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mmoraleta

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mmoraleta last won the day on August 11

mmoraleta had the most liked content!

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About mmoraleta

  • Rank
    SCOUNDREL
  • Birthday 10/27/1996

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  • Country
    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 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".
  2. 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.
  3. Indy'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.
  4. Indy'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.
  5. CC2 Community Pack Survey

    Nevertheless when a CC2 official pack or CCLP5 is happening, I'm looking forward to it.
  6. 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.
  7. Walls of CCLP3 discussion

    I didn't feel any guesswork whatsoever throughout the level. It was mainly just planning ahead.
  8. 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.
  9. 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.
  10. JoshL3

    This set is not totally lame. In fact there were fun levels to play. Just beaten Firehouse Madness
  11. JoshL3

    For Firehouse Madness, I think there is an issue with the fireballs after hitting the clone button. Basically after like a minute or so or as soon as I obtain the green key there seems to be some collisions that completely mess up the current fireball patterns which eventually will flood the whole level with fireballs. I am assuming that there was supposed to the a water tile in the monster only room.
  12. Walls of CCLP3 discussion

    Just finished all new 15 levels! Gotta say very well crafted and intriguing puzzles near the end. 76. I really loved this level probably cause I like block puzzles and/or sokobans. The practice room is also well appreciated but I didn't know exactly how strict the time limit before the exit gets blocked was. Still a very good level. 77. Extremely fun level. This is like "Chance Time" mixed with "Triple Maze". I would imagine that it would take lots of time to make sure everything works perfectly, in which it did. 78. Super creative underground puzzle. I have to say I was stumped on this level for quite a bit cause it has some stuff that looked like the obvious solution. For instance I thought that bee was supposed to blow up the bomb on (24,20) and that wasn't the case. In the end it was very satisfying to beat. 79. That beginning sokoban is legit. Awesome puzzle filled level. 80. Pretty cool monster manipulation to hit all traps level. Kind of feels like a glider version of "Bug Arranging" ("Glider Arranging"). This update had some really good levels and some pretty hard but I guess there will be some harder level now that were at level 80 now. Assuming that this will be the difficulty curve. But anyway, keep up the good work and hopefully your new job won't impede too much on the creation of the levelset. Still in life, we just got to do what we got to do. As always, hoping to see more fantastic levels from you.
  13. Walls of CCLP3 discussion

    I'm really happy once again to see another update of this set so far. Pretty good levels with some that were kind of difficult and some really fun. (66-75) 66. Really fun level and nice exploration feeling on the outside. 67. Very cool my friend teeth level. Also, cool variation too apart from the normal thin wall and/or wall for the my friend concept. 68. That glider and ball toggling room is legit and the trap button releasing pink balls to bombs was too. 69. This level was sort of difficult but maybe it was just making dumb mistakes. I really liked that tank and red button puzzle though. 70. Cool level twist of the "waterflies" concept. 71. Attractive blue and green door aesthetic I gotta say. Great puzzles too. LOT LOT easier than Old Frog New Tricks. 72. I guess this was you "lol walker" level mentioned on Discord. Could've been more annoying though. Not one of your best levels. 73. Awesome level and keep up those force floor "nail puzzles" too. Cool mechanism for a block cloner too. 74. Apart from the random tank cloner dodging at the start this level isn't too bad. Personally, I am not a Club Penguin fan but the NE room kind of reminded me of the World's Hardest Game. Just popped in my mind since Club Penguin was an online game. 75. Masterpiece maze level. Nuff said.
  14. SokobanCCLP.dat TWS

    SokobanCCLP.dat TWS View File This is my TWS of SokobanCCLP.dat. 147 of 149 levels are completed and levels 144 and 149 are unsolved as of now. If you're really good at sokobans, you can try to beat those two, but right now those 2 levels are close to impossible to me. If by any chance someone beats those 2 levels please PM me and I will appreciate your help. Submitter mmoraleta Submitted 08/03/2018 Category TWS files  
  15. SokobanCCLP.dat TWS

    Version 1.0.0

    3 downloads

    This is my TWS of SokobanCCLP.dat. 147 of 149 levels are completed and levels 144 and 149 are unsolved as of now. If you're really good at sokobans, you can try to beat those two, but right now those 2 levels are close to impossible to me. If by any chance someone beats those 2 levels please PM or Discord me and I will appreciate your help.
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