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Flareon350

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Flareon350 last won the day on July 7

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589 Chip

About Flareon350

  • Rank
    Yike-O-Matic
  • Birthday 09/29/1991

Contact Methods

  • MSN
    pkmndiamond493
  • Website URL
    http://www.furaffinity.net/user/pkmndiamond493/
  • Skype
    pokemondiamond493

Country

  • Country
    United States

Profile Information

  • Location
    The Alola Region
  • Favourite Set
    CCLP4
  • Interests
    Pokemon, Chip's Challenge, and... Furries. Yes I like them. :D

Recent Profile Visitors

4,370 profile views
  1. Josh's Official CC Scores

    CCLP2 MS #37. (The Mystery of the Seven Chips): 324 (+2, b) Total: 6,044,840 (97 b)
  2. CC2 Community Pack Survey

    Just for clarity, this essentially means I'd like a size limit, at least for the first CC2 pack. 60x60 sounds big enough. Maybe for future CC2 packs this could get lifted but for and specifically for the first CC2 pack, I think a size limit should be enforced.
  3. CC2 Community Pack Survey

    I'm unfamiliar with Warp Exits so I can't speak for those. Multiple hints should of course be acceptable. and lesson levels it depends on the approach this new pack will take. If the staff wants it be "a better CC2" then yeah lessons! Even if that's not the direction the set is going to take I still think it could benefit from some that the main game didn't really introduce (the hook immediately comes to mind) and also for block slapping! Cyphers seem kind of pointless since you can freely skip levels in CC2. There's no passwords in the game anyway.
  4. CC2 Community Pack Survey

    CC2LP1 While 150 is probably more ideal, I think 200 is the better option because it is in the spirit of CC2 (like how 149 was went with for every CCLP after the original CC1), and CC2 has a ton of elements to cover. I imagine the set will have a decent amount of short levels anyway so 200 should be fine, even with puzzle heavy stuff. No 10x10 throughout the whole set. I honestly don't want a 100x100 level in the set unless it is somehow a solid level. When it comes to levels with outside wire/logic gate mechanisms and such, I wouldn't include that as part of the level size unless the gameplay part of the level itself is bigger than 40x40. There's none that I can think of off the top of my head. The zero directional blocks and blank no signs should be allowed. Block slapping I think has potential to be properly introduced as a mechanic.
  5. Discord Quotes

    Tyler Sontag Today at 10:47 PM Hidden walls are not fine. Teach your kids to say no when a stranger offers them hidden walls Flareon350 Today at 10:48 PM what if the stranger offers them blue walls? Vehudur / Lessinath Today at 10:48 PM Pfft, you and your reasonable approaches to level building, Josh Jay Bee Today at 10:48 PM I kind of ended up doing that for the big space in Canyon of Lost Color :stuck_out_tongue: Except with force floors Tyler Sontag Today at 10:48 PM Blue walls are aight Though they are a gateway to green walls Indyindeed Today at 10:48 PM What about invisible walls Tyler Sontag Today at 10:49 PM NO! UNDER NO CIRCUMSTANCES SHOULD YOU FEED THEM TO YOUR CHILDREN anyway pasting discord quotes is kind of weird
  6. Ask a dumb question, get a dumb answer

    Ping Pong. Ball is life?
  7. Ask a dumb question, get a dumb answer

    Yes! But why though?
  8. Ask a dumb question, get a dumb answer

    2spooky4me Wait, we're doing another Warehouse I mod?
  9. Walls of CCLP3 discussion

    Ehh yeah I could have made something better for Bug Arranging but I specifically wanted a dodging level and the wall pattern of that level seemed very suited towards one compared to what I have left to use. Not to mention, I enjoy this level enough myself to not want to build something else for it and further, I have no ideas to what else to make with them that isn't another maze. Happy the further nerfing was helpful though. It's a whole lot more than just a 4x4 sectional level This is a relief to hear. My first thought when I made this and especially so after solving it myself was thinking this was too close to guesswork territory but that doesn't seem to be the case! Thanks!
  10. Walls of CCLP3 discussion

    Time for another update! As promised, 20 new levels have been added, which brings the total of this new version to 100 levels. As usual, these new levels are arranged by difficulty among themselves. The current 100th level is planned to be my final level of this set when it's complete as well. Feedback is appreciated, and enjoy! Walls of CCLP3
  11. JoshL3

    It's lame in comparison to the newer stuff I've been designing back when these were made I guess they were good but I don't believe many of them are nowadays.
  12. JoshL3

    Lol why are people playing this lame set that I am not going to make any changes to?
  13. Walls of CCLP3 discussion

    After a rather long week at work, I have released an update to this set once again! This update features a few fixes but also includes various hint updates to be seen in MSCC since that can be an option once again. The latter of these updates was probably unnecessary but it is here to stay. Walls of CCLP3 The blob in My Old Friend could represent that but I was more or less going for the fact blobs have been despised by many players, especially in the old CC1 days. I wouldn't say this is busted either but rather a bit looser in Lynx with block slapping. Definitely a concept I think I did right, especially with the space. Didn't catch that in Gruesome Citadel, this has been fixed in the update mentioned above. Thanks! For Repulsive Shadow Keep, take advantage of the ice corners Hey, someone actually noticed and liked the reference I went there for Nuclear Unleashed! The fact it worked out was a real satisfaction. It is a bit long I guess, but I have no issues with long levels that remain interesting, which I believe it is. Regardless, since CCLP3 had a lot of full map levels, this set is probably going to be the case as well unless I can force myself to make smaller and shorter levels with large wall templates.
  14. Walls of CCLP3 discussion

    If I added my own walls, that would just make this project pointless. The level as it is, is already nothing like YAYAP.
  15. Walls of CCLP3 discussion

    I think Gloomy Minute Village is a good idea of a dodging level and it works pretty well! Not to say it's perfect because it's far from that. It's another level concept I otherwise would have never done outside of this set (like Blurry) and honestly, it's one I now really like! The time limit being tight is intentional and even with the dodging it really isn't that hard of a level either. (Disclaimer: I don't consider this a blob dodging level but they affect the pattern of the others which makes it interesting). Maybe this is a little on the luck side of things but its not unreasonable. Imagine this on a greater scale then maybe this will be appreciated a bit more. If not, then oh well I can't please everyone! This is what I wanted. And as far as you not having interest in completing it - all I will say is you'll never have the satisfaction of 100%ing the set if you don't I love the concept of Chipyard and am proud of the puzzle. It is very forced because the walls weren't that interesting to use by themselves. You disagree with something of Hang Glider Smuggler that was 100% optional to players...? I guess I see where you're coming from but you chose to restart instead of playing out the rest of the level which could have been solved. also I'm not seeing how any of this is an adaptation of YAYAP. Because it uses blocks, even though it's clearly a glider themed level? Broken Floppy Disk is titled as such because the level looked like a Floppy Disk to me. Digitized Disaster uses teleports that were in place of the toggle walls from MonsterMaze because I had zero ideas for the toggle walls. Thank you again for the feedback!
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