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Everything posted by M11k4

  1. Tile World 2 [Windows]

  2. CCZ-TT-1303.ccl

  3. 60 Minutes

  4. Forged Iron Levelset

  5. Ultimate Chip 3

  6. CCZ-TT-1501.ccl

  7. AndrewR1

  8. Pointless CC Trivia Thread

    Total phale. You couldn't get this one thing right??!!! Sorry, it was my mistake, a typo in fact. I meant CCLP5.
  9. CC Zone Survival

    Version (17-10)


    When the Fireballs take over, how long can you survive? When the Blocks go crazy, how long can you survive? When your fortress is overrun, how long can you survive? This set contains the Survival levels that have been used for competitions. -Cauldron, by Lessinath, from September 2012 -Block Madness, by Lessinath, from April 2013 -Underground Fortress, by Lessinath, from April 2013 -Dance of Death, by Lessinath, from April 2013 -Perpetual Motion, by M11k4, from October 2014 -Impending Demise, by Lessinath, from October 2017 Warning! This set is not for the light-hearted. The objective in each level is to survive without dying or possibly cooking the level. For the sake of your mental health, it is not actually recommended that you even attempt these levels. You can find more information on the competitions in their respective threads in the competitions sub-forum. A great big thank you to Lessinath for coming up with so many of these levels! I would say 'enjoy', but with this set it's more appropriate to wish you well! -Miika
  10. KeyboardMaster119

    This sounds interesting! Checkerboard 3, where are you? I wonder if you should or could also release a "best of"-set with maybe fifty levels? If your large set of 149 levels will not have a planned difficulty curve but rather "designer evolution curve", it might be more enjoyable to play a smaller set and have the larger set still be a record of all your level designing. Thanks for giving us a short preview of your thought process.
  11. CCZ-TT-1710.ccl

    Version (1.0)


    Here are two levels for you to compete with, and a bonus level that shows the inspiration for the first level. 17.5 A - Bargain Brinks by lookatthis and Miika 17.5 B - Time Trial Mix III by Miika (kind of) Bonus: Brinks by lookatthis (#41 of 60_Minutes.dat) This time we are primarily competing in MS, but your Lynx solutions are always welcome as well! For more details on the competition, check out its thread. Enjoy!
  12. Let's Play Software

    Mine take a considerable amount in their raw form, but once I upload them or save them as an MP4 I don't feel the need to archive the originals.
  13. Get out your map editors and turn on your design instincts! This time we are making a collaboration task like none other! Your job, should you accept it, is to outfit five rooms with something interesting for Chip to adventure through. The rooms are given in a template form in the file below (levels #7-11). Each one has it's own shape and item restrictions. Once I have rooms from all several designers, the idea is that we can combine any of the rooms with each other to make a larger level. In essence you are designing several pieces of a jig-saw puzzle that can be combined with the designs of others! You may enter with just filling in one of the rooms, but of course I would love to see what you do with each room, and how these all combine to make the level with all five rooms. http://cczone.invisionzone.com/index.php?/files/file/617-%7B?%7D/ Here are some guidelines of what you can do with each room: Room 1. This is the starting room. Use four chips and a blue key. The time allotted for this room is up to 30 seconds. Room 2. This is the next room and it is visited twice on our journey. Include five chips, a red key, a yellow key and a yellow lock (which is opened after losing the red key). If possible, make it so that Chip leaves the room on the first visit with a yellow key and that this is obvious to the player. You may include toggle doors in this room, but note that their state will be swapped once Chip returns here. The time limit for this room is about 70 seconds, but as this is the most complex room more might be needed. Room 3. Include five chips and a red key. You may use tanks and a tank button here. The time estimate for this room is 50 seconds. Room 4. Include six chips and a blue key. Please include a toggle button that may or must be pressed an odd number of times. You may include toggle walls and teleports. Forty seconds might be enough in here. Room 5. This is the ending room and it's shape is the simplest. Is it the simplest otherwise? At least it does not require any chips, but the rest is up to you. You may move the exit. Be careful in including items that are parts of mechanisms elsewhere. Is thirty seconds enough to reach the exit? For each room, be mindful that you include the correct amount of chips. Keep the time limits the same as they are unless you really need to adjust them. You may edit the name and passwords if you like. Only edit the contents of one room at a time, meaning you may move the items in the room, but the mechanisms leading to the exit should still work. You may move the locks that lead to the next room, but be careful not to allow the wrong keys to be taken out. (It's safest not to move these doors.) Don't use some items in other rooms that are reserved for specific rooms, like the teleports, tanks and even toggles. Please don't allow any boots to be taken from one room to the next and be careful with other items as well. Basically, keep in mind that your rooms are supposed to work in conjunction with the rooms from other designers too, so making mechanisms that hinder this is permitted but might not work well in the bigger picture. Comment below on any unclear situations or for any cool ideas you may have that we should all do! The file you submit to me (by sending it to my email valeosote at hotmail dot com) would ideally have six levels, one for each room and possibly one where they are all combined. I would like it if all these levels were solvable. I will accept up to two versions of each room from a participant, but please take into account that this will increase my workload as well, so have some restraint on which ideas are your best. I think I will accept levels that work in just one of the rule sets, but would prefer that they work in both MS and Lynx. You may send in name suggestions for the combination levels that result once I combine rooms from several sources. I fear this one will be a hard competition to judge, but I'll figure out some way to evaluate each participants efforts. I hope to combine my favorite versions of each room into a level I like a lot, but it will also be interesting to see how each designer's rooms all join together by themselves. In any case I am sure we will see some cool creations! I hope you aren't scared away by this high concept but rather take it on as a challenge. Let your creative juices flow! Enjoy! -Miika Notes: -Submissions are open through May 7th where you live! -I like it when you keep things simple but not simplistic. It's a tightrope act, I know. -The level(s) must be solvable, but do(es) not need to work in both MS and Lynx. -The level should preferably be new, and I'd be amazed if it had been released before. -Please only submit your best ideas. If this is hard for you to judge, then I'll accept at most two versions of each room. -Points may be deducted for late entries, but will be accepted until I judge the levels. -Entrants receive the normal prizes: the "You're Winner!"-award, Chip Cup points, and "Tool Box"-award for first time entrants. -Please ask about other unclear situations. -Some more clarifications in posts below!
  14. Results and levels released! http://cczone.invisionzone.com/index.php?/files/file/639-%7B?%7D/ It took me a bit to release these, but I think it was worth the wait. From the first few levels in the set you'll get a good feel for what types of rooms everyone made. After that, you can even peek in an editor if you want to avoid playing the same rooms in different context. Or you can try the first few levels and then come back to read my comments, and then go back and examine the rest of the set yourself. Though this competition is over, if you feel inspired to make your own new challenges in these rooms, you can still send them to me and some day I may update this set. This turned out to be a more difficult competition to judge than I had planned. I wanted it to be more of a 'let's create something together feel' than something overly competitive, but of course I had to end up with some sort of ranking of the creations too. Everyone submitted something for every room. Should I rank the resulting level from each participant, or just their best rooms? There was no absolutely even way to do this. I noticed myself that it was easier to come up with maybe one or two decent ideas and ended up filling the rest of the rooms with something a little more mundane. I chose to pick my two favorite rooms from each designer and rank those up against each other. You can deduce the ranking of the participants in the download or the summary at the end of this post, but if you'd like some reasoning behind the ranking, clicky click below. There you have it. A few more comments on the competition itself. It turns out that having some restrictions on creating a level is good but this time the concept could have used some simplification. It wasn't way too much but when people are dropping out and the instructions are hard to understand, something has gone wrong a bit. It was a fun concept to try, but we can do better. I was hoping we'd have ten participants for a theoretical 100,000 different levels made from different room combinations, but we didn't quite reach that even with the extended deadline. (A quick calculation only gives me 6,336 possible levels, but it depends a bit on which rooms you consider incompatible and do we use the three additional final rooms or not.) As it was, I even messed up on giving you time limits that were too tight, so I ended up raising the time limits on many of the submissions (usually after contacting the designers, but of course the damage had been done). The logic with the keys and buttons and such was meant to make the rooms connected but the instructions had participants confused. I didn't even mention anything about hints. I think we ended up with a few nice levels to play so hopefully this can still be a net positive. CCLP4 has been out now for a bit, so expect the return of more competitions next month. Whoo-hoo! Till next time! -Miika Summary of results:
  15. The Five Rooms

    Version (1.0)


    This set was compiled from the submissions to the April 2017 Create Competition. Participants were provided by a template of five rooms to build upon. The set contains various combinations of these rooms: Levels #2 - #7 combine rooms from different designers into new creations. #2 - Esteemed Entanglements - these are some of my favorite rooms combined. #3 - Desiccated Depository - more great rooms put together. #4 - Awesome Amalgamation - these rooms in turn were a bit simpler in concept. #5 - Fused Furnishings - after the other rooms were spoken for, these were left to be used. #6 - Calculated Conglomeration - these rooms were perhaps the trickiest ones. #7 - Backbreaking Bananas - while these might still be the hardest ones. Levels #8 - #13 are each made by one designer. The individual rooms are repeats from above. #8 - One Hundred Candle Bonfire - by James #9 - Unlicensed Archaeology - by Ihavenoname248 #10 - Testing Room A: Subject #2357 - by RB3ProKeys #11 - The Full Dave - by geodave #12 - Dodgy Dodging - by rubenspaans #13 - Miika's Five Rooms - by M11k4 Levels #15 - #47 are the rooms separately. You can thus practice them or build your own combinations. Levels #49 - #53 are the templates that can be used to build completely new rooms. Thanks to all who made something for this set! Check out the thread for more details on the competition and set. All feedback is appreciated. You can even make your own challenges and combinations of rooms and still send them to me for a possible future release. -Miika
  16. Dark Citadel Levelset

    I played this set a year and a half ago and wrote some feedback, but for some odd reason I failed to post what I wrote. I found it now and thought I'd post it. Some of it is written in short form, almost as if making notes for myself, but I thought I'd post it anyway rather than leave it rotting on my own computer. (I'm adding the level names now for easier reading.) For some reason I can't find my tws file for this set, but I remember that I solved all but two levels (yes, even the unsolvable one after a small edit). This was a set I enjoyed very much and do hope you continue to update ------------------ #3 - Haunted Forest - I enjoyed this level very much and it was nice to have a real taste of what is to come in the set after a couple easier levels. #7 - Termatha - I like this, and it wasn't too bad with the right strategy. #9 - Cobwebs - Invisible walls are not the best element to use, except when you have a clear idea of what to do with them, such as here. Thumbs up! #14 - Dreadmist Forest - I love the concept, but can't give a great review of it yet as I didn't solve it yet. I only tried two attempts and it seems to require some planning, so I'm saving it for a rainy day when I want to solve an interesting level. #15 - The Forest At Night - I love the effect of pushing the blocks on the stairs and seeing them blow up as you follow yourself. However, you still need to rework the mechanism to require this, as currently you can just send a few blocks and use a block and the fireball to clear the path to the exit, without the paramecium. Also in MS the green key is reachable. #16 - Depths of the Forest - Busted? I just lead the teeth to the bomb and used the block to get to the exit. I like the puzzle though, so it would be nice to save these levels with an update! #19 - This (and some others, like the next level) is meant for someone playing without a map. However, your other levels are so complex nobody in their right mind is going to be doing that. Maybe if this was towards the start of the set someone still might be. #24 - Desolate Cliffs - No chips required even though all are reachable. I like the tank route but would love it more if I could actually see it in action. #26 - The Sigil of Earth - I would rather see a broken level or unsolvable level than this. When is the real level being updated?? #27 - 'lose' not 'loose' #30 - Teeth-o-ban - a bit too easy. Just trapped all the teeth at the bottom. Not sure how this could be avoided. Maybe there are too many blocks available? But if you reduce the blocks, you should probably take away a few of the teeth. #34 - The End of All Things - Unfortunately the second half of the level is broken. First, the first teeth never exits its trap in MS. I don't understand why and I even tried some changes to the level that should have worked but didn't. However, the level is still solvable due to a bust: the fireball cloner at (25,17) works even when Chip activates it himself (the clone stays on the cloner until the teeth moves and then is freed to open the trap). The first part of the level is fun. I personally would like both sides more in separate levels, but I guess that is a matter of style. The way it is now, you are practically forcing the player to play the first half through numerous times as it's very unlikely someone would figure out what exactly is going on in the second half on their first attempt, which is a very nice puzzle. #37 - Arc Flash - A survival level turned into an actual level. Not bad at all. #39 - No Good Can Come of This - My life is fine without solving this one. Congrats to you for solving it yourself! #40 - The Sigil of Ice - Unsolvable with an easy fix. Missing trap and clone connections (which is ironic as the hint refers to them (and there are so few of them I think the hint is redundant)). Otherwise, I love this level! The puzzle is nice and elegant. As a juggler, I have considered trying to make some sort of that would feel a bit like juggling and the best concept I have come up with is similar to this (skates+blocks on ice). I haven't built anything yet, but I like this simple execution. You could add a time limit as failure forces a restart. #41 - The Sigil of Death - I had to think about this one for a bit before I got it. Nice design, but could be improved by some simplification. (Like the fireball stream could be one move slower, and I don't quite get why everything with the block cloning has to be so complicated.) There are two extra chips, though they all are kind of secondary in the level. #42 - Bombs for Throwing at You - This was a fun mix of chip collecting tasks. Even though the hint says the waiting isn't long, I don't understand why the mechanism can't be running already when Chip gets there. #43 - This Is Not A Game, This Is Shenanigans! - I like challenging levels when I know what I am getting into, and in your set I knew what I was getting. Still, there is some point where I feel keeping it just a bit simpler would be more interesting and enjoyable. Taking that into account, the chaotic SE area would be more manageable and reasonable without the glider and fireball. Or just one ball per row. Or without the Teeth. As for the puzzle aspects, I would have liked to have seen a few more locks that needed to be opened before the end. (btw, I didn't get the green key, and used two of the blocks to block out the teeth and four pink balls.) Overall I really felt this set was made for me. I didn't play it right away when you released it but saved it for when I wanted to challenge myself with something. I was not disappointed. Thanks for the fun!
  17. Miika's scores

    CCLP4 L # 4: 221 L (+30, b, Oasis) CCLP4 L #15: 257 L (+8, b, Cross Back) CCLP4 L #17: 254 L (+59, b, The Three Trials) CCLP4 L #19: 186 L (+78, b, Conservation of Keys) CCLP4 L #44: 412 L (+23, b, Blobfield) CCLP4 #44: 413 (bc, Blobfield)