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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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    Chips Challenge, Anime, and Life itself

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  1. SokobanCCLP Discussion

    Right now I am on Bewilderness (62) as of now I had to skip Backwards Muffin (59). I have tried many different positions and the farthest I have gone to is one trap button. In other words I cannot see this level after many tries. I also copy and pasted this level in a sokoban solver and the solver can't seem to solve it either. Am I missing something or is this sokoban unsolvable? This is the only level I had skipped so far and I am hopelessly stuck on it.
  2. SokobanCCLP Discussion

    This is, I am not going to lie a quite difficult set. Difficult in a great way though, the progressively difficult sokobans are great brain teasers and really makes the player think. So far I am on Tangled Strips (42).
  3. SokobanCCLP Discussion

    I am really enjoying the set so far. So these are just sokoban sections from various levels right? Sokobans are my most favorite CC puzzles of all time.
  4. NeverStopGaming Discussion

    Review for the 2nd half. (26-50) I know my review for the first half was quite a long time ago but I recently have finally completed "Forgive Us Our Trespassing" (49) which was really difficult for me. 26. This level reminds me of "Monster Sorter" from Pit of 100 Tiles. Amazing concept. 27. This level reminds me of "Tanks, Toggles, and Traps" from Pit Of 100 Tiles. Also and amazing puzzle. 28. Pretty neat puzzle. Felt like Josh's "Before The Rainstorm" 29. I find this level kind of annoying. The glider trap section and the narrow pink ball dodging sections are where I screwed up the most. To be honest that glider trap section is pretty confusing. 30. Amazing level. Looks great in the map and the fireball lineup is even better. 31. Brilliant puzzle, both this level and the reference of "Puzzle Box" from Chip56 are both well crafted puzzles. 32. Interesting and fun level. 33. This totally reminds me of "Key Color" from CCLP2. I find this one to be more fun. 34. Excellent puzzle. At first I was stumped but turned out I had a really dumb oversight. Still well crafted puzzle. 35. Considerably easy level. 36. The concept from Josh's "Frozen Over" is pretty unique. Makes a great puzzle. 37. Considerably difficult combinations type level. I am not too good with these kind of puzzles. 38. Really great aesthetic and simple chip collecting level. 39. Pretty simple section by section type level. 40. This level was really fun and challenging. It made me think quite a bit. 41. Relatively simple block pushing to bomb level. The FF's make the level feel like "Up The Block" from CC1. 42. Fun level. I'm glad that this level made it into CCLP4. 43. Also a fun level with twists and turns to the challenge. Also glad this is in CCLP4. 44. This level is great practice for the concept of "Think before you take". 45. I really enjoy the "Automatic (Caution) Doors" mechanism. Fun level too. 46. Reminds me of Josh's "Smashing Your Teeth With Bricks". As with the reference level and this level, extra red keys are very well appreciated. The bombs in this level makes it easier too. 47. I really like how the outside border looks as well as the gameplay of the level. 48. I am a really big fan of sokoban puzzles and I really liked this level. This also felt like "Frivolous Crypts" from JoshL5. 49. I personally, found this level to be really difficult. To me this is the hardest level in the set. It took me a LOT of tries to get the execution right which explains why I am providing my feedback for the 2nd half long after the feedback for the 1st half. In conclusion, I didn't really enjoy this level too much. Maybe the difficulty is on me, I don't know. 50. Great ending level to a great mini-set. I really had fun playing this set, many great levels and a lot of references to some of the levels I enjoy from the community. For the most part it was smooth sailing with the exception of level 49. Again, I don't know if it's just me making really dumb things but that level gave me the most trouble. Speaking of references, I have noticed a lot of references of a lot of Josh, J.B and Jeffrey level. I'm not 100% sure if this set was meant to be a shout out level set but nevertheless this set is amazing.
  5. JoshL2

    Final thoughts (141-150) 141. Medium to somewhat hard chip collecting level. I really like the ball dodging section and the walkers make the chip collection more interesting as well. Great level 142. I appreciate the presence of extra blocks and this is a nice puzzle. 143. Again, I appreciate the extra chips in this level. I would be a challenge to collect every single chip but nevertheless awesome level. 144. This level is epic. It has a lot of difficult puzzles in it at the same time poses as an interesting challenge. 145. Special course is special. I felt that the joyride section could've been a little earlier plus the blob on ice can be a little annoying. Also, the key puzzle at the end was thankfully not too rigid. Personally, I am not too good with keeping track of how many keys I've used. CC2 did a great job showing how many keys you had in the inventory box. Nevertheless, moderate difficult level. 146. Pretty fun and cool level. Has great puzzles that require some thought into it. 147. This level has a fantastic sardine concept at the start. Plus lots of space to roam around one you get the flippers. To me I believe that this level is a bit too easy for the 147 slot. This level shouldv'e been a little earlier, I would consider either House of Pathex (69) or Block's, Bombs, and Bugs (80) to be in the 147 slot. It is still a good level, though level 147 generally means a super extremely difficult level (Force Field, Cloners Maze, etc.) Don't get me wrong sometimes it great to break the trend. 148. Insanity Island is not too insane meaning super frustration or some sort. This level along with all the levels in the 140's has many puzzles that require a great train of thought. Awesome puzzle level. 149. Like part 1 of this series, this level is also epic. Personally, I find this level to be a LOT harder but what is to expect to a penultimate level, right? 150. Again as I said before with breaking the trend, this level breaks the trend. Great ending level to a good set. All in all, this is a fun set to play. It has numerous amounts of puzzles that require thinking and some unique concepts I've never seen before. As far as the gameplay was concerned there were plenty of annoying levels at the start but they got a whole lot better as the set progressed. Some of the levels that kept screwing me up were: A Simple Game of Pong (7), Skillful Memory (15), Buried Alive (21), and Exterminator's Club (32). By the time I finished level 80, that is when I considered the set to be getting better. Now, with the difficulty curve it was considerably decent. There were a lot of difficult levels at the start of the set along with some levels that should've been earlier or later in the set. Level 69 and level 80 would've been better off near the end or both level 117 and 118 are better off near the start, etc. In conclusion, the experience at the beginning was a little rough but got smoother as I went to the later levels. Therefore if I were to rate this set I would give it like a 3.7 to a 4 out of 5. Plenty of great levels but some were annoyingly frustrating. Still a great set to play though and your level designing has improved ever since then.
  6. JoshL2

    Here's part 6 (121-140) The great levels still continue. 121. Even though I hate guesswork, this one is not too difficult with trial and error. 122. Not too bad of a blue level. Has that cool block cloner chase again. 123. Pretty easy and fun chip collecting level with teeth dodging. 124. Despite the title the walkers aren't too evil. It would surely be evil if there was a walker cloner though. It would've been "Jumping Swarm" again. Thankfully not too evil. 125. It has a unique concept of extracting blocks for a block pushing maze but the "guesswork" of which traps connects to which makes this a little less fun. I had to use the editor just too see the connections. 126. This level is an awesome block pushing level. It makes the player think on where to bridge next which contributes to the challenge. 127. Collecting chips are fun, but adding a nerve wracking fireball vortex at the end makes it a little less fun. 128. Great level. Feels like "Fireball Tourism". 129. Another great level, the key unlocking section at the end makes you think hard along with the other puzzles in the level. 130. I like how the chips are required to make chip collect them in a "Turn Turn Turn" like concept. Extra blocks as always are well appreciated. 131. Really fun and intuitive monster direction level. I was also able to spare the glider cloner right above the green lock. I gotta say this level has more than one way of completing it. 132. At first I thought that this was going to be a time crunch level based on the title. However, it does have puzzles which are very challenging. The ball section surrounded by the green locks gave me the most trouble. 133. Yet another awesome teeth monster direction level. Of all the "Guidance for" series, this one is my most favorite. 134. Just like Rink-Mish, this is another awesome CC1 level modification. This is a LOT better than the original Chipmine. 135. Pretty simple level. The bee section reminds me of "Metastable To Chaos". Plus the block clusters (stones) look cool. 136. Somewhat difficult level. The toggle doors toggle a little too fast plus the mandatory FF shifting to the inner layer makes this a little difficult. Nevertheless, cool joyride type of level. 137. Feels like, "Now You See It" all over again. 138. I hate lucky timing, therefore this level is pretty annoying. Sorry. 139. Somewhat to very difficult level. I kept screwing up on the room where the gliders clone crazy. 140. Somewhat easy chip collecting maze. Just have to keep on your toes on the bug.
  7. JoshL2

    Part 6 (101-120) I have to say that I had more fun with the triple digit levels than the two digit ones. 101. This level has an interesting block pushing concept with tanks at the start. 102. Despite the slide delay in MS, I don't really see a difference in difficulty. The block pushing part feels like a race to make it more interesting. 103. Interesting concept as a block pushing puzzle. Nice aesthetic idea. 104. Awesome aesthetic level with a nice simple boot maze. 105. Quick level is quick. Fun as well. 106. I had a lot of fun with the chip block racing concept. Bottom chip collecting section can be chaotic though. 107. Amazing level with pink balls. Seeing the pink balls (most of them) feel good drowning them in the end. 108. Interesting level. Creative tooth mechanism at the start too. 109. Tedious level but it has a unique layout. 110. Feels like "Pentagram". I'm 100% not sure if all the chips are obtainable in one run. 111. Okay level. Can be a bit confusing in some sections like the tank and trap button section. At first all the tanks had to push the button but that wasn't the case. 112. Pretty nervewracking level I gotta admit. Like level 80, this sort of has that "doing something perfect without screwing up consecutively". The tedium just adds to the difficulty. 113. Very easy and very cool level, I really liked this one. 114. Also a very fun level. I also really liked playing this level. 115. Block puzzles are brilliant. Yet another awesome level. 116. Enjoyed this level as well. That recessed wall section is well constructed and my favorite part of this level. 117. Simple short monster direction manipulating level. 118. Simple short level. The fake exits are not entirely stupid though. For the most part it is dumb. 119. This is an average level. I just had to keep track of which ice paths I have already slid blocks on so I don't screw myself by pushing a block where a bomb has already been blown up. Also, I feel that that thief shouldn't have been there, to me that thief is pretty unnecessary. 120. Interesting maze concept. Memory is key though since the time limit can be a little tight.
  8. new tile ideas

    Now that you've mentioned it chip having a weapon is a stupid idea. But I agree with the opportunities to destroy the monsters based on the resources given. Cloners Maze is a great example. Helmets are cool though.
  9. JoshL2

    Part 5 (81-100) mixed bag of hard and easy levels. 81. I'm sorry this is just a dumb concept, thankfully the level is small. 82. A little tedious but the thief has a nice role in the level. 83. I'm sorry, I just loathe guesswork. 84. Easy, simple, short level. 85. Fun puzzle beginning with some more block pushing. Extra blocks at the end are appreciated. 86. This level reminds me of "Frogs Vs. Blobs". Satisfying too with the frogs and gliders blowing up the bombs. I really had fun with this one. 87. Tedious block pushing level, the blobs are not too much of a pain here. 88. Really fun level. I prefer this version with the chips behind the toggle doors. Back when I was playing this level in JCCLP it had a pretty tricky walker room with a bee moving on ice. This version is a lot easier in my opinion. 89. This level is okay. Has a bit of guesswork though which I don't like. 90. This is my least favorite level of the "Guidance for..." series. There were some sections where a tooth monster wouldn't cooperate. 91. Somewhat difficult in my opinion. It's not too hard to screw up the level, that's if you don't keep track of which dirt tiles you clear. 92. Quick but somewhat difficult level. The blob section didn't make it easier; randomness and tight time limits are not a good mix. 93. Great level, seems like there is flexibility on which blocks go where. The ice section was also my favorite part of CCLP3's "Rotation". 94. This is one of the hardest levels in the set, mainly that glider nail section which is the central of the puzzles. Not too mention you have to cross it many many times. To me that just makes this level really difficult and nerve wracking. Tile World's timing system is a little inconsistent. I totally stink at moving nails and crossing it several times doesn't make anything easier. 95. Fantastic level, also the title of this level brings back childhood memories. 96. Quick level with medium difficulty. 97. Friendly bug is NOT friendly. 98. This level has a nice concept, probably be more helpful if the hint said which trap to start on. 99. Easy security maze chip collecting level. 100. I enjoyed this level quite a bit.
  10. JoshL2

    Part 4 (61-80) A lot of great levels in the 70's 61. This level is a whole LOT better than the original "Rink". The block slide section with the bombs could've been a little earlier. 62. Interesting concept, I loved it. 63. Not necessarily simple, but a really nice chip puzzle. 64. This level is a LOT more interesting that the original memory and much better than "Skillful Memory". 65. Not a big fan too much. The beginning is easy to screw up on and this level feels linear and rigid. The circle concept looks nice though. 66. Despite the title, this doesn't have a recessed wall concept. Fun level though. 67. Really fun section by section level. 68. This one is in the middle for me. Tedious yes and a little nerve wracking. Interesting concept but a well reaction time is sort of required. Thank goodness the blocks are considerably spread apart meaning not too short. I remember watching "Quick Reflexes" from you BHLS1 LP and that had short block lengths. All in all, this is much easier. 69. One of my favorite levels in the set. Despite the difficulty this level has a lot of creative "Cloner's Maze" levels. Gotta say it made me think quite a bit which made this level a true challenge. In the end, it felt like an accomplishment to beat which is always a great feeling. Could've been a little later in the set, makes a great candidate for the 147 slot. 70. Festive ice maze with a simple chip collecting concept. Also one of my favorites. 71. Also a festive simple water maze. 72. Brilliant puzzles, however the walker cloning bomb exploding section can be tricky. The extra blocks near the end are well appreciated. 73. Ah, the good old Nintendo DS. I wish that Chip's Challenge was released on the DS. Cool teeth section but the walkers are a bit annoying. 74. Blowing bombs are awesome. Easier if you know where the exit is. Took a bit of trial and error at the beginning. 75. Deadly tank is deadly. I was able to leave a row of recessed walls near the green lock row though. Walkers in this level are also annoying. 76. Creative traps are creative. Extremely fun level and one of my favorites 77. Creative concept I gotta say. One of my favorites as well. 78. Fun fire theme type level. 79. I find this level to be a twist on "Hunt" from the original game. Entertaining chip collecting level too. 80. This level is a bit too long, tedious, and nerve wracking. It has nice puzzles though but this unfortunately has that theme of doing something perfectly several times in a row without screwing up. I really did not like that block cloner that was controlled by the bee right after the tank section. Now, as far as I remember the final room with the paramecia cloner was changed and that is very well thanked for. It used to have a lot more bombs but this version thankfully only has two. I would've raged for sure if I screwed up on the final room. All in all, I consider this to be the most difficult and nerve wracking level in the set.
  11. JoshL2

    Part 3 of my feedback (41-60) 41. This level has a nice design at the beginning. The gameplay is a bit conventional but it is still okay to play. 42. Amazing level, the blocks on the ice slides look really cool. This level does a good job for practicing timing and that part where blocks clone behind Chip is really fun to watch. 43. I pressed the clone button, I am not playing the waiting game. By the time the blob gets to the clone button its already to late. 44. Reminds me of "Shrinking". I find this level to be equally as good as the original. 45. I don't like guesswork plus the time is really strict. 46. Like level 20, I also enjoyed this level. 47. Yet another tedious block pushing level. Just have to be careful on how you push blocks through the teleports. 48. Fun "push blocks wherever you want level". 49. This level kind of has a "Start from the End" type of feeling. 50. This sort of feels similar to Crunch Chase (30). Still satisfying seeing/hearing the gliders blow up the bombs. 51. Drowning the bees at the start was pretty satisfying and this level has many great puzzles into one level. 52. Easy fun item swapper level. 53. I really enjoyed this level and the concept. One of my favorites in the whole set. 54. Okay level, although it is not exactly too beginner friendly. 55. I'll say it again, I don't mind tedious levels. I didn't like that block that dealt with slide delay though, I screw it up several times. Everything else is okay though. 56. I got to admit the "spiral of monsters" is quite difficult. Well crafted timing challenge though. Didn't rage (BBQrage on this level). 57. This is definitely another strange maze. Easy though. 58. Quick and easy level indeed. 59. Somewhat difficult level. I kept dying on the walker section. 60. Yet another quick and easy level.
  12. new tile ideas

    Chip needs to have more defensive tools like the helmet from CC2. Really useful item from annoying blob or walker levels. Also, the invincibility star seems to be a great idea. Chip needs tools to kill some of the monsters besides guiding them to water, fire, or bombs. Great ideas though.
  13. JoshL2

    Here's part 2 (21-40) 21. A tad too much of of monsters however the ice slide at the start as well as a single water and fire tile are appreciated. Saves a little bit of the chaotic monster dodging. 22. I didn't find this level too entertaining. Fortunately, I am pretty adept with chip snatching. 23. Simple but extremely tedious level. Listened to dubstep while doing this level. 24. This level is short but NOT simple. 25. This level isn't that bad, the only parts I didn't like are the block and roll section and the key puzzle in the lower left. 26. Has moderate difficulty, the glider section and the guesswork 50/50 at the end make the level less fun. 27. Interesting ball melee level. In the end I was able to leave one recessed wall behind. Not sure if that's intended. 28. Pretty easy level but tedious. 29. Based on the title, I would've raged if Chip hit a glider in the flipper room after all that block pushing. However, a section of the block pushing has a little twist that makes it less boring. The flipper room would've been better off without the gliders. 30. Also a pretty easy level and a little satisfying of the frogs drowning at the end. 31. Cool concept of a level. 32. Like level 21 a tad too much of bees here. The water space in the middle is a contribution though. Despite me hating walkers, I prefer "Going Underground" than this level. 33. Nice level in reference to "Block Out" from CC1. 34. Gameboys, oh the good old days of video games. 35. Medium teeth directing level. Little more difficult for dummies. 36. Also not too bad of a level, didn't like the walker section though. 37. Really fun chip collecting level. 38. As tedious as the original level was, I prefer this level. 39. The bee in this compressed maze isn't too bad. Lot's of twists and turns should keep it at bay as long as you keep track of it. 40. I like the trap section but the walker section reduces my rating for this level.
  14. JoshL2

    Hey it's mmoraleta (Martin) with yet another feedback discussion. I know this topic is quite old and the set is quite old but I wanted to say some stuff about the set that I wanted to say before when I first played it. I have recently replayed it and I have some things to say. Overall, this is a fun set with hard and easy difficulties throughout. Now Josh, I remember in your current LP of this level that back then you didn't care too much on feedback but I am putting this out there out of my mind. I have to say though that your level designed has greatly improved over the years. Part 1 (1-20) 1. Nice first level with moderate puzzles. A little medium for the level 1 slot though but nevertheless great. 2. I found the flippers early on in the level that saved me a lot of block pushing. I don't mind block pushing level though. 3. Easy level and sort of funny. 4. This level despite it's pretty straightforward puzzles, is pretty boring for me. 5. Easy and straightforward level 6. Pretty fun level. Is this level based on "In The Walls Of Gravel Castle"? 7. Annoyingly confusing melee level. I can't say I like this level. The ball collisions are annoying. 8. Annoying walkers at the start of the level get their payback at the end. Okay item swapper level though. 9. I said it before and I'll say it again I don't mind tedious block pushing levels but the item swapper twist make this better. 10. Cool blue levels are cool. 11. Nice small guide the glider level, except your creating a path for the glider. 12. Okay level with teeth. 13. I had a lot of fun with this level even though it is more of an average level than a sokoban based on the title. 14. Somewhat chaotic chip collecting level. I'll take this level more than "Fireball Territory". 15. I liked "Memory" from the original game but this one is quite hard and annoying, namely the tanks. Luckily, it's a short level. 16. Awesome level. The teleport to the right of the block cloner next to an ice tile is pretty cruel if there is a block cloned. 17. Simple block to bomb level. 18. This level is a better than "Knot" from CC1 in my opinion. 19. I am not a big fan of "I Slide" levels. 20. Very cool concept, I really liked this one.
  15. JoshL7

    I found the link. BTW I'm replaying some of the JoshL7 levels in your submission set. I don't know why I replayed it, I just felt like it. Awesome levels in the set too.