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Indyindeed

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Everything posted by Indyindeed

  1. Why should we stop scaling down at 9x9 - let's take it a step further to 7x7!
  2. Well, this may not be a 9x9 level, but I'm quite proud of the end result for what it is, given that the source level is very difficult to put in such a small space as it is. I feel like I rushed the levels I submitted for the create competition this month and I hope not to make the same mistake next time. Also, those levels look amazing, Jeffrey
  3. Isaac's High Scores

    Reporting this before I forget. CC1 MS #63 (BLOCK FACTORY): 477 (b)
  4. Isaac's High Scores

    PLEASE NOTE: This main post is currently outdated. I plan to do an overhaul with the TW2 score copy feature in the future. Green = Optimal Red = Suboptimal Yellow = Only one bold (CC2 exclusive) CC1 MS #1 LESSON 1 - 83 #2 LESSON 2 - 90 #3 LESSON 3 - 89 #4 LESSON 4 - 116 #5 LESSON 5 - 85 #6 LESSON 6 - 94 #7 LESSON 7 - 139 #8 LESSON 8 - 96 #9 NUTS AND BOLTS - 305 #10 BRUSHFIRE - 51 #11 TRINITY - 211 #12 HUNT - 270 #13 SOUTHPOLE - [982] #14 TELEBLOCK - 204 #15 ELEMENTARY - 89 #16 CELLBLOCKED - [971] #17 NICE DAY - 83 #18 CASTLE MOAT - 553 #19 DIGGER - 171 #20 TOSSED SALAD - 340 #21 ICEBERG - 119 #22 FORCED ENTRY - 288 #23 BLOBNET - 406 #24 OORTO GELD - 428 #27 GO WITH THE FLOW - 147 #31 KNOT - 6 #33 ON THE ROCKS - [0] #34 CYPHER - 297 #35 LEMMINGS - 577 #38 SAMPLER - 462 #39 GLUT - 17 #40 FLOORGASBORG - 195 #42 BEWARE OF BUG - 187 #43 LOCK BLOCK - 126 #46 THREE DOORS - 222 #51 I SLIDE - 655 #52 THE LAST LAUGH - 382 #53 TRAFFIC COP - 478 #55 POTPOURRI - 70 #57 STRANGE MAZE - 229 #59 HIDDEN DANGER - 368 #60 SCOUNDREL - 288 #61 RINK - [0] #62 SLO MO - 282 #66 VICTIM - 292 #69 BOUNCE CITY - 229 #70 NIGHTMARE - 136 #72 REVERSE ALLEY - [0] #74 PLAYTIME - 359 #75 STEAM - 479 #77 INVINCIBLE CHAMPION - 481 #82 SOCIALIST ACTION - 969 #84 WARS - 580 #86 SUICIDE - 381 #94 NOW YOU SEE IT - [0] #95 FOUR SQUARE - 335 #97 METASTABLE TO CHAOS - 290 #100 COLONY - [0] #101 APARTMENT - 240 #102 ICEHOUSE - 177 #105 SHORT CIRCUIT - 255 #106 KABLAM - [0] #109 TORTURECHAMBER - 133 #111 TIME LAPSE - [0] #112 FORTUNE FAVOURS THE - [0] #113 OPEN QUESTION - 462 #114 DECEPTION - 172 #115 OVERSEA DELIVERY - [0] #117 THE MARSH - [0] #118 MISS DIRECTION - 260 #120 ALPHABET SOUP - [0] #121 PERFECT MATCH - [0] #122 TOTALLY FAIR - 272 #123 THE PRISONER - 272 #125 MIXED NUTS - [0] #131 TOTALLY UNFAIR - 26 #133 BLOBDANCE - [0] #135 TRUST ME - 293 #136 DOUBLEMAZE - [0] #139 YORKHOUSE - [0] #140 ICEDEATH - 263 #141 UNDERGROUND - [0] #142 PENTAGRAM - [0] #143 STRIPES? - [0] #144 FIREFLIES - [0] #145 Thanks to... - [991] #147 FORCE FIELD - [0] #148 MIND BLOCK - [0] #149 SPECIAL - 955 Total CC1 MS Bolds 63/149 Total CC1 MS Score 3,309,090 CCLXP2 #3 Bea's Den - 107 #4 Force World - 234 #5 Suction Ride - 371 #6 Fixing the Toggle Switch - 163 #7 Slightly Mad - 246 #8 Use the Fish - 276 #9 Maze of One Way - 196 #13 The Serial Port - 337 #15 Debug File * - 234 #37 The Mystery of the Seven Chips - 319 Total CCLXP2 Bolds 10/149 Total CCLXP2 Score 78,320 CCLP3 Lynx #1 Entrance Examination - 182 #2 Snakes and Ladders - 338 #3 A Walk in the Park - 305 #4 Suction Solution - 234 #6 Thieves and Teleports - 90 #7 Dancing Gliders - 147 #8 Pigeonholed - 103 #9 Redoubled Effort - 108 #10 Annoying Wall - 84 #13 Road Block - 94 #33 Vague Dream - 35 #50 Once Upon a Troubadour - 159 Total CCLP3 Lynx Bolds 10/149 Total CCLP3 Lynx Score 91,790 CC2 #1 LESSON 1 - 1404 | 0 #2 ALL ICE - 1000 | 0 #3 KEY MANIA - 1500 | 0 #4 ALL SHOOK UP - 2150 | 15 #5 DOWN AND OUT - 4560 | 198 #6 DOOR WAYS - 5456 | 196 #7 TURTLE BLOCKS - 9350 | 191 #8 SWIVELS - 5700 | 170 #9 LESSON 2 - 4500 | 0 #10 ALONE - 6170 | 117 #11 TUMBLERS - 6780 | 19 #12 FORCE PERIMETER - 7480 | 148 #13 SEVEN UP - 7530 | 93 #14 RUN-AROUND - 7030 | 3 #15 WATCH YOUR STEP - 8390 | 89 #16 SEA TURTLES - 10280 | 228 #17 FROZEN - 10840 | 234 #18 NO TURNING BACK - 9910 | 91 #19 LESSON 3 - 9500 | 0 #20 COBBLER - 10980 | 98 #21 EIGHT WAYS - 12920 | 242 #22 MIND GAME - 14170 | 242 #23 TRICKED YA! - 15440 | 294 #24 JAY WALKER - 13740 | 79 #25 TRIATHLON - 17320 | 263 #26 CHAMBER BOMB - 15240 | 215 #27 CLIMBING - 14470 | 97 #28 SAPPER DO - 16840 | 176 #29 LESSON 4 - 14500 | 0 #30 INLAY - 15870 | 87 #31 ICE DANCING - 35330 | 92 #32 REVELATIONS - 17900 | 190 #33 IDENTITY CRISIS - 18390 | 189 #34 GLOBS - 18270 | 127 #35 CHIPS? - 17870 | 37 #36 SPRING MINES - 18910 | 91 #37 HOTKEYS - 20170 | 167 #38 QUICK TIME - 19880 | 88 #39 QUICK TIME II - 19570 | 7 #40 QUICK TIME III - 20140 | 14 #41 FREEZE FRAME - 23180 | 268 #42 YOU MUST BE JOKING - 21200 | 12 #43 RETICULATING SPLINES - 22670 | 117 #44 SILO BOMBER - 25450 | 288 #45 MIDDLE SCHOOL - 23770 | 127 #46 LONG LOST FRIEND - 26960 | 396 #47 DESERT OASIS - 25300 | 180 #48 TRIAL OF ELEMENTS - 26820 | 282 #49 CAITLYN'S MAZE - 26120 | 162 #50 LESSON 5 - 25000 | 0 #51 MAZES - 27510 | 201 #52 CONFUSION - 32010 | 181 #53 QUICKCHIP - 26650 | 15 #54 SAUCE FOR THE GOOSE - 28870 | 93 #55 T-N-T TIME - 28330 | 83 #56 QUICK THINKING - 30820 | 182 #57 MONTY HAUL - 32790 | 429 #58 GOLD RUSH - 37570 | 73 #59 TRIAL AND ERROR? - 33270 | 377 #60 LESSON 6 - 30050 | 0 #61 FEEDING TIME - 32440 | 95 #62 GRAB BAG - 31300 | 30 #63 DISCIPLE - 33260 | 176 #64 PRACTICE - 33460 | 128 #65 CHIP HIMSELF - 34200 | 170 #66 ELECTRIC TRAP - 33270 | 27 #67 GHOST TRAP - 35750 | 225 #68 LIGHTS OUT - 36790 | 279 #69 LOOKALIKE - 37190 | 269 #70 RAIL BOWLING - 35980 | 98 #71 LESSON 7 - 35500 | 0 #72 ON AND OFF - 39140 | 265 #73 GHOST BRIDGE - 37140 | 64 #74 MUSH - 37850 | 85 #75 DRESS CODE - 39080 | 58 #76 THAW - 38660 | 66 #77 THE ROVER ROOM - 40430 | 193 #78 STRICT PROCESS - 39280 | 28 #79 ONION - 42290 | 179 #80 CHIP PALACE - 42620 | 162 #81 CAMPFIRES - 42690 | 219 #82 AVALANCHE - 41400 | 40 #83 DOUBLE DARE - 43720 | 222 #84 OFF KEY - 46630 | 271 #85 SCRAMBLED EGGS - 42550 | 5 #86 TANK HELP - 43370 | 37 #87 X MARKS THE SPOT - 46342 | 284 #88 ESCAPE - 48310 | 338 #89 CLOSET - 44690 | 19 #90 EVIL TWIN - 45850 | 85 #91 MONSTER RACE - 45810 | 31 #92 TRIPWIRES - 49910 | 270 #93 APARTMENTS - 46720 | 22 #94 DECISIONS - 50680 | 281 #95 OUROBOROS - 50420 | 81 #96 EASY? - 48110 | 1 #97 THINK FAST - 49650 | 115 #98 SIBLING RIVALRY - 51310 | 231 #99 BINARY - 49500 | 0 #100 CRAZY - 54000 | 0 #101 TANK BLOCKER - 51850 | 135 #102 OBSTACLES - 57240 | 426 #103 RUNWAY - 52180 | 68 #104 PIECES OF EIGHT - 54720 | 272 #105 ALL-IN-ONE - 53670 | 117 #106 MAZE OF THE OBEYOR - 54840 | 184 #107 WING AND A PRAYER - 53890 | 39 #108 REPAER MIRG - 58820 | 349 #109 SAY "CHEESE" - 63910 | 119 #110 FLEA MARKET - 57280 | 228 #111 SDRAWKCAB - 55970 | 47 #112 BOWL TO FREEDOM - 56080 | 8 #113 TEETH ATTACK - 57280 | 78 #114 IN THE LONG RUN - 58790 | 79 #115 DOUBLE TROUBLE - 62610 | 476 #116 GHOSTBOMBS - 58980 | 98 #117 ROOM #9 - 60420 | 192 #118 SHIP AHOY - 61120 | 212 #119 GHOST - 65810 | 66 #120 FOURSOME - 62790 | 279 #121 FLIP-FLOP - 61620 | 112 #122 FIRE AND ICE - 68040 | 704 #123 CHAOSLANDS - 61920 | 42 #124 YELLOW BRICK ROAD - 62040 | 4 #125 WOLFPACK - 62910 | 41 #126 ICE THREAT - 63190 | 19 #127 BOMBER MAZE - 64450 | 95 #128 WINTER IN THE MARSH - 66130 | 191 #129 FIRING RANGE - 65370 | 87 #130 NONSENSE - 66930 | 93 #131 JETLINE - 69990 | 261 #132 BREAKING IN - 68330 | 233 #133 PANIC CHIP - 68450 | 195 #134 RE:THINK - 67820 | 82 #135 CLUELESS - 71490 | 318 #136 BIG HOUSE - 71860 | 386 #137 ON THE RUN - 68780 | 28 #138 CONSTRUCTION ZONE - 70730 | 173 #139 RE:THINK II - 70390 | 89 #140 REBEL - 72500 | 250 #141 LOGIC PRISON - 71760 | 126 #142 FISH AND CHIPS - 71280 | 28 #143 CAVERNS - 74700 | 320 #144 THE VILLAGE - 74960 | 85 #145 TURNING POINT - 75490 | 299 #146 BARRICADE BRIGADE - 73340 | 34 #147 FACTORY - 73850 | 35 #148 TANK RUSH - 74420 | 42 #149 BANQUET HALL - 77210 | 271 #150 RUSH - 75480 | 48 #151 MINEFIELD - 84320 | 83 #152 PATTERN BUFFERS - 77530 | 61 #153 DEATHTRAP - 77140 | 64 #154 PIGEON HOLES - 96670 | 367 #155 VENICE - 85130 | 763 #156 IN THE SLIME - 80010 | 201 #157 SWIVEL MOTEL - 80670 | 217 #158 NO EASY TASK - 81060 | 206 #159 IN & OUT - 81690 | 219 #160 ANTARCTICA - 86680 | 320 #161 DODGEBALL - 80550 | 5 #162 ICE CASTLE - 82860 | 186 #163 BLOX - 84560 | 306 #164 CROSS-CIRCUIT - 82110 | 11 #165 MELINDA 911 - 86550 | 405 #166 QUADRO - 84200 | 120 #167 PREY - 86840 | 334 #168 PHASE FOUR - 88740 | 274 #169 BOMBS QUAD - 92130 | 763 #170 PRACTICE TO PERFECT - 88120 | 192 #171 HAUNTED CASTLE - 94480 | 628 #172 CAMPGROUNDS - 86570 | 17 #173 CLEAR OUT - 91400 | 490 #174 BLOCKY TROUBLE - 93260 | 315 #175 THINKTANK - 88440 | 94 #176 LINE AND SINKER - 93130 | 208 #177 MINE CHALLENGE - 88560 | 5 #178 BREAKING THE ICE - 93390 | 359 #179 IN & OUT II - 96270 | 527 #180 SMUGGLER - 92200 | 220 #181 DEADMEAT - 91630 | 113 #182 SEA QUEUE - 94410 | 327 #183 HIRED HAND - 92370 | 87 #184 GEARS - 98440 | 78 #185 SLAMBAM - 93620 | 112 #186 DA BOMB - 95890 | 193 #187 ENDANGERED SPECIES - 97870 | 437 #188 CLONE - 97020 | 302 #189 ISLAND - 94540 | 4 #190 DYSPHORIA - 100660 | 185 #191 PUSH UP MAZE - 97660 | 216 #192 BOILER ROOM - 96900 | 90 #193 TANK WAR - 102230 | 173 #194 MEMORIES - 103380 | 238 #195 SPARE ME - 99730 | 81 #196 SWAMP - 101000 | 294 #197 BLOCKCOMBO 4 - 100800 | 230 #198 CHIP OFF THE BLOCK - 99840 | 84 #199 ROOM TO BREATHE - 111980 | 448 #200 CRAZY II - 216100 | 10 Total CC2 Bolds 216/400 Total CC2 Score 10,664,522
  5. CC2 Community Pack Survey

    Then maybe we should make our first pack a CCLP1-style set. Just because CCLP1 came after CCLP2 and CCLP3 does not mean the same should apply to the CC2 official packs. And to clarify on what I thought about the music: I said that designer-chosen music is okay as long as the Windows tracks are kept in. In other words; replace the 26 tracks used by the main game, but leave the CHIP01 and CHIP02 mp3s for people who play with those music settings. That said, I suppose I would be fine just disconnecting my headphones
  6. IsaacD1-Old

    IsaacD1-Old View File This is an old set of 205 levels I made many years ago. They are placed in the set in the order they were designed in. At first the levels in this set were levels I made in my youth, and aren't necessarily "bad" but sorta don't have any defining characteristics and mainly aren't designed that well. Later after making two sequels to this set, with 149 levels in the second and 48 in the third (I may release these two eventually), I was still adding to this set for whatever reason. I decided that making annoying levels would fit the "theme" of the set, if not just so I could have a place to let out all the cruel levels I didn't want to put elsewhere. Obviously I now realize this was a huge mistake, and as a result many of the later levels are filled with annoying level design, such as unnecessarily long waits, guesswork, and invalid tiles. Many of the levels in this set are untimed. In fact, more than 80% of them are untimed. When I release this set to pieguy's site so it can have a scoreboard, I will most likely add a time limit to levels that didn't have one (and maybe fix unsolvability issues should they arise). I do not recommend this set for serious play, as I don't even remember if all 205 levels are solvable, but if you just wanna look at my old levels, go ahead! Submitter Indyindeed Submitted 11/02/2018 Category CC1 Levelsets  
  7. IsaacD1-Old

    Version 1.0

    10 downloads

    This is an old set of 205 levels I made many years ago. They are placed in the set in the order they were designed in. At first the levels in this set were levels I made in my youth, and aren't necessarily "bad" but sorta don't have any defining characteristics and mainly aren't designed that well. Later after making two sequels to this set, with 149 levels in the second and 48 in the third (I may release these two eventually), I was still adding to this set for whatever reason. I decided that making annoying levels would fit the "theme" of the set, if not just so I could have a place to let out all the cruel levels I didn't want to put elsewhere. Obviously I now realize this was a huge mistake, and as a result many of the later levels are filled with annoying level design, such as unnecessarily long waits, guesswork, and invalid tiles. Many of the levels in this set are untimed. In fact, more than 80% of them are untimed. When I release this set to pieguy's site so it can have a scoreboard, I will most likely add a time limit to levels that didn't have one (and maybe fix unsolvability issues should they arise). I do not recommend this set for serious play, as I don't even remember if all 205 levels are solvable, but if you just wanna look at my old levels, go ahead!
  8. Isaac's High Scores

    CCLP2 MS #127 (Escape from Chipkatraz): 113 Posting so that James gets ahead of J.B. in ALR for CCLP2
  9. Isaac's High Scores

    CC1 MS #94 (NOW YOU SEE IT): [819] #96 (PARANOIA): 320 #117 (THE MARSH): [947] Bad score on Now You See It because I tried using the password BIFQ to unlock Four Square so I could rescore it, but TW2's password system is dumb so I had to go through NYSI first. I would like the scoreboards to display my name as Isaac D, by the way. (Yes, that's my name. Ha ha, very funny.)
  10. Isaac's High Scores

    CC1 MS #9 (NUTS AND BOLTS): 306 Forgot to report this when I reported [684] on OtR
  11. Isaac's High Scores

    CC1 MS #28 (PING PONG): 239 #29 (ARCTICFLOW): 302 #33 (ON THE ROCKS): [684] (b+1) #36 (LADDER): 232
  12. Isaac's High Scores

    CCLXP2 #10 (Who Needs a Flipper?): 366 #14 (The Parallel Port *): 257 #18 (Elemental): 225 #19 (A Sample of Things to Come *): 303 #20 (Ranger Denmark *): 292 #21 (Block Away! *): 259 #24 (Sudden Death *): 299 #26 (Work Fast *): 122 #27 (Frozen Floors *): 266 #28 (Madness I LX): 268 #30 (Chase Race *): 242 #31 (Well of Wishes): 346 #32 (Tele-Portion): 366 #33 (The Big Button Quest): 71 #35 (Mirror): 445 #38 (Mads' Rush I): 11 #39 (Yike-o-Matic *): 227 #42 (Hmmm!): 243 #43 (Ray of Light): 15 #44 (Fun House Rink *): 202 #45 (Breaking the Rules *): 131 #46 (Hurry Up, Chip!): 36 #48 (And Then There Were... Four? *): 125 #49 (Just a Minute!!): 27 #50 (Smorgasbord): 423 #53 (Security Breach *): 44 #56 (Planet of the Teeth): 232 #68 (Madness II LX): 275 CCLP3 Lynx #14 (Window Shopping): 337 #15 (Bumper): 175 #16 (Two Sets of Rules): 239 #17 (Lot in Life): 78 #18 (Replay): 332 #19 (Super Chip): 168 #20 (Rock): 221 #22 (Damp): 107 #24 (Impossible?): 217 #25 (Recess): 99 #31 (Bouncin' Blocks): 201 #32 (Pearl Diving): 145 #39 (Cheap Shots and Dirty Tricks): 22 #44 (Tiny Spirals): 217 CC2 #169 (BOMBS QUAD): 92210 | 771
  13. Indy's Walls of CCLP1 Discussion

    Status update time! Recently, I submitted two levels for the October 2018 Create Competition. Both of those levels were compatible with MS and Lynx and used the walls of two CCLP1 levels, and as such they will eventually appear in WoCCLP1. However, the rules of the competition are that the level(s) must be new and never seen before. Therefore, my options for a new release would be: - Wait until I get 38 levels and then package these 2 levels along with them, but wait until the Create Comp is judged as the only people who can see them are Miika and I - Wait until I get 40 levels and save these 2 levels for the next release I'm leaning towards the first option even though the results will have to wait until November 11th, but I want to do that because I've been optimizing a bit more of CCLXP2 and CCLP3 Lynx lately and am planning to do a huge score dump soon. Waiting until mid-November to release more levels gives me a perfect excuse to balance out level design and optimization, especially since my scores on most sets do not have every level (except CC2). As always though, I'm curious to see what all of you think. Would you rather wait until November 11th or have the levels be released as quickly as possible? I currently have 33 levels done, not including the 2 levels I submitted for the competition, so if I made 7 more levels in that time, I could release again at 40 levels. You can leave feedback on this on Discord in the #level-design thread or in a reply below. Thanks for your time everyone!
  14. Here you can discuss the first 20 levels of my in-progress Walls of CCLP1 set. I'm particularly interested in hearing about level 17, as I'm not sure if I like that one or not due to sliding into water that can't be seen.
  15. CC2 Community Pack Survey

    CCLP╬▒ actually sounds like a perfect name, and far better than CC2LP1. I fully support this! Though I suppose in writing we'd just say CCLPa, or rather CCLPA since the CC2 font is all capital letters.
  16. Isaac's High Scores

    CCLXP2 #37 (The Mystery of the Seven Chips): 319 [b+1]
  17. CC2 Community Pack Survey

    Set Name CC2LP1 sounds perfect to me. Giving it a different, non-numbered name would make it seem like a custom set and not an official set. Granted, many CC1 custom sets are numbered, such as the JoshL series or the Ultimate Chip series, but many CC2 sets seem to not take this approach. Therefore, I believe having a name like CC2LP1, or at least a name with the number 1 at the end, will do. Number of Levels I think following the trend of the CCLPx sets is the way to go here - 149 levels per set. I generally don't agree with the people who say CC2LP1 should have 150 levels, but to be honest, I'm not sure why. Perhaps I've just grown too used to the 149 level trend. I would say 200 since that's how many CC2 had, but while I used to think this back when CC2LP1 discussion first began, my thoughts have changed. 200 levels is far too excessive, especially for only the first pack when not many CC2 custom levels are available. CC1 Boot Rules I say we disallow levels with this rule. Having some levels with the rule and some levels without only get confusing, especially since not a single level in the main game used the CC1 Boots rule. Viewport Size Keep the viewport at 10x10 for consistency's sake. The main game's inconsistency with viewport sizes is very annoying and I think that having a consistent viewing area will be much more satisfying. If a certain level requires the 9x9 viewport to keep certain things out of sight, perhaps the level may need some slight tweakage. For example, if you don't want the player to see the border or another area, just expand the map a little bit and you can have a 10x10 viewport without problems - as long as the original designer gives permission, of course. Plus, the majority of levels built for CC2 use a 10x10 viewport anyways, save for maybe a few CC1 ports. Map Size This is a tough question. I'd say something bigger than 40x40 is okay once in a while, and if it's just for aesthetic purposes it's certainly fine. However, we should make sure we choose only a few levels larger than 40x40, perhaps 5 at most. If the actual area where most gameplay occurs is less than 40x40, then I see no reason to bring the level down just for that reason alone. Zero-Directional Blocks These blocks may not be possible in the standard editor, but they are possible in CCCreator and are surprisingly useful. They can be used as walls that only bowling balls can destroy, and they can be used to create awesome aesthetics - as seen by the center area of Repeaters in Walls of Chip's Challenge. Therefore, I will allow them - but only if a proper tutorial is provided on how they function. Blank No Signs Fill in the Blanks from TSAlpha is a level that deserves a chance in CC2LP1, and the fact that it uses a tile that can't be placed in the ingame editor shouldn't bring it down. Similar to the zero-directional block, though, these should only be used if a proper tutorial is provided on them. Other Hex Edited Tiles This is where things get complicated. Some hex edited tiles can be used to the designer's advantage, like seen in Enter the Void from TSAlpha; but some can be used to mislead the player, like fake fire tiles or fake gravel tiles. Overall, I generally think my answer to this question is no because of the negative effects that come from hex editing tiles. Solutions The levels should all come with built-in solutions. Uploading a levelset to the Steam Workshop requires every level to have a solution, so if we plan to upload this there, this step will be required. Inaccessible Flags I see no good reason to disallow inaccessible bonus flags. If used correctly, they can create a very interesting aesthetic. Maybe I should design a level with unreachable bonus flags as an aesthetic... Hide Logic The Hide Logic option can be used to create some very cool mechanisms without putting everything underneath canopies and having wire tunnels everywhere. An example is the first level I posted in Discord, Slimepocalypse, where I used the Hide Logic option to hide inverters that were cloning blobs every 2 ticks. Therefore, I believe the Hide Logic option should be allowed. RNG Setting The RNG setting should either be 4 Patterns or Deterministic. In the spirit of CC1 Lynx mode and the original Lynx game, there should be no true RNG involved. If a level has lots of blobs, walkers and green teleports, I shouldn't feel discouraged from optimizing it just because the RNG is set to Extra Random. Level Music How about we meet in the middle and replace the Scott Joplin MIDIs, but keep the Windows music? In addition, the Windows music doesn't loop correctly in the main CC2 game, so I'd like the music to alternate every level as it does in the original. Perhaps that sounds like a minor nitpick, but I've seen some far nitpickier claims in this thread. Level Comments I don't really have a preference about retaining level comments, personally. Even the main CC2 game has comments on some levels, so why not? I hope my feedback will be useful in the construction of the final set. Perhaps I'll even get a few levels in myself... Who knows?
  18. Isaac's High Scores

    Almost forgot to report these. CC2 #144 THE VILLAGE - 74960 (+80,b-20) | 85 #145 TURNING POINT - 75490 (+860,b-80) | 299 (+86,b-8) #155 VENICE - 85130 (+1700,b-580) | 763 (+170,b-58)
  19. Isaac's High Scores

    CC2 #143 CAVERNS - 75700 (+950,b+10) | 320 (+95,b+1) Total CC2 Bolds 221/400 Total CC2 Score 10,661,882
  20. Indy's Walls of CCLP1 Discussion

    Thank you both for the feedback I put the hint there in Delicate Industry so that the player doesn't think the ending has guesswork, because of the fact that there are two blocks. Yeah, I agree that Trick and Treat may be a little too simple. Then again, that's why I put it so early on! Slime Forest will definitely be made untimed in an update. I didn't take into consideration that you could mistake the missing chips for walls, and I honestly like the level more because of that because now it's more than just a reskin of Slime Forest I'm not sure what exactly you mean by "very good" for Blistering Remains. Fun to play? Cool aesthetics? Good use of the "walls"? All of the above? Levels 7 and 8 will probably be placed much closer to the beginning in the final release, as they're meant to be very easy levels. Glad to hear positive feedback for Laughing All the Way to the Tank! The mechanism in that level is something that I think is really cool and I'm glad everyone agrees. I thought the blockslide could be considered a little mean, but I guess it's fairly early in the level and most players are used to the timing of blockslides at this point anyways. Ball Street was semi-inspired by Chip Away. I won't change it to only require one block in Lynx. In my opinion, levels shouldn't require blockslapping just to be able to complete. Think of it more like a nifty shortcut. New Blob in Town was a level where I wanted to make a blob level that wasn't too focused on annoying blob dodging. I'd say extracting the blocks can be a bit painful, particularly the lowermost one, but whatever. The gimmick I had in mind was that you were "pushing" the blob at the start out of town (into the bomb) by using the block. Not that interesting on its own, but I'd say a sardine can makes anything better! For Bad to the Bone, I'll probably change that ball pattern as that wasn't intended. That security puzzle in Ballpit Bonanza is something I'm really proud of. Glad to see it did its job to stump you! Dystopia's lower room has already been fixed to be solvable in Lynx. As for the difficulty of the puzzles: yes, they're a little mismatched, but it doesn't matter that much to me. The whole point of that one block in Exiled Warehouse is that it has nowhere to go! And I don't think the recessed wall is necessary but I don't think it matters that much. It barely has any impact on gameplay whatsoever; the most that may happen is that you'll bump into a toggle door for one move when you're going back. As for the linearity, I definitely felt as though the level was a bit too linear, especially towards the end, but I have no problem with a good linear level once in a while. I'll shoot for another iterative release soon. I'm hoping to include between 30 to 40 levels, plus removal of the time limit on Citrus Forest.
  21. Indy's Walls of CCLP1 Discussion

    I'll increase level 4's time limit to 600 in the next update, then. Level 6 was inspired by Burning Battlefield. Glad you noticed Also I forgot to add back the sockets in Dystopia when I reapplied the solvability fix... This will also be fixed in an update.
  22. Indy's Walls of CCLP1 (Beta) View File This is the beta version of my Walls of CCLP1 set. Currently contains 20 levels, roughly sorted in ascending difficulty. All levels should be possible under MS and Lynx. I hope to make more soon, and maybe to complete this project one day. I've received positive feedback from the screenshots I've posted on Discord, so I hope this set will be well received. Submitter Indyindeed Submitted 10/08/2018 Category CC1 Levelsets  
  23. Indy's Walls of CCLP1 (Beta)

    Version Beta 0.1.3.2

    17 downloads

    This is the beta version of my Walls of CCLP1 set. Currently contains 20 levels, roughly sorted in ascending difficulty. All levels should be possible under MS and Lynx. I hope to make more soon, and maybe to complete this project one day. I've received positive feedback from the screenshots I've posted on Discord, so I hope this set will be well received.
  24. Isaac's High Scores

    CC2 #160 ANTARCTICA - 87070 (+390,b) | 326 (+6,b) Total CC2 Bolds 219/400 Total CC2 Score 10,660,932
  25. CCLP4: Blobs Edition

    Version 0.99

    5 downloads

    Well, it's finally here. The sequel to CCLP1: Blobs Edition you've all been waiting for has arrived. A long time ago, Josh (Flareon350) released a set called CC1: Blobs Edition, as a joke. The premise was that the levels were the exact same as the original CHIPS.DAT, but every monster was replaced with a blob. Some other changes were made as well to make the levels solvable or easier to complete. Following this, Michael Warner released CCLP2: Blobs Edition, following the same trend. Years later, Jeffrey Bardon released CCLP1: Blobs Edition after its release in 2014. Everyone in the CC community realized CCLP3: Blobs Edition would require insane amounts of luck to complete levels such as You Can't Teach an Old Frog New Tricks, and thus, there was no one to assemble such a set. Yet despite CCLP4's release, it still hadn't received its very own Blobs Edition set... until now. PLEASE NOTE!!! Not all levels in this set are solvable! Unlike previous Blobs Edition sets, this one has absolutely no changes made to level design other than the fact that all monsters are blobs. Some levels are unsolvable, some are majorly busted, and some require insane amounts of luck to complete. With that said, play at your own risk. All monsters should be replaced with blobs. If I missed a few, please let me know via the CCBBC Discord group.
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