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M11k4 last won the day on September 24 2017

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  1. 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
  2. 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
  3. 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
  4. 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
  5. Wow, thanks James for the great reviews of the levels and for hosting this competition. Doing it again next holiday season??
  6. Version (1.0)


    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!
  7. 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  
  8. 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
  9. February 2018 Time Trial

    Results! I'm working on getting the replays of the solutions for your viewing pleasure, but as I already compiled these results, I thought I'd post them already. 1. Ihavenoname248 15pts 373+251= 624 2. M11k4 12pts 369+253= 622 (344+240=584 LX) 3. Bacorn 10pts 374+246= 620 4. rubenspaans 8pts 364+244= 608 LX 5. chipster1059 7pts 348+202= 550 Congrats to Jeffrey for the win! I believe this is the first time someone wins a Time Trial without actually scoring a bold on any level That might sound worse than it is, because it just needs the right circumstances to happen. We often are pretty lucky not to have many ties in the scores, but this time with the randomness involved that was expected more than usual. (Of course avoiding ties is not a requirement for this to happen, but it does help.) Once there are no ties, all it requires is that someone (Jeffrey) has two good scores that fall just short of what others did, and it needs at least two others to beat those good scores but on different levels. Well done to Bacorn for the best score on the first level! For my score on the second one, I was sure someone would beat it because if this was a level in a CCLPn, I feel 257 would be scored by several people (at least eventually). Well done also to Ruben for crushing my Lynx scores, and thanks to Chipster for sending in more casual solutions. Thanks to Jeffrey also for providing the levels. They were actually more fun to play than one might think at first inspection. The blob level is one of my favorite blob levels ever! It combines several types of blob challenges in the right sizes and even provides some chances for using smart strategies to pick the order in which to visit the rooms. Both levels actually ended up having small tricks to them to score the best times (so it wasn't all just luck), which is always a nice thing to see. We'll have a new Time Trial starting up pretty soon, so keep your eyes open for it (And if someone wants to make levels for a CC2 competition, that would be welcome as well!) -Miika
  10. Ah, the joys of February. Some people look forward to skiing. Some perhaps wait for Valentine's Day. But what do Chipsters do? We wait for a Walls of Competition! Your task is to pick a level from CCLP4 and use its arrangement of walls to create a new level. You can pick any level from the range #1-#149, then delete anything you want except for any walls, and finally rebuild it into a new level. If you wish, you can also pick another prominent tile in the level and replace it with some other tile exactly. You might know the drill by now, on this our fifth year visiting this theme, but this time I thought we could be a bit more lenient on the rules. If you have already made a level that fits the criteria you may submit it here. I see three reasons to allow them this time around: 1) CCLP4 just came out under a year ago. (Not sure how that helps, but it is a factor that has not been true previously.) 2) I haven't yet seen any of these levels even if they have been released. (Assuming I will judge the competition this factors in.) 3) I was asked if this could be done this time. (I love to accommodate you all.) Other than that, my main instruction is to keep your submissions fun. You may also write a short explanation on if and how a particular wall arrangement inspired your new level with those walls. (I don't think it will be extra credit directly, but it will give me more insight and perhaps appreciation for what you make, and I may take that into consideration in the rankings.) The deadline is March 4th where you live. Please send your submissions to valeosote at hotmail dot com. Ask away with any other questions! -Miika Technical notes:
  11. February 2018 Time Trial

    Most times scoring the best time on a level is about understanding the how the Exit is reached most efficiently. Other times it can be about the execution of a planned route or reacting to elements in the game that aren't always the same. This competition is about one of those latter times. Now, not everyone enjoys random elements in a speed running environment, so don't take this one too seriously. I know some of us can obsess about scoring the perfect run, but for your own sake, just play these levels only for as long as you enjoy them. The first level has some random force floors. The second level has some blobs. Thanks to Jeffrey for making these for us. You can find them as levels #107 and #108 in the updated CCZoneTT.dat: A few quick things before I let you go: Deadline for the competition is March 4th where you live. Please send your submissions (tws or avi) to me at valeosote at hotmail dot com. The competition is in MS mode, but you can send in Lynx solutions as well. Enjoy! -Miika Technicalities:
  12. Now that James is surely working intensely on the results for this competition I can reveal how (or at least my suggestion on how) the Chip Cup points for this competition will work. First place collaborators - 13 Chip Cup points each. Second place collaborators - 9 Chip Cup points each. Third place collaborators - 7 Chip Cup points each. Fourth place collaborators - 5 Chip Cup points each. Fifth place collaborators - 3 Chip Cup points each. Sixth and lower place collaborators - 1 Chip Cup point each. For some not-entirely-necessary reasoning behind this list, read These points will count for the Chip Cup 2017. And the Chip Cup 2018. Yes, this competition both ends the Chip Cup for last year and starts the one for this year. As this was a longer competition than we usually do, participants also in a sense get double the points than normal! With that secret out of the way, it's time to start a couple new competitions...
  13. Count to 1,000

  14. How did I upload the wrong avi?? Glad it evens out, but still, I didn't mean to post this one. How do I now convince you that your extra effort wasn't useless? I enjoyed seeing it!
  15. October 2017 Survival Competition

    Results! I'll let the video speak for itself: