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jblewis

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Everything posted by jblewis

  1. 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. Walls of CCLP1
  2. Good news - there's another new update! 0.3.3 includes... Flotsam and Jetsam: replaced decoy tank button with random force floor to remove a needless red herring. Block Buster 3 in 2D: reverted to previous version, with some water spaces replaced by bombs, to prevent a bust. @Flareon350 - the section in Images of Giza that was removed was a bunch of disconnected rooms outside the pyramid where you carried a block back inside OVERSEA DELIVERY-style to fill in a water space that guarded the exit, where the hint now sits. I eventually took it out because it seemed to clash with the pyramid aesthetic and felt like needless extra work at the end, especially after all the dodging.
  3. I've added one additional minor update that addresses a couple of issues: Three Boot Night: decremented chip count by one and replaced last chip with green door. Blade Mountain: added extra gravel tile in walker dodging "mountain" section. Have fun!
  4. 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.
  5. 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
  6. 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  
  7. Walls of CCLP1

    Version 0.3.3

    36 downloads

    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.
  8. J.B.'s Official Set Scores

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

    I'm starting a new thread for all my official set score reports. These first three posts - one per ruleset - are a complete score list that will be updated as new reports are added. Bolds are marked as green, while non-bolds are marked as red. CC1 MS Ruleset CC1 #1 (LESSON 1): 83 #2 (LESSON 2): 90 #3 (LESSON 3): 89 #4 (LESSON 4): 116 #5 (LESSON 5): 85 #6 (LESSON 6): 94 #7 (LESSON 7): 139 #8 (LESSON 8): 96 #9 (NUTS AND BOLTS): 306 #10 (BRUSHFIRE): 51 #11 (TRINITY): 211 #12 (HUNT): 270 #13 (SOUTHPOLE): [982] #14 (TELEBLOCK): 204 #15 (ELEMENTARY): 89 #16 (CELLBLOCKED): [971] #17 (NICE DAY): 83 #18 (CASTLE MOAT): 553 #19 (DIGGER): 171 #20 (TOSSED SALAD): 340 #21 (ICEBERG): 119 #22 (FORCED ENTRY): 293 #23 (BLOBNET): 436 #24 (OORTO GELD): 428 #25 (BLINK): 435 #26 (CHCHCHIPS): 254 #27 (GO WITH THE FLOW): 147 #28 (PING PONG): 239 #29 (ARCTICFLOW): 302 #30 (MISHMESH): 454 #31 (KNOT): 6 #32 (SCAVENGER HUNT): 379 #33 (ON THE ROCKS): [683] #34 (CYPHER): 297 #35 (LEMMINGS): 577 #36 (LADDER): 232 #37 (SEEING STARS): 597 #38 (SAMPLER): 462 #39 (GLUT): 17 #40 (FLOORGASBORG): 195 #41 (I.C. YOU): 172 #42 (BEWARE OF BUG): 187 #43 (LOCK BLOCK): 126 #44 (REFRACTION): 146 #45 (MONSTER LAB): 292 #46 (THREE DOORS): 222 #47 (PIER SEVEN): 231 #48 (MUGGER SQUARE): 277 #49 (PROBLEMS): 162 #50 (DIGDIRT): 318 #51 (I SLIDE): 655 #52 (THE LAST LAUGH): 382 #53 (TRAFFIC COP): 478 #54 (GRAIL): 326 #55 (POTPOURRI): 70 #56 (DEEPFREEZE): 162 #57 (STRANGE MAZE): 229 #58 (LOOP AROUND): 550 #59 (HIDDEN DANGER): 368 #60 (SCOUNDREL): 288 #61 (RINK): [950] #62 (SLO MO): 282 #63 (BLOCK FACTORY): 477 #64 (SPOOKS): 547 #65 (AMSTERDAM): 397 #66 (VICTIM): 292 #67 (CHIPMINE): 518 #68 (EENY MINY MOE): 489 #69 (BOUNCE CITY): 229 #70 (NIGHTMARE): 136 #71 (CORRIDOR): 355 #72 (REVERSE ALLEY): [961] #73 (MORTON): 485 #74 (PLAYTIME): 359 #75 (STEAM): 479 #76 (FOUR PLEX): 416 #77 (INVINCIBLE CHAMPION): 481 #78 (FORCE SQUARE): 480 #79 (DRAWN AND QUARTERED): 220 #80 (VANISHING ACT): 733 #81 (WRITERS BLOCK): [516] #82 (SOCIALIST ACTION): 969 #83 (UP THE BLOCK): 298 #84 (WARS): 580 #85 (TELENET): 236 #86 (SUICIDE): 381 #87 (CITYBLOCK): [550] #88 (SPIRALS): 317 #89 (BLOCK BUSTER): 402 #90 (PLAYHOUSE): 318 #91 (JUMPING SWARM): 367 #92 (VORTEX): 444 #93 (ROADSIGN): 651 #94 (NOW YOU SEE IT): [906] #95 (FOUR SQUARE): 335 #96 (PARANOIA): 320 #97 (METASTABLE TO CHAOS): 290 #98 (SHRINKING): 338 #99 (CATACOMBS): 380 #100 (COLONY): [910] #101 (APARTMENT): 240 #102 (ICEHOUSE): 177 #103 (MEMORY): 488 #104 (JAILER): 235 #105 (SHORT CIRCUIT): 255 #106 (KABLAM): [907] #107 (BALLS O FIRE): 260 #108 (BLOCK OUT): 278 #109 (TORTURECHAMBER): 133 #110 (CHILLER): 276 #111 (TIME LAPSE): [963] #112 (FORTUNE FAVOURS THE): [985] #113 (OPEN QUESTION): 462 #114 (DECEPTION): 172 #115 (OVERSEA DELIVERY): [922] #116 (BLOCK BUSTER II): 714 #117 (THE MARSH): [942] #118 (MISS DIRECTION): 260 #119 (SLIDE STEP): 210 #120 (ALPHABET SOUP): [949] #121 (PERFECT MATCH): [968] #122 (TOTALLY FAIR): 272 #123 (THE PRISONER): 272 #124 (FIRETRAP): 667 #125 (MIXED NUTS): [830] #126 (BLOCK N ROLL): 441 #127 (SKELZIE): 454 #128 (ALL FULL): 315 #129 (LOBSTER TRAP): 286 #130 (ICE CUBE): [933] #131 (TOTALLY UNFAIR): 26 #132 (MIX UP): 683 #133 (BLOBDANCE): [949] #134 (PAIN): [218] #135 (TRUST ME): 293 #136 (DOUBLEMAZE): [926] #137 (GOLDKEY): 392 #138 (PARTIAL POST): 240 #139 (YORKHOUSE): [920] #140 (ICEDEATH): 263 #141 (UNDERGROUND): [968] #142 (PENTAGRAM): [968] #143 (STRIPES): [858] #144 (FIREFLIES): [832] #145 (Thanks to...): [991] #146 (CAKE WALK): 712 #147 (FORCE FIELD): [970] #148 (MIND BLOCK): [629] #149 (SPECIAL): 955 Total score: 5,977,620 Total bolds: 145/149 CCLP1 #1 (Key Pyramid): 168 #2 (Slip and Slide): 180 #3 (Present Company): 183 #4 (Block Party): 207 #5 (Facades): 232 #6 (When Insects Attack): 185 #7 (Under Pressure): 185 #8 (Switcheroo): 230 #9 (Swept Away): 228 #10 (Graduation): 320 #11 (Basketball): 226 #12 (Leave No Stone Unturned): 289 #13 (The Monster Cages): 263 #14 (Wedges): 206 #15 (Twister): 315 #16 (Tetragons): 281 #17 (Tiny): [990] #18 (Square Dancing): 264 #19 (Feel the Static): 351 #20 (Chip Suey): 380 #21 (Generic Ice Level): 175 #22 (Repair the Maze): 330 #23 (Circles): 226 #24 (Chip's Checkers): 343 #25 (Mind Lock): 139 #26 (Trafalgar Square): 173 #27 (Teleport Depot): 283 #28 (The Last Starfighter): 276 #29 (Sky High or Deep Down): 326 #30 (Button Brigade): 219 #31 (Quincunx): 144 #32 (Nitroglycerin): 263 #33 (Spitting Image): [956] #34 (Just a Bunch of Letters): 289 #35 (Mystery Wall): 379 #36 (Rhombus): 219 #37 (Habitat): 332 #38 (Heat Conductor): 483 #39 (Dig and Dig): 237 #40 (Sea Side): [962] #41 (Descending Ceiling): 166 #42 (Mughfe): 419 #43 (Gears): 206 #44 (Frozen Labyrinth): 365 #45 (Who's the Boss?): 279 #46 (Sapphire Cavern): 286 #47 (Bombs Away): [953] #48 (Sundance): 180 #49 (49 Cell): 430 #50 (The Grass Is Greener on the Other Side): 167 #51 (H2O Below 273 K): 274 #52 (The Bone): 309 #53 (Start at the End): 410 #54 (Mini Pyramid): 236 #55 (The Chambers): 322 #56 (Connect the Chips): [963] #57 (Key Farming): 296 #58 (Corral): 327 #59 (Asterisk): [970] #60 (Guard): 263 #61 (Highways): 424 #62 (Design Swap): 346 #63 (New Block in Town): 174 #64 (Chip Kart 64): 45 #65 (Squared in a Circle): 428 #66 (Klausswergner): 290 #67 (Booster Shots): 304 #68 (Flames and Ashes): [947] #69 (Double Diversion): 288 #70 (Juxtaposition): 426 #71 (Tree): 302 #72 (Breathing Room): 183 #73 (Occupied): 419 #74 (Traveler): 353 #75 (ToggleTank): 243 #76 (Funfair): 383 #77 (Shuttle Run): 8 #78 (Secret Passages): 533 #79 (Elevators): [957] #80 (Flipside): 390 #81 (Colors for Extreme): [900] #82 (Launch): 96 #83 (Ruined World): [971] #84 (Mining for Gold Keys): 474 #85 (Black Hole): 971 #86 (Starry Night): 309 #87 (Pluto): 560 #88 (Chip Block Galaxy): [910] #89 (Chip Grove City): 345 #90 (Bowling Alleys): 343 #91 (Roundabout): 350 #92 (The Shifting Maze): 837 #93 (Flame War): 326 #94 (Slime Forest): 479 #95 (Courtyard): 309 #96 (Going Underground): 408 #97 (Gate Keeper): 365 #98 (Rat Race): 329 #99 (Deserted Battlefield): [983] #100 (Loose Pocket): 332 #101 (Time Suspension): [849] #102 (Frozen in Time): [944] #103 (Portcullis): [977] #104 (Hotel Chip): 602 #105 (Tunnel Clearance): 257 #106 (Jailbird): 369 #107 (Paramecium Palace): 332 #108 (Exhibit Hall): 296 #109 (Green Clear): 433 #110 (Badlands): [844] #111 (Alternate Universe): [959] #112 (Carousel): 505 #113 (Teleport Trouble): [972] #114 (Comfort Zone): 313 #115 (California): 430 #116 (Communism): 520 #117 (Blobs on a Plane): 255 #118 (Runaway Train): 104 #119 (The Sewers): 322 #120 (Metal Harbor): [801] #121 (Chip Plank Galleon): 285 #122 (Jeepers Creepers): 650 #123 (The Very Hungry Caterpillar): 60 #124 (Utter Clutter): 543 #125 (Blockade): 210 #126 (Peek-a-Boo): 354 #127 (In the Pink): 420 #128 (Elemental Park): 596 #129 (Frogger): 272 #130 (Dynamite): [871] #131 (Easier Than It Looks): 106 #132 (Spumoni): 446 #133 (Steam Cleaner Simulator): 472 #134 ((Ir)reversible): 333 #135 (Culprit): 382 #136 (Whirlpool): [884] #137 (Thief Street): 179 #138 (Chip Alone): 520 #139 (Assassin): 258 #140 (Automatic (Caution) Doors): 825 #141 (Flush): 269 #142 (Bummbua Banubauabgv): 383 #143 (Amphibia): [844] #144 (The Ancient Temple): 431 #145 (Chance Time!): 235 #146 (Cineworld): 387 #147 (Thief, You've Taken All That Was Me): 853 #148 (The Snipers): 373 #149 (Clubhouse): 430 Total score: 6,005,960 Total bolds: 148/149 CCLP2 #1 (A Fleeting Memory): 347 #2 (Naomi's Bug Collection): 243 #3 (Bea's Den): 109 #4 (Force World): 237 #5 (Suction Ride): 377 #6 (Fixing the Toggle Switch): 163 #7 (Slightly Mad): 254 #8 (Use the Fish): 302 #9 (Maze of One Way): 197 #10 (Who Needs a Flipper?): 368 #11 (Deconstruction): 411 #12 (Mazed In): 354 #13 (The Serial Port): 342 #14 (The Parallel Port): 258 #15 (Debug File): 237 #16 (Paw-Print Isle): 313 #17 (Double Trouble): 256 #18 (Elemental): 237 #19 (A Sample of Things to Come): 301 #20 (Ranger Denmark): 293 #21 (Block Away!): 264 #22 (How Goes?): 27 #23 (Traps I): 254 #24 (Sudden Death): 305 #25 (Race for the Chips): 269 #26 (Work Fast): 128 #27 (Frozen Floors): 276 #28 (Madness I): 266 #29 (Fire and Water): 169 #30 (Chase Race): 246 #31 (Well of Wishes): 365 #32 (Tele-Portion): 377 #33 (The Big Button Quest): 76 #34 (Cypher II): 404 #35 (Mirror): 446 #36 (Spy): 447 #37 (The Mystery of the Seven Chips): 322 #38 (Mads' Rush I): 11 #39 (Yike-O-Matic): 231 #40 (Traps II): 249 #41 (Ladder Needs a Wash): 207 #42 (Hmmm!): 246 #43 (Ray of Light): 19 #44 (Fun House Rink): 205 #45 (Breaking the Rules): 138 #46 (Hurry Up, Chip!): 40 #47 (Tele-Rooms): 270 #48 (And Then There Were... Four?): 125 #49 (Just a Minute!!): 30 #50 (Smorgasbord): 428 #51 (The Lake in Winter): 395 #52 (Oracle I): 313 #53 (Security Breach): 58 #54 (Killer Rooms): 303 #55 (Dangers of Fire and Beasts): 78 #56 (Planet of the Teeth): 236 #57 (Quad-Boot): 266 #58 (Reversi): 301 #59 (Lot of Danger): 353 #60 (Internal Clock): 566 #61 (Icy Moat): 421 #62 (Chips on the Blocks): 256 #63 (Jungle): 130 #64 (Loop Holes): 348 #65 (Beware of the Teeth!): 38 #66 (Hobgoblins and Chimera): 233 #67 (The One Sensible Chip): 255 #68 (Madness II): 277 #69 (So Many Chips!): 238 #70 (Killer Spiral): 220 #71 (Mads' Rush II): 26 #72 (Checkerboard I): 450 #73 (Bumble Boy): 232 #74 (Chip Search): 253 #75 (BuggyWall): 113 #76 (Fire Bugs): 241 #77 (Madd Maze): 244 #78 (The Search for the Exit): 298 #79 (Cra-zy): 114 #80 (Frost Swirl): 316 #81 (Just Enough): 346 #82 (The Block Stops Here): 253 #83 (Warehouse I): 388 #84 (Crypts of Aganorak): 426 #85 (Follow the Glacier Brick Road): 306 #86 (Creative One-Ways): 249 #87 (The Walker Machine): 20 #88 (Don't Get Lost): 317 #89 (The Ghetto Defender): 381 #90 (Marjolaine's Maze): 204 #91 (Tutti-Frutti): 468 #92 (Abandoned Mines): 459 #93 (Exit Chip): 388 #94 (Checkerboard II): 779 #95 (Learn): 314 #96 (Glider and Fire): 398 #97 (Roller Coaster): 265 #98 (Loop): 38 #99 (One-Block Sokoban): 269 #100 (Torch): 345 #101 (Hard as Rock): 924 #102 (Chip's Fight): 371 #103 (Island Hopping): 392 #104 (Pyramid): 341 #105 (Yet Another Puzzle): 200 #106 (Bounce): 342 #107 (Joyride I): 6 #108 (Tricks): 344 #109 (Blocked Trap): 567 #110 (It's a Kind of Magic): 456 #111 (Monster Factory): 376 #112 (After the Rainstorm): 144 #113 (Oorto Geld II): 671 #114 (Joyride II): 81 #115 (Counter Clockwise): 353 #116 (Turn Turn Turn): 425 #117 (CircleMaze): 476 #118 (High Security): 189 #119 (Teeth): 280 #120 (Frost Rings): 335 #121 (Flame Boy): 283 #122 (Warehouse II): 451 #123 (BlockSlide): 746 #124 (Paramecia): 228 #125 (Blocks 'n Bombs): 232 #126 (Dodge!): 156 #127 (Escape from Chipkatraz): 112 #128 (Fantasy Island): 336 #129 (Miscellaneous): 593 #130 (Frozen Birdbath): 385 #131 (Time Bomb): 241 #132 (Captured): 251 #133 (Block Maze): 832 #134 (Microcosm): 361 #135 (Zartacla): 402 #136 (Switch Hit): 423 #137 (Iron Mysticus): 400 #138 (Patrolled): 481 #139 (Frostbite): 373 #140 (Keep Trying): 484 #141 (Oracle II): 598 #142 (Chomper Romp): 518 #143 (Trapped): 495 #144 (Wormwood): 539 #145 (Gauntlet): 458 #146 (Run-a-Muck): 319 #147 (Cloner's Maze): 785 #148 (Neptune): 548 #149 (Key Color): 408 Total score: 6,050,850 Total bolds: 145/149 CCLP3 #1 (Entrance Examination): 192 #2 (Snakes and Ladders): 342 #3 (A Walk in the Park): 312 #4 (Suction Solution): 245 #5 (Toggle Bust): 395 #6 (Thieves and Teleports): 93 #7 (Dancing Gliders): 152 #8 (Pigeonholed): 111 #9 (Redoubled Effort): 111 #10 (Annoying Wall): 79 #11 (Blue Blocks): 448 #12 (My Friend): 125 #13 (Road Block): 107 #14 (Window Shopping): 347 #15 (Bumper): 195 #16 (Two Sets of Rules): 254 #17 (Lot in Life): 97 #18 (Replay): 345 #19 (Super Chip): 174 #20 (Rock): 223 #21 (Mud and Water): 211 #22 (Damp): 110 #23 (Map the Path): 245 #24 (Impossible?): 221 #25 (Recess): 99 #26 (Spiral): 396 #27 (Jumble): 235 #28 (Pac Man): 392 #29 (Tool Box): 285 #30 (Problem Solver): 232 #31 (Bouncin' Blocks): 211 #32 (Pearl Diving): 157 #33 (Vague Dream): 40 #34 (Motion Blur): 878 #35 (MonsterMaze): 59 #36 (Zelgon's Lair): 222 #37 (Blue Moon): 135 #38 (Wireframe): 309 #39 (Cheap Shots and Dirty Tricks): 37 #40 (Blazes): 228 #41 (Patchwork): 209 #42 (Every Trick in the Book): 422 #43 (Who's Left?): 339 #44 (Tiny Spirals): 217 #45 (Block Head): 411 #46 (Get a Clue): 281 #47 (Flame Thrower): 371 #48 (All About Buttons): 391 #49 (All About Blocks): 306 #50 (Once Upon a Troubadour): 154 #51 (Dancing on Ice): 333 #52 (Dolly Mixtures): 365 #53 (Backtrack): 312 #54 (Good Advice): 284 #55 (Construct-a-Maze): 237 #56 (Item Unlocker): 317 #57 (Beachballs): 197 #58 (Bowling): 244 #59 (Air Pocket): 322 #60 (Red, Green and Blue): 258 #61 (Bump and Run): 318 #62 (Go Back to Start): 488 #63 (Pocket Puzzle): 230 #64 (Producing): 326 #65 (Countdown): 72 #66 (The Aftermath): 300 #67 (The Haunted House): 190 #68 (Incident on a Bridge): 430 #69 (Coal Mine): 426 #70 (On the Coast): 409 #71 (How to Get Around in Venice): 406 #72 (Fireball Tourism): 125 #73 (Take the I Train): 265 #74 (Niche): 270 #75 (Chip Alone: Lost in Chip City): 314 #76 (Complex): 508 #77 (Oh-Ho!): 191 #78 (Slide Show): 411 #79 (Clear the Way): 313 #80 (Checkers): 194 #81 (Possible): 113 #82 (Mediterranean): 504 #83 (Billiards): 223 #84 (No End in Sight): 346 #85 (Maginot Line): 513 #86 (To Catch a Thief): 392 #87 (Block and Key): 397 #88 (Which One Next?): 795 #89 (Replay II): 398 #90 (Lichenstein): 207 #91 (Olly Olly Oxen): 229 #92 (Bolkonski): 405 #93 (Shattered): 39 #94 (Mistakes): 283 #95 (Waste of Space): 381 #96 (In the Limelight): 515 #97 (Jumble II): 484 #98 (Mouth-Watering): 496 #99 (Freezer): 326 #100 (Sardines): 230 #101 (The Ghosts at the Massingham Mansion): 615 #102 (Triple Alarm): 380 #103 (Prison Break): 312 #104 (Civilization of Creatures): 317 #105 (Caves): 205 #106 (Oil Rig): 241 #107 (Lazy Hourglass): 553 #108 (Magic Trick): 397 #109 (Hidden Depths): 409 #110 (Floating Plaza): 315 #111 (Bustin' Out): 613 #112 (Pushy): 225 #113 (Stress Fracture): 413 #114 (Lead Us Not into Temptation): 579 #115 (Triple Maze): 829 #116 (Mini Challenges): 303 #117 (Mice Are Good for Something): 634 #118 (Obstacle Course): 394 #119 (Elite): 514 #120 (Twisted Chambers): 628 #121 (Jaywalker): 69 #122 (Manic Depression): 504 #123 (Investment): 739 #124 (Jumble III): 503 #125 (Water Trap): 666 #126 (Marooned): 134 #127 (Beat the Heat): 437 #128 (Divide and Conquer): 433 #129 (Everybody Get Dangerous): 551 #130 (Four by Four): 325 #131 (Mental Blocks): 656 #132 (Commit Suicide?): 339 #133 (Think Tank): 830 #134 (We'll Be Right Back): 196 #135 (Color Wheel): 777 #136 (Grand Prix): 574 #137 (Vulcan): 816 #138 (Waterslide): 139 #139 (Rotation): 554 #140 (Yet Another Yet Another Puzzle): [851] #141 (Bug Arranging): 336 #142 (Mudpie): 535 #143 (Same Game): 749 #144 (You Can't Teach an Old Frog New Tricks: [633] #145 (Recurring Dream): 735 #146 (Suspended Animation): [745] #147 (Avalanche): 512 #148 (Diabolical): 320 #149 (Mr. McCallahan Presents): 810 Total score: 6,093,460 Total bolds: 142/149 Grand total CC1 MS ruleset score: 24,127,890 Grand total CC1 MS ruleset bolds: 580/596
  10. 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)
  11. 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
  12. J.B.'s Official Set Scores

    CCLP1 (MS) #127 (In the Pink): 421 (+1, bc) tyklftr 6,005,970 (b)
  13. 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
  14. J.B.'s Official Set Scores

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

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

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

    You are more than welcome to LP this set as well. Don’t let me discourage you.
  18. 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!
  19. 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.
  20. 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.
  21. J.B.'s Official Set Scores

    CCLP4 (Lynx) #50 (Secret Underground Society): 336 (+1, b+1) 6,099,850
  22. 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
  23. 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
  24. J.B.'s Official Set Scores

    CCLP4 (Lynx) #38 (Detonation Station): 189 (b+3) #146 (Japanese Game Show): [839] (b+14)
  25. 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)
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