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mmoraleta

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mmoraleta last won the day on November 7

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62 Glider

About mmoraleta

  • Rank
    RINK
  • Birthday 10/27/1996

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    United States

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  • Location
    USA
  • Favourite Set
    CCLP1
  • Interests
    Chips Challenge, Anime, and Life itself

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  1. Walls of CCLP3 discussion

    Just finished all 149 levels of WoCCLP3! Man, this was a really fun set to play filled with fun puzzles and concepts. It's been a pleasure playing through the iterative releases of this set and I glad to be a little bit of a help to make this set the best it could be. All the new 24 levels of the set were fun to play as well and altogether make a great set. Now, you've said that you would be moving on to CC2 due to the potential of CC2LP1 (looking forward to that set too) but hopefully you will stick to CC1 designing at the same time. As said before who knows what will happen in the future of Chips Challenge. All in all, very fun level set and hope to see more from you in the future. Some feedback of the first 5 new levels. "Until My Moment Comes" (5) - Pretty simple level, like the blue key background too. "Capim Town" (22) - Love the arbitrary force floor boots mixed with the fun puzzles. "Condemned Faculty" (48) - Legit level with that "hurry get out before you get trapped" concept. "Knossos" (51) - Fun chip collecting puzzle type level. "Encrypted Malware" (53) - Man, what a creative chip collecting level that's pretty fun and lenient. I like this level a more than "Well Be Right Back".
  2. Here's my next set of thoughts on this update (71-80) 71. Considerably easy chip collecting level. At first I thought that this would just be an ordinary chip collecting maze but turned out to be something else which made it even more fun. More fun rather than just being a chip collecting maze, nice one. 72. Fantastic well crafted puzzle level. Several tricky puzzles in this one, like the ice skate thief section and the ball and fireball trap section. Really fun puzzle. 73. This level has some sort of "order of operations" kind of feeling. I'd say medium since there could be several ways to beat the level. I like it. 74. Easy block pushing level. 75. Very good blue themed level. That beginning with the teleports is legit as well as the block and blue key puzzle. I'd vote this for CCLP5 if that becomes a thing which hopefully will. 76. Pretty easy level with somewhat of a "chase race" feeling. In the beginning I thought that this was going to be a "time bomb" level hence "mysterious ticking noise" mixed with a time rush. It had a good rhythm and good game play as well. 77. Quite a unique concept for a glider and monster manipulation puzzle. 78. This level wasn't too difficult, thankfully the tricky sideswiping tooth part is at the start (hey that rhymed). On one of the attempts at the very end the chip at (19,7) screwed me over but it had a nice twist to the puzzle overall. Well put together level though. 79. I find this level just as good as Josh's "Greyland" but I gotta say that the recessed block dirt puzzle was more suited for this (walls of "Repair the Maze") It also felt a little more lenient too since there wasn't too much backtracking meaning that you didn't really need to keep track of which recessed walls you stepped on. Nevertheless, both levels stated are equally awesome. 80. Had really nice puzzles and that "trail master" mentioned on Discord wasn't as bad as I thought it would be. The "map the path" for the fireball wasn't too hard either. It wasn't easier than it looked but it's more interesting to actually do the level rather than just breezing throughout the level like the original "Easier than it Looks". Great ending level for this update. All in all, this update had a nice mix of well crafted puzzles and aesthetics. Hope to see more WoCCLP1 in the future.
  3. I am quite elated to see an update to this awesome set. Wow, it's been a long time. Anyway, this batch of levels were really fun to play and they featured lots of well crafted puzzles. Just completed level 80 and these levels were satisfying to solve. Here's my thoughts on levels 61-70 61. Nice "mini challenges" type of level. 62. This is a fun level. I also think that the title's kind of funny. I also thought that this was gonna be a rush challenge at first since the hint kind of said "don't stay in the airlock too long." Turned out to be a nice and not too fast paced of a level. 63. I like this take to make a much more manageable "Force Field" level. Actually, this also felt a little bit of Jeffrey's "Fast Travel Temple". Entertaining level. 64. Yet another awesome "mini challenges" type of level that features trap buttons. 65. I find this level to have a medium difficulty. 66. Nice outside exit and fire aesthetic which featured decent dodging sections. 67. Really nice design and the invisible walls make the level even more interesting. That water and block puzzle on the top right was legit. 68. Considerably easy ice maze with chips and blue keys. I would increase the time limit tough since it can be a little strict. 69. Appealing aesthetic level from looking at it on the map. Featured legit puzzles too. The top glider section was somewhat difficult since its pretty easy to screw it up if you're not careful of which dirt tiles you clear. Apart from that, I really enjoyed the other puzzles and its a nice level. 70. Really nice Christmas themed level, even though its Halloween right now. I find this level much more entertaining than "Quincunx".
  4. The Official Birthday Thread!

    Happy 22nd birthday Martin! 300th Post.
  5. Walls of CCLP3 discussion

    Finally, FINALLY completed and figured out Tiles N Stuff (thank you Josh and Indy). The last 5 levels of this update were lots of fun to crack and had my brain constantly thinking. Thoughts on (121-125) 121. Super legit level with a bunch of legit puzzles. I'll admit I was kind of stumped on how to get to the exit but I was able to figure it out in a reasonable amount of time. Nice, "Team Aqua Hideout" puzzle too, better than "Freezer". 122. I find this to be a breather level to the last 2 puzzle levels. Nice design too. 123. Very well crafted puzzle and super satisfying to figure and to solve. I also appreciate the lack of guesswork at the end of the joyride, at first I thought it was. Also has a fun maze at the end. 124. Well put together puzzle with a medium to moderately difficult. Fantastic puzzles too and nice to bust it too at first. 125. This level, THIS LEVEL was a major satisfaction to solve. Wow, I don't think I'll be able to get over being such an idiot at that bee and paramecia puzzle . I swear I was stuck on that section for quite some time but the solution was staring at my face the entire time. Thanks to you Josh and Indy for helping me with that, I really appreciate it. Overall, I really liked this level and it has that "Divide By Zero"/"Hacked Save File" aesthetic. Well done Josh for creating such a brain teaser. This was such an amazing update Josh and keep the great levels coming. Looking forward to see the remaining 24 levels which will hopefully be amazing with brilliant puzzles. Hopefully they wont be too hard like "Can't Teach Old Frog New Tricks" or "Suspended Animation" but we'll see. As a suggestion, for the next update create 15 levels and then think about how to design the 140's decade. I don't know but that's just my suggestion so you'll have time to contemplate the difficulty for the final sections of WoCCLP3. WoCCLP3 complete (for now). Hope to see more amazing levels and more videos of ZK-Adventure and WoCCLP4.
  6. Which CC game do you play?

    I mostly play CC1, CC2 I've only played once in its entirety. Said this before I find CC2 to be a magnificent sequel to a game that was released onto the Microsoft WEP. Don't get me wrong just cause I play more of CC1 doesn't mean I don't like CC2, I am just more accustomed to CC1. I've been interested into playing some CC2 sets for an addition to the puzzle experience. Despite CC2 being a long awaited sequel, I feel that CC1 still since the CC1 design still overpowers the CC2 creations. As always, if comes an idea for an official or custom pack of either CC1 or CC2, I will be looking forward to it.
  7. Walls of CCLP3 discussion

    Just made it to level 121, really enjoying these new levels so far. Anyway here's my thoughts of levels 111-120. 111. Fun blob themed level. That clone button blob chase section is legit. Great candidate for the level 133 slot. 112. Awesome sokoban puzzles in this level. I really enjoyed this one. 113. This is an okay level. The "invisible sokoban" concept wasn't too bad on this one. Just have to plan ahead cause this concept is pretty easy to screw up on execution wise. 114. Out of all the "Tank Game" level series, this one is my most favorite. Especially that "tanks on traps" section, that really stood out from the level. All the other puzzles are amazing to play as well. 115. Extremely well crafted puzzle, had lots of fun cracking this one. 116. Really fun level to play. Based on the hint, I don't care for the "memes" of Sandstorm by Da Rude. That song is out of this world. Nonetheless entertaining level and better than "Mistakes". 117. I find this level to be much more fun than the original "Grand Prix". Felt like chip and the teeth were on some sort of co-op team to reach the finish line. 118. Like Oxide Station, another easy version of Force Field. 119. Yet another video game glitch based level. I kept screwing up stupidly by walking onto the traps. Somewhat easy chip collecting level. 120. Fantastic key puzzle, better than "Water Trap".
  8. Walls of CCLP3 discussion

    Oh yes! Another update. Quite fun levels so far. Here's my thoughts on levels 101-110 101. Somewhat easy chip collecting level. Nice "Metastable to Chaos" section. 102. Despite title it wasn't maddening at all. No, I don't judge levels by their title at all. Anyway, better than "Divide and Conquer". Thankfully time limit not too strict. 103. It's the blue and yellow version of "Flame Boy Color". Somewhat easy level, quite lenient. 104. Thought it was a strict time limit blue wall maze but not too much. Still a fun level. 105. This level is medium to somewhat hard, just gotta keep track of how you enter the teleports without collecting too many chips. 106. Simple maze with a nice design. Gotta keep track on the time though. 107. Legit toggle button and door based level. Not gonna lie, I got the pink ball trap button section on the first press. Neat blob and fireball navigation too. 108. Easy chip collecting level. Like 106, gotta keep track on the time. 109. Neat blue themed level with a fantastic twist at the end. 110. Very well crafted level. I was stumped on some sections namely the force floor puzzle. Keep those force floor puzzles coming.
  9. Isaac's Walls of CCLP1 Discussion

    Here's thoughts on (11-20) 11. Festive Christmas level. 12. Level reminds me of "Chip Away" from 100 tiles. Has a neat twist too. 13. Cool level to play, the RFF's in the glider room look like they act as if they're walls but they're not. Nice twist. 14. Great level. It had that creation of a "sardine" can puzzle. The drowning of the blob would be more fun in Lynx since you can see and hear the blob drown. 15. Cool level with a reference to a T2 song. 16. I have to say I was stumped at that "security" puzzle for a little bit. It actually turned out to be a whole lot easier. Still a great level. 17. Easy trap button puzzle and intuitive conundrum for the exit. 18. Medium level. It has that unique blockslide with FF's and teleports/ Plus the walker room could a little tricky with block in it. 19. This level has two fun puzzles, but the bottom toggle puzzle down below needs fixing. I'm not sure how you do it in Lynx but in MS I used flicks to manage the blocks. 20. Boy, that block force floor to the flippers puzzle was legit. Plus it had a unique form of a sardine can puzzle. Nice ending level for a good first draft. Indy, these levels are good so far and keep up the good work. Hope to play more in the future.
  10. Isaac's Walls of CCLP1 Discussion

    Happy, to see another WoCCLP1 set in progress along with J.B's set currently in production. So far a great start to what will hopefully be a full 149 set in the future. Anyway here's my thoughts on the first 10. 1. Simple level with nice outside monster aesthetics. 2. Nice outside aesthetic and an easy level. 3. Nice Halloween level just have to keep track so you don't get stuck. 4. Quite a transformation to a level. Ordinary chip collecting level, however I would increase the time limit. Seems a little too tight. 5. Fun level. Would be more fun if all 4 tiny puzzles were accessible. 6. Great level, reminds me of "Burning Battlefield" by Josh. 7. Somewhat easy chip collecting and dodging level. 8. Interesting puzzles rolled into one dirt themed level. 9. Like how this looks in the map and nice tank mechanism. 10. Nice and simple "combinations" level.
  11. CC2 Community Pack Survey

    Nevertheless when a CC2 official pack or CCLP5 is happening, I'm looking forward to it.
  12. CC2 Community Pack Survey

    How many levels? Allow levels with CC1 boot rules? Consistent viewport size (9x9 or 10x10)? Map size limit? Namely, should the 40x40 limit from the CC2 main game be retained? CC2LP1 is a great idea to bring more attention to all CC2, but me personally I am leaning more towards CCLP5. Don't get me wrong I still love CC2 though.
  13. Walls of CCLP3 discussion

    I didn't feel any guesswork whatsoever throughout the level. It was mainly just planning ahead.
  14. Walls of CCLP3 discussion

    Just completed all new 20 levels! Yet another awesome update! (91-100) 91. Fun level to play. The ending puzzle was easier than it looked. I also wish that the top ice slide near the sokoban was a little longer. 92. Fun and simple chip collecting maze. 93. Quite an annoying level and quite frustrating. Thank you for nerfing the 3rd room though. The wide open space is very well appreciated though. Knowing you Josh, I know that you being a prolific level designer could do a better level for Bug Arranging. 94. Amazing level to play. Whole LOT better than Bustin' Out and the last level (Frantic Frenzy). 95. Extremely well put together puzzle. Equally as challenging as Triple Maze. 96. Very cool design. This is kind of like an easier version of "Force Field". 97. Yet another nice ice level. I've never seen block puzzles on ice corners before, brilliant. 98. Nice 4 by 4 sectional level. 99. Extremely brilliant and awesome puzzle. I was stumped on this one for a bit and in the end it was a satisfaction to solve. I'll take this level over "Suspended Animation" any day. 100. This will make a great ending level for a great "Walls Of ..." level set. Like this one more than "Massingham Mansion". Yet another awesome update Josh, keep up the great work. Hopefully, in the next update not a level that was annoying as Frantic Frenzy. It's wasn't necessarily a bad level it was just annoying (at the start before the nerf). Still, a very cool update nevertheless.
  15. Walls of CCLP3 discussion

    100 levels! Woot! Again, very happy to see more new levels! (81-90) 81. At first I thought this was going to be a danger type of level based on the title. Turned out to be great level. 82. Nice "Oorto Geld" level. 83. Great fire boot puzzle. 84. Awesome level. The block checkerboard is thankfully at the start. Still has very cool puzzles. 85. Excellent level. The sokoban behind the recessed walls and the lower right block room were the most legit. 86. Very fun level. Far from lethal. 87. Legit twist to an ordinary "push blocks to reach the chips" level. 88. Simple chip collecting level. I can't imagine playing this level without suction boots. Suction boots are a blessing. 89. Nice variation on JoshL2's "The Mountain". 90. Nice ice level. Nice twist on a partial post room too.
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