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  1. 6 points
    It's been a long time since I had news, so here's an informational update! I've added a control+click feature to insert a terrain without erasing the rest of the cell contents. Also, I'm working on dialogs to edit the properties of individual tiles. Here's a preview: I hope to be able to release a program update with these features in the next couple weeks, so stay tuned.
  2. 4 points
    Hello Chipsters! I am currently working on making a TASing emulator for CC! With this emulator hope to emulate Chips challenge accurately, and even improve on mouse emulation, as well as add many useful features for routing and even casual playing such as: Rewinding Savestates Frame-by-frame playing TWS Playback RNG manipulation And much, much more! Watch this video to see an early version in action Currently, 146/149 CC1 and 123/149 CCLP3 levels play correctly. There are still some simple things that need to be fixed. Version 1 will be released when nearly all solutions from the public tws's play back correctly. Github repository Feel free to request any features in this thread or by messaging markus#1180 on discord.
  3. 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!)
  4. 3 points
    CCLP1 (MS) 093: 327 (+3, b+1) [Flame War] (joint bold with Kacper, set November 5th) So, this happened. I did say I was going to go for the rest of these if this happened... 028: 276 (+1, b) [The Last Starfighter] (1 hour of attempts, set November 6th) I went for BoaP first, immediately after. After a few hours I went to sleep for the night. When I got back from work (early, due to being sick) on the 6th I didn't want to continue that grind. So, I went for this one and miraculously got it. Probably around 7-8 hours total, +/- 2 hours counting my past attempts. I'm super glad I didn't choke the execution here. Then back on the BoaP grind. I ended up unable to go to work on the 7th due to this stupid cold. That just meant more blob time. 117: 255 (+2, b) [Blobs on a Plane] (8 hours of attempts, set November 7th) It's better to be lucky than good. I made a tactical mistake on the way back from the suction boots after a good thirty second think, with a blob 2 tiles up and another 2U2R. I had misjudged the second blob and thought it could interfere, and so elected to step LU instead of U, deliberately spending my 2 moves of buffer. In hindsight, this was a mistake given the probabilities of success for what I knew. U was more likely to work as LU given an L blob move would spell disaster. Except, I had misjudged the step AND U would have been immediate death, as the blob moved D, and so LU was actually the correct decision in a vacuum for survival! Though even given hindsight, a very difficult move to have to make. And so, the last of the random levels fell. (further analysis shows that some of that analysis could be wrong. Regardless, my mental picture and the actual level didn't mesh and I made a questionable decision that happened to be the absolute correct one) 051: 274 (+1, b) [H2O Below 273 K] (slightly earlier today) This one was inevitable. Still took 5 or 6 hours of attempts, but some heavy duty practice on the left half paid off. Dropped [1/2] in rooms 6 and 7 but hung on in the end. 6,006,000 (147 bolds) (b)
  5. 3 points
    CC1 Lynx: #24 (OORTO GELD): 431 (+4, b) #63 (BLOCK FACTORY): 473 (+2, b) Total Score: 5,897,930
  6. 3 points
    CCLP1 MS #127 (In the Pink): 421 (+159, b+1)
  7. 3 points
    Another bump to this topic... I have now added the CC2 level set section to my site. It is horribly out of date, so I would appreciate any and all help in getting it up to date. http://pillowpc2001.net/levels/index.php?set=2 I eventually plan on correcting the solvability tables...right now they still look like the CC1 table and show/save a column for MS and Lynx. I have a note to ignore this for now and just use the MS column for submitting solvability, but hopefully this will be fixed soon.
  8. 3 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.
  9. 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
  10. 2 points
    CCLP1 (MS) 2 (Slip and Slide) 180 3 (Present Company) 183 4 (Block Party) 205 5 (Facades) 232
  11. 2 points
    CCLP1 MS #122 (Jeepers Creepers): 651 (+1, b+1)
  12. 2 points
    CCLP1 MS #51 (H2O Below 273 K): 271 (+4, b-3) #93 (Flame War): 327 (+4, b+1) (joint with IHNN) CCLP4 MS #8 (The Fourth Dimension ): 333 (+1, b) #17 (The Three Trials): 254 (+1, b) #74 (Technopathic): 347 (+2, b)
  13. 2 points
    Sup Chipsterz, There have been some short conversations about the first CC2 community pack on the Chip's Challenge Discord, mostly involving me complaining about how lackluster the main game is and how a community pack would be 10 times better. But before we even begin opening submissions, there are a few opinions I'd like to get from the community about the structure of the set and what should and shouldn't be allowed. Here are my questions, I'll post my own thoughts in a reply soon. What should the set be named? How many levels? Allow levels with CC1 boot rules? Consistent viewport size (9x9 or 10x10)? Map size limit? Namely, should the 40x40 limit from the CC2 main game be retained? Should any tiles or techniques be banned? Some "unsupported" tiles are innocuous, like the zero-directional block or the blank "no" sign, but hex editing can lead to weird and wild tiles, as seen in TSAlpha's Enter the Void. There also are some non-obvious techniques, like block slapping and the gimmicks in TSAlpha's Great Job CC2! levels, that may not be well-suited for an official pack. Any other standards that should be set in place?
  14. 2 points
    @quiznos00 Have you considered cross-posting this to the Steam discussion boards for CC2?
  15. 2 points
    CC1 (MS) #33 (ON THE ROCKS): [684] (+1, b) 5,977,650 CC1 (Lynx) #33 (ON THE ROCKS): [631] (+6, b+6) #89 (BLOCK BUSTER): 380 (+1, b+1) #116 (BLOCK BUSTER II): 699 (+3, b+2) 5,897,990 CCLP2 (MS) #127 (Escape from Chipkatraz): 113 (+1, b) 6,050,880 CCLP2 (Lynx) #124 (Paramecia *): 223 (+1, b) 6,043,170 CCLP4 (MS) #81 (Estranged for a Season): 317 (+1, b) 6,109,860 (b) CCLP4 (Lynx) #81 (Estranged for a Season): 309 (+4, b+4) 6,100,350
  16. 2 points
    What other games do you play that allow you to create and share levels? One other I like is Artsoft's Rocks and Diamonds. https://www.artsoft.org/rocksndiamonds/
  17. 2 points
    CCLP2 MS #37 (The Mystery of the Seven Chips): 324 (+6, b+2)
  18. 2 points
    Hellllllo everyone, it's time for another Create Competition! Like the last one I ran where I wanted a maze, this time your prompt is also just a type of level. I want a block themed level! There are a lot of interesting things you can do with blocks and many tiles also complement blocks well, so hopefully we get some interesting puzzles out of this. Guidelines: 1. The level should be new, at the very least I shouldn't have seen it before. 2. Other sections are okay, but the focus should be on blocks. 3. The level can be large, or long, but I value compact clever puzzles highly over an overly drawn out level. If it has a reason to fill the whole map or take up many minutes, that's fine, but don't feel compelled to fill up the entire map. 4. I'd like to see a sokoban (push blocks to destination tiles) in each entry that uses a mechanic that makes the puzzle only* work in CC. As a guideline, if you could make the puzzle in YASC, it probably won't do well here. This isn't a requirement, but it'd have to be a very good level to win without one of these. 5. The level can be made in CC1 or CC2, and if CC1, it must be solvable in MS and/or Lynx. I'm aware that CC2 has multiple different kinds of blocks and many other interacting tiles that allows for a lot more potential here, but levels in both games will have a good chance. Recall that the winning maze level was CC2 but almost 100% transferable to Lynx, and second place was MS+Lynx. 6. The deadline is May 3rd, 11:59 PM or whenever I post the submitted levels, whichever is later. I'll give feedback on any obvious busts or flaws I see when submitted, but otherwise won't be giving thoughts until judging. 7. Submit your levels (limit 3) to either my Discord (IHNN#3459) or email ( jbardonjr [at] charter [dot] net). For an example of the sort of level that would do well here, Construct-a-Sokoban uses chips and sockets to make a novel sardine can, while Same Game uses CC elements sparingly to craft a masterful puzzle. Josh's Trick or Trap uses recessed walls to up the difficulty of an otherwise simple puzzle, and his Prison Hall uses force floors to create an elegant puzzle. Block Plaza (in WoCCLP4) uses blue walls to make a guiding puzzle, to use one of my own levels. For a level that wouldn't do so well, pick anything in SokobanCCLP for not using CC mechanics, or Traps II from CCLP2, or pretty much any of Tyler's adapted sokobans (MSI excepted for using toggle walls), and so on. And most importantly, have fun with it!
  19. 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
  20. 2 points
    I would like to see an official level pack for CC2.
  21. 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).
  22. 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.
  23. 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.
  24. 1 point
    *title not final Greetings Chipsters, In honor of CCLP4 submissions being opened three years ago today, I would like to semi-officially open level submissions for the first CC2 community pack. There have been conversations on the Discord about when submissions should open and who would like to be on the CC2LP1* staff and I've expressed my interest in leading the project and have received support from others. So, while the staff is not finalized, I would like to get the ball rolling by opening CC2 pack submissions, which I will maintain in a Google Doc and post here once it's more populated. You can submit your pack by letting me know here or on Discord, or letting someone know who will be sure to let me know Keep in mind the very few current restrictions on what you can submit. Levels that have appeared in an official CC1 pack that have been ported over will not be allowed. Blatant mods of any official CC1 or CC2 will not be allowed and it will be up to the discretion of the staff to decide which levels are too similar to the levels they were based on ("Walls Of" levels are still okay). Levels that are busted or unsolvable (obviously) are not allowed. The decisions for the questions I asked in the survey topic have not been officially made yet, but here are restrictions on levels themselves that will probably be in place based on the current responses, in case you want to plan ahead. CC1 boot levels will be banned, viewport size can be either 9x9 or 10x10, no limit on map size, zero directional blocks and blank no signs are allowed, other hex edited tiles are banned, submitted levels require a recorded solution, inaccessible bonuses are allowed, hide logic is allowed, and RNG setting can be any. Submissions will probably not close for a while (maybe 6 months from now?) so you can relax and focus on designing some fun levels! ~ Tyler Sontag
  25. 1 point
    CCLP4 (MS) 123: 663 (+42, bc) [Life Is Not a Puzzle] 6,100,150 (119 bolds) Life may not be a puzzle, but Chip's Challenge is full of them. This one is bold #650. Here's to another... 25? 50?
  26. 1 point
    CCLP2 MS #142 (Chomper Romp): 520 (+2, b+2) 6,050,760 - 143 b
  27. 1 point
    CCLP4 MS #74 (Technopathic): 345 (+9, b+7)
  28. 1 point
    Any meditators here on CCZone? I'm not religious or spiritual; although I have been reading and casually practicing some parts of Buddhist philosophy for a while now. I started meditating a while ago at first to just relax. I quickly learned it is a much more powerful practice than simply allowing you to relax. It can be literally life changing. I won't go into all the details unless there's interest but here's a few things: There is a lot of misconception about meditation. For one; there are many different methods which lead to different things and have different goals. There's no 'right' or 'wrong'. A lot of people try meditating by 'clearing their mind' and think they can't because their mind keeps wondering so they're a failure at it. This is a misconception. It is impossible to clear your mind; one main goal of many common meditations including one called Vipassana is to focus on something (like your own breath) and note each time your mind wanders. If you realize your mind was wandering and you focus back on your breath that is not failure; it's success; that's part of the goal of this practice. The act of realizing your mind is wandering and redirecting it over time will help you develop better concentration and focus among many other things. For any who think it's just voodoo nonsense; there is actual scientific backing on it. Two interesting things that can happen as a result of meditation; Supposedly meditation can stimulate a nerve in the brain called the Vagus nerve which connects to many parts of the body and helps your body relax physically and is very good for the heart, lungs and digestion. Over time meditation has in some people helped deal with depression, anxiety and addictions. There is a network in the brain called the 'default mode network' which is active whenever we are not working on a particular problem like math, watching a movie etc. In other words; day dreaming. It is believed this area is responsible for self reflection and 'theory of mind' among other things. This network can be altered or shut off entirely while meditating. This can lead to very profound and bizarre feelings. It is an altered state of consciousness which is impossible to describe or understand without feeling it. It can be very pleasant but also scary. I also want to make a brief warning; its not all fun and games and isn't something that should be taken too lightly. Meditating, especially done poorly (too deeply, too much or too often) highly depending on the person and your personality can have negative effects. I've never been on a 'retreat' but I've read of people who've done those and have had episodes where they almost went insane.
  29. 1 point
    Name in top right -> "Account Settings" Then "Signature" on next page
  30. 1 point
    Okay I didn't read EVERYTHING above, so I might be repeating some stuff. Let's get creative with the name...like CC2 Ragnarok. 169 levels is my vote. 100x100 no. 100x4 sure. Limit the total area to 2000 tiles. CC1 boots is probably a bad idea. 10x10 viewport. Let's be CC2. I also would consider split-screen levels. Weird tiles okay...but severly limited.
  31. 1 point
    I didn't feel any guesswork whatsoever throughout the level. It was mainly just planning ahead.
  32. 1 point
    CCLP4 (MS) Level 120 (Construct-a-Sokoban) - 665 (+72)(b+1) Total Score: 6,079,970
  33. 1 point
    Very happy to see yet another update for this amazing set so far. Just played the first 10 new levels and so far so good. 41. Nice and simple level, that glider section threw me off at first but it was legit. 42. Great puzzle, whole lot better than the original Lichtenstein which is one my least favorite levels in CCLP3. 43. I remember reading a discussion on this level on Discord. At first I was scared but thank goodness for the blue walls under the blocks! Pushing blocks onto RFF's is just wrong. Still a great concept for a chip collecting level. 44. Aesthetically pleasing border and somewhat easy chip collecting level. The middle room behind the yellow door could be a little tricky. 45. Legit level with a creative way to use partial posts. 46. Fun level and that blob cloner section surrounding the 2 chips on the top right is amazing. 47. This isn't necessarily a garbage level. Somewhat difficult level in my opinion. 48. Fun level with legit puzzles. 49. Interesting invisible wall maze level. Time limit shouldn't be too much of an issue, I was able to spare 180 seconds. 50. Jumping swarm teeth edition. Kind of like an easier version of Zane's zombie levels
  34. 1 point
    Well, if the goal is to make the glider turn at a right angle I'm not sure how much a reversible force floor would help either. Another possibility is a red or blue teleport on the ice path, which could be temporarily redirected.
  35. 1 point
    Here's part 2 (11-20) 11. Great level. Felt a little bit like "Clay Tunnel" and I wish there were more levels featuring recessed wall and block puzzles. 12. Somewhat easy level, thankfully the pink balls weren't too chaotic. Also felt a little of Jeffrey's "Deflection Field". 13. Easier and better than Wireframe. Both were good levels but I like this one more. 14. Simple chip collecting level. 15. Fun clone disruption type of level. 16. Pretty fun level. Don't know what that recessed wall on (5,9) is for since I didn't need to use it. 17. Fun puzzles rolled into one level. The tank section is a bit easier in MS due to tank rule differences in rulesets. That sokoban at the bottom is legit. 18. Really fun water maze chip collecting level with thieves. I like this more than Blue Moon, I am not too big of a fan on ice mazes. 19. The "zippers" make the corridors amazing along with the intuitive puzzles. Thought I severely busted it at first since I didn't need the three blocks along with an unused pair of flippers and suction boots. I know that on the Discord chat a thief was forgotten to be put there, so I go back and play the level the intended way. Still, a great level. 20. Gloomy level is gloomy. Not only that it's asymmetrical! (Toadman reference)
  36. 1 point
    I went ahead and sat down and played the first 10 levels of the newly up-to-date version of this set posted. Needless to say, they were a lot of fun! Here's some of my feedback on them. 1. I liked the teleporting bit at the end of the level, very good use of such a small space. 2. The open endedness of this level is enjoyable. I wasted one yellow key at the end and still managed to exit, but it might be worth throwing in another behind the socket? 3. I solved this with 12 seconds left lol but I liked this one. It's worth keeping 4. That random force floor is a little iffy with that walker there you can totally kill the teeth in the fire in MS, though I'm sure you were aware of this already 5. That block section 6. What an interesting puzzle! This one took me a few tries. Loved the clues to the entry points too! 7. In my opinion, this was more or less a more obvious implantation of Jeffrey's Enemy Without and I like it for that reason. 8. Fully solved this one (I never did when it was sent to me), and I really like it! 9. Outstanding level. It took the already good concept in Andrew's Conveyor Craze and just made it better, due to its size. This is one I'm hoping to see in CCLP5 someday. 10. Lol this level. I really don't know how I feel about it but it's not a bad level by any means. Though... that slide does get filled up quite a bit.
  37. 1 point
    And submissions are now unofficially closed! I've received levels from twelve different participants, so I'd consider this competition a huge success! Now, I know I said I'd stream playing the levels today over on the Discord, but tomorrow evening just works better. So I'll be posting the submitted levels (11+2 CC1, 13 CC2) right before I start the playthrough stream, and you can still get in a last minute level or change before then
  38. 1 point
    Hmmm, I haven't posted an update here in quite a while. Well, what better update than 149 new levels in the Walls of CCLP4!
  39. 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
  40. 1 point
    (19, 20) and (19, 21) are walls in the original level, but not here. Tanks on top of a wall are still a wall! As always, some very nice levels submitted. And hey, I even managed to win It was quite the challenge to work on- I had a headache from trying to keep in mind both sides of the level while constructing (forgetting to eat due to not wanting to break the creative flow didn't help) and ultimately, I started building the level just to see if I could make a level that played out totally differently with the same layout, as a personal challenge. I'm very happy to see it getting some appreciation- and hopefully it makes it into an official set someday, even with the NW blockslide resetting being a bit of a hassle.
  41. 1 point
  42. 1 point
    Here's Part 4 (43-56) 43. Okay level. At first I thought this was reminiscent to your "Abandoned Island Resort" from JoshL5. That level was pretty difficult but this one is a lot easier. 44. Yet another level with great puzzles rolled into one. 45. This level somewhat reminds me of your level "Flame Boy Color" from JoshL6. Only difference is this one you have to think of how you're going to progress through. Flame Boy Color lets you roam around once you have an abundance of keys. 46. Great aesthetic level with a simple concept of collecting chips in a maze. Feel's a little bit like "Membrane" 47. Awesome level. Thought it was going to be a hard one based on the title and the solution video on your channel. Turned out to a fun level overall. 48. Another awesome level. 49. Got this level on my first try. Guess I was pretty lucky and got a "777". 50. Simple chip collecting level. 51. Another pretty simple chip collecting level. Title is pretty uncomfortable though. 52. I really liked this level cause it makes you strategize how to use water under blocks wisely. The 3 out of 4 requirement is well appreciated and I also feel we need more levels with blocks over water like Jeffrey's "Coral Reef." 53. Really fun level. Beginning somewhat reminds me of Jeffrey's "Cascade" level. 54. Also a really fun level with a decent time limit. The rush keeps the interest maintained throughout the whole level. 55. Interesting level with a section based on "Flipper Departments." 56. Cool level with teeth.
  43. 1 point
    I played in Lynx; so far it's a great set 1: Fun short key puzzle. 2: Awesome puzzle. 3: Simple level, but I like the ending trick with the recessed wall. 4: Blue wall mazes are nearly always fun, and this is no exception. 5: It took me way too long to realize that one of the blocks inside the maze could be pushed...at first I could only see those two blocks on the border and was totally stumped It's a fun puzzle. 6: This has some good puzzles. 7: I already reported the bust in Discord. Now that it is fixed, the result is a very fun maze. 8: The sokoban is really fun. The top room is good too. 9: Fun maze, and I really like the way the exit was hidden next to the extra chip. 10: Perhaps my favourite level so far. The blob ending is clever, and I like those random pink balls. 11: It took me way too long to figure this out...it's a good puzzle. 12: The puzzles are awesome, and the toggle mechanism is really great. 13: There are some creative puzzles here. 14: Nice green level. 15: A fun level, I especially like the yellow key trick and the tank mechanism. 16: An interesting concept. 17: There should be more blob levels like this. I also like the hint. 18: Interesting puzzles, I especially like the socket section and the bug room. 19: This is a great block level. I love it. 20: Another great block level. The sokobans are fun, and those paramecia just before the socket are awesome. 21: This was surprisingly easy. It's a decent ice puzzle. 22: I love how you put two puzzles in one in this level. Just awesome. 23: I love this. The various puzzles here are very creative. 24: One of the better sokobans around. 25: I don't understand the title? But it's a fun level, some of the puzzles are really fun. (I haven't solved 26, 28 or 29) 27: A good-looking maze. 30: Awesome water puzzles, and reference to Fire is my Enemy. I don't really get the hint, though; no special tricks were needed for that room... 31: I love the title. It's also a fun maze. 32: There are some awesome concepts in this level. I also like the post-socket puzzles; I haven't seen many levels use such a concept. The paramecia in teleports look great 33: I gave the hint a purpose This is a really creative blob level; I like how one isn't supposed to gather all the chips. 34: This is quite a fun level, and a nice use of blocks. It's easy to miss some passages, but that's part of the fun. 35: At first I thought those fireballs were there just to look good, but once I crossed the thief, I realized their alternate purpose. This is a very creative maze.
  44. 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.
  45. 1 point
    http://www.fastswf.com/2Ra-gvs Block Manoeuvres. As it's name suggests carefully moving blocks around is a prominent feature
  46. 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.
  47. 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.
  48. 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.
  49. 1 point
    Pointless Trivia: Chip's starting position in CCLP4 #100 is (19, 11)
  50. 1 point
    My first stupid cook in CCLP4. I'm sure there will be many more. Yep:
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