Jump to content

M11k4

Senior Staff
  • Content count

    918
  • Joined

  • Last visited

  • Days Won

    68

M11k4 last won the day on September 24 2017

M11k4 had the most liked content!

Community Reputation

223 Chip

About M11k4

  • Rank
    SPECIAL

Country

  • Country
    Finland

Profile Information

  • Favourite Set
    CCLP3

Recent Profile Visitors

1,991 profile views
  1. Miika's scores

    CCLXP2 # 23: 256 L (+1, b, Traps I *) CCLXP2 # 24: 301 L (+22, b, Sudden Death *) CCLXP2 # 28: 268 L (+23, b, Madness I LX) CCLXP2 # 45: 132 L (+3, b, Breaking the Rules *) CCLXP2 # 72: 440 L (+240, b+9, Checkerboard I *) (this will do for now) CCLXP2 # 81: 309 L (+0, b-2, Just Enough *) (couldn't be bothered to get more just yet) CCLXP2 #105: 193 L (+66, b+4, Yet Another Puzzle LX) (thought you guys would've learned to block slap by now) CCLXP2 #124: 223 L (+51, b+1, Paramecia *) (thanks for leaving me something) CCLXP2 #133: 815 L(+90, b, Block Maze *) CCLXP2 #139: 367 L (+25, b, Frostbite LX)
  2. ChoicesLP2.ccl

    ChoicesLP2.ccl View File These levels are from CCLP2, but have been modified for Lynx. There are several versions of most of the levels, as we are looking for feedback and ideas of which of these changes work the best. You can compare the levels to the originals and share your thoughts. Once most the levels have been commented on, we may hold a vote on which versions (or ideas combined from several versions) of a level are the best. Later versions of this set will contain different levels. (We are now on volume two, and it is not known if a third volume is needed.) Thank you for your interest! Please do not redistribute this set. -the CCLP2 Lynx Team Submitter M11k4 Submitted 03/09/2013 Category Bug Demonstrations  
  3. Recently a lot of people have had their creative juices flowing and some sweet new levels have been released for both CC1 and CC2. To harness those juices, welcome to this competition! Your mission, should you choose to accept it, is to create a simpler version of a level in CCLP3. You can make a smaller version of a level you like, you can make a shorter version of a level you hate, you can make an easier version of a level that had you stumped. CCLP3 is full of cool puzzles, but put together they can be a bit much. Take a cool concept and make and share a version that is not necessarily so involved as the original. I know these create competition themes can be a bit hit or miss at times, so let me explain what I'm looking for here. I don't have all the time in the world to judge a large competition, but I do enjoy doing something together as a community. Keep your submissions simple or elegant, that will make it easier for me to rank all the great entries you undoubtedly will create, and that will get you a long way. Your connection to the theme can be a bit loose if you aren't greatly inspired by it, but it is provided to give you some sort of inspiration, and to give me some sort of help in compiling the ranking. Most of all I like it when we can join together to create something fun to play. Unfortunately, I am limiting the competition to CC1 levels (just to make my task a bit easier), but if you do make a CC2 level that fits the theme, please send it in, as I would love to see it even though I currently can't promise I'll rank it with the other submissions. The deadline for this is November 11th where you live. Send your submissions to valeosote at hotmail dot com. -Miika Technical notes:
  4. Miika's scores

    CCLP2 #72: 453
  5. Indy's Walls of CCLP1 Discussion

    Some fun levels here. They were pretty, not too hard and yet clever. A few comments... #1 (Delicate Industry) - This is the type of hint I find unnecessary. I don't need to know there are suction boots under those blocks, as I'll find out when looking under them is the only possible thing to try. (Also, that is the sort of feedback I hate giving because it focuses on something minor in a level, giving the impression that it's really important. I enjoyed both the actual puzzles in the level.) #3 (Trick and Treat) - maybe just a bit too simple. What if you had some blocks and bombs in the corner rooms to move around, a bit like one of the earlier versions you posted a screenshot of, so it's a combination of the two ideas, pop-ups + blocks? #4 (Citrus Forest) - I'd increase the time limit more from 400, maybe even have it untimed. This is not the type of level you want to have someone play over again if they get lost and die to the time. If they have trouble navigating this in the first place, they'll hate to do it again. And it is possible to get lost here because the tiles that had chips might be mistaken for a wall. #5 (Parallel Universe) - Wait what? Looking in the editor was a surprise. #6 (Blistered Remains) - Very nice. #7 (Diamond in the Rough) - I was going to say, is it even possible to be killed by a fireball, since I just always followed a Glider, but I tried it and I guess it is. The task here is very simple but am not sure what you could add to make it more engaging. #8 (Discombobulation Station) - Hidden hints are nice, but this feels off. The only real mechanism in the level is for a hint, when this could have been a puzzle required to solve the level. Even just having chips under these two blocks, and maybe surrounding them with thieves to force the player to push a block into the trap and then open it. Or leave it as it is, just throwing ideas at you. #9 (Laughing All the Way to the Tank) - This one felt like a winner. #10 (Triple Trouble) - Nice, but again a bit simple for my liking. For example, there was never a moment when I should have picked up more than the minimum amount of boots required to pick up a chip. Not sure if the puzzle would be enjoyable though if you'd have to think ahead more than one chip. #11 (Festive Lights) - When playing this, I wasn't sure if I'd have to be super careful with the number of keys I had, particularly since the hint told me exactly how many would be available. I'm glad not all nearly all the keys were needed. #12 (Ball Street) - I might like this more than the original. Due to block slapping, this is solvable with just a single block in Lynx, so if you want to require that you could add a mechanism that only gives you one block in Lynx (though you might lose the ability to reach the hidden hint). The simplest way to do this would be add a hint tile next to the block cloning button. #14 (New Blob in Town) - I enjoyed this, but it did turn into a block pushing task instead of a blob fighting task. The sardine can puzzle was not worth it for me, I'd rather have some bombs to blow up where the chips are, cutting down on almost half the required block pushing. #15 (Bad to the Bone) - Did you try in this Lynx? The timing against the balls in the lower area was much more difficult than in MS. You decide if you want to keep it, or experiment with something a bit different. #17 & #18 - Already mentioned small problems with these levels on Discord. They both were fun to play though and I look forward to actually solving them. #19 (Dystopia) - I really liked this. The puzzles didn't, however, seem to be of equal difficulty. I'd make the bottom one a bit tougher by maybe not have it be symmertic, or add in a few more closed toggle walls. Don't feel like you failed though, as this sort of puzzles require a lot of testing to find the best possible execution. #20 (Exiled Warehouse) - I would have enjoyed this level more had it not required me to work through everything so linearly. And a minor gripe, you could add one more water tile to require the use of the last NE block. And is the pop-up under that one block really required when there are none elsewhere in the level? But overall a fun level, thanks! I was lucky to have a bit of time to check this release. Thanks for sharing and keep them coming
  6. CCLP4: Blobs Edition

    I'd play it if i knew everything was solvable. A few levels requiring lots of patience would also be fine, but not too many.
  7. CC2 Community Pack Survey

    Thanks for bringing up this topic. It's good to plan and talk about this. I would love it if we came up with a better name than CC2LP1. I like The Architect's suggestions; I'd vote for C3P0. I wouldn't mind even if we came up with something that isn't an acronym, but just a name for the pack, a bit like the voting packs we've had. I don't want to work through 200 levels in a new community pack. If we cut it down to 50 levels, we could produce such packs much quicker. Everything about the pack would be easier, particularly for new players which I think we should focus on. I think that would be a more modern approach to game design. Even having 100 levels is a lot of levels to play through. There's no reason today to not make smaller sets, when everyone is connected to the net and can much more easily acquire new packs to play than we could thirty years ago when the model of having 140+ levels was set. I would much rather play several smaller packs than one large one, even if some where produced concurrently. I'm not sure many of you will agree with me on this, but thought I'd put the idea out there. I don't feel we need to see CC1 boot rules. We could save some ideas and concepts for future packs. The easiest way to do this is to restrict the level design somewhat and then open that up later. It can help give each pack a different identity. The same idea applies to the consistent viewport size; maybe restrict it now to make keep the set internally consistent (though I don't think it makes such a big difference). CC2 has so many elements, we could even save a tile/theme/monster to be a focus on a later set, and not use any of them in the first one. I don't see the need for a map size limit, though I'm not opposed to it either. However, I do think whoever is compiling the set should take into account the whole experience of playing the set. Maybe it would be fun to have level with unfamiliar dimensions. Maybe it would be really bad to have ten large levels in the set even if they all did well in voting. Some concepts just require more space, so as long as the game play is enjoyable to everyone, but does this correlate with the level size? I think there are techniques in CC2 that would not be healthy in a community pack. We should want to keep it as beginner friendly as possible. Even requiring block slapping to solve a level should come with a clear tutorial just because there will be people who aren't familiar with it no matter how well the rest of us know it. I'd be sad if our target audience would only be us. New tiles that were not in the main game are fine if they are logical and their function is easy to guess. (Or we could restrict these and save them for later.) Any bugs that may be fixed in an update should be avoided. Wouldn't it be great to have this pack be added to the game itself? Is that something we could possibly do?
  8. SokobanCCLP Discussion

    hmm, not sure where to respond (PM, Discord...) but figured this thread might help someone else too. Martin, you asked about levels #130, #132, #137, #138. I was gone for a week but finally today had some time to look at these. I solved the first three but not the last one. They are quite involved and it is not easy to give simple hints for them. They all share one aspect though, and that is you really need to plan on how you are going to get the last blocks into place and how you can setup for such a situation to occur. In Network Dynamics, you need a path from the top room's door through the center trap room to the right door open for as long as possible. Looking at the attempt video you posted on YT, perhaps the first idea you were missing was storing a block at (14,15) for a while and then bringing it later into the right side of the center area. You'll need a block at (15,9) before you put one at (15,12). This was a pretty puzzle, and I even liked how stuff worked in the SE room. Rigid Internal Logic was the easiest for me. You need four blocks in the NW area before you start filling in the right column of buttons from the top down, leaving the middle column last. At the (relative) start, the block at (12,15) moves down a tile and then you go around it on the right to push it back U and then L. This was not a bad puzzle, though I would like the right room to have fewer blocks, perhaps balanced by not needing all the buttons in the middle column. Moon Bridge Surplus needs more time than 250 seconds. My first solution was just under 400 but with considerable planning. I was able to improve this down to about 230 seconds or so to solve the actual level but it required much more effort than levels around it. (I plugged it into YASO and that theoretically shaves off another minute, but the route is inhuman to discover.) In any case, the puzzle is very clever. There are multiple subgoals to reach, with the important one being how to get to storing five blocks in the SW area. There's also a lot of manipulation of blocks in the NE, specifically in the square (17-18,12-13). The first two traps I lock down are (16-17,19) and then much later (14-15,19). Anyone looking for a puzzle to mess with their mind should give this one a go. Lookatthis, it would be interesting to know if you've solved some of these levels. I understand you found them online, created by others and maybe an unsolvable one might have slipped in. Could this have happened with Fugue State Generator? The problem is how to store the other blocks at the moment Chip is at (12,14) and pushes a block into (14,14). After this moment, no more blocks can be brought 'in' from the East of the level. I didn't see a way to do this. Granted, that's not a mathematical proof of unsolvability, but someone else take a look at tell me how I'm wrong (Also, for elegance and simpler game play, (11,15) could just be a wall as pushing the block in any direction will cook the level.) That's all I had on my mind tonight
  9. Miika's scores

    CCLP1 Lynx: # 58L: 327 L (+2, b, Corral) # 91L: 350 L (+5, b, Roundabout) #108L: 292 L (+1, b, Exhibit Hall) tyja! #118L: 98 L (+2, b, Runaway Train) #119L: 301 L (+63, b, The Sewers) #124L: 531 L (+8, b, Utter Clutter) #129L: 271 L (+8, b, Frogger) #133L: 468 L (+5, b, Steam Cleaner Simulator) #146L: 386 L (+1, b, Cineworld) #147L: 853 L (+15, b, TYTATWM) Total about: 5,998,660 L
  10. Yeah, I didn't even bother asking ajmiam if he intended to remove those walls as it was within his right to do so. Of course if you rather didn't remove them, we can adjust this in the update for the yearly collected set I always find it a bit amusing that we get stuck on the details (oh, no this level is busted! -talk) more than the big picture or other feedback
  11. SokobanCCLP Discussion

    On #93, store five blocks in the upper/upper-right area as you fill in the rest except the top six buttons plus the middle circle you drew. Then bring down one block for that middle circle. The rest falls in place easily. I found the trickiest thing in this level to be how to start extracting blocks in the beginning. Undoubtedly all the sokobans in the set are supposed to be solvable, but with #92 it would be nice to get a confirmation that the CC level is also. The problem seems to be that Chip ends up in a place from where he can't reach the exit. I've only mainly played the levels that others have asked tips for so far, but it has been fun. I am amazed by how great the names of the levels are! I enjoy the aesthetics too, though I have loved the parts the most when some of the CC specific elements have played in the solution somehow, like #78. With that in mind, I wouldn't have minded seeing some small things added here and there, like fake blue walls when the surroundings had real blue walls, or even a monster to dodge every now and then. The chips in the levels are nice. I think this set will be a classic even though it will only excite a subsection of players
  12. Wow, thanks James for the great reviews of the levels and for hosting this competition. Doing it again next holiday season??
  13. Version (1.0)

    16 downloads

    These are the levels submitted for the February 2018 Create Competition - Walls of CCLP4 Check out the thread for more details, like list of levels and designers. Enjoy!
  14. CC Zone February 2018 Create Levels Packaged View File These are the levels submitted for the February 2018 Create Competition - Walls of CCLP4 Check out the thread for more details, like list of levels and designers. Enjoy! Submitter M11k4 Submitted 03/07/2018 Category Competitions  
  15. Thanks Ryan for that download! Now onto the results... If you want to play the levels first, you can find them here: CC Zone February 2018 Create Levels Packaged We had eight entrants this month with a total of 15 different levels. I've picked my favorite level from each designer and ranked those against each other. I'll try to keep my comments shorter than usual by answering these three questions about each level: What was the best thing about the level? What would I consider building differently if it was my level? What was the most memorable thing about the level? If that doesn't cover what I had in mind, I might add some other short comment too. I'm not sure if I'll comment on all the levels or only the ranked ones. Let's get started! "Another Perspective" by Ihavenoname248 This level is disqualified. Let's hope your other entries are any good. I would award myself last place had I had the time to build the idea I had into a level, but I didn't. Not sure why I'm sharing that info, but I bet there are others out there too that think about these things without following through. An extra thanks to everyone who did find a way to join this competition! "Candy Boy" by RB3ProKeys (walls of Non-Dimensional Layer, #5) (8th place, 4pts) You managed to fit a lot in to a very rigid structure. I would add more free space to let the player understand what's going on. How I spent a long time wondering which choices to make without knowing if I'm actually doing the right thing. I like complex and challenging levels, but this level taught me that this sort of complexity, what I'd call comprehension complexity, is not that fun. If you know the solution, sure, it is not that bad, but going into the level blind took a lot of effort. I'm not happy ranking this last, particularly knowing that this sort of a work of art can't be thrown together without a lot of work, but something has to be here and game play trumps a cool design. "Complex Complex" by rubenspaans (walls of Difficulty Switch, #25)(7th place, 5pts) I enjoyed playing this. The best part was a variety of straightforward tasks that were interesting. I'd add another red key and utilize the fireball somehow. Maybe also add something more to the bottom room. I'll remember the puzzle with the right time to step on the thief. That was fun. I also enjoyed your other level, "Corroding Corridors "(walls of Puuf, #71, (0,8) not a wall). It did a lot in a very confined space, so as a design I thought it was even better than Complex Complex. However, the game play was not quite as engaging, so I didn't pick it as your representative level for the rankings. The second socket was a nice touch. "Boot Burglar" by Markus (walls of Inferno Dynamics, #18, (10,13) not a wall)(6th place, 6pts) The blob area and the fireball race were great. Make some of the puzzles a bit tougher, like using the Glider more, or adding something that ties the level together tighter. I'll remember the puzzles in the four rooms. They all had a good concept and used different elements and monsters. When I first played this I was sure I'd rank it pretty high, but when I started making those difficult choices, this is where it ended up. Interestingly, this isn't the only level to use these walls, an overlap that doesn't happen often. "In the Hive" by chipster1059 (walls of In the Pool, #7)(5th place, 7pts) A great balance between action around you and a limited moving environment. Not much here that I'd change. I tried busting the level with the block disrupting the bugs, but it was hard. That might be a cool alternate solution to consider allowing. Otherwise I think you did a fantastic job seeing this concept through. The re-purposing of the center room as a nice puzzle worked very well. I'll also remember boosting into the paramecium by the fire boots right at the end a couple of times. On another day I might have ranked this elsewhere, maybe a bit lower or higher. That's how it goes when you make a completely fine level that isn't unfun but only lacks something extremely exeptional. Your other level, "Highway Tunneling" (walls of Clay Tunnel, #98), was a bit more mundane though not bad. "Abandoned Thrift Store" by Flareon350 (walls of Lockdown, #97)(4th place, 8pts) This level has a nice flow to it from one section to the other and uses the available space very naturally. There's really no major issues to address, but I'd try to simplify some parts. The thin walls don't do much. The thief at (16,13) makes sure you don't bring a block from the cloner, but what if there was no cloner and that area just had three or four blocks to begin with? A couple of the toggle walls could also be just floor if you wanted. There's one Walker that starts on floor and the others don't, which annoys me I'll remember the Walkers. The space they had was of the right size. Also the ending puzzle was a clever way to close off the level, not necessarily that the puzzle was mind blowing, but its use of both thieves and a Walker tied back to the rest of the level. I liked your second level as well, "Gridblock" (walls of Gridlock, #106, as if you didn't guess), but it just had less going for it. I did enjoy the minimalism in tile choices and appreciated how you had come up with non-trivial block arrangements within an existing wall configuration. It's my favorite of the non-ranked levels this month. "Instigate and Exfiltrate" by ajmiam (walls of Wretched Hive of Scum and Villainy, #90)(3rd place, 10pts) The best part of this level was the "instigating and exfiltrating" in the main area of the level. I would look into changing the force floor room to have a new puzzle with the same theme as the rest of the level, because that was the stronger concept and you could probably find a twist on it. I do like the existing puzzle in the lower half of the level, in fact it's very clever and rewarding, but there really was no connection to the first half, so maybe it could be split into a separate level. I'll remember cooking the block pushing above the teleport. There's other things to remember that are more positive, but my own mistakes just illicit a stronger reaction. Your second level, "Insanitorium" (walls of Ditchdigger, #94), used unknown information in a very cohesive way. I liked the exploration and finding out how to get into the rooms that are more easily missed. It would still be better with fewer rooms, like maybe 10-12 rooms instead of 16 (the row I'd remove is the second from the bottom). I'll remember the Walkers and Teeth that were safe but scary. "Flaming Loop" by Bacorn (walls of Split Path, #54)(2nd place, 12pts) I love a puzzle with a clear goal and interesting multi-part solution. The level is the right size it uses the whole area well. I'd add more toggle doors to guard the chip. As it is, it looks like it might be enough to direct the Fireball onto the toggle button for a pair of presses instead of trapping it in a loop. Then again, there's not really the right amount of room to add another toggle door, and even if there was, the Fireball usually IS caught in a loop once you get it to hit the button. Playing it again right now, I found something to change: the bomb into a pop-up to make fetching that chip quicker. Asking you for your solution and seeing it was the same as mine. The level feels like there might be alternate solutions, but in reality there seems to be only one that's the most straight-forward. "Another Perspective" by Ihavenoname248 (walls of Monster Swapper, #80)(1st place, 15pts, congrats!) Ok, so it turns out I couldn't disqualify this level for being too good. The best part of the level was of course the concept and the meticulous way you stuck with it. Had you given in on even a tile, everything up to that point would have been worthless. You found interesting ways to utilize the duality, like the toggles, and of course how rooms played differently. It's hard to pick a favorite area in the level, but perhaps it's the Teeth corner. That area is not perfect, as the trap mechanism only works once and if you miss the second block on your first try it takes a lot to recover from it, but overall the pay-off is worth it. I would still try to see if there was a way to improve the second top left area with the Gliders. I know you are restricted by the wall configuration to do something great here, but even in the first half of the level, the second Glider was a bit redundant. (Was it too tough to have a chip at the end of the corridor? Maybe that's too tricky because you would only be able to get the first one and the second one would cook the level.) I also wonder if there was a way to force the toggles from toggling in MS as is required in Lynx. Having two tank buttons being pressed every move would work, but would also be noisy; any other mechanism for this might require larger changes. The Fireballs do practically same task on both halves, so some interaction with the changing elements would not be out of place, though it is hard to do that while sticking to the same wall configuration. I'll remember getting stuck right at the end with the block next to a tank. It felt like a situation where I could still get out of it, but there was no way to fix the situation. Many of the puzzles were fun, and I'll remember and replay those gladly. You sent in five levels hoping at least one would stick and that payed off. "Prison Lane" (walls of 'Fire Factory' #18) had stuff in it that was nicely put together. The toggles throughout the level give it a cohesive feel and yet they are part of all the puzzles in a variety of ways. "Illicit Logging Facility" (green locks and sockets of Nectar Meadow, #85) was very well made too. You were able to take that checkerboard pattern with sockets and green locks and split the level in two nicely. "Sidewinder" (walls of Anaconda, #66) used the walls of an awkward level decently well, but nothing stood out really. Perhaps the paramecium part was my favorite here. "Neon Nights" (walls of Chip Controls, #118) looks nice in an editor but this doesn't translate to game play. Maybe the level would work with a very tight time limit and less block pushing (in the second room at least). There you have it! It turns out answering those three questions did nothing to shorten the text or the time I spent compiling this post. I did enjoy the process, and am happy for all of you who were part of this! Thanks again! If you have more levels that use the walls from a CCLP4 level, do share them in below for those that want to check them out or otherwise keep a list. I didn't comment much on how a level was different or similar to the original with those walls, but it was on my mind while I was playing the levels. We might not have a new create competition before April. If you have any requests for create competition themes, do share! As always, I'd gladly hear what you think of the levels. (And James, that's how you post the results!) -Miika
×