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  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. 4 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.
  3. 3 points
    CC1 Lynx: #24 (OORTO GELD): 431 (+4, b) #63 (BLOCK FACTORY): 473 (+2, b) Total Score: 5,897,930
  4. 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.
  5. 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.
  6. 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
  7. 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
  8. 3 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.
  9. 3 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...
  10. 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/
  11. 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!
  12. 2 points
    CCLP1 MS #127 (In the Pink): 421 (+159, b+1)
  13. 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
  14. 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).
  15. 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.
  16. 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.
  17. 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.
  18. 1 point
    Just finished all new 15 levels! Gotta say very well crafted and intriguing puzzles near the end. 76. I really loved this level probably cause I like block puzzles and/or sokobans. The practice room is also well appreciated but I didn't know exactly how strict the time limit before the exit gets blocked was. Still a very good level. 77. Extremely fun level. This is like "Chance Time" mixed with "Triple Maze". I would imagine that it would take lots of time to make sure everything works perfectly, in which it did. 78. Super creative underground puzzle. I have to say I was stumped on this level for quite a bit cause it has some stuff that looked like the obvious solution. For instance I thought that bee was supposed to blow up the bomb on (24,20) and that wasn't the case. In the end it was very satisfying to beat. 79. That beginning sokoban is legit. Awesome puzzle filled level. 80. Pretty cool monster manipulation to hit all traps level. Kind of feels like a glider version of "Bug Arranging" ("Glider Arranging"). This update had some really good levels and some pretty hard but I guess there will be some harder level now that were at level 80 now. Assuming that this will be the difficulty curve. But anyway, keep up the good work and hopefully your new job won't impede too much on the creation of the levelset. Still in life, we just got to do what we got to do. As always, hoping to see more fantastic levels from you.
  19. 1 point
    I'm really happy once again to see another update of this set so far. Pretty good levels with some that were kind of difficult and some really fun. (66-75) 66. Really fun level and nice exploration feeling on the outside. 67. Very cool my friend teeth level. Also, cool variation too apart from the normal thin wall and/or wall for the my friend concept. 68. That glider and ball toggling room is legit and the trap button releasing pink balls to bombs was too. 69. This level was sort of difficult but maybe it was just making dumb mistakes. I really liked that tank and red button puzzle though. 70. Cool level twist of the "waterflies" concept. 71. Attractive blue and green door aesthetic I gotta say. Great puzzles too. LOT LOT easier than Old Frog New Tricks. 72. I guess this was you "lol walker" level mentioned on Discord. Could've been more annoying though. Not one of your best levels. 73. Awesome level and keep up those force floor "nail puzzles" too. Cool mechanism for a block cloner too. 74. Apart from the random tank cloner dodging at the start this level isn't too bad. Personally, I am not a Club Penguin fan but the NE room kind of reminded me of the World's Hardest Game. Just popped in my mind since Club Penguin was an online game. 75. Masterpiece maze level. Nuff said.
  20. 1 point
    I've finished the 25 new levels and really enjoyed it! 61. This is an okay level. It's a little tedious and a little hard to keep track due to the huge size. However it's not too difficult of a level not to mention the 5 extra chip leeway. 62. This level was a blast (no pun intended). Really liked the trap puzzle and the clear the way path room for the fireball. 63. Ah, the good old world glitch from Super Mario Bros on the NES. Fun level. 64. Cool black and gray aesthetic level. That recessed and trap puzzle with the fire boots is what really stood out. I was kind of stumped on that one. Great level. 65. At first I thought this was going to be a really difficult level, especially with sokobans being hard enough. It wasn't too hard, key thing is that more about the teleports. At the end, it was satisfying to complete. Well, set's complete (for now). Keep up the good work Josh and really looking forward for more fun levels! P.S: Whitepoint: One Year Later will be missed. Cosmic Gold Hill: a nice blue key level.
  21. 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
  22. 1 point
    At first I didn't see how this was doable until I finally understood what you meant. This has now been fixed - thanks for bringing it to my attention! Edit: bust re-fixed because I'm dumb and left it busted in Lynx. It should be good now, ice being down the hallway on column 16 is the correct version.
  23. 1 point
    Sup guys, it's Tyler. I don't think I've run a Create Competition before so I am proud to present my first! For this competition, I wanted to celebrate the upcoming Chip's Challenge 2 three year release anniversary (on May 28th) with this month's theme: Chip's Challenge 2 - Back to Basics The CC2 editor was originally tiny, so many of the original CC2 levels are 10x10. It's been 20 years since those levels were designed and making huge levels is enticing, but for this competition I want you to make a 10x10 CC2 level to show how far level design has come and what neat concepts you can pack into a small space Guidelines: 1. The level must be your own and not already be publicly released. 2. The size of the level map MUST be 10x10. The level contents can of course be smaller, but CC2 cannot handle smaller map sizes than 10x10. 3. It should be a CC2 level. If you do not own or cannot run CC2, I will allow CC1 levels to be submitted, given that it could be theoretically ported to CC2 (e.g. no taking advantage of CC1's trap connections! ) 4. The deadline is May 31st, 11:59 PM EDT (GMT-4). PM me on CCZone or Discord (quiznos00#3068) to submit your level(s). You can submit up to 5 levels for consideration. Have fun!
  24. 1 point
    True, but who plays CC for the story?
  25. 1 point
    Here is my next set of feedback based on the next ten levels I've played tonight. in addition, the change to Balls to the Wall makes the level much better! 11. This one took me a few tries but cracking the puzzle was pretty satisfying. Loved the blue wall usage of course 12. I was kind of expecting the red keys to be optional, to make for shortcuts but that was immediately blown out of the water upon playing. I think I personally would prefer that but I still liked this level a lot 13. Zabriskie Point 2.0 aesthetics aside though, I absolutely loved this one. I did not expect to see something like this from you, all things considered! 14. Another pretty great level, I liked that sokoban a lot as well as that red button section 15. This level took me a little bit longer than I was expecting to solve... I initially wasn't a big fan of it and to be completely honest, I'm still not. Though that's not to say this is a bad level. Very good puzzle and concept for sure, perfect size and all, and I appreciate the fact it exists in general. But it just wasn't my personal taste 16. Another fantastic use of aesthetics! I was thrown off guard with the yellow locks, well played 17. That starting room is the best room, but the level was very fun. The red/yellow lock room with the surprisingly simple and I don't know if I should be glad it is or disappointed it is 18. Not my favorite level but it was still fun 19. Loved that ending. I remember you mentioned there being a path outside the level to the exit but was removed because it made the level longer? I don't remember the exact reason but I'm semi hoping you'll add that back in because this felt way too short personally 20. What a level! This was very impressive and fun in a lot of ways. I especially loved the elemental room with the chips and the ending room with the glider cloner. I think the hint being in that room is much better than where it initially was as well
  26. 1 point
    Here's part 3 (21-30) 21. Really entertaining level, I enjoyed this one. 22. Extremely brilliant puzzle, this is the first level so far that stumped me quite a bit. Had to think outside the box on this one. 23. Yet another yet another simple chip collecting level with an awesome aesthetic maze. 24. Awesome level and a whole lot better than the original Blue Blocks in my opinion. 25. Despite the title, this level is somewhat nerve wracking. The paramecia seem to stabilize but the walkers mess it up and this set seems to introduce monster patterns with both random and non-random elements. Okay level. 26. Despite the title, I don't see that much difference between this one and the original Whitepoint from JoshL5. Both are equally fun and simple. 27. A little like "Blurry" except this one is a little more difficult, but not too much due to the wide open space. 28. Creative glider themed level. Whole lot better than YAYAP. YAYAP was a great puzzle but that block slide at the end killed it. 29. Level that is somewhat easier than it looks with the sokobans. I did beat both the right and left side though. 30. Okay chip collecting level with teleports.
  27. 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.
  28. 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
  29. 1 point

    Version 0.4.2

    57 downloads

    A while back, in his designer diary notes for his penultimate CC1 set, Josh Lee had posted a number of comments about wanting to create a set based on the walls of CCLP1. Only a few levels were ultimately converted, but the idea stuck with me and came back to mind while playing through Jeffrey Bardon's recent Walls of CCLP4 set. Originally, I was considering making a CC1 set that was entirely based on walls from various levels among all the official CC1 sets, but Jeffrey's hard work proved that there was merit in sticking with one set and going for it, regardless of the difficulty involved in the conversions. On top of that, I hadn't regularly designed for CC1 in several years, so the idea of working from existing starting points was very appealing. I love the idea of designing for CC2, but jumping from no recent design experience to a completely new game felt a bit daunting. This has made the transition much more palatable. At first, I considered the idea of releasing the set all at once at the end of its development, much like Jeffrey did with WOCCLP4. But as I began designing, I remembered playtesting Andrew Menzies' The Other 100 Tiles and giving feedback gradually throughout the course of its construction. I like the idea of iterative releases and continuous feedback over a lump sum release, so I've decided to release this set in about 30-level increments, with the levels in each batch placed after the previous one(s) and arranged among themselves in rough difficulty order. This first release is only 26 levels, but there are some tough ones here, so I'm hoping that the next major release, at 60 levels, will include a few easier challenges. The difficulty of the set will hopefully be moderate to hard. Feedback is very much welcomed and encouraged! Please let me know what you think of the levels, what you'd like to see more or less of, and how the set can improve as time goes on.
  30. 1 point
    There was, but the ants ate it. Will CC3 feature Chiplette, the offspring of Chip and Melinda?
  31. 1 point
    CCLP4 (MS) Level 28 (Zephyr Heights) - 402 (+2)(b-1)(pc) - I can' even begin to guess how one more second is possible here. Level 29 (Flipper Departments) - 313 (+7)(b) Level 30 (Hoodwinked) - 61 (+3)(b) Total Score: 6,078,430
  32. 1 point
  33. 1 point
    More of my experiences playing through the set. Note: There may be spoilers to the solutions of these levels in my comments, so don't look if you haven't solved yet! (Covers levels 11-17)
  34. 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?
  35. 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.
  36. 1 point
    You are more than welcome to LP this set as well. Don’t let me discourage you.
  37. 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
  38. 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!
  39. 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.
  40. 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
  41. 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.
  42. 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.
  43. 1 point
    I have solved all 26 levels. Overall, I really liked this set so far. One interesting thing is that, in some cases, you not only preserve the original wall layout, but also other tiles; I generally like the results. Also, your frequent use of coloured walls and floors makes the levels look much better than their CC1 counterparts. 1: It is a good dodging level and maze, I got the full bonus. 2: A cool puzzle, and I love the title 3: The tank puzzle is really creative, and it's a nice use of ghosts erasing fire. It could use a longer time limit though. 4: Quite fun 5: Better than I expected. Generally I don't like levels that use train crossings like this, but this one was good. 6: I liked this level. I might have busted it, though: I solved using very few blocks and without the hook. 7: Awesome track puzzle. 8: This is an interesting twist on the original level. I did not attempt the full bonus, though. 9: This is a really fun puzzle, and a nice use of the "hide logic" feature. I got the full bonus. 10: A clever puzzle; a nice way to use toggle chips. 11: When I first saw the level, I expected it to be tedious, but I was pleasantly surprised, and it turned out to be quite fun, a great use of the hook. 12: I hated the original level, but this one was awesome. The speed boots help with all the running in long hallways, and it was very satisfying to blow up the walls. 13: An interesting red teleport puzzle. I did not get the bonus... 14: This is a great use of yellow tanks, a really great level, one of my favourites in the set. 15: Speed boots I like the use of swivel doors for flicking blocks; I used that in one of my levels too. I might have busted it, though, by dropping the speed boots right in front of the walker clone machines, stopping the cloning. 16: I'm still confused as to how the wiring of flame jets works It's a fun level though. 17: Bribes are an underused tile; it's nice to see them used here. Also the ghosts with speed boots, awesome 18: Collecting the chips was very easy, and the mimic didn't cause any problems. The last part, to get it to blow up the bomb, was nice. 19: I love the starting room, as well as the directional block and blob rooms. The ball/trap room was difficult but fun. The walker room was slightly annoying though. I got the full bonus. 20: A really simple level, and I got the full bonus. 21: Perhaps the hardest level in the set. But I love how you retain the second Chip from the original level, and the solution is very creative. However, I managed to exit the level with two extra green keys. 22: A great high-speed puzzle. It's nice to see many levels here use speed boots, considering they only appeared once in the original set. I got the full bonus. 23: Your yellow tank mechanism is awesome. The various puzzles are fun, but I might have found a bust: the yellow tank is not required to clone the blocks (or is this intentional?) 24: A fun puzzle; I like the use of yellow teleports. 25: A nice twist on the original level, a good use of ghosts, and I like how there are extra chips. I got the full bonus. 26: This is the only level that I didn't like, I'm afraid. The turtle room is quite fun, and so is the final puzzle (good use of a helmet here), but the starting puzzle is quite tedious and easy to cook; I did not attempt the bonus. I will be looking forward to future updates; so far it's great
  44. 1 point
    http://www.fastswf.com/2Ra-gvs Block Manoeuvres. As it's name suggests carefully moving blocks around is a prominent feature
  45. 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.
  46. 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.
  47. 1 point
    Pointless Trivia: Chip's starting position in CCLP4 #100 is (19, 11)
  48. 1 point
    CCLP4 has been out for over a week and new records and new confirms are being set every day, but I'd like to take a look back at the numerous records from past sets that haven't been confirmed yet. CCLP4 and CC2 are not included in this list since they're much newer, but they have 71 and 35 (score) / 30 (time) unconfirmed records, all held by J.B. Lewis. Among CC1, CCLP1, CCLP2, and CCLP3, there are 30 unconfirmed records, and here they all are from oldest to newest. CCLP2 #72 (Checkerboard I) - David Stolp since 2007-04-11 CCLP2 #147 (Cloner's Maze) - David Stolp since 2008-02-28 CCLP2 #94 (Checkerboard II) - David Stolp since 2008-05-04 CCLP2 #140 (Keep Trying) - J.B. Lewis since 2009-06-27 CC1 #23 (Blobnet) - J.B. Lewis since 2009-11-02 CC1 #133 (Blobdance) - J.B. Lewis since 2009-11-06 CCLP3 #117 (Mice Are Good for Something) - David Stolp since 2011-02-16 CCLP3 #141 (Bug Arranging) - David Stolp since 2011-03-04 CCLP3 #111 (Bustin' Out) - David Stolp since 2011-04-17 CCLP3 #76 (Complex) - David Stolp since 2011-11-22 CC1 #64 (Spooks) - David Stolp since 2012-01-16 CCLP2 #127 (Escape from Chipkatraz) - David Stolp since 2012-07-23 CC1 #126 (Block N Roll) - Andrew Gapic since 2012-11-08 CC1 #147 (Cake Walk) - David Stolp since 2012-11-15 CCLP3 #83 (Billiards) - David Stolp since 2013-02-18 CCLP3 #135 (Color Wheel) - David Stolp since 2013-10-13 CCLP1 #47 (Bombs Away) - James Anderson since 2014-05-04 CCLP2 #98 (Loop) - J.B. Lewis since 2015-02-22 CCLP3 #149 (Mr. McCallahan Presents) - J.B. Lewis since 2015-03-20 CCLP3 #139 (Rotation) - J.B. Lewis since 2015-04-01 CCLP3 #147 (Avalanche) - J.B. Lewis since 2015-04-01 CCLP3 #107 (Lazy Hourglass) - J.B. Lewis since 2016-02-07 CCLP3 #137 (Vulcan) - J.B. Lewis since 2016-02-13 CCLP3 #142 (Mudpie) - J.B. Lewis since 2016-02-17 CCLP3 #102 (Triple Alarm) - J.B. Lewis since 2016-03-03 CCLP3 #144 (You Can't Teach an Old Frog New Tricks) - J.B. Lewis since 2016-03-06 CCLP3 #146 (Suspended Animation) - J.B. Lewis since 2016-03-06 CCLP3 #136 (Grand Prix) - David Stolp since 2016-04-03 CCLP1 #130 (Dynamite) - J.B. Lewis since 2017-03-17 CC1 #24 (Oorto Geld) - David Stolp since 2017-03-31 Player totals on this list: James Anderson: 1, Andrew Gapic: 1, J.B. Lewis: 14, David Stolp: 14.
  49. 1 point
    I have been doing some investigation of this. In brief, I have concluded that this is not a bug in Tile World. The same kind of "clone desynchronization" occurs on the Atari Lynx, and so far I have been able to observe, it works the same as in Tile World's Lynx mode. The question remains: why does this happen? (I haven't seen this discussed anywhere else.) Here is a description of how things are handled internally in Tile World. (The Lynx ROM presumably does something similar; in any case, the final result is the same.) 1. When a level is (re)started, the game builds a list of all creatures in reading order. Creatures include monsters, blocks, and Chip himself. The list includes monsters and blocks on top of clone machines. After this, if Chip is not in the first position in the list, he trades places with whatever creature is there. So, Chip is always at the beginning of the list. 2. Each game tick, the creature list is traversed in reverse order. Monsters move 1/4 of a tile when not slipping. Creatures on clone machines or traps don't move. (Things are actually more complicated. There are three traversals per tick. In the first, the creatures decide which direction they move when not in midmove. In the second, the move is executed. The third traversal handles teleporters. All this may be ignored for this discussion.) 3. When a creature dies, the creature's entry in the creature list is not removed. Instead, the entry is marked "hidden", which just means there is no longer any creature occupying that location in the list. Hidden entries in the list are ignored during the traversal. 4. When a clone button is pressed, the corresponding creature moves 1/4 of a tile off the clone machine, and a new creature is created on top of the clone machine. If there is a "hidden" slot available in the creature list, the new creature will be inserted into the earliest such slot. If there aren't any hidden slots, the creature is appended to the end of the list. So, when a creature is cloned, if the creature appears later in the list than the creature that pushed the clone button, it initially moves 1/4th of a tile. However, if it appears earlier in the list, it moves 1/4 tile again on the same tick for a total of 1/2 tile. Here is an example. It's pedantic Lynx compatible, so if you want you can try it on the Lynx ROM (using Brian Raiter's "c4" utility to patch the level in). If you run the level in Lynx mode, every so often the fireball cloned on the second row will be slightly ahead of that on the first row. Here's how it works in detail: The creature list initially looks like this: C B1 F1 B2 F2 Here, C is Chip, B1 and F1 are the ball and fireball on the first row, and likewise for B2 and F2. At first, the fireballs don't move because they're on clone machines. Then the balls press the clone buttons. B2 acts first, causing F2 to leave the clone machine and another fireball to appear in its place. Likewise, F1 also leaves its clone machine on the same tick. Now there are more creatures on the list. We denote the extra creatures by an ellipsis since they're irrelevant to the example. C B1 F1 B2 F2 ... As time passes, more cloning occurs, without anything interesting happening until the fireballs start drowning. When the splash animations for F1 and F2 finish, their entries on the list are now marked hidden: C B1 H B2 H ... Later, the balls will push the clone buttons. First, when B2 presses its button, the fireball on row 2 is released from the clone machine. A new fireball, F2a is created on top of the machine, and placed into the first available slot: C B1 F2a B2 H ... Next, it is F2a's turn, but nothing happens since it's on a clone machine. Then B1 presses its button, and we have a new fireball F1a on the clone machine in the first row: C B1 F2a B2 F1a ... The next time the clone buttons are pressed is when it happens. F1a, on a clone machine, does nothing. Then B2 presses the clone button, causing F2a to leave the clone machine. F2a is processed next. Since it isn't on a clone machine anymore, it moves again. Then B1 releases F1a from the clone machine, but F1a was already processed, so it doesn't move again this tick. So F2a is now 1/4 tile ahead of F1a. After this, the fireballs cloned will be synchronized until F1a and F2a drown, making their slots in the creature list available again, and the cycle repeats. Some final notes: The extra 1/4 move can occur even if there is only one clone machine in the level. It all depends on the relative order of the creature that presses the button and the creature on the clone machine in the creature list. For instance, it never happens when Chip presses a clone button since he is at the beginning of the list. random 8 above mentioned that something similar happens with traps. The explanation is more or less the same. If the creature on the trap appears earlier in the list than the creature that pushed the button, it gets another move. We should probably call this quirk/glitch something. Perhaps "release boosting"? Maybe someone will come up with another name.
  50. 1 point
    I was about to create a level called "Jungle Rumble" for my set...I had no idea the title was used here already! Great minds think alike.
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