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Everything posted by mobius

  1. Chip's Challenge Creator

    sweet I like the fact that you can see/set how many chips are required; a feature missing from the CC2 editor
  2. Chip's Challenge Creator

    nice nice nice!!! I didn't see this but might have missed it; a copy/cut/paste level feature would be nice, the kind which the old old, CCEdit had (or something similar) also what's your stance on invalid tile combinations? For example placing a no symbol without items allowing new (unintended) behavior. Will this kind of thing be possible in this editor?
  3. Is there a guide for Mobis Challenge?

    first of all; thanks for playing! hope you're enjoying it To answer the question; there is not currently a guide, sorry. I'd like to make one but I don't have much time. If I'm correct; level 10 is "Blue Bayou" trick here is to... -you can reach either exit in four different ways -you must build outward adjecent to either single wall on the left or right (so one space above or below this wall -always push alternating blocks against a wall (or in a place that makes it unusable) to free blocks -there is one block you never need to touch (the one on the opposite side of the wall opposite whichever side you're trying for) -sacrifice a block in water to push the far block (on left or right) against the single wall into the path you're creating. I can give more hints or solutions if necessary. Let me know if this was helpful but I'm really bad at giving hints and explaining things.
  4. C1059-CC2

    on Hexagons of Slime: actually I can! I made a tiny sample level to demonstrate (because that's easier than explaining it) https://dl.dropboxusercontent.com/u/72760678/hexagon%20test.c2m Unfortunately this would require wires and thus you couldn't have a hint around all four sides of each block.But I don't think it would look too bad. You could always check 'hide logic' too if you wanted. I would also; however, highly suggest cutting down the initial number of blobs at least a little bit or altogether; there's quite a bit at the start, making it difficult from the very beginning. on Confusion: oh I see, this level is different from what I thought at first. I didn't actually solve it, I'll take another look. Idk if I'd say Ghost Run is a bad level, I like the concept (I think, I haven't solved it yet, sorry for not specifying). Maybe it can be tweaked?
  5. C1059-CC2

    note: I've commented on difficulty sometimes but these comments might be skewed because I've only gotten like 1/4 into the pack. CC1059 -- 1, start level Great level; the yellow teleport area is nice! Took me a little while to figure out you can use the pop-up wall to your advantage. I ended up getting lucky and getting in without it-- but would've commented that this is annoying, because of having the ball often block your path, but I knew there must be more to it. I think Ghost Run is much harder than level 6. I haven't solved it yet, but I am not particularly good at very tight timed levels. Block Parking- interesting concept but a tough level, a little hard for level 8 imo. And Ice Maze but not as you know it -- interesting concept; was slightly more fun but harder before I realized how you can get rid of bowling balls easily by standing horizontally in a hallway and releasing them. Hexagons of Slime; in case you weren't aware: you can avoid pressing any of the buttons by block slapping. Lady Bugs: very cool and tough puzzle! Great use of the yellow teleports. This my favorite level so far. What exactly is the title a reference to? The bonus seems pointless imo, as well as the transmogrofier. Confusion-- the concept is neat but it's kind of annoying that making one mistake in a sokoban level such as this means instant death instead of just bumping into a wall. Nothing? -- a nice simple level.
  6. C1059-CC2

    I've began playing the latest version; looking good so far; I'll post some detailed feedback once I solve a decent portion.
  7. Puzzle Studio

    There a number of custom levels people have made for Puzzle studio; (some levelpacks? don't remember exactly) if this hasn't been done yet; with people's permission I'd like to convert at least some of these to CC2. I remember playing a couple of very fun levels by people who I don't think are around here (Daniel Bowmeister? Not sure exactly how I'll handle it yet; whether I'll make 1 levelpack or more, or what I'll remake depending on other factors. For example I'm pretty sure some people who made some Puzzle Studio levels are still here and still making levels maybe he wouldn't want me remaking those, but any response/feedback is welcome.
  8. How can I start playing this game?

    what glitch tiles? btw, I wonder if anyone is aware of using the < > keys to rotate tiles or letter keys to change the letter tiles. I figured this out on my own, only after a long time. Some better documentation would be nice. Also I have to say the program someone made to put together a levelpack-- I can't get it to work at all, either I don't understand something or it's broken because when using it, it seemed to me to save no time or work than doing it the original way.
  9. How can I start playing this game?

    I don't find the CC2 editor *that* clunky. Once I got used to it making levels is not that hard at all. I made a ~150 level pack and it was not frustrating to do (to speak of). I encourage anyone to play and make levels! it's a lot of fun. Chuck's Challenge IMO is more of a different game than a sequel to CC1. I personally wouldn't say it's better or worse, just different. I wish there was more interest in the game as well. It may get revitalized, you never know.
  10. Mobi's Challenge

    update with fixes discovered by IHNN; https://dl.dropboxusercontent.com/u/72760678/Mobi%27s%20Challengev2.zip
  11. Mobi's Challenge

    thanks for the feedback! Doh! Clean up.. is a stupid bust. I should've seen that one. Luckily I know exactly how to fix it. I'll see what I can do for the others.I don't know how I didn't see that on Tanktris.
  12. Mobi's Challenge

    as promised; the set of 33 reject levels from this pack: https://dl.dropboxusercontent.com/u/72760678/Mobi%27s%20Rejects.zip
  13. mobius I feedback

    download: http://cczone.invisionzone.com/index.php?/files/file/523-mobius-i/ This is my first levelset for CC2. It's partially remakes of my older CC1 levels and some new ones. The old levels, for the most part have a lot of changes though, to fix issues and updated for the new game. There are 45 levels total. The pack begins easy, the hard levels are near the end. Feedback is welcome. If you have any questions about the pack don't hesitate to ask. Some levels I'm particularly uncertain as to how hard/easy they are or what kind of hints I should give for them. All levels have been tested to be solvable. Not all of the bonuses are tested but most of them are. All levels use CC2 boot rules. -All of the sokobon levels are adaptations from another PC game called Enigma. But I don't know the author's names so I couldn't put that in the title. -thanks to people in the past who gave me feedback on my older CC1 levels. -thanks to people who created CC2 levels recently which I played and enjoyed very much. -thanks to the people who gave me help with using the CC2 editor and making these levels. Info on some of the levels: 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 from the mid 90's "Journeyman Project 2, Buried in Time" with basically the same setup. Thanks to Joshua Bone for the help on the timer mechanism. GLASS MAZE The leve is an adaptation from a puzzle in the game RHEM2. You can totally ignore the canopys unless you want the bonus, they serve no purpose in getting to the chips or exit; there's no "trickery" in this level. THE 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 and adaptation from another puzzle in RHEM2, one of my favorite puzzles in the game actually.puzzles in that series 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 mechnism 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. Although I ultimately didn't use a set-up similar to theirs, mine is way more [probably over] complicated, but I'm proud I figured a way out on my own. 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 sqeuence proved too difficult and I decided to go with making it so you must restart the level to try again.
  14. mobius I feedback

    I'll soon be uploading this set, it'll have a different name and custom music that hardcore CC fans might appreciate. I'm getting the music ready and making the play.c2m file. While it seems there aren't very many people playing CC2 level these days, I'll ask anyway; would anyone like to play test a few levels before I release the whole set? There are a few levels which I'm quite unsure about the difficulty level and some bonuses which I've not tested thoroughly
  15. just like it says. The reason I know this is because I've been having problems with my internet connection lately and CC2 will simply not work without it. The steam window pops up with "starting Chips challenge" but it never loads, the process doesn't even start in the task manager. I don't understand why, and it's a irritating. Most other steam games, even multiplayer, internet dependent games can run without a connection.
  16. thanks for the info darn. I'm glad it works for you, but I tried this and it doesn't work for me...
  17. CC2 Rejects

    for those unaware; Joshua Bone posted the CC2 Rejects set in the downloads a while ago; all the levels made for CC2 that didn't make it in the game [a whopping 200 more levels!]. And I thought I'd discuss them a little here, because while most of the levels were nothing special, there were some interesting concepts there, that gave me some inspiration. I've only got about half way through the pack so far. In Particular here are some levels I might've liked to seen included in the game: Resistance is Futile. This was a really cool concept. Maybe to make it a little less tedious/boring, add a few more walkers? Of course, that would make getting the bonuses harder. And it was annoying when sometimes the walkers come back out after going in a hole. Even so, I didn't have much trouble with this one and I actually liked it quite a bit. track maze (1) -- very nice concept and I liked that it fits on a 10x10 level. It's tougher than it looks at first. The nice long time limit is nice. Ant Help -- a fun short level. But shouldn't it be called "centipeded help"? Be Prepared: while there that's d### move; this was actually a fun level. In such a brief level I don't mind gotcha moments like that. Now if it was a 30x30 level with lots of work that's a whole other story. Centipede: Cool concept, the only flaw, I think is the fact that basically there's no real strategy or plan involved, just spam bowling balls and you'll win. I haven't figured out how to get the bonus though. Limits: I realize there's not exactly the same idea, but as far as "rover themed" levels go I liked level much more than "Sea Que". I haven't found any levels unsolvable by logic updates yet, but I have found levels which I can't see any solution, probably just because I'm missing something but they seem totally unsolvable. Like the second Pop Rocks level, Am I missing something or is the path to the exit/waterway totally blocked??
  18. CC2 Rejects

    I now just solved the level "Buddy" in about 5 seconds. It seemed very simple. Yet I was totally stumped on this level for AGES! I do not understand why I could not see the solution and further more why I suddenly saw it now. This was the worst case of this ever for me, I have no idea why it seems so hard. Yet I guess I wasn't alone as it wasn't voted into the pack; for difficulty reasons? Otherwise, I thought it was an excellent small level. Earlier I said I didn't like the level "Sea Queue" from the main game, but I take that back; I solved it since then and it is not bad at all. wow, that's a little impressive SPOILER:: I kept thinking you need to get the ghost to press the red button for some reason. I never thought of a time bomb [though I should have] so I was reluctant to trap myself, but finally I did as it was the only option left.
  19. CC2 glitch discussion

    it's possible although I can't see what benefits that would have as intended behavior; right now it's only made problems for me. Here's another oddity I noticed a while ago: when blobs and rovers are on ice or force floors [without any boots] they move faster but not as fast as everything else. Which means chip and other enemies can catch up to them. I would assume this is a glitch because other enemies which move slower ordinarily like teeth and floor mimics do not follow this rule.
  20. CC2 Rejects

    I finally solved "That Figures" What an excellent level! This stumped me for a long time! And in the end the solution was rather simple. This was probably my favorite level so far in the Rejects set. Now that I took a little time on Tank Guards, [number 1, haven't tried number 2 yet], it's a nice level. Levels that involve leading teeth around always intimidate me but this one really wasn't too bad.
  21. Feedback thread gm5

    nice! I can't wait to try the new levels. I played a little while ago and I can't remember if I played the new version or not but I remember loving "In a Minefield." Very nice mimic puzzle. Though I thought the time limit was quite harsh, other than that I nice level.
  22. fixed CC2 sounds

    Version 1


    since many of the sounds in the CC2 game are inconsistent in volume I manually adjusted them; I think these are more appropriate and less irritating. Simply unzip the folder, and replace the wav folder with your own wav folder inside: "SteamApps/common/chip's challenge 2/data" You may want to back up your own wav folder just in case.
  23. CC2 glitch discussion

    this one can be seen in my own level "Cubicles" -when a blue or yellow tank get cloned, if a (either) tank button has been pressed previously at all; a blue tank will cloned but immediately reverse direction and go up against the clone machine. A Yellow tank will move 1 space in whatever direction was pressed last. I'd like to test this one a little more before putting it on the public list
  24. CC2 glitch discussion

    just discovered another interesting one I added to the public list: -If chip is standing on a turtle and releases a bowling ball, the turtle sinks and chip disappears, but will reappear when you try to move. If however you remain on the water tile while invisible and press the drop button the game will crash
  25. mobius I feedback

    I haven't updated in a while. I'm still hard at work, I've made a ton of new levels since my last post. My level goal right now is 150 levels it may be more but I think this is a nice number to aim for. At risk of sounding immodest I feel like I've recently made some really cool levels, I've been discovering a lot of new and interesting possibilities, some on my own and some thanks to everyone else's levels/inspiration. I hope my previous CC1 sets are not too much of a negative representation of my design. When I look back I think my design has improved quite a bit since then. The tutorials are going well for the most part. They will get stretched out into the set mixed in with regular levels to some degree, like in the main game. My early tutorials start out very small and simple and they get larger and more complex, the later ones especially.