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Posts posted by mobius

  1. no actually; it seems that does not work. It seems whether I log out manually, leave the page, or delete my history I cannot successfully log back in without resetting. I always enter my password manually btw, I don't use the save feature.

    Also sometimes, but not always it doesn't even let me do that; complaining that an error occurred, but usually if I wait and try again it works.

  2. The problem may lie with not finishing each voting set at once. From now on I'll just write down my votes and only go to actually vote once I'm done. But in any case:

    Every time I go back to either get another pack or continue voting on a pack; whether or not I've cleared my browser history/forms if I need to re-log in it says my password is invalid (I'm certain I'm typing my password in correctly and I've tried several different passwords) so the only option is to change my password.

  3. so why is the level order within my pack randomized compared with the list on the voting site? This makes voting and keeping track of what you've played and voted on unnecessarily difficult. This seems like it could be  a glitch as JB didn't seem to have this problem as viewed from his video he made.... (the levels in his pack seem in order)

    [just in case nobody knows what I'm talking about for some reason] the level order (when played as the pack) (I got the Interstellar pack) does not follow 1,23, it's goes to random levels. It seems purposely set up this way in the play.c2g file. I can upload my c2g file if needed, but I didn't do that right away in case that would be against the rules or something.


  4. On 5/12/2019 at 4:51 PM, Gavin said:

    My idea for a level is basically you start by watching a series of monsters pass over a button paying attention to the timing. Then, after a trigger, you have to press a button repeating precisely how the other button was pressed by the monsters. And only doing this correctly would allow you to progress to the exit.

    I have an idea involving a green button and toggle doors that might work but does anyone have any ideas?

    First is this for CC1 or 2?

    -do you want this order to be random or the same every time the level plays?

    -Is the idea centered around just the timing of this single button (is it only 1 button?)? Or are the monsters/direction or anything else important?

    -If it's the former (maybe even if it's more) it doesn't sound like it should be as complicated as Simon, but I might try and fiddle around with this idea and create some suggestions.


    from the looks of that pic; Simon's been altered since the last time I played. I remember the starting area being in the middle.

  5. 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

  6. 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.


    • Like 1

  7. 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

  8. 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.

    On 10/21/2018 at 2:11 PM, Ihavenoname248 said:

    In general, I find CC1 more fun to play than CC2. So even though the majority of my level designing is in CC2 at the moment, the idiosyncrasies are much more annoying than those of CC1. Also, CC1 optimizing, especially in MS, is too much fun for me. There's also a lot more levels for CC1, including some that are still coming out...

    Both games are excellent, however. I just prefer what I'm used to, for reasons beyond just that I'm used to it.

    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.

  9. 18 hours ago, Flareon350 said:

    Designers who have made levels but are hereby inactive or don't make regular visits to CCZone can be reached out to, to be informed of CC2LP1 submissions but it is ultimately the designer's choice whether they want to submit levels for it or not. :)

    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 :unsure:

  10. 8 hours ago, Flareon350 said:

    As per all previous CCLPs, I think designers should be the ones to submit their own level packs. There shouldn't be any exceptions for this one.

    Besides, Motekopasnzyaku replied to this topic above.

    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.

  11. On 11/1/2018 at 10:17 PM, mobius said:

    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.


    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..

  12. On 10/31/2018 at 8:40 PM, chipster1059 said:

    It's great to see this happening :D I won't submit anything just yet; I will create a submissions set consisting of C1059-CC2 levels, and other levels, later on.

    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.


  13. 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.

  14. 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.

  15. 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.

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