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Everything posted by chipster1059

  1. plz make this happen Happy New Year everyone
  2. It works for me too. Clean your browser cache, perhaps?
  3. I'm mostly using ChipWiki. After I'm done with all 149 levels I'll probbably take a look at the public TWS to see how to get Lemmings and a few others for which there are no videos. CC1 MS 61-90
  4. I don't really optimize that much, but I still try to get a reasonable score for the official levels. CC1 MS levels 1-30
  5. Are you using Tile World or the Steam version? What set and level?
  6. This can be done by deleting the sound files, like I did long ago. When I saw the thread name, I thought it was about a way to disable that annoying command prompt always open in the background. (This used to be the case back in 2.0 and 2.1, IDK if it has been fixed since)
  7. I know I said the next update would come in the first half of 2019, but recently Tyler started streaming the set, and it turns out that several early levels were evil. In most cases, it was just a handful of tiles that ruined the experience. I continued playing beyond where Tyler stopped and found more such issues. This version fixes these issues. In two cases, the entire level had to be removed and replaced with something else. Here is a detailed changelog: Levels 131 and 170 replaced. 8: Removed one of the chips that was evil. 10: Removed one tank, one walker, and moved the flippers closer. 12: Added bonus flags under some blocks. 14: Removed the transmogrifer and replaced some swivels with fire. 17: Removed transmogrifer to prevent bust. 19: Replaced rover clone machine with a walker one. 22: Rotated a few force floors. 24: Added hint. 27: Blocked off a teleport with thin walls. Added eye. 30: Minor rewiring to prevent bust. 36: Replaced toggle wall with recessed wall. 53: Slight edits to the beginning. 66: Added some thin walls near a teleport. 72: Removed one walker. 128: Moved a teeth to prevent glitch.
  8. C1059-CC2 has been updated and now has 200 levels! In addition to this, a few other levels have been modified: 75: Added arrows to indicate directions of cloners. 79: Raised time limit and moved one hook to make solution less hard to figure out. 86: Added extra fire tile to prevent block slapping bust. 88: Added extra thin walls in directional block room to prevent bust. 92: Removed some blue keys to make the bonus harder to obtain. 98: Time limit raised from 150 to 300. 108: Replaced view from split to 10*10. 147: Enlarged the map to work around a flame jet bug. 168: Made the ending less evil. The next update will probably come in the first half of 2019.
  9. This looks really awesome. The ctrl+insert feature is going to be really useful. The tile menu could be especially useful for managing railroad tracks, and multidirectional cloners
  10. I would support doing this I did this for a few people for CCLP4 submissions, and it would probably be a good idea to do it again for this set.
  11. May I point out that the original set that comes with the game has a few 9*9 levels?
  12. It's great to see this happening I won't submit anything just yet; I will create a submissions set consisting of C1059-CC2 levels, and other levels, later on. Also I would perhaps be interested in being part of the staff. I support Tyler as leader
  13. I voted "mostly CC1, sometimes CC2". There aren't that many CC2 levels available; I wish there were more Although, like Jeffrey, I mostly design CC2 levels these days. The only CC1 levels I have designed recently are for the create competition, and they will be ported to CC2 afterwards.
  14. Fake gravel sounds evil. Let's not allow this, especially since at the moment, the only way to do this is hex editing. I agree with Jeffrey about bonus flags and aesthetic balance. About including solutions, though...I would say to keep the solutions in the released set. The main CC2 set has solutions included, and the workshop also requires solutions. As far as I know, hiding logic was not used in the original set. I think logic circuits should always be visible with exceptions determined on a case-by-case basis. For RNG mode, extra random with, once again, exceptions on a case-by-case basis. How about XXX-LevelNameWithoutPunctuation.c2m? Perhaps the comment box could include things like "additional testing and bust fixes by [person]" and "replay by [person]", as well as the set the level originally came from? Personally I'll probably blank most of the comments in the levels I will submit. Also, I agree with Miika about tutorials. There should be several tutorials for obscure (and not so obscure) mechanics that have yet to be officially introduced in the original set, or the CC1 sets.
  15. I really want this set to happen. Hopefully submissions will open in December or January. I would go with CC2LP1 or CC2LP2. Keep in mind that CCLP2 was the first sequel to the original CC1 set, and CCLP1 only came much later as a "replacement" for the original. Depending on whether we go with a replacement or a sequel-style set, either could be all right. 200 seems fine. I would say no to this. This was not used in any levels of the original CC2 sets. I would rather have always 10x10 whenever possible. 9x9 levels could, however, be modified to be 10x10 through a "fixing" period like for CCLP4. No. Let's have a 100x100 level in the set! Let's not ban blank no-signs and zero-directional blocks. Hex edited levels should be banned. I don't see how "block slapping" counts as a non-obvious technique, considering how Lynx play has become much more popular over recent years. But as for other, legit-obscure gimmicks, I would say that it's fine as long as there is a lesson-style level that clearly explains the concept. HOWEVER, I would say to ban any glitch that has the chance to be fixed in later versions of CC2, which would break the set.
  16. I think the problem is that the awards system is incredibly expensive, and the Patreon money is nowhere near enough to pay for it. I kinda feel like it might be a good idea to migrate CCZone to another forum software that isn't as crippled as Invision. Also, congrats on your accomplishment Architect
  17. This is really cool The Skelzie and Graduation bolds should be much easier to achieve now I probably won't be using it, though, since I use Linux which runs MSCC fine (even 64-bit distros )
  18. Yes, I would say so. There is a lot of creativity involved in level design. Under ordinary circumstances, not really. That said, if I'm in a bad mood, I might find myself making a very evil level, but this rarely happens since, like Jeffrey, I don't really design when I'm not feeling well. I create two types of levels: those where the title came first, and those where the level came first. In the former category, the titles sometimes reference events in my life. In the latter, however, it hardly ever happens, as I often struggle to find level titles. Yes, absolutely. Most of the levels in the first category, I mentioned in the previous section, would fit this description (although the story is not always very obvious).
  19. C1059-CC2 has been updated; it now has 180 levels. I have also made the following changes, following Mobius' feedback: 12: Replaced some bombs with sockets and modified last room. 17: Added extra dirt to fix bust. 24: Shortened the track maze in the end. 34: Moved hint so it doesn't overlap with the letter tiles, and reduced bonus. Please leave feedback
  20. Tom added a new feature, "confirm solvable", in which designers can put some information about the solvability of the levels of the set. Several designers updated their set with this information.
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