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Posts posted by M11k4

  1. Nice to see the results! (I must say, any delays in them were due to me and not Chipster!)

    I didn't solve the other levels as they used a lot of the fancy CC2 stuff and were too complicated for me.

    I do want to reply about my own entry though. I didn't know it mattered where I wrote the short comment. I made the level for three rule sets, so it was simplest to keep it in the hint field. The hint text is also a bit of a misdirect, as the puzzle aspect also applies to the upper area of the level. Or at least that was the idea, which didn't really work out. I was hoping that if the dodging in the upper area was too difficult, you could alter the tank movements in such a way that visiting the top area more than once made it easier. Maybe this works in MS but not really in Lynx or CC2. Had this not been a "walls of" creation, I would definitely have made the upper area also have a simpler way to solve it with maybe some more safe spots. Removing that one horizontally moving tank (on the fifth row) was something I considered, but doing so just took away all the stuff I found interesting in that area, so I left it in. In hind sight, I should have removed the one that was on the third row (or even pointed it in the other direction, giving the player a better visual queue based on the lower tank).
    I didn't add any bonus flags either, because I believe not every CC2 level needs to have them. I did experiment with them in the upper area of the level, but decided against them for compatibility with CC1. Perhaps overall my mistake was to even try making such a level. When one tank movement worked nicely in one rule set, the collisions in another rendered it different or even unsolvable.

    Thanks for the feedback and the judging!

    A big thanks to Ryan for making all these template sets! It does sound like it wasn't always a small task, but they really did help out! I know I was inspired by going through your set, not the original.

  2. Ok, let's fix the results from last time!

    I know I've said I've been busy, but this is ridiculous. There's no excuse for me not fixing this the same day I posted the above message. Back then I posted on Discord that the results are posted, and Bacorn pretty quickly pointed out that he wasn't in the rankings. I found his entry in my spam folder, which was a bit odd since we had messaged each other from the same addresses. Indy also mentioned he played the levels, but I wasn't able to get a confirmation from him that he'd like to be ranked here (with his quick attempt of 629 on the second level).

    1. rubenspaans____ 15pts (240 + 645 = 885)
    2. Bacorn_________ 12pts (240 + 643 = 883)
    3. M11k4__________ 10pts (240 + 641 = 881)
    4. Ihavenoname248__ 8pts (236 + 644 = 880)
    5. Reynaldi________ 7pts (236 + 628 = 864)
    6. Motekopasznyaku_ 6pts (237 + 0 = 237)

    Next I really want to start the new TT, as these cool levels are piling up and nobody is seeing them! Hopefully I get to that before the month is over...


  3. Ok, let's get these results into the world!

    I've been a bit busy, but it's almost been two weeks since the deadline, so I'll just post what happened without posting the routes to YouTube. Without further ramblings....

    1. rubenspaans____ 15pts (240 + 645 = 885)
    2. M11k4__________ 12pts (240 + 641 = 881)
    3. Ihavenoname248_ 10pts (236 + 644 = 880)
    4. Reynaldi________ 8pts (236 + 628 = 864)
    5. Motekopasznyaku_ 7pts (237 + 0 = 237)

    Congrats to Ruben! we all knew you could show us how it's done in Lynx! Also a congrats to IHNN for winning the Chip Cup 2018! (I'll get around to posting more details on that.) Thanks to all participants!

    I'm working on getting the routes released for your satisfaction, as well as the new TT announced. 


    • Like 1

  4. A funny thing happened with the Chip Cup 2016 points, as Jeffrey and I tied for the win with 101 points. Then a funny thing happened, when I later went back and checked those calculations, and noticed that I actually had 102 points. I let it go, as the results were already announced and over a year old. Then a funny thing happened today as I decided to check the 2016 scores again, but this time I got 101 points for both of us again. I tried looking through the threads if I missed a bonus score of some sort but couldn't find it. I guess I was simply mistaken in my calculations on the second pass at the scores.

    I bring all that up now because a funny thing happened with the Chip Cup 2017 scores. I thought it was finally time to calculate who won the Chip Cup in 2017. It was a close race with the same culprits, and I piled up the scores to discover a new tie at 96 points. Yes, both Jeffrey and I were tied again for the Chip Cup! But then a funny things happened. I noticed that in the May 2017 Create Competition, some players were awarded the wrong amount of points. Instead of a scheme of 15,12,10,8,7,6,5,4,3,2,1,1,1... the seven point position was omitted and five players were awarded one points less than was intended. I could leave that as was announced if it only affected myself, but I don't think it would be fair for the other four participants, so I would rather fix the mistake. I guess that leaves me as the sole winner of the 2017 Chip Cup! Yay! But wait, a funny thing happened. I hadn't calculated the Early Bird bonuses yet. These were an extra Chip Cup point that debuted in 2017 for sending in a submission way ahead of the deadline. Jeffrey had two of these and I had only one. Yes, after checking all the scores, we are tied for the Chip Cup of 2017 at 98 points each. Funny things happen :)

    Below is a summary of all the competitions for 2017 and their Chip Cup points, and the ranking for the participants for the whole year. (V is for untied victory, W is for a tied win, much like + and + were used in older lists.)

     1. M11k4_________ 3 15 __ 13 2 __ _7 15 _7 10 15 11 = 98  VWVVW
     1. Ihavenoname248 3 _9 _8 13 3 15 __ 11 13 12 11 __ = 98  WV
     3. rubenspaans___ 3 _9 12 10 2 10 _3 13 _8 __ 11 __ = 81
     4. Bacorn________ _ 12 __ _8 _ __ __ _9 __ __ __ __ = 29    
     5. RB3ProKeys____ 3 __ _5 __ _ __ _8 __ 11 __ __ __ = 28    
     6. ajmiam________ _ __ 15 __ _ __ __ __ __ __ __ 11 = 26  VW
     7. Flareon350____ _ __ 10 __ _ __ 12 __ __ __ __ __ = 22
     7. Xindictive____ _ _7 __ _7 _ _8 __ __ __ __ __ __ = 22
     9. James_________ 3 __ __ __ _ __ __ __ 15 __ __ __ = 18  V
    10. 263739________ _ __ __ __ _ __ 15 __ __ __ __ __ = 15  V
    10. BlazingApollo_ _ __ __ __ _ __ __ __ __ 15 __ __ = 15  V
    12. geodave_______ _ __ _4 __ _ __ __ __ _9 __ __ __ = 13
    13. Kevin_________ _ __ __ __ _ 12 __ __ __ __ __ __ = 12
    14. Markus________ _ __ __ __ _ __ __ __ __ __ __ 11 = 11  W
    14. Chipster1059__ _ __ __ __ _ __ __ __ __ __ __ 11 = 11  W
    16. H2O___________ _ __ __ __ _ __ 10 __ __ __ __ __ = 10
    17. tjrowe________ _ __ __ __ _ __ __ _7 __ __ __ __ =  7
    17. ElaineSpencer_ _ __ __ __ _ __ __ __ __ __ __ _7 =  7
    19. Cyberdog______ _ _6 __ __ _ __ __ __ __ __ __ __ =  6
    19. Bowman________ _ __ _6 __ _ __ __ __ __ __ __ __ =  6
    19. "PASTA!"______ _ __ __ __ _ __ _6 __ __ __ __ __ =  6
    22. MyDisplayName_ _ __ __ __ _ __ _5 __ __ __ __ __ =  5
    22. mobius________ _ __ __ __ _ __ __ __ __ __ __ _5 =  5 
    24. IceyLava108___ _ __ __ __ _ __ _4 __ __ __ __ __ =  4
    25. jblewis_______ 3 __ __ __ _ __ __ __ __ __ __ __ =  3
     January Mini Time Trial - Twice the Fun
    3pts Ihavenoname248 (535 MS)
    3pts J.B. Lewis____ (535 MS, 530 Lynx)
    3pts James_________ (535 MS)
    3pts M11k4_________ (534 MS, 530 Lynx)
    3pts rubenspaans___ (530 Lynx)
    3pts RB3ProKeys____ (521 MS)

     February 2017 Time Trial (What Lies Beneath & The Half-Living Corpse)
    1st M11k4_________ 15pts (305 + 298 = 603 MS ; 305 + 295 = 600 LX)
    2nd Bacorn________ 12pts (302 + 295 = 597 MS)
    3rd Ihavenoname248_ 9pts (303 + 293 = 596 MS)
    3rd rubenspaans____ 
    9pts (304 + 292 = 596 LX)
    5th Xindictive_____ 7pts (282 + 268 = 550 MS)
    6th Cyberdog_______ 6pts (283 + 265 = 548 MS)

     February 2017 Create Competition - Walls of CCLP1
    1st ajmiam_________ 15pts (Sticky Controls)
    2nd rubenspaans____
    12pts (Bomb Blockade)
    3rd Flareon350_____
    10pts (Warehouse of Lost Hopes and Dreams)
    4th Ihavenoname248__
    8pts (Choice Tools)
    5th Bowman__________
    6pts (Key Party)
    6th RB3ProKeys______
    5pts (Eden)
    7th geodave_________
    4pts (Headbanger Walls)

     March 2017 Time Trial (Deflection Field & Encased, Just in Case)
    1. Ihavenoname248 13pts 143 + 118 = 261
    -- M11k4_________ 13pts 143 + 118 = 261 (118 + 143 = 261 Lynx)
    3. rubenspaans___ 10pts 141 + 118 = 259 Lynx
    4. Bacorn_________ 8pts 140 + 116 = 256
    5. Xindictive_____ 7pts 132 + 66 = 198

     March Mini Time Trial - Choice Tools
    3pts Ihavenoname248 (365)

    2pts rubenspaans___ (354 Lynx and others)
    2pts M11k4_________ (347; 345 Lynx and others)

     April 2017 Time Trial - Random No More
    1. Ihavenoname248 15pts 915 +(239)+ (0) + 243 +(906)-> 1158 MS
    2. Kevin_________ 12pts (0) + 241 + (0) + (0) + 905 -> 1146 MS
    3. rubenspaans___ 10pts (0) + 243 + (0) +(241)+ 882 -> 1125 Lynx
    4. Xindictive_____ 8pts 880 + 214 + (0) + (0) + (0) -> 1094 MS

     May 2017 Create Competition - Simply A-Maze-Ing
    (1st) 263739_______ 15pts TOTALLY RANDOM MAZE (CC2)
    (2nd) Flareon350___ 12pts Transparent Blur (CC1)
    (3rd) H2O__________ 10pts ICE MAIDEN (CC2)
    (4th) RB3ProKeys____ 8pts Topiary (CC1)
    (5th) M11k4_________ 7pts A Fractal Maze (CC1)
    (6th) "PASTA!"______ 6pts I'm a Maze(d)! (CC1)
    (7th) MyDisplayName_ 5pts TO MAZE OR NOT TO MAZE (CC2)
    (8th) IceyLava108___ 4pts Find the Exit (CC1)
    (9th) rubenspaans___ 3pts The Island (CC1)
    May 2017 Time Trial (Frozen Polyominoes & Linked Lite)
    1. M11k4_________ 15pts 191*2 + 302 = 684 (198MS & 306MS)
    2. rubenspaans___ 12pts 188*2 + 300 = 676     +1 early bird
    3. Ihavenoname248 10pts 189*2 + 296 = 674    +1 early bird
    4. Bacorn_________ 8pts 186*2 + 288 = 658    +1 early bird
    5. tjrowe_________ 7pts 193MS & 276MS -> ??? Lynx
     April 2017 Create Competition - The Five Rooms
    1. James__________ 15pts One Hundred Candle Bonfire
    2. Ihavenoname248_ 12pts Unlicensed Archaeology            +1 early bird
    3. RB3ProKeys_____ 10pts Testing Room A: Subject #2357        +1 early bird
    4. geodave_________ 8pts The Full Dave                +1 early bird
    5. rubenspaans_____ 7pts Dodgy Dodging                +1 early bird
    6. M11k4___________ 6pts Miika's Five Rooms            +1 early bird

     October 2017 Survival Competition (Impending Demise)
    1. M11k4_________ 15pts (868)
    2. rubenspaans___ 11pts (954)
    2. Ihavenoname248 11pts (958)

     Holiday Create 2017/2018 - Stop, Collaborate and Listen
    1. M11k4 and Markus_______ 11pts each "Four Blocks and a Baby"
    -- ajmiam and chipster1059 11pts each "THE GIFT OF GIVING"
    3. IHNN and ElaineSpencer__ 7pts each "Holiday Spirits"
    4. chipster1059 and mobius_ 5pts to mobius "LEGGO-MY-KEYS"
    Looking back at those results, it seems 2017 was quite the year. Thanks for everyone who participated in the competition and special thanks to those of you who helped organize all these events! The Chip Cup 2018 is just finishing and a summary of those results will be posted here soon. (Spoiler warning: no tie this time!)


  5. In the beginning Chuck created the Chip's Challenge. Now the game has come to us in many forms and we've filled many empty levels with tiles. Then Chuck said "Let there be Chip's Challenge 2". Chuck saw that the game had fans, so it was eventually released to us on Steam. There was the newsgroup and there was CC Zone — the places for all your CC needs.

    One of those needs is the need for a Walls of competition in February. This year it's time to explore the levels of CC2 through this lense. 
    Your task is to pick a level from CC2 and use its arrangement of walls to create a new level. You can pick any level from the range #1-#200, 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.

    Not all the levels in the set are ideal candidates for this exercise, but with more levels than the other sets we've used, there should still be plenty of choices available for your ideas. I also realize that there are more types of walls in CC2 than there are in CC1, so you can use your own judgement on what to count as a wall. Random 8 is working on a template set for your convenience, so a large thank you in that direction!

    Some basic notes:

    • Make a level or two for playing in CC2 from the walls of one of the levels in CC2.
    • Send in your submissions to me at valeosote at hotmail dot com.
    • The deadline for the competition is March 3rd where you live.
    • The entries will be judged by chipster1059. THANKS!

    If you are so inspired, you can also make a CC1 level from the walls, but these levels might not be ranked in the competition.
    If you have any questions, speak boldly!



    Some technical notes:


    -Do not make a overly difficult level. A moderate difficulty is fine but then it would be nice if it wasn't too long.
    -The level must be solvable in CC2. You may use CC1 boot rules and other such options.
    -The level should preferably be new.
    -Please give the level a new name, time limit and set a new password. Don't forget!
    -You may submit more than one entry, but please keep the levels distinct from each other. Your best two entries is recommended. You may also pair up and collaborate with someone else for your submission, but please only one level per such pairing.
    -Points may be deducted for late entries, but will be accepted until the levels are judged. This is usually a couple of days after the stated deadline, but don't count on it; it exists more for the chance to update the levels if there is something really wrong with them.
    -In theory, entrants qualify for prizes: the "You're Winner!"-award, Chip Cup points, and "Tool Box"-award for first time entrants.
    -Email and attach your submissions to my email stated above. I will strive to reply with a confirmation that I have received your entry. I prefer if you use your username and this competition in the subject.
    Keep it short and simple, something like: "February Create - Guybrush"

  6. I played through most of these levels and took a look at the tougher ones in an editor. I'm no expert designer myself, but I can tell you what kind of things came to mind when I was playing your levels. Here are some first impressions :)

    Short tutorial (the first one). I liked this. A fine start to the set.

    Two Gliders. And then we get to some complexities. The puzzle is nice, though the red key red herring is not something that really enhances it. I don't know what the trapped Glider is for. I wouldn't mind seeing more levels like this.

    Getting outside. This was a bit too complicated for me, particularly as a third level. I like trying a set blind, and the first few levels are the ones I focus on the most. They give me an impression of what to expect from the rest of the set. If you're making stuff like this that take me a long time to solve, I rather jump ahead and pick the best ones to use my time on.

    18 buttons. I really enjoyed this concept. I even tried making a level myself that would borrow it, but just throwing together rooms didn't end up too great. Your level doesn't make things too difficult, and I feel there is potential here. The hint says you don't like this level, but I think it could be improved greatly by just changing the ending mechanism. Why do you require the player to go through the traps twice? To make sure the Gliders really are already in a loop? Still, there are better ways to do this. The first thing that comes to my mind, is having a corridor of bombs, Chip goes through a pop-up, presses a tank button, tanks move onto traps, and as the traps open, they destroy the bombs. This way Chip is not trapped in the traps himself, and it's enough to trigger the buttons once at any point instead of exactly when Chip is in the corresponding trap. (And if you want to require pressing the traps twice, you can make two waves of tanks.) Hopefully that makes sense, and maybe instead of fixing this level I'd like to see a sequel that refines the concept.

    Suspicious looking level. Not much to say about this one. It's an item swapper that you have to think about. The buttons aren't situated in a way that makes it easy to deduce what each one does. I like hiding the hint, but still all walls as blue is a bit bland.

    Water all around. Ice Cavern. Skipped these one, sorry. I do wonder about how you are capitalizing your level names. And while on that topic, some of the level names are not memorable, so maybe spend a little more time on those when you make a level you like. There's a whole page for this on the wiki, or you can ask on Discord for inspiration.

    Monster exchange. I liked this puzzle. (It's the only one I remember seeing a preview of on Discord, plus a section of Dottet holes). If only the game allowed for more trap connections, this would be a cool concept to use in a longer level, with small puzzles building to a larger one. As it is, this could work well as one section of a larger level, though having it as it's own level is fine too.

    Dungeon. I skipped this one. When there's a lot going on on the map, it's just easier for me to move on and see if I like other levels more.

    An unpleasant journey. A fine dodging level. Not too easy, but also not too long. Doesn't work in Lynx due to the blue key (and the buried tile you added), but you could swap colors around and get it working, though then you should also rework the trap area too. (It works fine with just one Fireball, and in Lynx the other one escapes so another fix for that could be to change the surrounding dirt so it ends up elsewhere than it does now.)

    Chaotic session. This looks like one of those levels that I wouldn't like, but as I played it I found it clever though a little too tricky. I would have liked it more if it had been half as short, as once I figured out one side of the level and then attacked the other one and died, I pretty much had forgotten how the first side worked.

    Down the slopes. Some interesting stuff here. I was a bit disappointed with the final trap/cook when I got stuck at (31,15). WHY? There was no fun in that. But I did enjoy the puzzle.

    Dottet holes. This looks really clever and it is. But there are so many sections that all require such precision. Why not split these all up into smaller levels? What's wrong with small clever levels? I didn't work through all of this yet.

    Short tutorial. I like sequels to levels, but at least give them a new name. This was too complicated for me to play without a map, so I went on to the next one. 

    Machine out of control. I really liked this one. This is a sort of slow dodging chaos that I haven't really seen. The structure was good too, allowing me to pick which way I went, and having two sections. This built up excitement to reach the second section well, and having more could have been too much.

    Vacation on blue island. Didn't get to this one yet.

    Fuse. I looked at this in the editor for 15 minutes and didn't get far along. It's really complicated and looks like everything needs to be done very precisely. The concept looks cool though. I'm just confused on how to do everything I need to do, and where exactly I needed to go. When are blocks used on traps and when are they for bombs and when are they used for deflecting Fireballs? Not sure if this needs any fixing or anything, just telling you the things that were enough to throw me off.

    Eating Mushrooms. The time limit was pretty strict. If you really want someone to solve the puzzle on their first attempt, don't add so much stuff that does nothing. But it looks good, so I would rather see a higher time limit.

    So far I have enjoyed the levels. Many of them were pretty difficult and had a lot going on. I will gladly play a difficult level, but if you can tone down some of the visual complexity, that would be welcome. Don't always use all the tiles. Use a bit more space in your rooms. Get to the meat of the puzzle. While you had some cool ideas and clever little rooms, your best levels were the ones where the objective was clear because then those ideas were on display more. I will gladly play more of those. Thanks for sharing!


  7. We kick-off 2019 with a competition from 2018!

    The levels are Singapore and Rainbow Refraction by chipster1059 and Ihavenoname248 respectively. You may have already seen them from the latest create comp, but I thought they were fun enough to use here too.

    A few quick things to get you started:

    • Deadline for the competition is February 3rd where you live.
    • Please send your submissions to me at valeosote at hotmail dot com.
    • The competition is in Lynx mode, but you can send in MS solutions as well. (Share your Super CC route too for fun.)

    At the end of the year we've usually announced when a competition is the last one in the current Chip Cup, but as we didn't do that last month, I feel we should still include this competition in last year's Chip Cup. Here's your last chance to improve your standings! (There are some changes coming to how these points will be handled in the future, so these will most likely also count for the new Chip Cup too.)

    I'm not copy/pasting the rest of the technical details this time from previous competitions, so ask if you have any questions.



  8. Results!

    Anonymous - not ranked - (Sna Lad, Was Spa, Cvs, DnQ)
    Though the name "Was Spa" is pretty neat, I hope this naming convention doesn't take catch on. But who made these and why are these ranked last...
    I was going to make a joke about an entrant wanting to remain anonymous and I can't give you Chip Cup points as a result, but I think I've used similar jokes before. I made these levels myself. I was just embarrassed to admit I made so many. I guess I just liked the theme. :) (but let's not make it a habit to send in levels under false names)

    M11k4 - 7th place - 5pts - (Mini Pearl Diving, Mini Checkers, Mini Game, Avalanche for Dummies)
    Of these levels, I like Mini Checkers the most. You can see from these that I was aiming for something very simplistic when I was thinking of the theme. I'm still happy to have gotten so many quality levels from others even though they were not this simple, even though they were simpler than the originals. That's CCLP3 for you :)

    ElaineSpencer - 6th place - 6pts - (Annoying Blob)
     This is a fun modification of the original level. It's also solvable in both rule sets without any luck required. However, I'm not sure how much simpler this is than the original. There's one fewer bomb than before, so I guess it's two thirds simpler. This would be a good fit for CCLP3 Blobs edition. I'm happy you joined in the fun though!

    geodave - 5th place - 7pts - (Suspended Animé)
     This level certainly takes the concept from the original and makes it much simpler. Collect chips, boots and keys, then things start moving when you are heading to the exit. The layout is very straight-forward, which can be seen as either the lack of a puzzling task to accomplish or as a way to keep things easily digestible. 

    Indyindeed - 4th place - 8pts - (Knockturn Alley, In Deepest Slumber)
     Two level names that relate to each other. A subconscious expression of a tired designer, or completely intentional play on words? The first is a cool combination being inspired by Maginot Line and the walls of Gate Keeper. I think the structure here has potential to be a fun task, but I personally would have simplified some parts to make the whole a bit more elegant. It's a very enjoyable level though. For the second one, again you built a mechanism from one level into the walls of another. I think this is a better tactic when both levels were well-loved, but here I'm not sure what the end result is. I didn't not enjoy playing this though, so I feel you have the makings of a good designer in you and just need some practice to let your ideas shine.

    RB3ProKeys - 3rd place - 10pts - (After the Avalanche)
     I like this. Of course I like this, as Avalanche is my favorite level. But it's a hard concept to recreate correctly. Here you end up with seven rooms (so it's not too big), but you add the element of losing a some blocks on the way so there aren't always that many to move, plus rooms have more than one block in them anyway, so there is less rooms to get through as well. The design works fine, with a few things even sticking out as cool (like the ff stuff). This level leaves me wanting more, so you did something very right. 

    chipster1059 - 2nd place - 12pts - (Toggle Box, Flame Mixture, Singapore)
     Toggle Box level could have been even smaller and better for it, which really shows that the original went too far. Having said that, I found the structure of this one to not be quite as interesting nor did it flow quite as well in the individual sections. I am left feeling I'd like to see an even simpler version of this level, yet I fine entry none the less.
     In Flame Mixture we have a mixture of Map the Path and Dolly Mixture, with a hint of Flame Thrower. On the surface this sounds like a good recipe, but does it leave a good taste? I think requiring all the chips is a mistake, as it leads to game play at the end of the level that does not feel like any of its inspirations. The size might be about right, but just a bit smaller and a few fewer monsters would also have been ok. I'd get rid of the hint as well. I think you cooked up a good cake that we just need to bake a bit more to allow all the flavors shine.
     I think you hit it out of the part with Singapore! It feels very much like Tool Box but is smaller without being trivial. The choices are cool and I can see myself enjoying this even when I need to play it again for the Time Trial :)

    Ihavenoname248 - 1st place - 15pts - (Spiraling Out of Control, Qualification Circuit, Rainbow Refraction)
    For Spiraling Out of Control, I like the twist on this concept, but man did win end up with a level that's still on the long side of things. Maybe I think that because my expectations for this competition were different than what some of these concepts required. I'm still happy this level exists, and it is a fine show case of how you know how to execute on a concept.
    Qualification Circuit I enjoyed playing. You took the concept and made it your own. Though the level is smaller than Grand Prix, it's still very complicated. Is there any way you could simplify it a bit? Let's get rid of some of the teleport stuff, shall we? I see that they are inspired from the original, but they don't add anything good to this level. I do like the puzzles though; they flow smoothly and the use of space is efficient.
    Rainbow Refraction level is everything I wanted from this competition! Thanks for creating it for me :) It is more complicated than I thought people would aim for, but everything is just as it should be. A very well deserved first place for just this level. I believe this seals the Chip Cup 2018 in your name, with a whooping four wins in the year! Congrats!

    I haven't updated the set yet with the designer credits, but I'll get to that. I wouldn't mind if a few of the levels were still updated, perhaps incorporating some of the feedback. I just like these levels a lot and wouldn't mind seeing them honed a bit more :)

    Thanks again to all participants! I'm sure we'll have more great competitions this year!
    ...like the January 2019 Time Trial, which will still be part of last year's Chip Cup apparently...


    EDIT: also, for the mini create, everyone (that's Indyindeed, geodave, chipster1059, Flareon350, Ihavenoname248, M11k4) are awarded 5 Chip Cup points!

  9. Results... coming soon. Really.
    I've uploaded the products of the mini create comp in a single set:

    I'm glad you guys responded well to the concept, and even I got carried away a bit and made a bunch of levels.
    There are some real gems in here that stand completely on their own as levels.

    But you can still make more! I'd like to see 9x9 versions of at least these still made:

    • Toggle Bust
    • Map the Path
    • Everybody Get Dangerous
    • Vulcan
    • Road Block
    • Stress Fracture
    • We'll Be Right Back
    • Rotation
    • Mudpie
    • Diabolical

    Of course anything else that inspires you is fine too. I enjoyed seeing the different versions different people made based on the same level, so don't be afraid to share your take on something that's already been made.

    Do share what you think of the levels when you play them! :)

    EDIT: forgot to add the preview for some of my own contrivances...

  10. CCLP3:
    #147: 512 (+20, bc, tyJBL, Avalanche)
    L#147: 503 L (+17, b+7, Avalanche)

    Was off to bed when posting, but promised to edit in some comments:

    This was quite a thing. I've been lucky to have worked on three intense levels this fall and all of them have produced what I was hoping for. Well, in this case we fell one move short of the next second in MS, but did improve the other side of the fence.

    I remember working on Avalanche over six years ago, and I did get the records back then. I wasn't the first to attempt it, but I still managed a significant jump in the score (+49s). There are two main solutions to the level and it's not easy to gauge which 'direction' is quicker. Even pieguy expressed to me that he wondered which direction I chose, but didn't actually want to hear the answer before he had a chance to try it himself. Which he did half a year later, and beat my score by a good margin (+9s). I asked him if he had any idea what I might have been missing (though we didn't share routes; I was just wondering in general if he knew there was some trick I missed), and he only answered that there's probably more seconds available in the final room. I accepted that guess but I couldn't believe it was only that, because missing nine seconds in one room would be a lot, and I had put a lot of work into each transition. I had actually only worked on one of the solutions and it turns out I went the wrong way. (It turns out I was missing about three seconds in the final room for a best known solution in that direction of 495, which equals the score I managed to put together in the other direction before we started sharing routes.)

    A couple of years later, J.B. came around to the level. I should ask about his side of the story, but here's how I remember it. It wasn't easy to score 500+ so he was talking to pieguy about it. Maybe he got to like 505 on his own (which was b+2 at the time), but pieguy helped him out with the ending. He had worked out a very efficient final room and shared that. That, along with finding small improvements elsewhere gave JB the current record of 512. He wanted to know if more was possible so he shared the route with me. We made an unusual deal, where if I found even a small improvement in the route (not necessarily worth the next second), we'd report the score as a joint bold. I looked at the solution, but JB's work seemed solid and I told him he was good to go. I didn't take the time to execute the score myself right away, so it took three years for this confirm. I had been both a bit afraid of the boosts in the final room and I wanted to have a chance for a fresh look at the level. I did find [3] more this time around, but we still haven't cracked 513.

    I took a good stab at Lynx though, first finding b+2 and then b+4 and being pretty happy about that. This was all based on the MS route, and I concentrated my efforts in squeezing out as many block slaps as I could, mainly in the final room. I told JB I'd share whatever I found with him, and we struck a new deal that if he found anything more that I missed, this could still be a joint bold. So I took a final pass at the level and did find improvements that gave me three more seconds for a 503 score.

    Before I get into what we'll do next, here's a clarification of where we stand now. The MS route was put together by JB with a little bit of help from pieguy. (I assume pieguy also has the route.) JB shared this solution with me three years ago, and I finally executed it. I put more effort into the Lynx transfer of this route, and along the way I found [3] more that also helps in MS but falls [1] short of a new record. JB will soon confirm the Lynx score. If he finds any improvements (before the year is out) this score may yet be a joint record. We hope to some day score 513.

    We also want to help others get to the finish line on this one, but want to find the right way to do that. We talked about setting a threshold, so if you score a certain amount by yourself, we'd share the bold route and you wouldn't have to eek out everything by yourself. We didn't settle on anything, but 490, 500, and 505 could all work, depending on the difficulty desired. Another way would be to release just the method for the final room and let you do the rest. Or to post hints on what to do. Or to just release the full solution publicly so everyone can see the cool stuff happen. These all have merits, and some of the reasons aren't fully clear if you don't know the route(s). Right now, we're still working this out. For me, the reasons to let you do some of the work comes down to letting you enjoy that moment of discovery. There's more to this level than just pushing blocks optimally in each transition. (Why were the first records so much slower?) Try it yourself!

    Overall, I've had a blast with this level. I hope you can enjoy it too. Some day I will record the 'long solution' with some commentary. And maybe get that one last move from somewhere...


    • Upvote 1

  11. Results time!!! ...almost :-)

    Sometimes I get requests to see the levels as quickly as possible, so that's what we're doing today. I arranged the levels in order of which levels they are based off and uploaded them in the downloads here. You can try to guess who made what until I'll type out some results, maybe next week. I played all the levels and enjoyed so many of them. (Don't look at the levels in an editor before trying them. There's twenty of them, though we only had about seven participants.) I was very happy to have submissions from new participants too!

    But wait, there's more! I was looking through CCLP3 and I still want to see more levels made into smaller versions. This past competition was about making a simpler version of a level, but let's start a Mini Create Competition that is similar but not quite:
    Your task is to make about a 9x9 (or a shape that is as small as appropriate for the level) version of a level in CCLP3. You can directly post screenshots of your creations here in the thread. (You can also send the levels directly to me on Discord, for example, so I don't have to recreate them from the pics.) As with most other mini competitions, this one is open for a week from posting this message.

    I'd like to see versions of at least these levels:
     Blue Moon
     Blue Blocks
     Bustin' Out
     Lazy Hourglass
     Dolly Mixtures
     Flame Thrower
     Map the Path
     Mud and Water 
     Fireball Tourism
     Which One Next?
     Pac Man
     Red, Green and Blue
     Who's Left?
     Bug Arranging
     Everybody Get Dangerous
     Vague Dream + Recurring Dream

    Open up your editors and let's make this happen! Be sure to also play the levels posted and give your opinions (for both competitions). Tell me what you think!


  12. 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)

    • Upvote 1

  13. 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.


    Technical notes:


    -Do not make a overly difficult level. A moderate difficulty is fine but then it would be nice if it wasn't too long.
    -The level must be solvable, but does not need to work in both MS and Lynx. You may even use invalid tiles if you wish. I will gladly see levels made for CC2, but am not sure how to best handle the ranking with them in the mix.
    -The level should preferably be new, and it would be nice if you didn't release it before I do.
    -You may submit more than one entry, but please keep the levels distinct from each other. Your best two entries is recommended. You may also pair up and collaborate with someone else for your submission, but please only one level per such pairing.
    -Points may be deducted for late entries, but will be accepted until I judge the levels. This is usually a couple of days after the stated deadline, but don't count on it; it exists more for the chance to update the levels if there is something really wrong with them.
    -Entrants qualify for the normal (old!) prizes: the "You're Winner!"-award, Chip Cup points, and "Tool Box"-award for first time entrants.
    -Please ask about other unclear situations. You may also check the previous competitions if similar situations were already discussed. There's interesting stuff hiding in the archives!
    -Email and attach your submissions to my email stated above. I will strive to reply with a confirmation that I have received your entry. I prefer if you use your username and this competition in the subject. Keep it short and simple, something like: "October Create - Luigi"

  14. 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 :) 

  15. 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?

  16. 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 :)

  17. CCLP1 Lynx:
    # 58L: 327 L (+2, b, Corral)
    # 91L: 350 L (+5, b, Roundabout)
    #108L: 292 L (+1, b, Exhibit Hall)
    #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

  18. 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 :)

  19. 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 :)

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