranoia Ranch". I'll probably use that title. Anyway, this was a fun level, and it had some nice puzzles. However, it is not necessary to press the tank button; is this a bust? 54: Nice level with a strict time limit; I especially like the teeth, walker and partial post sections. 55: A really fun level. 56: One of my favourite levels so far in the set. Very creative use of teeths. 57: Better than Unmitigated Hint Factory Disaster. 59: There are some fun puzzles here, but I'm not a fan of the glider/fireball room at the end, it's easy to cook and at the very end. 60: A really creative puzzle. One of the best levels in the set. However, I managed to solve the level without using the recessed wall at (14,28). 62: This was a nice twist on the original concept, and I like how some blocks need to be pushed into water. 64: Decent pink ball level. I'm not really a fan of the skate trick at the end though. 65: Really clever awesome trick to solve. 67: A really amazing level, the title is very appropriate, and the ending block puzzles are very clever. I haven't solved the other levels yet, but I will leave feedback on them once I have
  18. 1 point
    I was going to start a blind LP of this set but JB beat me to the punch, and I don't want to overload people's video-watching time...so I'll post my comments here as I play levels and read the developer commentary on pieguy's site. Level 1 (Lock Picker): I'm not sure I've ever seen a Level 1 that can be cooked on the first move (though it's possible to die in Molecule on the first move). Nice little warmup level that forces you to be on your guard early but becomes more lenient later (I finished with 2 spare keys). Level 2 (Inspection): Pretty simple. Just don't step on the wrong recessed walls. I like how the toggle walls toggle quickly enough for you to go through them all in a row without waiting. Level 3 (School of Thought): I did see the hint that says you styled this after Madhav, but I wouldn't have been able to tell. I know, Josh, that you and I have both said that our design styles are quite different, and one way is I think you use many more irregular wall patterns in your levels, whereas mine tend to be rectangular. (Part of it is because I tend to lay down the walls for a section before filling it in, which has the drawback of limiting my options and sometimes making my levels feel kind of samey...then again, sometimes I find that the section won't quite fit my original wall plan and it turns out irregular anyways.) The way you used the irregular walls here, they make the solutions not stick out, which is nice. I felt a little clever solving the second section without the flippers...then I ran into the appearing wall when I tried to pick them up "just in case". Well played. You say that Madhav's set featured "small levels that had one core theme"...that sounds a little like my design style except my levels tend to be large with one core theme. Level 4 (Fade): I'm not as big a fan of blue walls as Josh is, but this level is scaled down to a moderate size, which is nice. I definitely got what you mean by subverting expectations...my experience was like "3 fake blue walls in a row! " in one place followed by "3 blue walls in a row...so they're all fake, right? Fake, *oof*, real " in another. I did like the loops and the time limit wasn't low enough to be dangerous. And...I think you've given me a blue wall level idea! Level 5 (Dead Freight): Neat idea! I finished with a mere 9 seconds left...due to spending a while looking for the nonexistent "second usable block" in the maze before directing the first one to the bomb. I see you relaxed your normal avoidance of North and West thin walls; there are some concepts, like this one, that really don't work without them. *coughblockflickingcough* The title fit so well I didn't realize it was a reference. -----NEWEST BATCH (3/6/2018)----- Level 6 (Whatchamacallit): Interesting use of nails, and some normally "unfair" elements that aren't really that bad (thieves under blocks, for instance). So far the levels have forced me to be careful, but none have been notably challenging, which is fine as we're still early in the set. Level 7 (All That Glitters): The name insinuated to me that I needed to avoid the yellow keys, which I did...until I saw that the exit was RIGHT THERE and I didn't need to be worried at all. I still avoided them just cause...and then I saw that I couldn't get into the southwest without picking some up. Ah, well. Definitely a more interesting maze to play casually if you go without, but would be interesting to optimize if you do use the keys. Level 8 (Trick or Trap): Excellent, hit the first real challenge of the set for me! The bottom half of this level was a well-built, devious puzzle with a strict order of moving the blocks around. It was much harder than it looked at first and kept me occupied for quite some time. The top half, by contrast, had a ludicrously simple solution. Took me a little while to find it, though. Level 9 (Discotheque): A nice cooldown after the challenge of Level 8. The extra chip drew my attention to the exit; I might not have found it right away otherwise. Level 10 (Dip Your Hand in Felony): What a strange title...after Level 5, I expected it to be another Breaking Bad reference, but apparently not. I cooked the level early on because I didn't realize soon enough that you can't get a block inside the passage that leads to the teleports while a block is on the lower trap button...you have to start a block into that passage, then hold down the button...that's a bit hard to foresee. Also, I managed to conserve a recessed wall in the bottom-right section. The trapped balls in the recessed wall/block section were a neat aesthetic even if they don't signify anything. All in all, it's a decent variety level. (That's one of the other big differences in design styles between Josh and me--he frequently makes variety levels with no gameplay theme whereas I find it quite difficult to build a level without first choosing a theme to guide my decisions.)
  19. 1 point
    I had a couple of 375-376 paced runs on the first level die to the block, and just never felt like pushing for just a little more time. With the blob level, well, I just wanted to complete it with a solid time, so I grinded for the start and then kept that for my submission (250) and then later got an extra second with a few extra tactics. I'm very glad to hear that Sludge Report was enjoyed! It helps that I stole concepts from every past official set, but I also spent a lot of time tweaking each area to make sure it was reasonable
  20. 1 point
    Part 5 (57-70) 57. This level is just hilarious. Just as hilarious as Unmitigated Hint Factory Disaster. 58. Difficult level, I really do not like block checkerboards. Key is to just learn from your mistakes and practice. 59. This has a nice "Force Square" aesthetic at the start and a unique method of creating a nail. 60. Yet another brilliant level with critical thinking required. 61. In my opinion, this was the hardest level in the set for me. This level is chock full of deceptions and some luck was required for some sections. One I can think of is the blue and green lock section mixed with RFF's, I had to restart the level several times in order to unlock the right blue locks. Also, I got stuck in many different places and had to look at the map quite a bit. This garden is more evil though, but nevertheless well crafted level. 62. Reminds me of Gridlock by cybersmack. Somewhat difficult level cause you can screw up some blocks but I like this one. Made me think. 63. Fun level and the safe spots for the bug dodging after the ice section beginning is appreciated. 64. Simple chip collecting level but with annoying pink ball dodging. Thankfully not as chaotic as your "Fireball Territory" level. 65. Amazing level and feels like I am playing "Off The Beaten Path" by Jeffrey. 66. I love how this level looks in the editor and I had a really fun time playing this level. The beginning feels like "Tunnel Clearance" from CCLP1. 67. Also an another level that looks awesome in the editor. Pretty simple maze chip collecting level. 68. Fantastic puzzle and glad to bust the level too. 69. Another fantastic puzzle. 70. Great closing level to amazing set. Thanks Josh for creating this set I had so much fun playing it. There were many levels that were really fun and has a decent mix of easy and difficult levels. I also had a smooth experience playing the set meaning that I had little to no frustration. There are just so many great levels in this set that its hard for me to pick a favorite. My a top three though which are Megalo Tower (60), Master Class (47), and Warehouse of Lost Hopes and Dreams (34). The hardest for me was Midnight in the Garden of Good and Evil (61) and Bloated Biomass (41) which wasn't too difficult but very nerve wracking. All in all, this was an amazing set which is equally great as your JoshL5 and JoshL6 sets. Sad though that this is your true CC1 set. Maybe you can do JCCLP3 if you want to but that's your choice and a suggestion. I might play your upcoming CC2 set "Flareon1" but I more towards CC1. But in conclusion amazing set!
  21. 1 point
    Pt. 3 of my feedback (29-42) 29- Reminds me of Puzzle Box from Chip56. Brilliant puzzle this one really makes you strategize the use of non-green keys. Haven't solved a real Rubix's Cube before though. Yet 30. Interesting level with interesting puzzles. 31. Just a simple maze with the cool gravel. 32. Level looks great in the editor, but the ending with the fireball cloner can be a little nerve wracking. Perhaps putting it earlier or make the room a little bigger. Other than than good level. 33. Not as toxic as I thought it would be, but still somewhat difficult item swapper. 34. Really fun level to play also feels a little bit like Jeffrey's "Buried Alive" from Ultimate Chip 3. Interesting mechanics too. 35. Yet another yet another yet another simple fire chip collecting maze. Nice twist too. 36. Not bad of a level, easier than it looks. 37. Interesting level with a unique partial post I've never seen before. 38. Extremely fun chip collecting level with tooth dodging, loved it. Also like the way the thieves act like "bodyguards" too. 39. Simple blue maze. 40. I wish that there were more levels of this concept. 41. Great aesthetic. I would normally rate this level well but the tiny blob section dodging makes it kind of nerve wracking. Personally, I'm terrible with blob dodging but to someone who is an expert of blob dodging shouldn't have a problem with this. If the blob dodging rooms were a little larger or there were gravel this level would've been better. 42. Nice "steam" chip collecting level.
  22. 1 point
    Now, that I've completed this amazing set I might as well provide my feedback. As far as the set went it was a most to all a smooth ride meaning I wasn't to frustrated with with set. In fact I had a really great time playing it. Anyway here's my feedback for levels 1-14 1. Pretty decent key maze level with great aesthetic. 2. I really like the individual small 4 by 4 rooms. I gotta admit when I saw the room with all the colored locks I was a little scared. Turns out that wasn't the case and . All in all, fun level. 3. Also a great level with a nice open space for glider manipulation. The open space is appreciated. 4. Easy and ordinary chip collecting level within a blue maze. 5. I have never seen a brown and purple aesthetic before, at least in the normal TW tileset. Awesome sokoban though. 6. Fun level and cool title. 7. Another fun chip collecting level with kind of a gold mine setting. 8. Brilliant and thoughtful level. Adding recessed walls under some blocks in a sokoban makes the player think more which makes it more interesting. I also had to think for that fireball section since I was a little stumped. In the end, I was able to figure it out with a sense of accomplishment. 9. Awesome aesthetic. Also I am not too obsessed with symmetry like Death the Kid is. Pretty hilarious discovery made by Toadman on Discord. 10. Really fun level and the hint is very well appreciated at the end. Along with a cool blob cloner mechanic. 11. Yet another brilliant level within a somewhat small space. I'll say it again I really enjoy tough puzzles in small spaces. 12. Good level with a lot of blue in it. 13. Fun level with the same concept but a little twist as the player progresses. Ending was a little hard though and I think that only one toggle button is needed while there is too. Probably for aesthetic purposes to keep in line. 14. Yet another yet another fun and simple chip collecting level. Guess "It's Easy Being Green".
  23. 1 point
    I'm going to bump this thread again because I think it's the best place for it, and the idea spawned from re-reading this thread. With CCLP4 having been out for more than 7 months and the CC2 editor starting to get rolling, CC2 community packs are on the way, but still probably most of the year out for really getting started. It's a valid concern that CC2 is being neglected here, but that doesn't need to be the case. After all, a CC2 port of CCLP4 and CCLP1 was tossed around a decent bit 2.5 years ago, but nothing concrete or semi-official was done for this. So tonight, I assembled a spreadsheet and google drive (linked at the bottom of this post) specifically meant for trying to make one or both of these ports a reality. CC2 Steam workshop support is coming which will make sharing CC2 levels with the wider community easier than ever, perhaps even easier than sharing CC1 levels ever was. The community should support this, and what better way to do so than by re-releasing some of the best content the community has created over the years? What better starting sets could there be on the Steam workshop than the community packs that have had years of collaborative effort go into them? What better introduction to the world of fanmade content could there possibly be for those just finding custom levels through the workshop for the first time? Ideally, the original designers would port their own levels with some feedback/small tweaks when edits were made for compatibility, with the set staff stepping in as a backup in case the original designer is inactive or lacks CC2. Let's make this project a success- the devs are showing support for the community. Let's show some support back. CCLPn ports to CC2: https://goo.gl/iXPE6i Google Drive: https://goo.gl/L6caZb There is also discussion for this taking place on the Discord server.
  24. 1 point
    I played and solved most of the new levels, and overall I liked them I also replayed the levels that have been modified in the new version. 1: I like the change. I still got full bonus, but it was much harder, and I only had 2 seconds left when I exited. 4: The decreased time limit was all right. 6: This is a massive improvement. The puzzle is very clever, and I like the blank space tiles. The added bonus rooms were also great; I got the full bonus. 7: Overall, I think the changes are good. 18: I like the changes, but this level was still very easy. 19: The walker room is better now, I think. Also I don't recall seeing the bonus flags in the blob room in the previous version; I think they are a nice addition. 20: This is really a massive improvement, really creative. 26: I really like the new starting room, and the presence of the eye tool to spot the bonus flags. 27: The ghost part was really creative and fun. The starting/ending room had me completely stumped, and it took me a long time to figure out how to handle it, but it was fun, and the concept is creative. In the end, my bonus was of 200. 29: This is a really fun puzzle, and a good use of the hook. I managed to get the full bonus. 31: I like most uses of swivel doors in this level; the yellow key and tank rooms are especially creative. However, the bug dodging is overly difficult; I only made it through once, and died on the way back. Therefore I have not solved this level. 33: The puzzles are really clever. The yellow tank and red teleport mechanisms are amazing, and the hook is very well-used. 34: This was great. In most situations I don't like long chip-collecting levels, but this one was really fun and creative. The track puzzle is perhaps my favourite part of the entire level, and I like how you put some area control buttons in the toggle section. 49: I haven't solved this one yet. 53: This is a really awesome concept, it's really creative. I think it's busted though: by dropping the lightning bolt during the final passage, it is possible to exit without disabling the security system. So far, a really great set
  25. 1 point
    And here it is! Really hope you guys enjoy
  26. 1 point
    NOTHING?: I liked it a lot; nice dodging and simple puzzles, this kind works really well in a 10x10 level. LADYBUGS: nice one and very hard! (I would put it later in the pack if you want the difficult levels toward the end) KEEP CALM AND BATTLE ON: excellent title, and some very cool concepts; I especially like the opening room. However I must admit the train track room, nice concept but it's waay too long for my taste. I know you really only have to hold any button down but you're in nervous anticipation of what might come at the end and it gets a little old after while. WAREHOUSE DESTRUCION: Very cool concept; I don't think I've seen enough interesting levels with TNT like this. RESULTS: interesting one, though very easy, maybe a little too easy. DEPROGRESSION: really nice concept and nice decoration as well! The overall feel of the level is fun and not too taxing. There are ways to lose but it's fair to see exactly what you should do if you're patient. I don't understand the red keys at the end. SHAPES ON THE WALL Another fun set of small puzzles. After the fourth room however I'm confused as to what to do next. Do you have to partial post to get to the next teleporter? RESTRICTIONS very fun maze type of level. MIXED BLOCKS again, very fun simple but elegant concept. I like that you can look ahead and decided what's safe to use where or when. I got most of the bonuses. REMOVED FEATURE I just glanced at this level, didn't play it yet. Could you put the hint tile a few spaces south? As is it overlaps the letter tiles above and is very hard to read. (I've encountered this in my own levels and I admit it can be annoying). SHORT SLIDES fun quick level. A nice breather level in between other types. the set seems to be getting better the more I play.
  27. 1 point
    here's a little bit of feedback. I'll have more the next time I play. I can't remember exactly which levels I played before but I tried to comment on ones that were either new to me or I didn't remember playing Clutter Management: Excellent small level. I got most of the bonuses but not all. Global Warming: I remember this one but I never played it cause I'm not real good with dodging levels. This one is pretty nice imo; the challenge for me was seeing what was safe and not; where to walk. Being Melinda and other stuff takes a little getting used to. Frozen Teeth: Nice use of simple elements to make a new concept. Requires patience to avoid killing yourself. Collapsing Elevator Shafts: I like the rooms forcing you to work with blocks in interesting ways. I'm not as big a fan of sokobans with bombs where it's easy to misstep and die. I was also confused about the ending part, not sure how I liked that. Don't Panic: This wasn't really my type of level. I don't like mazes with trap dead endings like that. Sliding Bombs: neat concept; took me a little bit to figure out what you needed to do. Ode to a cloned teeth: I feel like this level is busted; after the starting room it seems most of the stuff can be skipped over and the exit is right there out in the open. Ice Block City: one of my favorites so far. Haven't solved it yet; pretty tough and a Cool compact level with good puzzles.
  28. 1 point
    thanks very much for the feedback!!! level 6: I plan to alter this level quite a bit. Version 1 isn't what originally intended but I couldn't work it out at the time. level 11: I personally find it a bit tedious actually. I'd like to make it smaller or less tedious somehow but not sure how without altering the original layout greatly. I like how it requires you to manage how/where you put the blocks so I may not change it. 15: that is not a bust: It's supposed to be pretty open-ended. I really couldn't think of much for this one so I decided to make it a simple melee dodging level. I'm not sure the cloner is really necessary actually as you can solve it pretty quickly before many walkers clone. 18: based on your comments maybe I'll make this one harder. 19: I'll make the walker room smaller. 20: I struggled to come up with something good for this level. I might change it slightly or make something new altogether. 21: I'm aware all keys aren't necessary. I got frustrated coming up with a good key puzzle. 23: That mimic/tank device I first saw in a Joshua Bone's level. Gah! Dumb bust. I'll fix that. I also don't really like how you can easily die doing that incorrectly (the non-bust way) so I might change that as well. I currently have a couple of new levels almost done and as stated I may fix some existing ones in the next update.
  29. 1 point
    looking forward to any updates! I liked where this set was going I'll definitely want to play more. ask us in discord for any help/tips/feedback etc.
  30. 1 point
    The holiday season is all about spending quality time with family and friends, but who says that need only apply to real life gatherings? In this competition, you will be *pairing up with another community member* to design your level as a team! Many amazing collaboratory levels have been produced over the years from community members honing each others' ideas as a team, and the experience of working with and learning from each other while making a great level adds a lot to an already fun experience. If you haven't designed a level with someone else before, this is the perfect opportunity to try it out! If you are having trouble finding a partner - or don't even know where to begin doing that - try posting a message here or posting a message to the CC Discord server. If that doesn't work, email me and I can try to set you up with others who are looking for a partner. (In the absolute worst case scenario I will team up with an odd-entrant-out to guarantee that nobody gets left out.) There will be no level restrictions for this competition: all types of levels are allowed and welcomed. The only "rule", if you will, is to have a strong sense of teamwork with your collab partner when designing your level. (i.e. if you and your partner both create some stuff independently and you lazily copy-paste it all into the same level to create a "collaboration", that effort will be judged much more harshly than a partnership who talked together about their ideas and refined each others' concepts while working together towards a common goal.) Bonus points will be awarded for: * Doing a little write-up alongside your entry describing who did what, how the level came to be, and what the process of collaborating was like for both of you * Giving your level some kind of connection to the holiday season (it doesn't have to be much) * Having some kind of creative/novel usage of random elements (anyone can stick a few blobs in a room for the sake of giving the player some generic monster to dodge, but can you add random elements to your level in a meaningful way such that they couldn't simply all be changed to other monsters or tiles without detracting from the level?) Please send your entries to jraanderson at msn dot com (or pm them to me here). I will send a reply confirming that I have received your entry. Notes: * I want to keep this open a bit longer than usual due to the logistics of collaborating with another person and how designing these levels will probably take more time than usual, so the preliminary deadline for this competition will be midnight (UTC-8) on the evening of January 31st. I will continue to accept late entries until I post the results, though late entries may be penalized. * You may submit as many levels as you like, but please only submit one level per partnership. (I'm looking at you, Tyler and Josh!) Please feel free to form new partnerships in order to submit more levels. * All rulesets are permissible: the level can be created for Lynx, MS (including MSCC-only and pgchip stuff if you want), or CC2 as long as it is solvable. * Entrants receive the normal prizes: the "You're Winner!" award, Chip Cup points, and the "Tool Box" award for first time entrants. * Please ask about unclear situations.
  31. 1 point
    Most likely you do not have the latest version of Java (Java 8) installed. The easiest way to see what version you have installed is to go to the Java website and click the big red "Verify Java version" button. Unfortunately this doesn't work in all browsers (at least not in mine). If it can't detect your version, and if you're on Windows, you can do the following to check your version: Type Win+R to bring up the Run dialog Type "javacpl -tab about" in the box and click "Okay" A dialog should appear showing the version of Java installed on your system Assuming one of these methods works, let me know what version you have, and I can tell more about the problem.
  32. 1 point
    I started playing this pack: lots of fun! very cool designs I'm afraid I'm not at all able to make videos atm but here are comments about this pack: Arrivee; a simple but fun level that's easy to figure out. Puce: was confusing at first but has a nice surprising ending. Multiplicare: I really liked the idea behind this one. It turned out simpler than I was expecting but still lots of fun. Requires something thinking and working it out. Classified Side: a nice exploration type of level. On Track:a nice concept to this one; takes a moment to see what needs to be done. Formi: a nice short dodging level. Sosie: really fun level; cool design, interesting and not too tedious. After this the levels suddenly get more difficult. I haven't completed the pack yet; I'll post with more comments when I play more.
  33. 1 point
    I consider CC1 to be the main tradition of the community and I find CC2 to be a grand long-awaited sequel for a masterpiece from 1989.
  34. 1 point
    I think I understand where you're coming from; but I do not see CC2 as a "new standard", or even really a different game. I see it as "CC1 with more elements". From my perspective, we would not be ditching CC1 community sets; we would simply be expanding on what's possible in such sets. It's still Chip's Challenge, regardless of the number after the name.
  35. 1 point
    I'm inclined to lean toward CC2 on the basis of potential. While it's worth discussing, I don't think it's going to do a lot of good at this point to debate how many "eligible" levels are available for a community pack for either game right now. I can remember back in the late '90s, we barely had any custom levels but proceeded to create CCLP2 anyway around 2000-2001. The pack turned out quite well and inspired so many budding designers to create levels of their own that CCLP3's voting pool dwarfed CCLP2's by quite a few magnitudes. That's what community packs are great for - exploring new ideas and design styles just enough that someone who may have been skittish about their own creativity takes that first step. Right now, CC2 doesn't have a set like that. The original game was created back in the late '90s, and the editor was limited enough that most of the levels were built with the 10x10 map size. Some of the elements were barely used in the stock game's main campaign, which is a shame. I'd wait a year or two to begin working toward voting for a set, but just from playing some of the levels that have been made, the quality far exceeds what was available for CC1 when CCLP2 was assembled. For anyone who's hesitant to let go of the familiarity of CC1, I'd recommend playing through a set like Joshua Bone's Walls of CC1 and see just how much potential there is to be uncovered in CC2. The sky's the limit if we're willing to invest in it.
  36. 1 point
    I'm guessing that you downloaded the TW2-with-CCLP1,2,3 bundle, and so those are installed properly; but you had to download CCLP4 separately and missed out copying some of its files to the correct location. Make sure that you've copied the .dac files to the "sets" directory AND also copied the .dat and .ccx files to the "data" directory. - Madhav.
  37. 1 point
    CC2 #104 (PIECES OF EIGHT): 289 (+1, bc) | 54890 (+10, bc) #114 (IN THE LONG RUN): 79 (+1, bc) | 58790 (+10, bc) #163 (BLOX): 328 (+1, bc) | 84780 (+10, bc) #188 (CLONE): 320 (+3, bc) | 97200 (+30, bc) Total seconds: 37,618 (b) Total score: 14,535,891 (b)
  38. 1 point
    You have a very interesting avatar to say the least.
  39. 1 point
    Pointless Trivia: Chip's starting position in CCLP4 #100 is (19, 11)
  40. 1 point
    My first stupid cook in CCLP4. I'm sure there will be many more. Yep:
  41. 1 point
    [11:54:00 PM] Josh: block pushing was such a good concept [11:54:08 PM] Josh: hope cclp4 has more of it! [11:54:23 PM] Tyler Sontag: bro [11:54:27 PM] Tyler Sontag: blocks are everything [11:54:30 PM] Tyler Sontag: do you hear me [11:54:32 PM] Tyler Sontag: everything [11:54:57 PM] Josh: sorry I couldn't hear you (lalala) [11:54:59 PM] Tyler Sontag: my father was a block [11:55:03 PM] Tyler Sontag: my mother was an ice block [11:55:12 PM] Tyler Sontag: together they made me, a directional block [11:55:18 PM] Tyler Sontag: what direction do i travel in, you ask? [11:55:21 PM] Tyler Sontag: one direction: forward [11:55:32 PM] Tyler Sontag: forward towards chip's challenge level progress [11:55:33 PM] Tyler Sontag: who are you? [11:55:36 PM] Tyler Sontag: just a little blob? [11:55:41 PM] Tyler Sontag: moving around with no purpose? [11:55:44 PM] Tyler Sontag: you sicken me [11:56:07 PM] Josh: i move around in hopes to kill other's progress (devil)
  42. 1 point
    Believe it or not, the theory of the Big Bang has been debunked. Scientists now believe it couldn't possibly have happened (kind of a flat Earth scenario). The jury's still out on whether they believe in the TV show.
  43. 1 point
  44. 1 point
    Hello, everyone, and thanks for taking some time to read the commentary for my second levelset, The Other 100 Tiles! (To100T for short.) I had fun reminiscing and typing up the history of Pit of 100 Tiles, and am looking forward to doing the same here. Set History & Design Philosophy Now, on to the levels themselves! Level 1 "A (Slightly) More Complicated Maze" Level 2 "Gravity Falls" Level 3 "Mortarfied" Level 4 "Pluto" (CCLP1 Level 87!) Level 5 "Hammered Into Place" Level 6 "Tool Shed" Level 7 "Encased in Carbonite" Level 8 "Boomerangs" Level 9 "The Very Hungry Caterpillar" (CCLP1 Level 123!) Level 10 "Swapgates"
  45. 1 point
    I took a break today from my ongoing Let's Play of the very enjoyable but lengthy 'Flareon1', and decided to take a peek at the latest file from H2O, posted yesterday. The levelset is called 'Rising' and features 8 levels. Playing through the set took me about an hour and 20 minutes. The video of my playthrough can be found here: 01 RISING The set begins with this massive untimed 99x99 bonus level which is unique in that it contains all of the other levels in the set. I call it a bonus level because the solution is trivial - just walk in a westerly direction and find the unguarded exit. However, there are bonuses everywhere and I'm sure finding an optimal route would be a challenge. I really like the pixel art (the trees and the path) at lower right, and it is interesting to be able to get a preview of the levels to come. However, I think it would be more interesting if there was at least a little bit of challenge in the level, and it was also pretty confusing on first play because I didn't know that all these rooms were previews of coming levels. I didn't 'get' it at first, but once I figured it out later it was a cool moment. 02 RED INK A nice little puzzle, fun to solve, feels like it's over too quickly though! 03 HOT WATER Also a cool concept, dodging the yellow tanks is easy but interesting. Again, the level is over so quickly! I could see combining this + RED INK + maybe a compressed version of GREEN THUMB all into one level. (I guess after my review of Explorer's Delight I must sound like Goldilocks-- "These levels are too long... these levels are too short..." Sorry.) 04 GREEN THUMB The central puzzle is awesome, and very fun to figure out. I'm less of a fan of the level's layout, but it works. 05 OFF THE TRACK I enjoyed this one. Short enough it's not terribly frustrating, pleasing to the eye, and a unique gameplay concept. 06 CUT TEETH Wonderful level with an unique, engaging theme. The length is perfect, just enough to be quite challenging, but not so much that it's a chore to restart the level after a mistake. Felt very satisfying to solve. 07 CUT THE ICE My favorite of the set. I like the use of the one-way teleport mechanism to create three separate, similarly themed teamwork puzzles. The top left puzzle did feel somewhat trivial compared to the other two (which were excellent!). I might consider starting Chip and Melinda off within sight of each other to emphasize that this is a teamwork level. The teleport mechanism plays pretty well! There are ways to drastically simplify the circuitry, but since it's not visible during play maybe it's irrelevant. 08 DIRT FILE A lengthy maze level using blue tanks, green toggles, and... a three-way toggle mechanism! This was actually the most frustrating level in the set for me, mostly because I didn't quite understand that each of the pink buttons was actually controlling the state of all the pink walls, i.e. I thought that each pink button was only responsible for the pink walls in the immediate vicinity, and so it would confuse me to find a door open where I thought I'd left it closed, and vice versa. A hint might help. But overall it's a quality level and satisfying to solve.
  46. 1 point
    Today's levelset review is of the custom CC2 levelset "Centennium II" (v 0.1.0) by J. B. Lewis. The set contains 10 levels, and was released about a year and a half prior to this review. I gather this is a back burner project, but I do hope it someday contains 100 levels as its predecessor does. The levels vary widely in theme and concept, however they are all clearly "CC2" levels in that they all appear to be heavily inspired by the possibilities opened up by the new elements. As with previous reviews, I recorded a Let's Play video series. This was less of a blind play than previous series, since I have seen these levels before, but it was still a blast and I learned a lot about the levels and the game in the process. The videos are available on my Youtube channel at the following links: Part 1: (Levels 1-6)Part 2: (Level 7)Part 3: (Levels 8-9)Part 4: (Level 10) Summary: Centennium II (v0.1.0) is an early and unpolished attempt by a master level designer to begin exploring the potential of Chip's Challenge 2. The concepts in the 10-level set are wildly creative and diverse, although the quality of the execution varies somewhat (as should be expected given the experimental nature of this offering). Recommendations to the designer: 1) Fix major busts on SOKOBOMB and AXIS. 2) Raise the time limit on PANDEMIC to at least 800 to allow for a more methodical playing style. 3) Tweak TRAIN OF THOUGHT to give the player more reaction time. 4) Shorten NOW YOU SWITCH IT to be more forgiving (either a 20x20 design or else 20-30 more extra chips). 5) Raise the base difficulty on MANIFEST DESTINY by turning some of the bonus flags into chips. 6) Add 90 more levels . Seriously, these are great! Individual Level Reviews: 01 WARM UP Concept: (3/5) Design: (4/5) Puzzle Difficulty: (2/5) Action Difficulty: (2/5) Fun: (4/5) A nice intro to the set. Good use of the colored floors to give each room a different feel, and good reminder of how the elements work. The force floor room seemed surprisingly challenging to navigate, not sure how a relatively new player would fare. The recessed walls under the blocks felt like an unfair surprise, but I wonder if the hint tile was supposed to warn me? For some reason no hint text was displayed. Although I just realized that one of the chips wasn't required, so I probably didn't even have to restart (a nice touch btw). Loved the room with the tank and trap, the room with the ant cloner, the water/thief room, the teleport room, and the bonus mechanism. 02 CHRISTMAS TREE Concept: (3/5) Design: (4/5) Puzzle Difficulty: (2/5) Action Difficulty: (1/5) Fun: (3/5) What a remarkably original level! It makes me happy that this even exists . Overall the gameplay isn't anything particularly special, but it's a nice use of the toggle chips and green wall elements, and ends up as a loose and casual addition to the set. 5/5 aesthetics. The 'presents' are hilarious. Thanks for the bowling balls, Santa! And the 1K flag in the center of the dirt blocks made me laugh. 03 ROUND TRIP Concept: (3/5) Design: (4/5) Puzzle Difficulty: (2/5) Action Difficulty: (3/5) Fun: (4/5) Nice reversal of the CCLP3 concept of luring teeth through a thin wall maze, in this case chasing them! Using opposite-color teeth is one of those rarely used CC2 concepts along with rovers and stopwatches, so I'm glad for the attempt. The short time limit and gender tiles make for a fun challenge that is unlikely to be solved on the first try, but probable on the 2nd or 3rd. A solid 10x10 entry. 04 SPLITSVILLE Concept: (4/5) Design: (4/5) Puzzle Difficulty: (3/5) Action Difficulty: (1/5) Fun: (3/5) I really want to like this puzzle more than I do! It's a really cool concept, but my solution felt less like I had actually 'figured something out' and more like I had spammed buttons until all the doors were open. I'd like to go back and figure out what the actual pattern is to the switches. Definitely another 5/5 aesthetics level and a nice easy bonus. 05 PANDEMIC Concept: (4/5) Design: (4/5) Puzzle Difficulty: (2/5) Action Difficulty: (4/5) Fun: (3/5) This level is actually close to amazing. Blobs and slime is another CC2 concept that sounds great in theory but is surprisingly difficult to use well. This level comes really close to doing the trick. I think the size is great, and it's so cool to see how fast the slime spreads. You really get a feeling of shock and almost panic seeing the level changing so fast around you. The chip and block layout is pretty great. Honestly, I think the biggest thing I would change would be to triple or quadruple the short time limit. The spreading slime already provides a sense of urgency. The way I want to play this level is to have all the time in the world to gather blocks together and 'bulldoze' my way around the level in corridors that are 4 or 5 tiles wide, perhaps even strategically corralling some of the blobs into a corner. I think there's a rare strategic and sandbox-y quality hinted at by this level that would be fun to explore with some more time (and even possibly more blocks). 06 SOKOBOMB Concept: (5/5) Design: (5/5) (assuming bust is fixed) Puzzle Difficulty: (2/5) Action Difficulty: (1/5) Fun: (5/5) Another amazingly creative concept: push blocks together into groups to destroy them with well-placed TNT. Seriously, I don't think I ever would have thought of something like that. Unfortunately the level is seriously busted, but can be fixed I think by replacing all the green walls with toggle walls. It's very easy with 4 bombs, but would make a great early level. I would almost consider removing the 4th bomb to make it more challenging, but it works great as is. Love this level! 07 TRAIN OF THOUGHT Concept: (5/5) Design: (3/5) Puzzle Difficulty: (2/5) Action Difficulty: (5/5) Fun: (3/5) The idea is wonderful - implement the addictive minigame from Lumosity in CC2, and guide all the monsters to their appropriate locations using railroad switches! Alas, this level is so close to being wonderful! Unfortunately, I think the monsters either come too fast, or the switches are placed too far apart, for this to work well. For this concept to be fully successful, it should be playable for a new order of monsters each time. My solution unfortunately was dependent on literally writing down the exact order of monsters and sticking the list to my computer screen, and even then it took me 3 or 4 tries. The last 6 monsters come SO fast that near perfect play is required even with the order memorized. I don't think there's really time to pay attention or react to what the next monster is if playing the intended way. So, I'd like to see this level tweaked a little to allow reasonable reaction time. But that being said, I did have a blast playing it 'my way', and it definitely holds its place on my list of memorable CC2 levels. 08 AXIS Concept: (5/5) Design: (5/5) Puzzle Difficulty: (2/5) Action Difficulty: (3/5) Fun: (5/5) I previously reviewed this level in a blog post (http://cczone.invisionzone.com/index.php?/blog/18/entry-79-axis-review-centennium-2-j-b-lewis/), and my opinion stands. This is a great level, and is both my favorite in the set, and also one of my top 10 custom CC2 levels. This time I did uncover a major (but very fixable) bust: Collect all 4 chips, and then open any socket with the bowling ball. As shown in my video, the tank will be destroyed and you can just exit. 09 NOW YOU SWITCH IT Concept: (3/5) Design: (2/5) Puzzle Difficulty: (5/5) Action Difficulty: (1/5) Fun: (1/5) This level just doesn't work for me as is. I spent over an hour on it, but didn't solve it. The concept is worth exploring, but the 32x32 level is just too long (I was hurting for time even with 999 seconds), and the traps too subtle, to make this playable. I would say either 1) make the level 20x20, or 2) make 30-40 of the chips extra. On my nearest attempt I was down to 18 chips left and 150 seconds left, which put me into a serious time crunch, which is just a disaster waiting to happen in a minefield like this. The concept is solid however, and so I definitely think it's worth having a more forgiving version of this level in the set. 10 MANIFEST DESTINY Concept: (5/5) Design: (3/5) Puzzle Difficulty: (3/5) Action Difficulty: (2/5) Fun: (4/5) An awesome concept with decent execution. I absolutely love the idea of having one time limit to essentially build the level as Chip, and then another time limit to play through the level as Melinda! So amazingly creative! Nice use of the logic circuit to shut the door after 2 minutes. In practice, I thought the execution of the concept felt way too easy and loose, although maybe that was intended. I had more than enough time to clear most of the dirt out of the upper level before switching to Melinda, and then felt like I could have either used the yellow tank or (with a little more careful preparation) the fireball to activate the toggle button. Since that was the only real puzzle that was required, it felt significantly anticlimactic. The bonus puzzles could definitely add some interest, but honestly I think the level would be better if most of them were required. The lower third of the level felt very out of place with the rest of the design, as if a completely separate level had been added for no obvious reason. The puzzles were fun and easy to play, although the slime puzzle was rendered trivial because I still had the hook tool. The yellow teleports at the end certainly opened up some fascinating possibilities for the bonuses. For example, you can swap them (along with the flippers and hook) for the dirt boots from one of the rovers. Or you can use them to free the rovers into the dirt room and hope they go where you need them to. Or you can bring all 3 ice blocks into the dirt room and clear dirt that way. So, overall I loved the concept and appreciated the open sandbox feel with multiple solutions, but thought the bar for beating the level felt like it was placed almost absurdly low, and felt like the bottom 1/3 didn't really belong. Still enjoyed it a lot, which is what counts last I checked .
  47. 1 point
    It has been nice having you around here, Chipster, and I hope you enjoy whatever comes your way next. Hope to see you around here from time to time; most people never truly quit CC anyway, they just take extended breaks I think one of the reasons you got no responses is that you already posted something like this earlier (and people already tried to convince you to stay back then). I mean no disrespect by this at all, but the way you wrote multiple long drawn-out posts could easily be interpreted as attention-seeking and almost "boy who cried wolf"-ish. I myself had a pretty visceral negative reaction to this post until I sat down and thought about it. Don't think it's because people don't care about you, though. Once a member of the community, always a member of the community.
  48. 1 point
    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 maaaaaybe done with CCLP1), but this is a good point to take a hiatus. These past dozen bolds have all taken a lot out of me and I definitely need the break to work on other pursuits, so for now I will just reflect on what it took to get here. (as well as the Chip Cup from the past 2 years, since I need to average 7th to lose this year... heheh) 500. Wow. February of last year, I scored 700 on Cake Walk to take 10th place in the original set and claim the Bit Buster award. I had 403 bolds at the time. Trying to go chronologically from here would be confusing, since I don't remember a lot of the specifics, but I do remember Ruben gained 1 second each on Teleblock, Lemmings and Jailer to reach 5,977,030 points and knock me out of the top 10 (November 30th). Naturally I refused to let this stand and went to improve my 413 Blobnet. That same day I spent a couple hours playing the level, at first copying Miika's 422 safe route directly and later using judgment to skip waits (but still no risks). This resulted in a quick 427, settling me firmly in 7th for the time being. But then I realized I could take a couple risks early on, cut a few corners and before long reached 431, meeting my goal of 430+ for the level. I am still yet to improve Block Buster or Cake Walk, but I'm much more confident in my ability to get a solid score now. The new goal is to pass Andrew Bennett on all sets: this seems doable with significant effort, but it feels like it can't be a bigger mountain than 500 bolds from 0 in this span of time. CCLP2 I'd gone through and picked off the easy bolds while playing through for the first time. This left me with some fairly significant execution challenges to overcome, and I made the mistake of sorting these into the same classifications I gave CC1 levels: Definite, Probable, Unlikely and HAHAHANO. Funny aside about HAHAHANO- originally CC1 had 4 levels in this category, being Blobnet, Blobdance, Cityblock and Doublemaze (I could see Block N Roll being something that happens at some point as 433 takes very little reacting). Now there are three, as I not only found 549 on Cityblock, but found and scored 550, beating pieguy!!! I'm not convinced my route is optimal, but I'm in the CC1 MS evolution page now anyway and nothing can take that from me (of the 500 bolds I have this is one of the ones I'm most happy with, and if you want to match it...well, don't be afraid to break the patterns.) Anyway back to CCLP2. The Definite pile was fairly small and easily scored. The Probable pile had a couple naive placements, like Jungle (seriously me?) and Island Hopping (only took about a half hour or so, wasn't too bad). Working through these didn't take too long to reach around 120 bolds, at which point I hit a wall. Oorto Geld II was a pain and I had to score it twice as the first time I missed the -.9 and got a -.0 instead. Iron Mysticus and Key Color also both proved much more challenging than I expected (Key Color in particular with a 1/10000 string of bad luck with the blob cloner blocking me the first time 10 times in a row...), but as usual persistence in attempting and practicing specific sections helped significantly. Wrongly pegging difficulties of levels continued as Icy Moat fell quickly (I expected to struggle with the timing, but it was close to 49 Cell which I already knew) but Madd Maze was a full day grind, with an abyssal RFF room success rate (my route through has an extra input compared to the AVI or TWS routes, but this extra input helped me as it meant I had a consistent input rhythm), and then the blobs kept directing the gliders wrong >_<. Eventually I worked through all the easy levels, and so progress slowed significantly at 480ish total (I'd been working on other sets during the CCLP2 focus, but not as much). Pauseless Captured and first try traps Gauntlet helped, as well as saving a bunch of long sokoban routes for all in a row. After Cityblock, I moved to CCLP3, scoring two new records (Countdown with Hornlitz and Get a Clue solo!) and copying a bunch more routes. Checkers and Flame Thrower were two non-public routes I was able to find with minimal difficulty as well. Flame Thrower in particular was a lot of fun to work out a route for in the editor, and then I just adjusted when I would pick up certain chips and scored 370.6 immediately. A small tweak to the last room to trade [1] for [2] and a chip was all it took for the bold of 371. I also found the Alphabet Soup route a few days before scoring it (thanks James for pointing out that my 948 was the 949, but missing a move in execution which snowballed >_<). Three days ago I got access to MSCC. It was the second most frustrating experience I've had with this game (I'm getting to the most frustrating, don't worry) as Every. Single. Input. was delayed by an entire move. I had to count out how many times to press the key individually, then not screw up the rhythm and on the longer walks I was counting "1-2-3 1-2-3 1-2-3 1-2-3 1-2-3" or "1-2-3-4 1-2-3" or something else like that. The actual teleport skip in Graduation was trivial. This was bold 493. The previous two days were spent on long sokobans. On the Rocks and Mind Block were both very simple to score, especially after noticing Mind Block had a consistent pattern and 'merge point' in cloning another block. One of the biggest route memorization aids I've found is finding a place that must be visited between phases and remembering what happens between those visits to that point. For Warehouse I, the next bold I scored, that was dropping a block into a bomb. Executing and remembering the route took a couple attempts, but was ultimately much easier than I anticipated. Yet Another Puzzle took a few more tries than I expected but was still fairly easy. And then we got to Warehouse II. I tried scoring Warehouse II back when I first played through CCLP2 last year. It didn't end well and I took b-191 initial solve. I expected a repeat, but all the maneuvers made sense to me this time around (thank you, optimizing Shifting Maze out to 832!) and I was able to score the perfect decimal after only about 60 minutes! I expected it to take much longer than that. Oracle II on the other hand, was an interesting blend of everything thus far. Long opening (2.5 minute first room, very easy to remember) and then a more complex second half that I kept making small mistakes during. I was still able to score 598 after another hour or so, though it nearly gave me a heart attack when I lost 3 moves on the final trip up from the bottom! (oof, oof, missed spring slide) And so I reached 499 MS bolds. All the way back at 470ish I decided that number 500 should have an appropriate title and you already know it's Which One Next? This was a dumb decision. I regret everything. This was the most frustrating experience- not for remembering the route, no, that was easy with a carefully notated map ( http://i.imgur.com/VldpXwA.png). All of my frustration here came from execution, as there is really nothing hard in this level (other than the 11 teleport run about halfway through). But I kept screwing up the simplest things, and it took me 3 hours of attempts (over the span of a lot longer than that) to realize I was trying to teleport too fast. Slowed down the pace, found the right rate, and had a flawless run going all the way until 30 seconds left, where entered a station from the wrong side. Then I had another perfect run to the very last teleport sequence, where I still went too fast. Finally, I managed to not screw up the ending after losing [1] in the 11 teleports to take my 795 and 500th bold. I am not looking forward to Oversea Delivery after that. Anyway, thoughts on a couple levels and stuff! CC1 levels Lesson 7: Taught me how to boost sort of okay. I kind of brute forced attempts until scoring bold 20+ months ago. Trinity: Taught me how spring slides sort of worked. I kind of held the key every time and hoped to change directions right. Now I know to double tap things. Hunt: Taught me that following every step exactly the same as a reference route is a recipe for dumb mistakes. I copied the beginning and then just made up a path for the rest as it really didn't matter. Blobnet: Much much later, taught me how to spot whether blobs were on their moving turns or their non-moving turns. Blink: Taught me how to spring slide properly- with the double tap and then direction change. I do still hold sometimes for when all the direction changes are equally offset, however. Arcticflow: Taught me that practicing specific areas was much easier with a copy of the level edited to only be that area. It still wasn't an easy bold at all. Mishmesh: Taught me how to play off a map. This has come in handy a LOT. Seeing Stars: Taught me that pausing to help remember routes was viable. I've since honed this quite a bit farther, but for the sake of real time I rarely use this technique. I Slide: Taught me the value of good notes. This has also come in handy a LOT, and not just with simple moves. Combining an encoding, textual instructions and a map on the side is how I execute routes with a lot of variety and backtracking. Spooks: Taught me that pieguy is unsurpassable, and sometimes unreachable. Also taught me that J.B. is nearly on the same level. Four Plex: Taught me that the publicly available route, even when it's the bold, isn't always perfect. Cityblock: Taught me that pieguy is beatable, hooray! Mixed Nuts: Chips under blocks are apparently my specialty and I learned more about how spring slides work to save time here. Still not enough for a new record.. :/ Mix Up: Taught me I could remember long sokoban routes. It was around here that the reasons why certain orders saved time started clicking for me. Yorkhouse, and to a lesser extent Catacombs: Taught me not to trust Andrew Bennett's probability calculations. They always err on the side of optimistic, as Catacombs is 1/655 and not 1/455 and Yorkhouse is way below 10% odds. The grind was annoying, but... CCLP1 levels Graduation: Taught me that MSCC is garbage and how did I ever play with this and how did anyone ever put up with this and how does James even manage now it's impossible. Also, Teleport Skip Glitch is easy someone add to Tile World please so I can score Skelzie. Wedges: I can blocks! Tetragons: RFFs aren't that bad... Square Dancing: Always test your routes before counting moves, and always count the free first move when counting moves. Descending Ceiling: If something seems weird about the scores people have, there's probably a couple tricks to find and each person missed a different thing. Applied to Get a Clue. (hint, hint) Who's the Boss?: Shift-O is dumb. H2O Below 273 K: holy crap this game gets hard to execute fast wow (273 -.9 still very happy with this thanks) Mini Pyramid: Yeah, chips under blocks are definitely my specialty. Chip Kart 64: Note to self: sliding less tiles is faster than sliding more tiles due to more overrides and boosts. Colors for Extreme: Keep an eye out for blocksliding opportunities. Technically applies to Booster Shots as well, but this came first chronologically so Bowling Alleys: Just because a lot of the top players have the score doesn't mean it's optimal. Also applies to Get a Clue, but this came first. Also, just because you barely scraped another second out of the level doesn't mean that your decimal is optimal. The Shifting Maze: Yep. I can definitely blocks. Shuffling everything around, more loops, small timesaves, small "hey I don't need that!" moments... this is probably one of the most complex CCLP1 routes to develop. Time Suspension: When grinding RNG, set aside an entire day, have other things prepared to keep from getting bored, and the pull of a new record can outweigh a lot of tedium/boredom. Also, walkers are worst monster. By a lot. Portcullis: You can slip by the single ice tile clone thingy in Lynx. Huh. Easier Than It Looks: Ok seriously if the same route hasn't scored a second higher yet it's not going to without a change. Also, pay attention to teleports and where they lead. This can shortcut (hi Countdown!) Cineworld: Half waits suck. CCLP2 levels Use the Fish: Taught me to just boost for it when failure means death: going to slow means a restart in this setting! Madd Maze: RFFs suck. Just thought you ought to know. Just Enough: Tedious, tedious, tedious, so glad I get to copy a route instead of have to iterate the timing of everything myself...ugh. Roller Coaster: Just because the AVI is perfect doesn't mean I have to be perfect. Think through if moves can be lost, and if so, where do they start mattering. This goes double for the TWS losing 0 to the blobs but 6 to the walkers. I lost 8 to the blobs and 0 to the walkers in my run, since the walkers will often either let you past or kill the attempt. Monster Factory: Sideswipes exist. Better routes for travelling salesman problems don't. CircleMaze: Pay VERY close attention to heavy boosting sequences. 475 takes very little luck and 476 does not require >R (override) >R (override) >R at the end. Captured: Mouse clicks aren't so bad... Gauntlet: Random results will behave differently for everyone. I knew this already, but James mentioning how bad it feels getting stuck in the trap on 458 potential had me expecting it to happen on my first try past the walkers, so I was pleasantly shocked when it didn't! CCLP3 levels Lot in Life: Illogical routes sometimes trump logical routes. My poor 95 MS....my 95 Lynx though is pretty logical. Not easy to find without the right insight, though. Map the Path: It pays to be in the right place at the right time for the scoreboards. I was around when J.B. found 245, and was able to find it before anyone else came online. Looking back, I think this is the moment I realized "yeah. I can actually do this optimization thing." Recess: Even bad levels make CCLPs sometimes. Spiral: See previous level comment. Blazes: James gets ridiculous insights with monster interactions. Pay attention to them. Get a Clue: Pieguy is not perfect. I am able to find things he missed sometimes. (This, combined with the imminent J.B. look got me to take a look at Cityblock and score 550). Flame Thrower: Just because one person found routing the level easy/hard does not mean I will find it easy/hard. J.B struggled, I had no trouble. Conversely, James found 825 on ACD and I still don't see how an improvement isn't 826. I suppose finding a "half cycle" on the balls would be the key. Once Upon a Troubadour: Moving mouse clicks are a pain when boosting is involved. At least it's short. Countdown: Just because bold has been reached doesn't mean you should stop looking. Shoutouts to Shane for finding the trick I missed to raise 71 to 72, though if we hadn't, triple joint bold with J.B. would have ensued Checkers: Miika is really good with blocks. Listen to his ideas. In Lynx, slaps are awesome, splash delay is not, avoiding splash delay is. Mediterranean: Collabs are awesome. Long teleport runs are not. Which One Next?: Ok, what did I just say? Oh right, long teleport runs are not awesome. This is a bad level. Yay 500 bolds with appropriate title (and 501 has a recommendation already). Lead Us Not into Temptation: Walkers are still worst monster. Also this is more likely than Time Suspension, which is still unconfirmed. Despite the route having been public since I scored it. Manic Depression: Sometimes, just sometimes, randomness will go your way the first chance it gets. Also cross checking into rams is awful and the first bunch of this level is a huge pain. Mr. McCallahan Presents: Some busts are convoluted and use every part of a level and several obscure mechanics. This helped me fix Fish in a Barrel before anyone else caught the ridiculous MS only bust in UC4. Chip Cup I would have had a real shot in the 2014 Cup had I been around to enter the super competition...oh well. I still did well for what I was able to enter. I went into the 2015 season aiming to win, and so far I've built up quite the lead. Got sniped on the pieguy award with the survival competition last year by pieguy himself. Still haven't had a single treasure hunt competition to enter. Sometimes, the rule that better Lynx scores are counted as equivalent is silly when Lynx is clearly faster by a significant margin. The Power of Slide Delay Compels You! is a great level and I had a lot of fun trying to make everything I wanted to do with it fit into the level, as well as tweaking the slide delay rooms. J.B. is not infallible with optimization and can be beaten in time trials (I did so twice!). If a level gets updated, always look over the new possibilities. The past 22 months have been a ton of fun. Here's to another long period of time, more intricate routes, more fun levels and stellar community packs! I'm coming for that CCZone Awards Leaderboard overall first
  49. 1 point
  50. 1 point
    Or, if they have a different sense of humor, Bad Day At The Office