Jump to content


Senior Staff
  • Content count

  • Joined

  • Last visited

  • Days Won


Everything posted by jblewis

  1. Thanks for the feedback, guys! I've added an update, 0.3.1, with some changes to help make some of the levels a bit less rigid. Glitterglaze Glacier: increased time limit by 50 seconds. Monster Recreation Center: switched walker out with glider and placed walker in 5x5 room, removing gliders. Balls to the Wall: removed balls at cardinal direction points. Three Boot Night: removed door "trap" at the end, added additional chip inside the lock nail area, and moved hint up to cloning area. Block Buster 3 in 2D: replaced water in zigzag block room with bombs, removed one block and sockets from bottom area, and placed socket next to exit, allowing end area puzzle to be solved early.
  2. With Josh's Walls of CCLP3 tentatively set for an initial release at 40 levels, I decided to follow suit with my next release instead of waiting for 60. Version 0.3.0 is now released! What's new... Added 14 new levels (placed as levels 2, 9, 10, 16, 19-21, 26, 28-31, 33, and 40). Twilight Struggle: replaced ice in left room with fire, replaced ice skates with fire boots, and replaced fire boots with fire to prevent boosting bust in MS. Salsa Verde: moved force floors in nail areas on the right to prevent creation of slide delay (at least through that section). Rundown Railyard: removed a lot of unnecessary block-pushing and interdependencies outside the "trains" and made the second train a bit less strict. Unsquare Dance: removed some of the thin walls to make some red key grabs a bit easier. Enjoy! Walls of CCLP1
  3. Walls of CCLP1

    Walls of CCLP1 View File A while back, in his designer diary notes for his penultimate CC1 set, Josh Lee had posted a number of comments about wanting to create a set based on the walls of CCLP1. Only a few levels were ultimately converted, but the idea stuck with me and came back to mind while playing through Jeffrey Bardon's recent Walls of CCLP4 set. Originally, I was considering making a CC1 set that was entirely based on walls from various levels among all the official CC1 sets, but Jeffrey's hard work proved that there was merit in sticking with one set and going for it, regardless of the difficulty involved in the conversions. On top of that, I hadn't regularly designed for CC1 in several years, so the idea of working from existing starting points was very appealing. I love the idea of designing for CC2, but jumping from no recent design experience to a completely new game felt a bit daunting. This has made the transition much more palatable. At first, I considered the idea of releasing the set all at once at the end of its development, much like Jeffrey did with WOCCLP4. But as I began designing, I remembered playtesting Andrew Menzies' The Other 100 Tiles and giving feedback gradually throughout the course of its construction. I like the idea of iterative releases and continuous feedback over a lump sum release, so I've decided to release this set in about 30-level increments, with the levels in each batch placed after the previous one(s) and arranged among themselves in rough difficulty order. This first release is only 26 levels, but there are some tough ones here, so I'm hoping that the next major release, at 60 levels, will include a few easier challenges. The difficulty of the set will hopefully be moderate to hard. Feedback is very much welcomed and encouraged! Please let me know what you think of the levels, what you'd like to see more or less of, and how the set can improve as time goes on. Submitter jblewis Submitted 05/01/2018 Category CC1 Levelsets  
  4. Walls of CCLP1

    Version 1.0.1


    One strange thing about being away from participating in the CC level design scene consistently for several years is that returning to the editor doesn't quite feel as natural as riding a bike for the first time in several years. Design trends shift; even the way people play the game somewhat shifts as well. The last time I made a 149-level set, it was around the time CCLP1 was being produced. I created JBLP1 as something of a reactionary response to my previous level design efforts that made the cut for CCLP3. With that set's high difficulty, perhaps something easier was in order, and it certainly helped that the community was producing a level pack that seemed to be assembled with many similar sentiments at the forefront. Between then and now, we've seen three official set releases, one for an entirely new-to-us CC game, one a Lynx-compatible version of CCLP2, and the fairly diverse CCLP4, which saw many of the design trends seen in CCLP1 evolved a bit further. So with all of that as part of the community's history, and with many designers trying to find their voice in the world of CC2 design, it seemed like as good a time as any for CC1 design to experience a bit of experimental renaissance as well. Perhaps not everything had to be a crowd-pleasing medium-weight level, or a neatly symmetrical design, though those certainly have their place. But there was still that element of where to even start with respect to design. That's when the latest level design trend offered a solution: the Walls Of level. Although Joshua Bone's Walls of CC1 (built for CC2) was the first to begin construction as a full reimplementation of an official level pack, Jeffrey Bardon's Walls of CCLP4 was the first such reimplementation to be fully completed. As a collective whole, CCLP4's walls offered some of the most open-ended redesign opportunities of any official set, and Jeffrey exercised a lot of care in ensuring that he built in concepts that complemented the layouts with which he worked while also giving them a distinct personality of their own. After recording a full Let's Play of Walls of CCLP4, I was energized to begin construction on my own full Walls Of set. CCLP1 felt like the next best thing, and arguably more than CCLP4, it provided a decently wide range of level sizes in addition to wall patterns. If anything, I knew building an entire set out of an official set's walls would stretch me as a designer in ways I wasn't used to, and force me to embrace unconventionality that I wasn't normally so quick to embrace. The first level, Miniature Overture, was built on April 18, 2018, somewhat as a shoutout to Jeffrey's set opening with a layout from an Archie Pusaka level. From there, The Manhattan Project, Open Circuit, and Crown Jewels were built within that one night, and the rest of the set took off from there. Many of the most difficult levels were made within the first third of the set being built, which helped define some degree of expectation of what the difficulty curve could look like (certainly steeper than CCLP4). I took a break after building the 60th level, Just Passing Through, but would return to the editor in September while on a business trip to construct the next stretch of 20 levels, starting with Every Bomb Has a Silver Lining after I thought about building a spiritual successor to Color Coordination. After building level 80, Chip! In! Spaaaace!, I took another hiatus to focus on optimizing, but later came back in the new year to build the remaining 69 levels within an eight-week sprint, starting with A Mine Is a Terrible Thing to Waste and ending with Manaan on February 28, 2019. Looking back, I'm thankful for the various opportunities to get out of my design comfort zone. I probably wouldn't have had the idea for, say, You Break It, You Buy It if I didn't have Present Company to work with. Half the challenges in When One Door Closes probably wouldn't exist if Utter Clutter wasn't such a tightly constructed set of walls that inspired outside-the-box thinking. And the unusual layout of Booster Shots pushed me to use a palette of tiles in some fun ways to create Slick Slimy Slurpee. Every challenging layout crossed off the list felt like a personal triumph and urged me to keep pressing on and continue designing, and I'm so grateful for that. Overall, I'm fairly happy with how the set turned out! A few notes on the distribution: this download contains a .zip file with three versions of the set, much like Josh Lee's Walls of CCLP3 (which was also inspired by Jeffrey's set as well!). The "unlabeled," vanilla version, Walls_of_CCLP1.dat, is the intended way to play through the levels and is ordered mostly by difficulty. Walls_of_CCLP1_A.dat is the "wall order," in which all the levels are ordered by where their originating counterparts appeared in CCLP1. Finally, Walls_of_CCLP1_B.dat is the "design order," in which all the levels are ordered by when their first version was completed. Most updates from this point forward will more than likely be minor. Enjoy playing, and be sure to leave a comment! I'd love to hear your thoughts.
  5. J.B.'s Official Set Scores

    CCLP4 (MS) #136 (Seeing Red): 346 (+1, b+1) joint record with Kacper L. 6,109,540 (b)
  6. J.B.'s Official Set Scores

    CC1 (MS) #64 (SPOOKS): 548 (+1, b) tykl #126 (BLOCK N ROLL): 443 (+2, bc) 5,977,650 CCLP4 (MS) #103 (Malachite): 602 (+2, b+2) joint record with Kacper L. #136 (Seeing Red): 345 (+1, b+1) joint record with Kacper L. 6,109,530 (b) CCLP4 (Lynx) #136 (Seeing Red): 345 (+1, b+1) 6,100,040 CC2 (Steam) #169 (BOMBS QUAD): 777 (+1, bc) | 92270 (+10, bc) Score: 14,535,901 (b) Time: 37,619 (b)
  7. Unsolvable Level Reports

    CCZone members, If you wish to report an unsolvable level in any custom level set, this is the place to do it. I will maintain a list of all the reported levels on this post as this thread grows. Any fixed levels will be removed. UNSOLVABLE LEVELS REPORTED TomP3 #85: STEEL WORKS TomP3 #86: FLOORS OF TERROR
  8. J.B.'s Official Set Scores

    CCLP1 (MS) #127 (In the Pink): 421 (+1, bc) tyklftr 6,005,970 (b)
  9. J.B.'s Official Set Scores

    CCLP4 (MS) #91 (How to Retune Your Harp): 406 (+2, b+2) 6,109,500 (b) CCLP4 (Lynx) #39 (In the Walls of Gravel Castle): 438 (+4, b+4) #48 (Key Insight): 292 (+1, b+1) #84 (Forsythia): 396 (+5, b+5) #91 (How to Retune Your Harp): 370 (+6, b+6) 6,100,030
  10. J.B.'s Official Set Scores

    CCLP4 (MS) #9 (Pinball): 247 (+1, b+1) 6,109.480 (b)
  11. J.B.'s Official Set Scores

    CCLP4 (Lynx) #9 (Pinball): 242 (+1, bc) 6,099,870
  12. J.B.'s Official Set Scores

    CCLP4 (Lynx) #9 (Pinball): 241 (+1, b+1) 6,099,860
  13. JoshL7

    You are more than welcome to LP this set as well. Don’t let me discourage you.
  14. It's been several months since the release of CC2, and it seems like a lot of chipsters have generally enjoyed it, particularly the expanded selection of game elements and new level ideas to experiment with. One of the reactions to the game I've heard the most has been that the "stock" pack of levels is somewhat inconsistent in design quality. It's understandable - after all, the levels were made before many custom levels were even created for CC1 and level design evolved to what it is today. Personally, I enjoyed CC2 as a nostalgia trip back to the late '90s era of design when designers felt more free to experiment randomly, but I get that it may not be for everyone. Many designers have already begun creating their own levels and anticipating the creation of an official set for CC2, either as an alternative to the stock pack or as an outlet for their creativity. So, I thought we should probably at least start having some sort of conversation about what we'd like to see with respect to future official sets. There are several options we could pursue, each with its own pros and cons, and a number of salient points have been raised in favor of each option throughout the occasional discussions among chipsters on Skype about this topic. (For clarification's sake, I will be referring to the potential next official custom set for CC1 as "CCLP4" and the potential first official custom set for CC2 as "CC2LP1," though I hope we don't have to feel bound to use that name.) 1. Make CCLP4 for CC1, then make CC2LP1 a different set for CC2. This option is appealing for at least a couple of reasons: many designers have built CC1 levels in the hope of seeing them in CCLP4, and CC2 design hasn't quite brought about the same amount of activity or variety of design tools yet. With this approach, CC1 as we've known it can have one last hurrah before everyone fully moves on and makes the adjustment to building levels for CC2. It would also allow for some time for additional editing programs be built, not to mention a free Tile World-esque alternative to the official version of CC2 like CC1 had. The downside is that the focus would initially be placed on a game that isn't exactly "active" in the sense that CC2 is. 2. Make CCLP4 and CC2LP1 basically the same set, without the use of CC2 elements in CC2LP1. Arguably the biggest argument for getting an official custom set for CC2 built sooner than later is that unlike CC1, CC2 is not a "dead" game. It's available for purchase on Steam, and as such, we as a community are facing an opportunity to bring in new members and grow even further by maintaining the game's momentum through some evergreen content. The question is how. A few designers have already ported some of their CC1 levels to CC2. One could argue that anyone who wishes to see their compositions in a future set that badly could easily use Chuck Sommerville's conversion program to port their work over to CC2. Those who would still like to make CCLP4 a reality could get on board with this if the set is compatible across all of the games - but there are a few issues with this. Even though many of the CCLP4 submissions were compatible with both MS and Lynx rulesets, that's not a guarantee that they would work in CC2. Tile World's Lynx emulation was more lenient about arbitrary clone and trap connections, whereas CC2 requires the reverse reading order connections used in CC's original, pedantic Lynx mode. 3. Make CCLP4 and CC2LP1 basically the same set, with the use of CC2 elements in CC2LP1. This option would allow designers to implement workarounds in situations like the aforementioned clone / trap connections (such as pink buttons and wires), as well as give them the freedom to build levels slightly differently if a mechanism would be better suited to CC2 game elements. Of course, there are two rather glaring issues with this option and Option 2. One is whether or not CC2LP1 would allow item dropping in levels, and I'd like to believe that either choice would be consistent throughout the set. Not doing so would prevent designers from placing non-CC1 collectible items (and would be rather sad for an initial CC2 official custom set), whereas doing so would break a number of levels that may be more difficult in CC1. The other problem is that anyone who has been introduced to the CC level designing world through CC2's release would have to build their levels for CC1 and get familiar with its mechanics, which would just be extra work. 4. Forget about CCLP4 and move on with CC2LP1 instead. This is the option I've been in favor of the most. It allows anyone who wanted their levels to be in CCLP4 the opportunity to submit them for consideration in CC2 instead, providing they're still active in the community. It gives them the freedom to build their levels in any way they want using whatever elements they want without having to worry about compatibility with another game and its ruleset(s) or multiple versions of their work. (This would especially be nice for optimization and scorekeeping as well.) Of course, it would mean that we wouldn't be making CCLP4 - but I don't think that's necessarily a bad thing when the submitted content could be made even better with the trappings of the new game. We'd be making a commitment to supporting CC2 and making sure that it has new material instead of clutching onto something that's arguably obsolete. What do you think? Which option sounds appealing to you? Do you have another suggestion not listed here? Feel free to sound off in this thread!
  15. I like the idea - though I'd personally prefer to see a single set with the best of the four CCLPs (perhaps with 200 levels?) then all four sets.
  16. I'm inclined to lean toward CC2 on the basis of potential. While it's worth discussing, I don't think it's going to do a lot of good at this point to debate how many "eligible" levels are available for a community pack for either game right now. I can remember back in the late '90s, we barely had any custom levels but proceeded to create CCLP2 anyway around 2000-2001. The pack turned out quite well and inspired so many budding designers to create levels of their own that CCLP3's voting pool dwarfed CCLP2's by quite a few magnitudes. That's what community packs are great for - exploring new ideas and design styles just enough that someone who may have been skittish about their own creativity takes that first step. Right now, CC2 doesn't have a set like that. The original game was created back in the late '90s, and the editor was limited enough that most of the levels were built with the 10x10 map size. Some of the elements were barely used in the stock game's main campaign, which is a shame. I'd wait a year or two to begin working toward voting for a set, but just from playing some of the levels that have been made, the quality far exceeds what was available for CC1 when CCLP2 was assembled. For anyone who's hesitant to let go of the familiarity of CC1, I'd recommend playing through a set like Joshua Bone's Walls of CC1 and see just how much potential there is to be uncovered in CC2. The sky's the limit if we're willing to invest in it.
  17. J.B.'s Official Set Scores

    CCLP4 (Lynx) #50 (Secret Underground Society): 336 (+1, b+1) 6,099,850
  18. J.B.'s Official Set Scores

    CCLP4 (Lynx) #65 (Duplex): 620 (+5, b+5) #117 (Greenian Motion): 269 (+1, b+1) #128 (Mindless Self-Indulgence): 505 (+10, b+10) 6,099,840
  19. J.B.'s Official Set Scores

    CCLP4 (Lynx) #62 (Block Unpuzzle): 358 (+1) #65 (Duplex): 615 (b+6) #100 (One Tank’s Adventure): 898 (b+25) #121 (Death and Destruction): 425 (b+4) #123 (Life Is Not a Puzzle): 656 (b+2) 6,099,680
  20. J.B.'s Official Set Scores

    CCLP4 (Lynx) #38 (Detonation Station): 189 (b+3) #146 (Japanese Game Show): [839] (b+14)
  21. J.B.'s Official Set Scores

    CC1 (Lynx) #63 (BLOCK FACTORY): 473 (+2, b) 5,897,950 (b) CCLP4 (Lynx) #43 (Coral Reef): 422 (b+4)
  22. J.B.'s Official Set Scores

    CCLP4 (MS) #143 (Color Coordination): 648 (+3, bc) 6,109,470 (b) CCLP4 (Lynx) #143 (Color Coordination): 643 (+3, b+3)
  23. J.B.'s Official Set Scores

    CC2 #104 (PIECES OF EIGHT): 289 (+1, bc) | 54890 (+10, bc) #114 (IN THE LONG RUN): 79 (+1, bc) | 58790 (+10, bc) #163 (BLOX): 328 (+1, bc) | 84780 (+10, bc) #188 (CLONE): 320 (+3, bc) | 97200 (+30, bc) Total seconds: 37,618 (b) Total score: 14,535,891 (b)
  24. J.B.'s Official Set Scores

    CCLP4 (MS) #103 (Malachite): 600 (+2, b+2) 6,109,440 (b) CCLP4 (Lynx) #103 (Malachite): 584 (b+8) #114 (Repugnant Nonsense): 514 (b+2)
  25. J.B.'s Official Set Scores

    CCLP4 (MS) #107 (Combinations): [889] (+6, b+4) #114 (Repugnant Nonsense): 517 (+2, b+2) 6,109,420 (b) CCLP4 (Lynx) #107 (Combinations): [884] (+7, b+4)