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chipster1059

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Everything posted by chipster1059

  1. ...not really. You still have as much (or as little) money as when you clicked the link. Now back to what this post is supposed to be about... I first joined CCZone back in November 2013, almost three years ago. Three years is a long time. Since then, I have changed. For the better, I hope, but that's besides the point. As I have changed, so have my interests. One thing I have noticed, as I played through the CCLP4 voting packs, is that I'm not as patient with the game as I used to be. Also, I have hardly played any levels (besides these voting packs, and my own levels) recently. Another thing is that while I am near the top of the CCZone awards leaderboard, I don't think it matters anymore: it won't help go to college, or get a job. Another thing I have noticed is how inactive CCZone has been recently. We rarely have more than 5 posts in a single day, and we frequently have none. I was talking this over with my best friend a few days ago, and she said: "what's the point of lounging around waiting for something to happen?" Another thing is that real life is getting busier again, for several reasons, including the fact that I will participate in Nanowrimo again this year. CCZone just isn't one of my priorities anymore. Long story short, I am leaving CCZone. Not immediately, but probably by the end of the year. But until then, there are a few things I want to finish. I want to bring C1059-CC2 to 149 levels, and continue my LPs (although I probably won't finish them), among other things. Well, that's it for now. It was great while it lasted, but it will have to end soon.
  2. C1059-CC2

    C1059-CC2 has received an update; it now has 130 levels. Most of the new levels are small experiments. Feedback would be greatly appreciated. I have also continued adding replays: over 100 levels now have them. In the process, I also continued fixing busts and other issues. Here is a complete list of changes. I have also been modifying the soundtrack, and it is now available for download here on CCZone. Due to the 2MB file size limit it had to be split in 14 parts. If you want to use the soundtrack, you will have to download ALL the files in the download link in the first post, remove the fake dat extensions, and extract them. If you just want the set without the music, you can simply download C1059-CC2.zip and leave all the other files alone. Sorry this is so complicated.
  3. C1059-CC2 shall be updated this week, with 130 levels. Is it all right if I upload the soundtrack here on CCZone?

    1. Flareon350

      Flareon350

      I don't see why not. :P

    2. chipster1059

      chipster1059

      Thanks Josh. The set has been updated and the soundtrack uploaded alongside it.

  4. Excited about existing! That's a rare privilege.

  5. Fusion Pack - Discussion

    1: I made this one. It's fun, but I think I made the time limit too short. Sorry. 2: Small levels can be fun. 3: Amazing title. In the end, this level is a good experiment in trust. Just who do you trust, and how much do you trust them? Does the fact that you know this person on the Internet or in real life, have any importance? That's a subject that isn't mentioned enough. 4: Surprisingly fun. 5: Really unusual concept. But it works. 6: The level is easier in Lynx thanks to the safe hint (please don't remove it). Too much walker dodging. 7: I played this in JCCLP. It is really harder than it seems at first. 8: It's a good level that doesn't really fit in any traditional design categories. 9: Surprisingly easy. 10: A pentagram is a fascinating geometric shape. But a pentazium is...absolutely nothing. 11: I solved it on the first try. Repeatedly pausing makes it a lot easier. 12: The only real challenge is the time limit. 13: This one has no challenge at all, except finding the hint. 14: So many levels reference CC1...but this one actually skips some levels, and that makes it stronger. 15: This level is so hard, but that's great. It took me forever to find the solution, and when I did I felt very satisfied. 16: I said way too much about this level and complexities already. So let's just say I want it in the final set. 17: This concept should be done more often. 18: At first I expected this level to be very hard, but it's actually very easy. 19: I think this is in NeverStopGaming. This is one of the hardest levels in voting so far. 20: This level is so small yet so hard, and not just because of the time limit. 21: A good level. It's a good thing the nasty bug from the original version has been removed. 22: Overall, a good ice maze. 23: Really easy. REALLY easy. 24: Really great way to make a maze. Too many thin walls, though... 25: So many easy levels in a row. 26: A very creative concept. 27: This level is all right, but nothing special. 28: My main complaint is that it's impossible to see the fireball section before entering it. I solved it through trial and error. 29: The level is already hard enough without a strict time limit. 30: I've seen plenty of easy levels so far in this pack but this is ridiculous. Also the hint can be used as a safe spot in Lynx. 31: This one has an interesting concept. 32: I played this in Po100T; I'm a bit surprised it didn't appear in CCLP1. 33: This was in UC3 or UC4. It was a lot easier than I remembered it, but still fun. 34: It's quite a challenge. But the tricks are rather clever. 35: Decent maze, but not one of the strongest ones. 36: I played this somewhere but I don't remember where. The dodging is not overly hard. 37: Would have been great if there had been no extra chips. Currently, it's too easy. 38: Repetitive and annoying. 39: The glider room is very hard very late. Other than that, it's a good level. 40: The puzzles are good, but the walker machine is painful when playing without sound effects. 41: The only good thing about this level is that it's shaped like a glider. 42: One of the hardest puzzle levels in voting so far. But maybe a bit too hard for CCLP4... 43: A good precise timing level. 44: One of Jeffrey's best levels. 45: The level is very easy. But why do those corridors have to be so long? 46: And another very easy key collecting level... 47: Very simple maze... 48: This is in TS0. Tyler makes great levels. 49: A good blue wall maze, but as I already pointed out the title can be problematic. 50: Overall, it's a decent dodging level, but easy most of the time.
  6. Post Your Ctrl-V

    It's long...
  7. Souvenir Pack - Discussion

    Some packs are easier than others. 1: Overall it's a good level, apart from the aggressive blob cloner. 2: It's really easier than I expected. 3: The only real challenge with this level is that the force floors can get hard on the eyes. But it's so easy! 4: Most confusing level in voting so far. 5: Despite the simple premise, it's a great maze. 6: This was in Po100T, and in Not_CCLP4 with a funnier hint. I don't think any self-proclaimed "unfair" levels belong in the final set. 7: Metal Harbour is an easy level to copy. In fact, I did it myself. I find this one slightly disappointing. 8: Very fun puzzle, and the two ways to exit work well. 9: This is a really great level, and the title is amazing. It's a shame those two walkers are on floor and not gravel, though... 10: That's a short level. The solution seems obvious once discovered, but it's still a challenge. 11: And most of the time you don't know whether those are "worthless rocks" or whether they have something important underneath. I love the CC2 eye object. 12: The concept is interesting, but the level is too repetitive. 13: You just have to collect the items. The maze isn't hard and there are no special puzzles nor strict time limit. 14: I said that this level would be a good first level for CCLP4. I still think so. 15: Weird concept. 16: Creative concept, although executing the solution is rather easy. 17: This feels like a lesson level about blocks. 18: A very good force floor level. 19: At first it seems easy, but in the end it's crazy dodging, somewhat fun. 20: Once again, easier than I expected. Too easy. 21: First you get rather hard teeth dodging. Then you get a small maze (with ugly fireballs in Lynx) that serves no purpose other than filling up the rest of the map. 22: I played this in Po100T. While many levels with this concept instead rely on a warning click that ruins the level for those who play without sound effects, this one uses the timer instead, and this is great. 23: It's a decent level, and it won H&H:Po100T. However, I think the only reason it won was because some people wanted to save Automatic (Caution) Doors for CCLP1. Which, in the end, didn't work, since H&H:CCLP1 was won by The Ancient Temple. 24: Great itemswapper. 25: Decent key level...I guess... 26: I made a level with a similar concept, called Glider Cycle, which is not in voting. My level was simply dodging, while this one is also an itemswapper. In the end, I am not satisfied with either of these levels. 27: I played this in JoshL6 and JCCLP2. Unfortunately, if you miss some chips at the start (which is easy to do), you have to restart. 28: This would have been a good level, but seriously that invisible and hidden maze at the end... 29: Much easier than expected. 30: I played this in JCCLP. It was a fun level with a few hard parts. 31: Reading the hint isn't much of a challenge except in MS (but I don't care). Either way, very fun level. 32: This level lacks the concepts that made the original Tiny great. 33: Much harder than I expected. 34: Another JCCLP level. I found it extremely hard when I LPed the set, but now it seems very easy. 35: I don't generally like recessed wall mazes, but I guess this one is better than others. 36: The skates are the ones that aren't necessary. I figured it out because the ice can be bypassed using the green lock in the top right room. 37: Short and very creative level. 38: One of the most strict levels so far in voting. 39: This is a good level, but unfortunately very easy to cook at the end. 40: The first part of the level, with the blocks, is decent. The blue wall and glider part feels like a way of artificially expanding the level to fit the whole map. 41: I'm glad those fireballs don't have to be redirected. The bug dodging is decent. 42: I hate walkers, but sometimes I hate them less than other times. 43: It's fun, but very easy. I feel like I've said this many times in this pack so far... 44: Who is the second designer? Either way, amazing use of invisible walls. 45: Thankfully, there are no evil slides. 46: I've seen harder teeth levels in the voting packs. 47: The fireball section is terrible in MS, and the tank section is terrible in Lynx. 48: A simple itemswapper. 49: This was in UC3, I think. It's a simple chip collecting level without any major challenge. 50: The concept is interesting, but unfortunately the player must work from memory, and that gets very frustrating.
  8. The Official Birthday Thread!

    Happy 25th Birthday Josh!
  9. Daily Member Appreciation Day

    This is a thread on another forum I visit, and I think we need it here. Quite simply, the goal of this thread is to show your appreciation towards other forum members, and thank them for their contributions to the community. First, we appreciate one member, and the next day (or a few days later, depending on how popular this is), we move on to the next member. We will go through the member list alphabetically. So let's start this... @AdrenalinDragon You founded this site. You're the reason we are all here to discuss the great game CC is.
  10. Longbow Pack - Discussion

    4: All right. I didn't know about Everybody Get Dangerous. 12: Sorry for this mistake. 19: I know it was made before CC2 was released, I'm just pointing it out so that it gets renamed if it gets in the final set. 47: I'm not sure what cook you're talking about. You do have a point about getting the gliders out of the way using the toggle walls, but the gliders don't really pose a significant threat and can be used in the nail.
  11. Longbow Pack - Discussion

    I finally finished another pack. 1: It's a very fun level. 2: There are many levels where you have to guide the teeth throughout the level, but very few where you have to build the path. I like this. 3: It's a creative partial posting level. The time limit is rather short, though. 4: The first room is adapted from Chuck's Challenge, couldn't this cause copyright problems? 5: One of Josh' earlier levels. It's a good teeth dodging level, not too easy but not too hard. 6: Harder than I expected. I rather like it. 7: 49 Cell is the best of all the "cell" levels. This one is fun, but I don't see it in the final set. 8: Great blob level. Not too easy but not too painful. 9: It's another fun level. 10: This level is not a challenge, and I don't like the title. 11: Not as painful as most walker levels. 12: This was in UC3 or UC4. It is better than I remembered it to be. 13: Putting blocks in a blue wall maze works surprisingly well. 14: At least they are not invisible walls. 15: At the start it is too slow. In the end it is too fast. 16: Interesting how both 36 and 64 are in the same pack. I still think 49 Cell is the best. 17: Some are tougher than others. But nearly all are painful. 18: Much harder than it looked at first. I had to use block slapping to solve it. I don't know how it would work in MS (but I don't really care). 19: Another level with a CC2 title. But while the CC2 level was terrible except for the bust, this one is fun. 20: I haven't been able to figure out how to get the green key so far... 21: This is a really fun level, but the hint is too long for MSCC unfortunately. 22: I played this in CCLP1 voting. Very hard, but very fun. 23: This concept has been done many times, probably, but I still find this fun. 24: It's fun, somewhat. 25: A bit short, but I like it. 26: I originally would have given this a poor rating because of the extremely precise timing required to free the monster, but then I remembered the bust Jeffrey found, and it is much more fun than the intended solution. 27: This level is busted: using the upper room is not required. 28: The only real challenge is the time limit, and it's really not a problem. 29: The concept is clever, better than other false exit levels. But it's so short... 30: This level is harder in Lynx because all teeths move, including those not in the MS monster order. 31: At first I thought this would be a painful dodging level, but since you're carrying keys half the time, you can step on the thieves without cooking the level. 32: BUSTED: recessed walls at [21,22] and [22,22] not required. This was one of my favourite levels in CCLP1 voting despite the fact I hadn't solved it. Now I have, and I still like it. 33: One of the hardest levels in this pack. 34: It's a fun level that makes you think twice before picking up a boot. 35: The sokobans are disappointingly easy. 36: Please. Just an extra ten seconds. Just a minute. 37: You have to memorize the teeth patterns? That's evil. 38: Several rooms feel like they came out of a random tile generator. 39: This blue wall maze has patterns and works well. 40: I expected something painful, but in the end it's perhaps the best walker level in voting so far. 41: At first I thought this would be a simple boring level where you basically have to choose the right slide and can always see where you're going. And then I realized you have to carry blocks all across the level and there are no extra blocks. That's really annoying. 42: Why does Chip start on a floor tile, it's ugly. Anyway, I've seen better toggle mazes... 43: ...such as this one. It may not be a pure toggle maze, but the block section fits very well. 44: Surprisingly easy. 45: Fun level, but slightly repetitive and with a short time limit. 46: I played this in JCCLP, and it was one of my least favourite levels of the set. 47: This level has a minor bust: it is possible to use a glider and a block as a nail to access the red key, instead of two blocks. The whole toggle wall mechanism is pointless too. Other than that, it's a great level. 48: It's hard to improve on the original Automatic (Caution) Doors. This one is better than most sequels, but the original remains better. 49: I don't have the patience for levels like this. 50: A really good level.
  12. Cloner's Maze Lynx

    I have recently been playing through the CCLXP2 Beta. Really great set. I have solved all the levels except two: Run-A-Muck (I harldy attempted it yet) and Cloner's Maze (spent over an hour on it). I am totally stuck! I did not find a single AVI for Lynx, and all the MS AVIs involve burning gliders and/or fireballs going on the hint, neither of which work in Lynx. I managed to find ways to economise gliders, but I am stuck about how to blow up the bomb blocking the yellow key, and another bomb that blocks a chip and requires precise timing. Help???
  13. CCLP4: Voting and Community Nominations!

    Last minute nominations, because. CCSignificantlyLargerLP: 3: IMPEDANCE 13: Ruined Canal 17: The Big Crunch 30: FLOWER GARDEN (I played all these levels, but I didn't solve them all) It's interesting how most of the levels get nominated at the very end of the nomination period, just like for main submissions.
  14. Yodel Pack - Discussion

    I played all the levels in the packs, until I either solved them, or lost patience. When the latter happened, I generally went back to them a few days later. However, unsolved levels remain.
  15. Yodel Pack - Discussion

    I know it involves a certain amount of block pushing at the end, but I didn't find it frustrating. It's probably not one of the best, but I wouldn't see it as one of the worst either. I'll try. Thanks Josh. So the sokobans would be unsolvable even if the buttons were wired? That's really clever.
  16. Yodel Pack - Discussion

  17. Yodel Pack - Discussion

    I'm too slow... 1: The last room is EVIL. 2: I already played this in JoshL6. It's all right... 3: It's not very fun. 4: I hate digging. 5: It's a decent level, but there are extra keys. 6: The part with the balls is easy to cook. The last part is tedious. 7: The slightest mistake cooks the level. It would have been great if the player had multiple chances to get things right. 8: Nothing special. 9: I played this in Po100T and in CCLP1 voting. I think it's a good level. 10: Too many extra keys. 11: Surprisingly hard, but obvious once the solution is discovered. 12: A blue wall maze that has nothing special. 13: One of the best levels in voting so far. 14: The teeth that have to be freed with only one tile to spare are extremely annoying. What a shame... 15: I tried to like this level, but I can't. 16: One of my least favourite Jeffrey levels. 17: Is there any way to know which sokobans are solvable without looking at the editor? 18: I love eternal slides...but this one is built all wrong! 19: I assume the title is intentionally misspelled. Surprisingly hard. 20: Better than I expected. 21: Great strict level. 22: One of Jeffrey's hardest levels. 23: I like it. 24: NO! If at least they were hidden walls... 25: Ordinary. 26: Digging in chips instead of dirt, it's still digging. 27: Better than I thought it would be. 28: I don't think it's a very good level... 29: The teeth always prevents me from accessing the red key room. 30: The concept is somewhat clever. 31: Yeah really? What's the challenge? 32: Good level with bad title. 33: Fun, but nothing special. 34: The maze would have been better without the fireballs. 35: Better than I expected? I've already said this a few times... 36: The Create Competition this was made for had the lowest average entry quality since I joined CCZone. 37: It's fun...I guess... 38: In the end, it simply requires precise timing once. 39: I made this one. Can anyone guess what the title is supposed to mean? 40: It's just too hard. CCLP4 should not be painful like CCLP3. 41: The first part feels like a poor man's version of Steam Cleaner Simulator. The second part is not a challenge. 42: Unusual, but decent. 43: Interesting concept. 44: This happened: 45: This is already in JoshL6 and JCCLP2, and Josh is great. 46: While Josh is a great level designer, his brother is not very talented. 47: This would have been better smaller, but it's still all right. 48: This fails as both a blob level, and a strict level. 49: A level with colour schemes that actually work! It's also fun. 50: I played this somewhere but I don't remember where. Great concept.
  18. Longbow Pack - Discussion

    WRONG THREAD SORRY. Please ignore this post.
  19. Seems like an interesting level, and while I haven't played it yet (obviously) it seems a LOT better than Suspended Animation. Who's Derek?
  20. Don't worry about me. Think of the others. They're YOUR responsibility now...

  21. Tornado Pack - Discussion

    1: It's a good thing there are extra chips. 2: I played this in JCCLP2, and it's all right. 3: Another JCCLP2 level, this one better than the previous one. 4: Really interesting concept. 5: I can't figure out how to get the second red key... EDIT: Andrew Menzies, this level's creator, showed me how to reach it. It's a fun level, better than the Zane level of the same name. 6: CC2 level titles are annoying. This one is better than the CC2 version (obviously) but the time limit is too strict. 7: Not one of Jeffrey's best levels. 8: The tank part is slightly frustrating. 9: Annoying, strict time limit, don't even get me started on MS boosting... 10: This was in the original JCCLP, and is a really hard puzzle. 11: One of the best ice mazes in voting so far. 12: ...and again and again and again...so annoying... 13: This gets slightly annoying. 14: This is a level where the chips must not be picked up. I think Exhibit Hall is probably the best of such levels, and this one is not that good. 15: The concept of something being infiltrated is something fascinating, but it would be better if Chip actually infiltrated the monsters' lair instead of vice-versa. 16: There are plenty of extra blocks. Too many. In the end, I really don't like it. 17: I played this in CCLP1 voting and didn't solve it. Now, I solved it in odd-step. In the end, it's surprisingly fun, but I doubt it will appear in the final set. 18: This is amazing. 19: Crazy. 20: The best part of this level is the hint. 21: Another level named after a CC2 level before CC2 was available. However, I like neither the CC1 nor the CC2 level. 22: A lesser remake of Alphabet Soup. I thought levels like this had stopped being made a long time ago... 23: A fun level, not too large or anything. 24: Annoying invisible maze. 25: It gets repetitive. 26: This is really weird. This level is just simple chip collecting, the water has no purpose, the force floors aren't an obstacle... 27: Just an itemswapper, but a manageable one. 28: Some rooms are good, but others are not. 29: It gets repetitive after a while. 30: This is in voting? I thought this was one of random 8's levels that I wasn't able to test? 31: Surprisingly hard. 32: I find this level rather annoying. 33: Why does Chip start on floor it's so ugly! Also why do all "don't dig out the monsters" levels have to be on small islands? 34: It's nice to see the buttons work counter-clockwise, but unfortunately this only forces the player to walk more than necessary. 35: Even as a lesson level, this is disappointing, as Chip doesn't even have to deal with the teeth for most of the level, he can just leave them there do their teething. 36: This feels like a Graduation style level. As that it works, I guess... 37: Weird level. It has plenty of extra blocks, and some video game reference I don't understand (and don't really care), it's really just carrying blocks from one end of the level to the other. 38: I don't know what to say about this. Basically, this involves counting the steps the paramecia makes, or guesswork? Either way, I find this absolutely annoying. 39: I think this was in Zzt, and it's a really hard sokoban. 40: It's fun, but nothing special. 41: I think I played this in CCLP1 voting. It's not really that good a maze. 42: Thank you for not spitting out cherry stones, and the alternative is staring right at you!? 43: Interesting how both Build-A-Bridge Workshops are both in the same voting pack. I prefer this one. 44: Creative concept. 45: It's a fun level, the ability to explore the level from the outside is a nice touch. 46: Great level, better than Bam Thwock (I'm too lazy to check the spelling). 47: The trick is somewhat clever, but does it really warrant its own level? 48: One of my least favourite Jeffrey levels. 49: I played this in CCLP1 voting. The title has unfortunate implications... 50: There are extra blocks. It's...ordinary. Sorry.
  22. Post Your Ctrl-V

    looks delicious. Report to moderator Logged
  23. CCLP4: Voting and Community Nominations!

    I played it (but didn't solve it) So is it accepted?
  24. CCLP4: Voting and Community Nominations!

    I'll be the first one
  25. Post Your Ctrl-V

    There have already been several pictures these two, but never these other two... I hda the idea for the picture for a long time before I made the request. She is THE ONE, while the other is often considered an alternative in the other version.WELLTHATISPOINTLESS. It was somewhat an experiment to see if such an idea could make sense... Stop arguing over which one is best! Take both! Arggh am ever seriously going to send any of these stupid answers AAAAA! I originally http://i.imgur.com/Ch4Zfiq.jpg Well, she DOES ask if Other than that, s Basically, I just stared at the map in a level editor for a while. That was rather unusual, but I liked it. I don't have enough information on the subject to provide a legitimate opinion.
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