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mmoraleta

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Everything posted by mmoraleta

  1. Walls of CCLP3 discussion

    I am very glad to be a big help during the iterative release of this set, I enjoyed it. Anyway here's more feedback of the new levels. Downtown Destruction (63) - Many, MANY awesome puzzles in this level. The extra chip thing is appreciated although it would be even more accomplishing if you did ALL the puzzles, or maybe that would be a little harder. Anyway, still a great level and the extra chip count kind of makes it easier if by any chance you screw up on one of the puzzles. To me the top right room was the most challenging. Take a Bite of My Heart (64) - Fantastic teeth level and the reference is self evident. That subversion at the end stumped me but that was a nice one. Now I don't know what the purpose of the six sockets behind the red lock near the exit. Awesome level. Strawberry Chip Sherbet (69)- Pretty lenient and attractive red key/lock chip collecting level. Tainted Tank Factory (70)- Terrific tank level. Red button section and ending sokoban was legit. I am not 100% sure about the use of the recessed wall at the end but I am assuming the cause of ruleset shenanigans eliminate the use of the recessed wall at (10,11). Misty Bog (71)- Nice blue and green look and simple chip collecting level. LOT less tedious than Investment (still a nice level though) more coming soon .. Even though CC2 is still a nice sequel, CC1 is more of my thing. A potential new CC1 set with something different, ooh. Wonder what that'll be but we'll see.
  2. 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".
  3. 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.
  4. 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".
  5. The Official Birthday Thread!

    Happy 22nd birthday Martin! 300th Post.
  6. 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.
  7. 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.
  8. 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".
  9. 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.
  10. 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.
  11. 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.
  12. CC2 Community Pack Survey

    Nevertheless when a CC2 official pack or CCLP5 is happening, I'm looking forward to it.
  13. 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.
  14. Walls of CCLP3 discussion

    I didn't feel any guesswork whatsoever throughout the level. It was mainly just planning ahead.
  15. 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.
  16. 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.
  17. JoshL3

    This set is not totally lame. In fact there were fun levels to play. Just beaten Firehouse Madness
  18. 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.
  19. 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.
  20. 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.
  21. 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  
  22. SokobanCCLP.dat TWS

    Version 1.0.0

    4 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.
  23. Walls of CCLP3 discussion

    I've finished the 25 new levels and really enjoyed it! 61. This is an okay level. It's a little tedious and a little hard to keep track due to the huge size. However it's not too difficult of a level not to mention the 5 extra chip leeway. 62. This level was a blast (no pun intended). Really liked the trap puzzle and the clear the way path room for the fireball. 63. Ah, the good old world glitch from Super Mario Bros on the NES. Fun level. 64. Cool black and gray aesthetic level. That recessed and trap puzzle with the fire boots is what really stood out. I was kind of stumped on that one. Great level. 65. At first I thought this was going to be a really difficult level, especially with sokobans being hard enough. It wasn't too hard, key thing is that more about the teleports. At the end, it was satisfying to complete. Well, set's complete (for now). Keep up the good work Josh and really looking forward for more fun levels! P.S: Whitepoint: One Year Later will be missed. Cosmic Gold Hill: a nice blue key level.
  24. Walls of CCLP3 discussion

    Made more progress and enjoying the new levels. 51. The beginning sokoban is cool along with that fireball cloner mechanism. Awesome level. 52. Absolutely brilliant puzzle, equally good as Fireball Tourism which is one of my favorites in the original CCLP3. 53. Creation level is creative. LOT easier than Same Game. 54. Really fun level with a clever use of a block cloner. Nice aesthetics too. 55. That red button room is really legit. Also the drowning of teeth is somewhat satisfying. 56. Fantastic brain exercise level. Whole LOT better than Caves, which is one of the levels I loathe in CCLP3. 57. Very fun level. Good job subverting expectations in that glider room. 58. Okay level, just got to keep track of where you're going. Concept somewhat annoying but thankfully the level is short. 59. Cool level with a partial post somewhat reminiscent of a partial post from Tyler's "Lounge Act." 60. Legit level with a bunch of legit puzzles. I didn't really like the RFF room with the tanks though. Everything else was a blast.
  25. Walls of CCLP3 discussion

    Very happy to see yet another update for this amazing set so far. Just played the first 10 new levels and so far so good. 41. Nice and simple level, that glider section threw me off at first but it was legit. 42. Great puzzle, whole lot better than the original Lichtenstein which is one my least favorite levels in CCLP3. 43. I remember reading a discussion on this level on Discord. At first I was scared but thank goodness for the blue walls under the blocks! Pushing blocks onto RFF's is just wrong. Still a great concept for a chip collecting level. 44. Aesthetically pleasing border and somewhat easy chip collecting level. The middle room behind the yellow door could be a little tricky. 45. Legit level with a creative way to use partial posts. 46. Fun level and that blob cloner section surrounding the 2 chips on the top right is amazing. 47. This isn't necessarily a garbage level. Somewhat difficult level in my opinion. 48. Fun level with legit puzzles. 49. Interesting invisible wall maze level. Time limit shouldn't be too much of an issue, I was able to spare 180 seconds. 50. Jumping swarm teeth edition. Kind of like an easier version of Zane's zombie levels
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