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mmoraleta last won the day on October 14 2017

mmoraleta had the most liked content!

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About mmoraleta

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  • Birthday 10/27/1996


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    United States

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    Chips Challenge, Anime, and Life itself

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  1. Just continuing with my feedback for UC6 since I was stuck on some levels. Thanks to bobdabaron and Jeffrey the set is 100% complete. (48-60) 48. Pretty fun and complex level. I don't know how to do the partial post in Lynx though. 49. Confusing cave is confusing (thanks bobdabaron for your help) 50. Really fun level, I liked this one. 51. Also another fun level. 52. I've never seen this concept before but this is a cool puzzle. One of my favorites in the set. 53. Somewhat complex level but nevertheless contains fantastic puzzles. I was stumped on the tank button section where the tooth is located. Again a characteristic of a well crafted puzzle. 54. Blue maze level with brilliant puzzle twists. Time limit is okay, can be a little hard though but not too much. 55. My favorite level in the set, especially that beginning puzzle and the aesthetic border on the right. 56. Monotone level is monotonous. My record is 968. 57. Pretty difficult level with a brain teaser ice section. I gotta say that ice section was the one I was stumped on for a long time. Eventually something came out to work when I tested it in CCEdit. You should be proud of that section Jeffrey cause that was a true brain teaser. Also, that pink ball before that ice section is what screwed me up the most. 58. Awesome time crunch level. 59. Brilliant "cloners maze" type of level. I had to think outside the box for some of them. 60. I am not too good with identifying references but this was a really fun closing level. Thankfully you only have do travel that Joyride section once. UC6 Complete! This was a fantastic level to play, it had a mix of fun, easy, and brain teasing levels. You should be proud for making Obligatory Shuffling Level and Mystery Caves cause those were the ones that were true brain teasers in my opinion. Also, Blue Narciss and Confusing Cave, those were pretty complex levels. Now, there were plenty of good levels in the set but my most favorites were near the end of the set like Lebanon, Flight of the Prince, and The Party We Have Never Seen. If in case CCLP5 were to be another set, there are some levels that would be great candidates for that set. So anyway, fun set with a moderate difficulty. Not too many frustrating levels but still a blast to play.
  2. Unsolvable Level Reports

    Some levels in SokobanCCLP.dat Network Dynamics (130) Rigid internal logic (132) Moon Bridge Surplus (137) Fugue State Generator (138)
  3. SokobanCCLP Discussion

    UPDATE: Now on Moon Bridge Surplus (137) and still stumped on 130 and 132. For 130 and I took a peek at 138 I found "solutions" for the sokobans but the levels in this set are in a completely different configuration https://www.youtube.com/watch?v=ywpK6iXav80&t=7889s 130 (1:43:15 in the video) has some blocks already on some traps and in the set they are in completely different order For 138 (2:45:12 in the video) it is a different alignment of blocks and traps. I tried both of them since I got stumped on both levels. Also skipped 137 since I don't see how to complete it. Therefore, I don't know if both levels have a design error or what. Anyway 134 levels completed and 15 more to go and special thanks to Miika for assistance on some levels.
  4. SokobanCCLP Discussion

    Since my last post I have made it to Network Dynamics (130). Almost done with the set. For level 130, I cannot for the life of me figure out how to cover the trap buttons on (13,14), (15,14), and (17,14) near the end. The closest solve is around the 11 minute mark. https://www.youtube.com/watch?v=xIZFM73J-JM In conclusion 129 levels done so far, 20 more to go! Just need the redesign on 117 and assistance on 130. Now that I am close to the end of the set I am bracing myself for anything. Also want to give a shoutout to Miika for helping me with some of the levels too.
  5. Here's part 2 of my feedback (21-40). 21. Medium item collecting type level. There were some tough sections like the room with the 2 walkers. 22. Interesting aesthetic and fun maze. 23. Okay level, I find this to be a lot better than Lean Thinking which is one of the levels I wasn't a big fan of in CCLP4. Also, the walker at the end is a bit evil. 24. Cool blue level 25. Very cool maze and block puzzle. 26. Somewhat complex messy type level. 27. Fun level 28. Normally I am not a big fan of "antepiece" concept levels but this was okay. 29. Somewhat hard level with the gliders but I like the role of the fire tiles. 30. Interesting level to play 31. Yet another cool blue level. 32. Somewhat difficult level that took me a couple of tries. I am not too good with "Map the Path" concepts especially this one with a checkerboard layout which increases the chances of screwing up. 33. Also a considerably difficult level since its easy to screw up on. The extra exits are appreciated though. 34. Very fun level to play. Had a really good twist at the end. 35. According the title, I thought this was going to be a hard level at first. Turned out to be a entertaining level. 36. Ice level is a nice level. 37. To be honest this level is a weird one with a concept I've never before. I have never EVER seen teeth going through closed toggle walls. I am assuming that the toggle door timing has to be absolutely perfect; nevertheless makes the dodging far more interesting. 38. Usually, I am not too good with key puzzles but this one fell into place. 39. Interesting level. Not sure how to pull off the pushing blocks through FF in lynx though. 40. Like the original level this one is short and simple.
  6. SokobanCCLP Discussion

    Meant ripple mountain, . Ragged mountain is an amazing level though.
  7. SokobanCCLP Discussion

    Made a LOT of progress since my last post. Managed to beat every level until Ripple Mountain (112). For now I had to skip that level and play up to Trouble in Terrorist Town (117). For 112, the trap buttons on (12,14), (12,15), (12,17), and (12,18) are killing me. Rest of the trap buttons just fall into place. Here are my attempts: https://www.youtube.com/watch?v=qvcgYIyJ2Gs 112 solved! For 117, I am pretty sure the sokoban is solvable and I pretty much know how to pull it off. However the time limit may be a bit too short to complete it. 500 seconds doesn't seem like enough time to solve it. I am starting to believe that time limits are becoming a concern now. Here is how far I got in the allocated time: https://www.youtube.com/watch?v=jIEeO4frbhU
  8. SokobanCCLP Discussion

    Made a LOT of progress from my last post, now on Block Enthusiast (106) had to skip Poor Impulse Control (102). My closest solution was only one trap button remaining specifically the trap button on (17,16) that when I fill it just blocks me from reaching the exit. Here's my closest solution https://www.youtube.com/watch?v=ccO_3XLmlAM
  9. Just completed all 149 levels of Walls of CCLP4 (difficult order version) and it was a really fun level set. Gotta say there were a bunch of awesome puzzles which make you think outside the box plus a couple of memorable ones. As far as difficulty this set was a bit medium, not too easy and not too hard. I might replay the levels again in the CCLP4 level order version though, this set also has good replay value just like the original CCLP4. I remembered some of the walls but not too many, had to read the hints. Part 1 (1-20) 1. Pretty simple item swapper type level for level 1. 2. Awesome aesthetic and easy chip collecting level. 3. Even though this level follows "Flow State" it also felt a little bit like Josh's "Enterprise" level. Nevertheless fun level. 4. Pretty easy level and gotta agree with Josh as said in his current LP that turning "In the Pool" into a fire theme. 5. Great variety of chip collecting sections. 6. Cool level with an amazing maze. 7. Interesting level. 8. Really brilliant block pushing puzzle. 9. Medium level, just have to keep track of the recessed walls but not too hard. 10. Great level which reminds me a little bit of Josh's "Compactor Reactor". Also a good candidate for optimization even though I am not an optimizer. 11. Awesome "step-by-step" type level. 12. Great push blocks to water puzzle. 13. Fun level. This level when played in the MSCC tileset would look better since the thief tiles in that tileset mix in with the blue environment. 14. Easy straightforward chip collecting level. 15. Based on the title, at first I thought that this would be a racing type level hence Torotise vs Hare. Brilliant puzzle level. 16. Really liked the tooth mechanism at the start and good level with a partial post twist. 17. To me, I found this level to be a bit easier than "The Key Issue". Still fun level though. 18. This level has many fun chip collecting challenges in one level. 19. Medium level. That paramecium section is a bit iffy to me. 20. This level too me a few tries to navigate the mazes correctly withing the "Pearl Diving" toggle door mechanism.
  10. SokobanCCLP Discussion

    Modest Tallens (92) is solvable now. Thanks. Now need help on Torturing Yourself Past Midnight (95)
  11. SokobanCCLP Discussion

    Both Modest Tallens and Ziggurat Vertigo solved!
  12. SokobanCCLP Discussion

    Guess you're right. At first when I played this set it was kind of fun. Now it's just really difficult and I am only on level 92.
  13. SokobanCCLP Discussion

    I am going to say that Modest Tallens (92) is impossible. Unless a recess wall was supposed to be placed somewhere I am calling this one impossible.
  14. SokobanCCLP Discussion

    Does anybody know how to beat this sokoban? I'm stumped. https://www.youtube.com/watch?v=yyU9WKWOq44
  15. SokobanCCLP Discussion

    For level 82 I found a video that closely resembles this level. The only difference is that there is no extra single trap button to the left of the 2 rows of trap buttons below the tank which is also a difference. Original level 82 solution. This leaves me with just that button to deal with which seems impossible. There isn't enough room to make that happen. In the video it didn't have that tank mechanism nor the extra trap. If neither of them were here then this would be possible. Right now it seems impossible and I need help unless I am just overlooking something or I am just not getting it.