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mmoraleta last won the day on February 21 2019

mmoraleta had the most liked content!

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75 Pink Ball

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About mmoraleta


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    Chips Challenge, Anime, and Life itself

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  1. Hello, fellow chipsters Martin here to wish you all a Happy New Year 2020! Keep Chip's Challenge coming.
  2. I myself am not too much of a designer, however I tried to make a WoCCLP1 set but lost motivation and interest due to lack of ideas. Still on my PC though. I'd be happy to playtest and or go through the iterative releases if that approach is taken.
  3. If it'll be a CC1 set that'd be great if not that's okay.
  4. I have a lot of stress in my life too with college along with me losing interest in Chips Challenge. I don't think I'll leave the server for good but maybe just not visit anymore.
  5. Just completed the set and this was a fun and challenging experience. Lots of great puzzles and overall fun game play feeling. More opinions on the next 5 new levels. 20. Etiquette and Espionage - Very cool thief aesthetics with a great mix of puzzles involving them. 24. (now 53) Sand Through the Hourglass- Man, this level gave me trouble namely the 2nd half section with the red keys! Had to ghost the section through the editor since I was sick and tired screwing up that section. As of now I still don't know how to reach that hint, but overall really really well crafted puzzle. Haven't played the new version yet but hopefully not as rigid as the first version. 51. Ski Resort Town- This level is really cool, no pun intended. 68. Crystallic Fusion Dormancy- Very legit use of the "Suspended Animation" concept. Medium to hard level to me. 77. (now 78) Snowball Park. At first I thought this level was going to be an easy chip under block level but that twist made the level. I have to say that is pretty creative to make that kind of "pathmaking" puzzle. Although the hint is still the same, it would've been more helpful to tell the player how many chips to have left before the skates get stolen. However, I really appreciate that this level is now untimed. It is possible to do the level within 600 second initially but that would've been very rigid.
  6. Okay, 30 levels in and I gotta admit this set is pretty challenging in a good way. Here's some thoughts on the first 6 new levels . 4. Secret Jungle Laboratory- The force floor stairs are fun along with that ball cloning mechanism. More fun than Traveler. 7. All Creatures Great and Small- Had that "Schemozzle" feeling at the start along with a decent toggle stopping puzzle. 8. Predetermination Time! - Nice joke level. "Chance Time" without chance which forces the player to play all the sections. 12. Aeronautical Engineering- The beginning mechanism is unique but I find it to be a bit annoying. Rest of the level was okay. 13. Quantified Nerves- Somewhat of a reference to Condemned Faculty with great force floor puzzles. Little tricky though but manageable 19. Manaan- Straightforward chip collecting level but the walker on (21,16) and the walker at the end were pretty annoying.
  7. Feedback Time! This was a fantastic update JB. Most of it was relatively simple and pretty much the levels in the update were fun to play. 121. Tetromino Troves- Great key maze type of level. I really like Tetris. 122. Crumbled Cavern- Initially this level had a strange feeling. For instance the paramecium on (9,14) along with a bunch of other things too. Nevertheless, the level presented elements of the "when in doubt, go without" concept. Considerably easy level to me. 123. Scrap Heap Scraper- Very legit mini puzzle. I was puzzled quite a bit namely how on earth I was supposed to place a block onto the trap button. Once I figured it out, everything fell into place. 124. Turn of the Century- Very fun level to play with nice callbacks to CCLP2. Nice arbitrary cluster on monsters below the blue walls on the lower right. 125. Research and Destroy- The level presented a bunch of legit puzzles that required a bunch of button presses. It was good but it was pretty much just button pressing and that was pretty much it along with planning ahead. 126. Somewhere Along the Line- Pretty cool level, especially that beginning puzzle. 127. Last Bounce of Courage- Decent level based on the pink ball. The beginning "Mr. McCallahan Presents" dodging and the trap button sections were something. 128. Red, Black and Blue- Legit glider directional puzzle. Also liked that "raining tank" mechanism at the start in reference to the cloning tank section in "Iron Sky" with the bombs. 129. Bramble Scramble- Easy chip collecting level with nice blue an green aesthetics. 130. The Most Interesting Block in the World- Interesting block is interesting and fun. Pretty neat puzzles with some references of Josh's button mechanisms The block slides and pushing the block from the FF's with suction boots could be a little nerve wracking. Very interesting level nonetheless. This is a great update JB. Now onto the grand update of the set, can't wait to see what you have brewing for the final draft. Getting there! Most Favorite- The Most Interesting Block in the World (130) Least Favorite- Research and Destroy (125)
  8. Yet another quick release update, oh yes! Great batch of new levels! 111. Bumble Beginnings- Fun bee directory level. 112. Urban Ecology- Nice level that felt a little bit like "Civilization of Creatures". Also nice arbitrary blocks on top of gravel on the edges. 113. Floating Temples- Very legit twist on the "waterflies" concept. Somewhat simple chip collecting level. 114. Room of Requirement- Fantastic use and quite creative puzzle for the walls of "Teleport Trouble". The pink ball on the trap and the block on (21,14) stumped me the most. 115. Light the Fuse- Good item swapper rush type of level but to me it suffers from extensive backtracking. But, hey it adds on to the challenge. 116. Bento Box- Probably my most favorite level in this update. Really like that square design and that room on the very top left was cool. The fiery sokoban and the room with the thief under the block were the most challenging. This was mentioned on Discord that you weren't really planning on a medley level, which is still fine. But, in case you were the square design would've been ideal for a medley type level. 117. Flooded Neighbor's House- Very well put together block and water type of puzzle. Some parts kept screwing me up but for the most part it was puzzly. 118. Iron Sky- I appreciate the random tank dodging at the start. Just like how I've beaten Josh's "Club Penguin", tackle the random tank cloning section first. Also, the bomb section had a nice time crunch to it. I don't know how hard it plays in Lynx due to bomb delay and tanks not getting stuck but I guess I would be pretty much the same. 119. Reverse Valley- This was really fun to figure out. The first section is what I focused on the most, cause you have to be really careful on which trap buttons correspond to which tank. Personally, I liked the 2nd half a lot more since it was a little more forgiving. Like I said before about "Map the Path" puzzles, or in this case "In the Pink" they're easy to mess up on especially when they are in spacious settings. But all in all, very entertaining level. 120. Detonation Delineation- Extremely legit navigation puzzle, I would certainly vote for this in an official set one day. Again, very awesome update and looking forward to see what you've got for the remainder of the set. Most Favorite- Bento Box (116) and Detonation Delineation (120) Least Favorite- Light the Fuse (115)
  9. Wow, I wasn't expecting a surprise update that fast but woo hoo! As always, fun puzzly levels. 101. Square One - Pretty simple level and felt somewhat like Josh's "Keep Out of Reach of Children". I got to admit I was stumped by the ending puzzle but it was easier than it looked. 102. Igloo Intersection - Somewhat easy level, pretty easy to get lost though. 103. Diagon Alley - This was my least favorite level in the update. It has the "Map the Path" puzzle but I feel that the concept is more suitable for a smaller scale. Or, for a simple wall layout like the original. However the minor update recently kind of made the level easier by adding leniency. 104. Crosswalk Crossing - Simple chip collecting level with nice green aesthetics. 105. Color Wheel 2 : The Actual Wheel Part - Fantastic aesthetics. Equally good as Josh's "Technicolor Theatre". Both LOT better than the original Color Wheel. 106. Hazy Cosmic Jive - Kind of like a ice version of Josh's "Forced Circuit". Just gotta keep track of your bearings so you don't trap yourself. Medium level. 107. Dead Man's Switch - That beginning puzzle is so legit. Gotta say I was stumped on it for quite a while but satisfying to figure out and solve. Rest of the level wasn't too bad. 108. Same Mold Story - Not too fun but not too boring chip collecting level under blocks. It think it would be a little better if a little more gravel were added so some blobs wouldn't interfere with blobs in other rooms like the blob on (14,25) and (18,25). 109. Jet Black Incursion - Very fun collection of glider based puzzles . The bottom wasn't too annoying initially but I guess that it did take a little longer. 110. Chicanery - Super legit level especially that block and thief fireball section. I would vote this for CCLP5 someday. As said before, very nice surprise update. Most Favorite: Dead Man's Switch (107) and Color Wheel 2: The Actual Wheel Part (105) Least Favorite: Diagon Alley (103)
  10. Opinions of levels 91-100. This decade had a lot of legit puzzles and some unique concepts. 91. Cool variation of Josh's "Encrypted Malware". 92. Relatively simple key collecting level with paramecia. 93. Pretty simple chip collecting level mixed with a blue wall maze. 94. I felt that this is presents the ideal size for the "pushing blocks through a recessed wall maze". 95. This level had that "Frantic Frenzy" concept by Josh. Compared to his level I liked this one a little better. It has much more variety to it and both walkers and teeth were a little less annoying. However I kind of wish the nerve wracking parts like the walker on (21,21) and chip on (24,3) were a little earlier. Other than that it was a good level. 96. Plethora of great puzzles rolled into one. 97. Pretty unique concept that I've never seen before. This level is kind of an advanced pearl diving. Screwed up several times at first but that made me find a good strategy along the way, so trial and error is important. 98. This was a major satisfaction to solve. Personally, I am not a fan of "Map the Path" concepts but this one was a level that had me thinking quite a LOT. Characteristics of an amazing puzzle that is hard but brings satisfaction when you solve it. 99. Aesthetically nice straight line level mixed with an invisible wall maze. Somewhat of a breather level after a couple of decently difficult ones. 100. Very, very well put together puzzle. The NE section of the level was the hardest and the most legit in my opinion. This is much better than the original Green Clear. That's all the levels completed so far. Hope to see more soon!
  11. This is an amazing update to the set JB. Keep it up with the brain teasing puzzles and fun levels. Thoughts on levels 81-90 81. Mostly simple chip collecting level, time is a little small and kind of easy to miss chips. Level isn't too big so both time and chips shouldn't be too much of a concern. 82. Kind of simple item swapper. Had that "Pop up Locks" feeling. Better than the original Juxtaposition 83. Equally good as Josh's "Cosmic Gold Hill" but this one is actually one colored gold. Both good levels. 84. LOTS of legit puzzles in this level. The block and thief was the one that stumped me the most. Amazing level. 85. Nice mod of Mini Pyramid with a challenging twist. Like the ice aesthetic too. 86. Nicely designed blob level. 87. Pretty cool level. Originally, I wasn't expecting the blocks in the teeth room to be movable. I was thinking those were blocks on traps. 88. Somewhat easy level. Nice block on water puzzle. 89. Great blue wall exploration type of level. Also appreciate the leniency of which the player decides to tackle first. That aforementioned sokoban in the NW room mentioned in Discord was much easier than I thought. 90. I really really appreciate the fact that this level has extra chips. I was sort of frustrated in the beginning since I thought all chips were required. This was a somewhat difficult level to me despite a simple chip collecting objective.
  12. Happy New Year! Welcome 2019! May the Chips Challenge community be the best!
  13. Feedback on the final four new levels. Distortion World (140) - Very fun and not too crazy level as a type of force floor level. In face there was a nice variety to it with the sokoban puzzle all of which were legit. As said before it does add a neat twist to a mostly force floor themed level. Adventure's End (143) - That CCLP3 aesthetic is pretty neat, want to say that's the logo of CCLP3 when it came out a long time ago. Also, that tooth force floor ice section section is pretty creative. Something to Remind You (145) - Awesome medley level and thankfully the Nimbus Arena section is at the start since that was a little annoying. Like the arbitrary hint tiles on the borders and got pretty much all the references throughout the level. Better than "Jumble III" (the precise FF section and ending blobs just annoy me). After These Messages (146) - Oh man this level was difficult. It took dozens of tries to execute correctly to maneuver the tooth to fiddle around the bug to blow up the bomb. Thankfully the level is small just thinking about this concept on a bigger scale just hurts thinking about it. This level sort of reminded me of "Frog Baseball" from Chip56. Compared to "Rotation" I like the original a little more than this, to me I felt that that level had lots of puzzle sections in which making a "Walls of" level would be suitable for puzzles. Don't get me wrong, this is still a nice level with a tough monster manipulation puzzle. That's all the levels! Again, very awesome and very well crafted set Josh, I really enjoyed it. Also, really enjoyed playing through the iterative releases. In my opinion iterative releases are a nice way to commit to a project and get suggestions in order to create a masterpiece set. It also gives time to think of new ideas for each and every subsequent update. At that time, I was really looking forward to playing the new levels and had a fun time. I hope this won't be your last CC1 set even though you might be migrating to CC2 soon but not completely eliminating CC1 design. I am not too sure if I will play too much of Flareon1 but I will most definitely give it a shot, me being more of a CC1 chipster. But anyway, if by any chance you'll be doing another CC1 set in the future and/or you'll be doing iterative releases of the set I will gladly help playing the iterative releases like how this set was constructed. But for now, WoCCLP3 complete!
  14. More thoughts on the new levels. All the Water (110) - Initially, I thought that this was gonna be a "Build-A-Bridge Workshop" level judging by the thieves. Turned out to be a rather easy level. Overstocked Distribution Center (112) - I would imagine it would take lots of time to create a decently difficult block themed level, this one was a major satisfaction to solve. Knowing you Josh, you are pretty adept creating levels that make the player think quite a bit. Slimefield (117) - Very fun blob themed level. Especially the red and green aesthetic. Hypothermia (123) - Nice aesthetics and rather simple chip collecting level. International Tank Anthology (126) - Terrific tank reference level. Great variety and great puzzles. Favorites were "The 4th Dimension", "Next in Line", "Reverse Alley", and "A Pressing Concern" mechanisms. I might be missing a couple of other references but I knew a majority of them.
  15. Here's more thoughts on the new levels. Creative Two-Ways (86) - Quite a unique level I have to say. Nice level that seems to work differently based on which ruleset you're currently playing on. Haven't played the Lynx version of this level but I will eventually. Blown Head Gasket (90) - I initially had an easy experience with the 1st half of the level, but the precise FF at the 2nd half kind of dampened my liking for the level. If the precise FF timing were a little earlier it would've been a little easier, otherwise it's nerve wracking . Thankfully, you only had to do it a few times and the level is still manageable. Subterranean Warehouse (92) - Somewhat lenient block checkerboard level. I also liked the variety as well which makes the level more interesting. Fake Wall Biome (97) - Very well thought and well crafted "map the path" manipulation puzzle level. Said this before with "Downtown Destruction" I appreciated the extra leeway just in case you screw up somewhere. Gotta admit "map the path" concepts are a little challenging. Better than Vulcan though. Outlaw (98) - Appreciate the extra chips, not 100% sure if ALL chips are obtainable but I am assuming yes. Could be a fun little extra challenge though. I'd say somewhat easy level. Guess Chip drained Venice which is why he's an outlaw.
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