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Everything posted by mobius

  1. Silver

    works fine now! sorry for taking so long to get back to you
  2. CC3 Wishlist

    some excellent suggestions there! Here's my own ideas (some original; some taken from other games). Some are good; some may be dumb, some may be pretty radical. alterations to existing elements: Up to 8 colors (red, green, yellow, blue, orange, purple, black, white, gray) of keys/doors/toggle walls/toggle bombs Rover: needs some major overhauls but I don't have good ideas on improvements; other than it might be very interesting to be able to pre-program a specific path the rover takes, almost like having another player automatically doing things in the level. Have more enemies that can pick up and use items! NEW TILES: black hole: everything except ghosts are killed in black holes. All blocks disappear forever in them. Chip can only walk over black holes with the hover boots cracked floor: has up to four types: this floor can be walked on once, 2, 3 or 4 times until it breaks depending on how cracked it is. black hole is underneath the floor> it turns to this after being stepped on. Enemies follow all the cracked floor rules except ghosts Maybe you can put other things (like fire) under cracked floor? cracked ice: works similar to cracked floor but has same properties as ice and water is underneath spikes: kills ants, centipedes, walkers, balls and blobs. Can be turned on and off with a button. Chip can also walk over them safley with the hover boots lava/Volcano: similar properties to fire but all blocks except stone blocks will be destroyed in it. Enemies except fireballs die in it. A Volcano spews lava from it and the lava will spread around the level somewhat similar to the way slime can be spread. tortoise: a moving monster which is NOT an enemy; works like a moving turtle but never sinks. Chip can ride a tortoise across water and (maybe) other obstacles. boat/train: objects allowing chip to cross water/tracks & safe from enemies but doesn't have free movement; must follow a set path. Boat is "docked" at land (so it's not an item like flippers, same for train). Coin Door: door to be opened only with a coin (item to be picked up). Door can be passed only once per coin. ricochet block: pushing on it will push blocks and enemies adjacent to it away. These can be linked to interesting effect (from the game Enigma) swap block: swaps places with adjacent tile when pushed on (literally any tile other than floor) puzzle piece block: blocks with different symbols that fit together and form bigger blocks. These larger "tetris"-piece-like blocks can be moved as one unit. Currents: a current in water pushes chip and enemies and some blocks (beside stone blocks) in a set path. mail system: items dropped into the mail tile get sent (with button press) to other mail station. Items must be picked up before placing more. Multiple levels Ability to walk 'ontop' of walls or canopies by using a staircase or something similar or multiple layers/levels? New types of blocks: wood/plastic/stone/metal With different interactions, most notable: wood is destroyed in water and everything plastic can float in water (pushed around like on floor) dirt blocks turn into gravel in lava metal blocks become stuck to force floors stone blocks block just about everything like currents and cannot be destroyed by bowling balls or lasers. magnet: pushes or pulls on metal blocks with switch. russian nesting blocks: 3 or 4 blocks which all must first be pushed together into one to have effects like hold down a button or other things. ITEMS: hazmat suit lets chip walk on slime (does not erase it) soap chip erases slime by walking on it. hover boots lets chip walk over spikes and black holes magic satchel increases inventory (to 8 slots) (this item does not sit in inventory as normal, but is separate) hammer allows chip to destroy blocks (cannot move them while carrying hammer) (someone, I think Chipster, had this idea on discord): item that lets you place or change wires during game somehow. ENEMIES: octopuse: shoot ink in laser like fashion (something like the Chuck's challenge enemy) walker 2.0 movements: like blob, speed: like walker or normal enemy Chessmen: For a long time I had the idea of enemies that follow movement patterns of chess pieces like the knight but if you think about it this seems pretty tricky to impose and maybe not that interesting.
  3. Call for CC2LP1* Level Pack Submissions

    here's my first pack (zip file) of levels to submit; they're attached. I plan to submit at least one more pack. When it comes to mistakes or anomalies; for example if a level is titled with a "2" and there was no "1" please let me know. I tried to look over every level and make sure everything was in order but mistakes can still be made. In my replays I do not always get the maximum bonus possible. I have not checked all of my levels for impossible bonus flags so if a decision is made on that later, I will fix any issues in my levels if there are any. mobius submissions 1.zip
  4. Silver

    I can't play the pack normally atm; it won't open saying there's a problem with the level "Pharaoh.c2m". Invalid pack error. Removing this level doesn't help either
  5. Silver

    I started playing this pack. Great levels here! I like the overall simple design of each, they were fun to play. The biggest minus is I would say they could use some more decoration but that is a minor thing. I liked Maze Ablaze a lot. Step was one of my favorites too. Ruins: Good concept but I felt this one was actually a little too easy. But maybe I just got lucky (in finding the eye fairly quickly). Network: one of my favorites, I love this concept; I even got the bonus.
  6. Call for CC2LP1* Level Pack Submissions

    Do level file titles matter? I mean; for example is it okay if I submit a pack with the files titled "Map1, map2, map3.." etc?
  7. Mobi's Challenge

    At last! Here it is! A 166 level beginner friendly CC2 level pack. It was too large for the downloads section here; http://www.mediafire.com/file/4isgsydtzj4mvsn/Mobi%27s+Challenge.zip The game begins with lesson levels and scatters them through-out. I tried to make use of every game element at least once. I focused on trying to make relatively original concepts and left out levels that felt too repetitive of the kind which have been made for CC1 already. I will release a rejects pack soon which contains about 30 levels I left out for various reasons. Some of the ideas were co-created, borrowing ideas from other people or are adaptations. Most of the small sokoban levels were adapted from another game called “Enigma” which is an emulation of an older game called Oxyd. The authors mentioned originally designed those puzzles in that game. On a whole this pack should not be overly difficult-- I designed it to be beginner friendly and intentionally dialed back the difficulty several times in places where I thought it wasn’t really too hard but might be for a beginner. Of course; any feedback is very much appreciated. If you have any problems please let me know. Thanks to Joshua Bone and -H- for playtesting my demo pack and feedback. I’ll be taking a break from this game, but I hope to eventually make more levels, perhaps another large [probably not quite as large as this] level pack in the future. Level Notes/Hints: [spoilerS] [i may improve these hints and cover more of my pack when I get time.] Kaleidoscope: there’s a bonus hidden in this level. Entrapment: All bonuses are most likely possible but I have not tested how difficult they are. Follow you, follow me The enemies are not needed to do anything other than to reveal the path. If you don’t keep up with them, the level’s not over, but it will be harder. The glider doesn’t die and will keep circling around. Look around for bonuses. Bob the Blob: A simple concept but this level can be very challenging if you don’t know the trick which makes it much easier. There are a few extra chips Window of Opportunity: There’s no guesswork here as to which side of the teleports you need to enter; a little careful observation will do the trick. The numbers indicate which teleports are next. The clue refers to an obscure quote from a prank phone call on a website probably nobody’s ever heard of. Backwards Logic: No trial and error is necessary here; there is a pattern to follow. The title is a hint. The Butterfly Effect: There are five chips and all can only be gotten once the bombs guarding each one are blown up. To do that; send the five monsters into the maze. The trick is they must be sent in a proper order or they all won’t reach a bomb. Motion Sickness: Not really a dodging level; but a maze with walls made out of enemies! If you make it through quickly you’ll get a bonus. God of War: I'm not sure what kind of hints to put on this level so I'd like to especially know people think it needs any/what they should say. This is a level where you must experiment and look around. Once you know what each button does there's a simple puzzle with juggling the blocks around. This level was adapted from a puzzle in a point and click adventure game "Journeyman Project 2, Buried in Time" with basically the same setup. Thanks to Joshua Bone for the help on the timer mechanism. Do the Wrong Thing: This level is full of red herrings. Study everything closely and you’ll find a lot of things in the level are pointless, and what you really need to do. Chip’s lament This level has multiple solutions [and multiple exits] There’s a hidden bonus. Barricade: Originally this was Inspired by a “survival competition” on CCZone but it changed drastically since then. Meditation: Each button makes a different set of doors open or close. This is a simple logic puzzle where you determine a combination of buttons to press to open all the doors. The way I would solve this level is first write down what each button does, numbering or lettering each button and door. This makes it much easier to see what the buttons do and find the right buttons to press. There may be more than one solution. There is a combination of buttons to press, they can be pressed in any order. Push the button Max: Hidden bonus on this level. Title refers to a quote from the movie “The Great Race”. Clue: This level is a lot simpler than it looks. Yes, you are justified in wanting to smack me for it. Originally I was going to call this level “Only in the footsteps of God” and base it off of a famous scene from Indiana Jones and the Last Crusade, but being a pop culture reference it would’ve been slightly unfair. This way, it is solvable without any prior knowledge. [This idea, in turn, was inspired by a similar idea on another game by Dodochacalo] Glass Maze The level is an adaptation from a puzzle in the game RHEM2. You can totally ignore the canopies unless you want the bonus, they serve no purpose in getting to the chips or exit; there's no "trickery" in this level. Oblique Strategy: There are many ways to solve this level. What you need to do is set up a situation similar to Ortoo Geld, having the gliders press the green buttons but in this case; a green button must be pressed on every move; in other words, imagine chip walking down a path lined with green buttons. The same effect needs to be replicated. From the Brink This level has multiple solutions Ice Follies: It’s like Ice Death, except with no random guessing or death. Like the hint says; the solution is right in front of you. The level literally tells you exactly where to go, you just have to decode it first, which after a little experimentation should not be too difficult. Drawing of the Seven This level is the one, by far, I spent the most time on. The puzzle is to press every button only once, and using the clues from the flame jet room and the letter room you must decipher the order in which to do this. A random sequence is generated each time you play so there is no universal solution to this level. This is also an adaptation from another puzzle in RHEM2, one of my favorite puzzles in that series originaly called the “light barrier puzzle”. The title gives a clue to the puzzle. The hardest part of designing this was figuring out how to generate a random pattern each time. If you've solved it [or looked in the editor] you'll see the level is huge 63x80 [90% of it is the mechanism while about 10-20% is the play area] thanks to random8 for a little help. I got a lot of inspiration from the level "Simon" in Tsa1. I wanted to design it such that you could generate a sequence; try and if you failed, try again, multiple times in the same play, but working out a mechanism to reset the sequence proved too difficult and I decided to go with making it so you must restart the level to try again. Patience Puzzle: This is based on the classic “6 Linked Rings puzzle” which is most commonly in the form of metal rings attached to a loop or shuttle. I discovered this from “Tavern Puzzles” but many other versions exist. It’s supposedly of ancient Chinese origin. -This is not a standard sokoban level. The puzzle here is discovering the correct sequence to remove all the blocks [and put them all back if you want the bonus]. There are about 43 steps in total. -Number each block from left to right. Each button holds open the door ahead of it. On top of this, to remove blocks 3,4,5 and 6, all other blocks before it besides the one IMMEDIATLY before it must be removed. -The first block can be removed at any time. To remove the second block, the first must be in. To remove the third, the second must be in but the first must be out. To remove the fourth block, the third must be in, and the first and second must be out, so on and so forth. -There are no other tricks, but it can be tough to keep track of where you are in the process. A lot of times you may feel like you’re making negative progress when you’re not. -To get the bonus, after removing all the blocks and opening the green door, simply put them all back, doing all the same steps but in reverse. Chip and Melinda’s Excellent Adventure: The bonus mechanism has not been expertly tested; please let me know if the timing on the door is too tight (or too loose).
  8. Mobi's Challenge

    I got them from YouTube. I can send them to you if u want them, it might take me a while to find them though Btw i am working on this pack still
  9. CC2 Community Pack Survey

    I'd fully approve of custom music added. I personally don't feel like picking songs for my individual levels but I'm okay with custom music being added (at random or by someone else). Music tastes can vary wildly, so voting for that might be a good idea.
  10. I can record solutions perfectly for very small and brief levels. (see first level attached). But after a certain amount of time (200-400 seconds?) it seems it causes it to fail for some reason and afterward (after it says "record complete" pressing F3 acts like it did not save at all. It does not seem to matter about what I do in the level or if I pause or tab away from the program. (see other attached level. Which, btw, is not very big or long compared to average standards). Anyone else have this problem? or any ideas on how to fix or what to do would be appreciated. Seeing as solutions must be recorded in order to upload to steam this is kind of an important problem. hook or crook.c2m defend fortress.c2m
  11. after a little more testing it seems like what's causing this problem is either pausing or setting the window to the background. It doesn't seem to cause a problem immediately but it's the only thing I changed that fixed the issue (I did not pause or tab away at all while recording and it finally worked on my problematic levels.
  12. CC2 Community Pack Survey

    I kept forgetting to add: in regards to random settings (and things of that nature): any setting should be allowed. I don't think level design should be dictated by optimization. [I could go into a long argument about how at that point it's no longer true "optimization" to a certain regard....]
  13. Which CC game do you play?

    If I had more time and didn't play many other games I would play CC1 more often but I pretty much only play CC2 these days (and that's not even real often). Mainly because it's new and fresh. I loose interest in games quickly. I had steam already (I was surprised to see some steam bashing here, but understandable) so I was happy to see it come to it in 2015. I pretty much have a similar but opposite view: I prefer the idiosyncrasies of CC2. Idk why I just find it smoother for me personally. The movement and controls immediately felt natural, more so than MS CC or tileworld which always felt weird to me. IMO in MS I hate the extra step chip takes when you hold down the key* and tileworld feels like he stops too short. *No I refuse to press the key repeatedly instead of holding it down like I've heard people do on stream.... I can't even believe people do that!? I also like the graphics of CC2 better than MS or Tileworld. It's similar enough to the originals to satisfy my nostalgia also.
  14. Call for CC2LP1* Level Pack Submissions

    of course; I didn't mean to suggest including a level by someone unbeknownst to them. I just was making sure it was okay to say: 'hey, see if we can get a hold of this person because they have some awesome levels or etc'. Of course I guess I already did that myself
  15. Call for CC2LP1* Level Pack Submissions

    do you guys try to contact anyone like this? It seems a shame if someone (like Nanamin for example, but it could be anybody) who has made excellent levels to simply go unconsidered just because they haven't visited the forum lately.
  16. Call for CC2LP1* Level Pack Submissions

    any answer for this? There are still other people like Nanamin (who I'm not sure even has an account here?) with levels I'd like to nominate..
  17. Call for CC2LP1* Level Pack Submissions

    I plan on doing the same. What about nominating levels/sets by people who are not around? For example I'd like to nominate levels by Motez...(long name) but I'm not sure he's active at all currently.
  18. CC2 Community Pack Survey

    another quick point: I still agree with what I said earlier about not allowing most or some hex editing that allows for very glitchy behavior (like enter the void stuff, except perhaps for decorative purposes). But maybe it's a little fast to not allow ANY glitchy/hex editing at all. Perhaps there are as-of-yet undiscovered interesting tile possibilities via hex editing? (Besides the directional blocks and no signs that is). As already pointed out however; much like the red key/clone machine bug these are in danger of being patched in the future. Even blank no-signs may be in that danger? Although it seems like Chuck and them visits now and then and consider these things so maybe not.
  19. CC2 Community Pack Survey

    I want to allow blockslapping; remember it was an original feature of CC1. It was only a *mistake* that it was not included in MS; thus everyone at the time became familiar with the game without it. I'll admit it doesn't have a huge range of uses but some interesting ones. I think it should be allowed. Also something I didn't really make clear; if we're not going to have tutorial levels I would lean toward 150 levels total, but if we do; I would lean toward 200.
  20. Meditation

    Any meditators here on CCZone? I'm not religious or spiritual; although I have been reading and casually practicing some parts of Buddhist philosophy for a while now. I started meditating a while ago at first to just relax. I quickly learned it is a much more powerful practice than simply allowing you to relax. It can be literally life changing. I won't go into all the details unless there's interest but here's a few things: There is a lot of misconception about meditation. For one; there are many different methods which lead to different things and have different goals. There's no 'right' or 'wrong'. A lot of people try meditating by 'clearing their mind' and think they can't because their mind keeps wondering so they're a failure at it. This is a misconception. It is impossible to clear your mind; one main goal of many common meditations including one called Vipassana is to focus on something (like your own breath) and note each time your mind wanders. If you realize your mind was wandering and you focus back on your breath that is not failure; it's success; that's part of the goal of this practice. The act of realizing your mind is wandering and redirecting it over time will help you develop better concentration and focus among many other things. For any who think it's just voodoo nonsense; there is actual scientific backing on it. Two interesting things that can happen as a result of meditation; Supposedly meditation can stimulate a nerve in the brain called the Vagus nerve which connects to many parts of the body and helps your body relax physically and is very good for the heart, lungs and digestion. Over time meditation has in some people helped deal with depression, anxiety and addictions. There is a network in the brain called the 'default mode network' which is active whenever we are not working on a particular problem like math, watching a movie etc. In other words; day dreaming. It is believed this area is responsible for self reflection and 'theory of mind' among other things. This network can be altered or shut off entirely while meditating. This can lead to very profound and bizarre feelings. It is an altered state of consciousness which is impossible to describe or understand without feeling it. It can be very pleasant but also scary. I also want to make a brief warning; its not all fun and games and isn't something that should be taken too lightly. Meditating, especially done poorly (too deeply, too much or too often) highly depending on the person and your personality can have negative effects. I've never been on a 'retreat' but I've read of people who've done those and have had episodes where they almost went insane.
  21. Meditation

    I think it's definitely related to hypnosis as well but I don't know as much about that. I've read things saying hypnosis is real and reliable then I've also read that it's totally bogus and can be avoided/undone so idk. Meditation is also apparently very related to psychedelic drugs; that is they produce a similar effect on the brain; what I mentioned above about the DMN. I've not ever tried hypnosis or any drugs so I can't say personally. I can say that in the short time I've been meditating (since this summer) I've experienced some out-of-this-world things. Some; you might say out of body experiences, and other things to strange to explain with words.
  22. Meditation

    It probably does. There are many different ways and types of meditation with different results. Anytime you're attempting to clear your mind like this is semi-meditating. If you really take time and notice your own mind in times like these you can notice a lot of new things. Actually meditation and sleep are closely related and in fact you may enter a semi-sleep state while meditating. There are several stages of sleep, one stage being very light (close to waking). I've read that meditating a lot may enable you to have to sleep less; however I also read that meditation is no substitute for normal sleep. I've done what you describe and this usually leads to a very relaxed state but sometimes often very sleepy. Something important, at least that is very true for me; I don't recommend meditating heavily if you haven't gotten enough sleep the previous night (or regularly). It can end up making you extremely tired and messing up your sleep. The main thing however, if you want lasting results is to do it regularly. Only after started meditating once daily (for only 10-15 minutes, sometimes less) did I notice permanent changes in myself. Besides focusing on your breath there are other methods: focus on a sound (music, or your own voice, like a mantra), focus your eyes on a specific spot without moving or blinking. The latter method usually works very well for me but I don't do it often because it is very powerful and can be intense. I could go on for a while (I've been reading a lot about this recently)...
  23. CC2 Community Pack Survey

    I agree that basically anything should be allowed; if it doesn't work or isn't liked then people won't vote for it. I say 150-200 levels. I think it was J.B. that said somewhere that you almost need that many levels just to explore all the many possibilities within the game. I thought the main game's number of levels felt good. One important thing that helps that though; is there were quite a few small levels. If the game mostly consists of large levels (which I sincerely hope it does not) then 200 will seem like far too many. Note: not that large levels are bad, but I'd like to see a nice mix of large and small. That's one thing I really liked about the main game. Things like the directional blocks and blank no signs should be allowed but more unusual and unpredictable stuff like glitch tiles I say no, or at the very least kept to a decorative use. I think tutorial levels ought to be made. But made with a lot of care. As I though the tutorial levels of the main game seemed a bit lengthy and tedious at times, yet having a level focusing on just one or a few game mechanics would require 20+ lesson levels. Levels focusing on several concepts each might work. If you took the lesson levels from CC1 and did it that way (continuing with the CC2 mechanics) then you'd maybe need another at least 7 lesson levels making 14 total? Another interesting idea I had was the make a 'tutorial pack'. Which would basically be a level pack of just lesson levels, designed especially for beginners. This way you could have as many levels as you want and get as in-depth and helpful as you needed and little or no lesson levels in the actual CC2 community pack.Instructing new players to play the lesson pack first, of course. The Warp exits concept sounds really neat (I haven't experimented with it much myself) but I think it should be an optional find/challenge. Custom music would be really nice; it's just a matter of finding music that can escape the copyright Nazi's....
  24. 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.
  25. The Walls of CCLP2

    Another update!!! currently at version 3 currently 48 levels. changelog: Swivel Tombs: made some areas optional bonuses added on Mission Improbable new levels added: 28: Tempest 32: Back on Track 33: Present Push 35: Ye Chip of Old 36: Thief 37: Melinda on Mullberry Street 38: Which Switch is Which? 39: Dingbat 40: Play Hooky 41: Hints and Allegations 42: To Each His Own 43: One Way Traffic 49: Quantum Leap* 50: Babylon Fading 51: Bumper Cars *This level requires a good understanding of ghosts relationship with yellow teleports which is not intuitive. Refer to a pinned message in discord under general chat for a detail of how it works.