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mobius

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mobius last won the day on February 22

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About mobius

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    SOCIALIST ACTION
  • Birthday 03/16/1990

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    CallMeBronco

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    games, art, music, computers, electronics

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  1. C1059-CC2

    thanks for hints; didn't get to play lately so here's the rest of what I did a while ago; OOOH IT'S A GHOST fun dodging level that really keeps you on your toes! HYDROCITY A pretty good one, simple but effective. I wanted to get the bonus but I freaked out at the end, worrying about how the tanks would effect the gliders so I exited and didn't get any. LEVEL THAT WILL DRIVE YOU INSANE Reminds me a little of scrambled eggs (from CC2). I don't mind it too much and it doesn't drive me insane :P. THIS TEETH... I seem to recall this one having a different title before?
  2. C1059-CC2

    NOTHING?: I liked it a lot; nice dodging and simple puzzles, this kind works really well in a 10x10 level. LADYBUGS: nice one and very hard! (I would put it later in the pack if you want the difficult levels toward the end) KEEP CALM AND BATTLE ON: excellent title, and some very cool concepts; I especially like the opening room. However I must admit the train track room, nice concept but it's waay too long for my taste. I know you really only have to hold any button down but you're in nervous anticipation of what might come at the end and it gets a little old after while. WAREHOUSE DESTRUCION: Very cool concept; I don't think I've seen enough interesting levels with TNT like this. RESULTS: interesting one, though very easy, maybe a little too easy. DEPROGRESSION: really nice concept and nice decoration as well! The overall feel of the level is fun and not too taxing. There are ways to lose but it's fair to see exactly what you should do if you're patient. I don't understand the red keys at the end. SHAPES ON THE WALL Another fun set of small puzzles. After the fourth room however I'm confused as to what to do next. Do you have to partial post to get to the next teleporter? RESTRICTIONS very fun maze type of level. MIXED BLOCKS again, very fun simple but elegant concept. I like that you can look ahead and decided what's safe to use where or when. I got most of the bonuses. REMOVED FEATURE I just glanced at this level, didn't play it yet. Could you put the hint tile a few spaces south? As is it overlaps the letter tiles above and is very hard to read. (I've encountered this in my own levels and I admit it can be annoying). SHORT SLIDES fun quick level. A nice breather level in between other types. the set seems to be getting better the more I play.
  3. C1059-CC2

    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.
  4. The Walls of CCLP2

    uploaded new version (if this works like I think it does; first post should link to correct place). Version 2.0 is released! Thank you to everyone that played and gave feedback. notes/hints: [POSSIBLE SPOILERS] The levels near the beginning may be easy but for the most part I intend to start creating tougher levels. If you want easier levels try my earlier pack 'Mobi's Challenge' All bonuses have been confirmed solvable except on levels: 15, 22, 26. 1 FULL STEAM AHEAD/A Fleeting Memory I struggled for a while to come up with something easy for this large level. I wanted to the first level of the pack to be easy; so I came up with this. v2: decreased time limit (was too easy to get bonus) 2 NANCY'S TEETH COLLECTION/Naomi's Bug Collection The theme is teeth avoision and manipulation. It's not trivial but still pretty simple. 3 HUMPERDINK'S PENTHOUSE/Bea's Den A small hodge-podge level. Nothing real fancy going on here except the ghost/fire room (which relies on a behavior which I'm not sure is well known) 4 MAY I CUT IN?/ForceWorld Simple level with some helmet and bowling ball action. v2: decreased time limit 5 PAIN TRAIN/Suction Ride Simple but a little bit of though required. Most of the lower part is only there for bonus. 6 A NOT SO PERFECT MATCH/Fixing the Toggle Switch I redid this level (v2). The goal here is perhaps easy to see but might be hard to execute. Actually there is a simple trick which makes it fairly easy to execute: look for visual clues to help you see this. I'm really curious how difficult/manageable this puzzle is. The whole water area with blocks and chips is for bonus only. 7 DERAILED/Slightly Mad I really liked the appearance of Slightly Mad so I tried to keep something very close to that; and wound up with a (mostly) straightforward track maze. v2: altered the maze quite a bit (was too straightforward for my taste before) but theme and structure is the same and increased time limit. Also removed tracks that lead to death. 8 SEA OF SLIME/Use the Fish push blocks through slime puzzle. Probably not as tough as "In the Slime" despite being larger. There are lots of bonuses (some are out of sight). V2: changed title, increased time limit 9 AGGRAVATION Hopefully not too aggravating. The force floors keep switching direction. Just run around and collect the chips. 10 THE GRASS IS GREENER/Who needs a flipper? A puzzle involving green bombs, teeth, Chip and Melinda switching. I'm not real proud of this one; I might change it later if I can come up with a better concept for this level. 11 CLEAN YOUR PLATE/Deconstruction a hook level. Not so much a sokoban but more of a block space and time management puzzle. The time limit might seem long but can count down quick if you waste a lot of time and don't think ahead. Remember not to block your path to the exit and the frame blocks can be destroyed in the slime. 12 CALL IN THE BOMB SQUAD/Mazed In The Speed boots really help make a big level more bearable. The decorative walls help a lot as well imo. You don't need all the of the TNTs. 13 TURN ON SWITCH ON/The Serial Port a simple red teleport maze. You might easily waste the bowling ball in the wrong spot; but the level is short and doesn't take long. Bowling ball is for the bonus. 14 MARCH OF THE YELLOW TANKS/The Parallel Port Tank mania #1 (of maybe more...?) If you want the bonus, examine the starting area. 15 RUNNER UP/Debug File I am guilty of not really changed much from the original level here. Just a simple melee dodging challenge. I have NOT confirmed the bonuses on this level. Please let me know if they are possible; or if you think they aren't (they should be...) 16 A FIRE THAT BURNS/Paw Print Isle Another of my favorite originals (Paw Print Isle). An ice block/flame jet (very simple) puzzle. Due to how orange buttons connect I could not retain the original layout of blocks. Funny note: I almost released this level without the thin walls around the exit path thus enabling a very dumb bust. 17 RE-ENTRY/Double Trouble Slightly more complicated hodge-podge level. You must look for bribes first before collecting items. Simple wiring can have multiple teleports go to one. Look out for speedy ghosts and an off-screen mechanism opens the path the exit automatically when you collect all the chips. 18: HUNTER BECOMES THE HUNTED/Elemental A Maze with a floor mimic (not unfairly hidden as you'll see). v2: was too easy so I removed some walls so mimic has more freedom. 19: STRANGER THAN FRICTION/A Sample of Things to Come A hodge-podge level similar to the original. Bonus at the end for the careful player. v2: made walker room easier to deal with. 20: RANDOM WALKS/Ranger Denmark v2: Changed title and overall theme of level (but kept it slightly similar). Actually; originally in level 19 Stranger than Friction I had an ant in the force floor room but found it too annoying in a level like that; but I still like the concept so put it to work here. 21: BOWL-A-RAMA/Block Away! A good understanding of bowling balls and clone machines will help here. The wire mechanism on the right makes blocks fill up the "lanes" area. It only does one thing; you can't change this. You can however prevent the blocks from blocking beneath the clone machines... 22 LICKETY SPLIT/How Goes? Fast-paced time challenge. Not too different from the original layout. If you're really quick there are bonuses. The canopy area has bonuses and time bonuses; no danger (apart from wasting time). 23: COLD LAZARUS/traps I Yellow tank device I first saw in a Joshua Bone level. The water path after the socket might look dangerous but if you go through it quickly you should be fine. v2: fixed bust near end. 24 JOTUN/Sudden Death One of my favorites from CCLP2. Title is a tribute to another level designer from another community. Pretty simple hodge-podge level; hardest part is the yellow teleports. 25 SILENT CIRCUS/Race for the Chips Another favorite from CCLP2. I had many ideas for this one but some of them I really couldn't get working. This one is pretty simple but I really like the monster pattern. There are safe spots everywhere and extra chips 26: BLOCKUS/Work Fast v2: changed first two rooms and title. Based on chipster's comments and my own feeling that the first room wasn't very original. fire/ice block puzzles may seem difficult until you get experienced with them. Then they become pretty easy. This puzzle is very easy but getting the bonus is tough. Both bonuses in the fire are definitely possible; I got them once but I've since forgotten how. The secret eye hints that there are hidden bonuses elsewhere. 27 LOVE AND THEFT/Frozen Floors Requires dropping items on empty no signs. -For those unaware: doing so causes that item to permanently stay there. A Couple of easy/medium difficult puzzles here wrapped up in an overall puzzle. I'm very uncertain about how difficult this level is. 28 not yet finished 29 GIVE ME SHELTER/Fire and Water Similar concept to my level 'Barricade' from Mobi's Challenge. Make a barricade with blocks to protect yourself from the storm of fireballs. Inspired by the survival contest/challenge from years ago. I managed to get the timing right on the mechanism for this on the very first try. The fireballs come and go on a regular interval. 30 MY CLOWN'S ON FIRE/Chase Race A variety obstacle course with lots of bonus rooms. Time is a little tight but there are bonus clocks at every bonus room. I wanted to remain more faithful to the original layout but some things (like interactions with blocks and tanks in teleports) forced me to make some changes to the wall structure here. Title is a song by the "Lounge Lizards" 31 SWIVEL TOMBS/Well of Wishes A swivel door themed level. Hardest part is probably the small enemy rooms in the upper right. If you take your time and study the patterns first it shouldn't be too bad; doesn't really require a lot of quick reflexes. Also be careful at the puzzle at the end. 32 (not yet complete) 33 THE BIG BLOCK QUEST/The big button quest Carry one block through an obstacle course. Always look ahead before pushing the block (needless to say); though I tried to eliminate surprises as much as possible (unlike the original CCLP2 cough cough) 34 DEAD ETERNITY/Cypher II A Simple chip collecting level. No real puzzles, no chance of death; just a breather level for decoration and relaxation. 35 (actually level 49) QUANTUM LEAP/Just a minute!! You need to understand a few important points about the yellow teleport and ghosts to solve this level fairly: -ghosts can pick up and drop yellow teleporters but for some reason have restrictions that other items don't; -the yellow teleport will only be picked up if it's destination is blocked in the direction of ghost's travel. (OR there's no other y teleport on the field). -when encountering a fifth item, the ghost will ONLY drop the y teleport if another one is on the field AND unblocked in direction of ghost's travel. -And importantly; it must be unblocked for CHIP, NOT A GHOST. This means for example even though ghosts should go through walls; if you place the first y teleport next to a wall in the direction of ghosts's travel the ghost won't drop it. -If this is the case the y teleport will be skipped and the next item in the ghost's inventory will be dropped instead. Unfortunately these points are not exactly intuitive and there's no easy way to demonstrate this in game. Besides all this; let me know how intuitive/non-intuitive the rest of the level is. 53 MISSION IMPROBABLE/Security Breach A CC2 take on the old "security system device". ...Which could've been much more elaborate, well there are plenty more levels left...... Anyways; you must step on the wires with the lightening bolt; only while they are active, or lots of teeth will attack. On the final part; you're forced to step on a long section of wire so you must disable the "security system" first.
  5. 500

    nice update! Not much feedback I'm afraid; I've had very limited playing time lately: Lofty Castle: One of my favorites in the set so far. The only parts I can complain about atm is the swivel room which can be quite confusing. When the fireball can pass through multiple swivels doors multiple times it gets really hard to keep track of what needs to happen. The new levels look nice; haven't beaten them yet. As usual the decoration is really nice.
  6. A little feedback after some more playing today: Footrace Through Fire swamp: Graphically; this one is much improved over the first version. Gameplay however; I found this one quite frustrating. If the race wasn't quite as tight I think it would be much more fun. (as is it seems you need to be absolutely perfect, unless I'm going about it the wrong way). Uptown decision: A bit overwhelming at first because there's so much going on in a small space. That's why I initially skipped over this one but I don't dislike it because of that. Takes quite a bit of thought and time to go through; cool puzzles throughout! Quite a tough one despite being a small level. Is it intentional that you're allowed to go through the swivel door the wrong way? (this is a glitch with the no signs on top of swivels).
  7. The Walls of CCLP2

    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.
  8. C1059-CC2

    looking forward to any updates! I liked where this set was going I'll definitely want to play more. ask us in discord for any help/tips/feedback etc.
  9. The Walls of CCLP2

    A brand new CC2 level pack by mobius, Inspired by Joshua Bone's "Walls of CC1" I decided to take on a similar project; for CCLP2! All of these levels are modeled directly after the levels from CCLP2 (the first big community pack of CC1). My overall rules and goals aren't exactly like Josh's WOCC1. I haven't always kept the level size 32x32 or left the walls untouched. But every level I've either tried to keep the basic overall shape or use a similar concept but CC2-ify it. Hopefully those familair with CCLP2 may be able to recognize the levels. The levels will be in the same order as the original pack so the difficulty curve may be all over the place as I'm not really trying to order the levels based on this; but since many of the earlier levels of CCLP2 were smaller and simpler these beginning levels ended up rather easier anyway. There are no tutorial levels however; I recommend getting a at least a decent understanding of the game mechanics before playing. CCLP2 was probably the first custom pack I played back in the day so this is very nostalgic for me. I also found it incredibly helpful for getting into making new levels again; after a very long writer's block. It was a very fun project and I definitely will be continuing it. There are currently 26 levels complete. The end goal is all 149; though I have no idea if I will be able to complete it or when. Thanks to Josh for the idea and other people here at CCZone for playing and giving feedback and advice. All feedback is welcomed, positive or negative. If a level is too easy or too hard; especially if it's busted, unfair or doesn't work properly I want to know.
  10. Walls of CCLP2 v1

    Version 2.0.0

    10 downloads

    version 1 released Feb 2, 2018. Currently 26 levels. All Levels have been tested; should be all solvable and all bonuses should be obtainable as well. Please let me know immediately if a level is unsolvable or of any other problems. This pack has no custom music atm. Any feedback is welcome. Post here: or PM me.
  11. To correct what I said before; When I download the latest version right now all the levels are there but totally out of order. I looked at the c2g file but I can't see why this is happening.
  12. I can completely agree; I also feel like I'm not firing as quickly as I once was. I also agree with Josh; I think it has more to do with not using it or losing it. I (maybe) have an excuse as I've been doing physical jobs for several years now and I feel like my brain is starting to rot. That's partly why I'm planning on going back to college and trying to get a "thinking man's job". I'm hoping if I challenge myself I can stop this downward spiral before it's too late!
  13. custom music for CC2

    Since CC2 supports adding your own custom music I felt we needed a place to upload our own music for others to enjoy. (and because Scott Joplin gets old after a while ) Here is the music of the DOS game "Jazz Jackrabbit" which has highly acclaimed music. http://www.mediafire.com/file/tkhc2ikakzx7pj4/Jazz Jackrabbit music.zip
  14. when downloading the latest version I had to play them in the editor because for some reason when selecting the levelpack and playing only five levels appear in the list. It might be a problem on my end; not sure. Also fyi: if I say I haven't solved a level yet; it doesn't mean I'm necessarily complaining about it or saying it's too hard. As usual there are totally new and amazing mechanics going on in some of these levels: I particularly like the mechanism to push and pull blocks in Fearless Acrobat , Speaking of this level; the monster area in the upper part is exactly what I originally had in mind for my own level "About Face" but could only get it to work with 1 type of enemy at the time. My Mother says; very nice one except the very beginning I haven't figure out yet. (I may have mentioned this before but sometimes, especially on levels like this; I may alter chip's position in the editor so I can play other parts of the level. I'm sorry if this makes anyone angry but this is how I play) Disintegration Integration: totally stumped on atm: I find yellow teleport puzzles very hard. Hoopla was a super fun level! For being such a big level it did not feel frustrating at all. The yellow tank bonus puzzle reminded me of "Tank Blocker part 2B" which I solved once a while ago but since forgot the solution. I didn't mind the time limit here. Nice take on Amsterdam; another very fun level. Reminds me of Venice (except no evil ending ) Salmon Run: another nice concept but quite hard; takes a while to study everything and figure out how it works. Not sure I'm real fond of the walker areas at the bottom. Haven't solved it yet. Nursery Games; another fun one; not too simple but not too hard. Good use of teeth I should be more specific with glitches: sometimes I don't mind those levels; it depends. Mainly it's that the game is still new to me so it'll take me a while to discover all the glitches and unusual features. I'm still learning all of the non-glitch features! The only level I can think of atm which has totally stumped me because I'm still unaware of the trick is "One lesson before" It's a matter of taste so I'm not really complaining, just saying I don't spend a lot of time on those levels, I mean I wouldn't spend more time than I would on another level because imo; figuring out a glitch can be hit or miss. If it's a mechanic that is unexpected than by definition it's difficult to discover. (I haven't solved the others you mentioned either). On Part and Parcel: yes; I guess this would help. This area is harder than it looks imo, still haven't figured it out; I just wasn't real fond of it. (maybe that will change if I solve it).
  15. 500

    I was kind of being very general. It seemed like they got harder but I haven't played them a lot yet. I skipped over a couple which were bigger (because I was short on time when I was playing) like Hollow which I will return to. Some completely stumped me atm like Vert.
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