Jump to content


  • Content count

  • Joined

  • Last visited

  • Days Won


Everything posted by mobius

  1. 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....
  2. 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.
  3. 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.
  4. due to recent updates; "Multichip" no longer works and is not solvable. Also though I'm not certain of this; I think Uptown Decisions might also be unsolvable. [I think no-sign/swivel behavior has changed?]
  5. ajmiam CC2 Levels (20 so far)

    excellent levels, as expected! (I really liked your first 2 CC1 packs a lot) The early levels were good tutorials. Nitroglycerin below 57; really fun maze. Sticky Controls: an interesting one, tough and requires a good amount of planning. Chateau Crunch: more clever teeth puzzles! I'm Currently stumped on the toggle door room on the right. (maybe really easy I'm just missing the obvious) Double Stop: clever idea! Gift of Giving: nice concept and multi-roomed level. Fire Blossom: simple yet intricately designed! Electric Feel; might this be a reference to the MGMT song? anyways, great level and great use of the lightening bolt! I look forward to more!
  6. C1059-CC2

    I was playing and got up to ~level 60 some of my favorites recently: push and pull, Sequence and Pattern, Iceblock team, Exchange, Ferry Spiral, Boiled Peanuts, Reverse Sokoban... Here are levels I was totally stumped or confused on; Random Monster Generator, --not sure what exactly to do or what the goal is. Well, I know the ultimate goal but not how to achieve that. Arms Length. ....I think I just figured it out while typing this ...
  7. April 2018 Create Competition - Pushing New Ideas

    I started playing levels from this contest: Total Eclipse of the Post: very nice repetitive concept and compact design. It was fun to solve. Hook and Warp: really nice compact one but as with most yellow teleport puzzles, I'm totally stumped!! Can you see the block: really neat concept, even if it's quite simple!! Wormhole in the sun: another nice compact level, and challenging
  8. My official level pack!

    I'm unable to download your latest file ^ its saying 'my account doesn't have access to this'
  9. new tile ideas

    someone in discord mentioned the idea of "Chips challenge 3" and it reminded me to post this list of new tile ideas I made long ago: (some of these are based on CC1 and 2 elements while some are based/copied from concepts from another game called "Enigma". So this is my fantasy concept tile idea list for Chips Challenge 3. Feel free to post your own ideas changes to existing elements: 1. keys/doors, teleports, and toggle doors/bombs now all come in 9 varieties: red, blue, yellow, green, orange, purple, black, white, grey. black white and grey keys can be dropped like items. If dropped into ice and FFs they move with them like an enemy would. So you may have multiple types of toggle doors in one level working independently. [sort of like in Chuck's Challenge) 2. Clone Machines may clone items and keys and players. unfinished idea: a new way of changing what a clone machines creates. 3. Wires may be placed over plain walls and (over or under) most tiles. And TNT actually destroys wires (for those unaware this doesn't happen in CC2, even though it appears like it does}. unfinished ideas: 4. Transmogrifier: I'd like to somehow be able to turn Chip into an enemy or creature that is forced to behave like enemies (Fireballs etc). 5. Rover needs to follow a more reliable set of rules. Also: option to have the Rover follow a specific pre-programmed path. NEW ELEMENTS: INVINCEIBILITY STAR chip cannot die to enemies or hazards (walks over them) for several seconds, (similar to the Mario star) 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. CRACKED ICE works similar to cracked floor but has same properties as ice and water is underneath SPIKES kills player, ants, centipedes, walkers, balls. Can be turned on and off with a button. Destroys ice and plastic blocks. Other blocks can be pushed over them. ELEVATOR (idea comes from a game Tyler Sontag made, talked about in discord recently) essentially allows chip to walk on top of walls and canopy. (But can't walk *through* walls like a ghost). HOVER CRAFT vehicle which works like a moving platform; chip can get on and ride on a predefined path (unless carying the license) while on the hover craft, player is protected from enemies and all hazards like water or black holes. Except it avoids train tracks. TRAIN vehicle that follows tracks. PLayer is protected from enemies while on the train. Cannot dictate where to go unless carrying the license. LAVA fire like substance that slowly spreads across floor on it's own. Is blocked by most other tiles like walls and gravel. If it encounters dirt; the dirt is turned into gravel. Dirt blocks pushed into lava turn to gravel. Ice blocks pushed into lava turn to water. TORTOISE a moving monster which is NOT an enemy; works like a moving turtle but never sinks. Chip can ride a tortoise across water WOODEN BLOCK is destroyed in water/fire/lava. Can only push one at a time. PLASTIC BLOCK floats in water (can be pushed over water like floor without turning water into floor). Can push multiple blocks at a time. STONE BLOCK Cannot not be destroyed by bowling ball or laser. turns to floor in water/lava. Can be pushed into enemies to kill them. LASER shoots deadly beam in one (of four) direction. Can be turned on and off and direction changed with buttons. Destroys chip and all enemies and dirt/ice/wooden/plastic blocks. RECEPTACLE catches a laser and if wired activates other objects (like a pink button does) MIRROR reflects a laser in different directions depending on how moved. Mirrors can be rotated on train tracks COIN SLOT DOOR toggle door that allows 1 player or enemy through per one coin. RICHOCHET BLOCK pushing on it (from opposite side) will push blocks and enemies adjacent to it away in the direction you pushed. If player is standing adjacent to one and an enemy hits it player will be pushed away. SWAP BLOCK Swaps places with adjacent (non enemy) tile when pushed on. Even walls for example can be moved with this block. TETRIS BLOCK blocks with different symbols that fit together and form bigger blocks. These larger "tetris" piece like blocks can be moved as one big unit. Can be broken apart with the hook or time bomb. 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. NEW ITEMS: MAGIC SATCHEL adds new slots to inventory: when carrying the satchel up to 8 items can be held at once. BAIT when dropped: all teeth on the level will ignore chip and instead be attracted to the bait. If a teeth is able to move onto the tile the bait is on after several seconds the teeth will eat the bait then return to following Chip. HAZMAT SUIT allows player to walk across slime SOAP allows player to walk across slime and erase it. FIRE EXTINGUISHER erases fire and lava HOVER BOOTS allows player to walk across black hole and spikes SKELETON KEY opens any door once MAGIC KEY opens any door infinitely. MAGIC WAND can change walls and some tiles into different things when pressed on. (unfinished idea) HAMMER allows chip to destroy blocks (cannot move them while carrying hammer) LISCENCE lets player control hover craft and train -------------- there were some things in Puzzle Studio which intrigued me but it's been so long since I played that that I can't remember most of them. I remember a bowling ball that moved slowly but not exactly how it worked. Ideas I'm particularly fond of are the: bait, multiple colored toggle doors, laser and mail system.
  10. Played several of the new levels: Much more time on the Golden Key would really be appreciated; The third room with the centipede and many toggle doors takes a while; and after leaving that room every time I play there's barely enough time left to keep going. I haven't beaten it yet. Real Thinker: great level out of "Writer's Block" Treasure Collection: really nice & straightforward one
  11. Mobi's Challenge

    I am in the process of making a MAJOR update to this pack. In light of recent events I'll be releasing the pack here and on steam also. I'll be releasing 3 things: Mobi's Challenge, a reject levelset (which may be larger than the actual pack XD ), and a pack of only sokoban levels mostly adapted from another game.
  12. 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).
  13. new tile ideas

    How do you think keys etc should be coded? By shape or symbols? colors seems the simplest method to me; and I've never found it restrictive. Keys could have different shapes but with toggles walls and bombs it gets much trickier. Important features while I'm thinking of it: extra bomb chips! some other new ideas: freeze gun is an interesting idea! The laser idea is another type of way to destroy enemies, sort of similar to the bowling ball but different. A STOPWATCH button that stops time or in effect; pauses the game for everything else yet Chip can keep moving (and clock keeps ticking). MAGNET BLOCKS: (unfinished idea) blocks which have either N on one side and S on the other; opposite poles are attracted to each other and same repel. Blocks two spaces apart draw toward each other. Another tile called (magnet wall?) which cannot be moved but attracts magnet blocks. MAGNET item if player picks up is attracted to a magnet wall WIRELESS BUTTONS buttons that function similar to black buttons but don't need wires. All must be held down to activate something. (would make making sokobans much easier). someone else's idea from discord: If an enemies like an ant has a "backpack" it can pick up and use items just like ghosts and rovers. Maybe same item as "magic satchel". So enemies can pick it up and use it as well.
  14. My official level pack!

    this update is definitely and improvement on the first version I saw. I haven't played/beaten the whole pack yet. Fortress and Clockwise: nice simple levels. TRUST: nice level but I haven't beaten it yet. ESCORT MISSION: totally stumped on this one atm. Looks crazy. BHUT JOLOKIA Interesting small one. I don't quite get the top tank mechanism but I solved it anyway. Bonuses seemed pretty easy to get. ICE CUBES Very clever ice block puzzles! I liked this one a lot. I haven't figured out the bonus room yet. OPEN THE GATES nice short and simple level.
  15. The Walls of CCLP2

    thanks! On Mission Improbable; on discord you mentioned some way of adding a bonus to enforce the dropping lightening bolt solution; could you explain that?
  16. The Walls of CCLP2

    sweet feedback, thanks!!! 53: can you please elaborate on how exactly you busted it? I don't see how it's possible to exit without the lightening bolt. Unless I somehow uploaded an incorrect version. There should be a wired door in front of the exit requiring the lighting bolt to open it. I have, however, just figured out you can easily make 'mistakes' on the final path without setting off the system, but not sure why this doesn't work on the first part... thanks again for the feedback; very helpful. I discussed this on discord: it's actually an arguably harder solution than what's intended, so I will leave it alone.
  17. 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?
  18. 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.
  19. 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.
  20. 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.
  21. 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.
  22. 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).
  23. 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.
  24. 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.
  25. Walls of CCLP2

    Version 3.0.0


    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.