Jump to content


  • Content Count

  • Joined

  • Last visited

  • Days Won


Everything posted by chipster1059

  1. More CC1 MS improvements
  2. Welcome back Henry! Great to see you again Your levels will be considered for CC2LP1 and will appear in voting
  3. CCLP3 Lynx 121-149 Total: 6 014 130
  4. This set has been updated with a total of 227 levels. The last 7 levels have weird slots. A CC2LP1 submissions set will be assembled over the next few days.
  5. Version 0.1


    Walls of CC2. See this thread:
  6. As some of you probably know, I've been working on a Walls of CC2 project for a while. I am ready to release the first version, which covers the first 60 levels (with a few exceptions). I am not submitting this set for CC2LP1; I'll be assembling a set containing some of these levels and some from C1059-CC2. Have fun!
  7. CCLP3 Lynx levels 1 to 30. All my improvements over previous public routes have been added to the public TWS. As far as I know, however, I have no bolds.
  8. Invalid Tile: i did a quick google search for blocker's dozen and i found this https://www.youtube.com/watch?v=WvWIKobksHM#t=8m13s Invalid Tile: is this it? or am i being dumb chipster1059: No, this was another attempt at recreating the level. Invalid Tile: ah Invalid Tile: there should be a set that's just different peoples' attempts to remake it :KappaHD: [...] ChiaraW: fail melinda wouldn't do a puzzle and a maze in a dress while surrounded by water and fire ChiaraW: lol xD [...] ChiaraW: Imagine doing the cc1 levels built in real life in a floor length pink dress? [...] Invalid Tile: i'm gay but only for melinda Flareon350: ChiaraW: + = :baby_bottle: + Indyindeed: oh Flareon350: Something doesn't add up there Invalid Tile: chip + melinda = indy teeth? Indyindeed: chip + melinda = in de teeth ChiaraW: I was trying to say they'd raise baby teeth monsters Indyindeed: but why ChiaraW: idk Invalid Tile: that ends badly ChiaraW: made more sense in my head [...] markus: ok markus: i still dont really understand what you're doing Moonman: I'll be honest Moonman: Neither do I really [...] Moonman: i like how i can ask a basic programming question and then Architect will come in and explain how to cure cancer with only XOR shifts The Architect: enum { OK = 0x0, CANCER = 0x1 }; int health = OK; health |= CANCER; health >>= 1;
  9. From 1 April. Nearly everyone was impersonating Tyler, so the real usernames will be in (). chipster1059: EPIC NEWS! A CC3 beta appears to be available on Steam! https://tinyurl.com/2fcpre6 Tyler Sontag (Indy): oh! Tyler Sontag (Moonman): Oh damn that looks cool Tyler Sontag (Moonman): I like the red tank IHNN: With built in TASing tools for routing :open_mouth: Tyler Sontag (Indy): i believe that's called the youtube play bar :KappaHD: ☭ (Zane): is this 2007 The Real Tyler Sontag (Cowman): Thanks Allack, very cool Tyler Sontag (Moonman): not quite sure i agree with adding Vlad. there as a new playable character but whatever he probably won't get used much Tyler Sontag (Naemuti): lmao i can't believe you fell for that Tyler Sontag (Naemuti): this is the REAL CC3 trailer Tyler Sontag (Naemuti): https://bit.ly/2DsbjsH [...] Tyler Sontag (Moonman): Tyler Sontag (Moonman): Tyler Sontag (Moonman): Tyler Sontag (Moonman): is SUCC open source? [...] IHNN: https://github.com/jgdhs27/SuperCC/tree/master/src Tyler Sontag (Moonman): ew f#ck I forgot it was java The Fake Tyler Sontag (really Tyler): >is distributed as a JAR file The Fake Tyler Sontag (really Tyler): >forgets it’s Java The Fake Tyler Sontag (really Tyler): Tyler plz Tyler Sontag (Moonman): i don't actually have it downloaded Tyler Sontag (Moonman): i just wanted to see it because its the most developed thing we have Tyler Sontag (Moonman): so if we really needed to we could turn it into cc3 [...] Tyler Sontag (Moonman): someone go find Chuck's son and spam him to let us help with cc3 [...] The Fake Tyler Sontag (really Tyler): Also CC3 would not revert to discrete tile movements over animated tile movement Tyler Sontag (Moonman): wait is SuCC MS only? chipster1059: Yes. Tyler Sontag (Moonman): Moonman asking basic f#cking questions chipster1059: Who? chipster1059: I don't know any Moonman. chipster1059: Only Tyler Sontag. [...] markus: java is a good language markus: idk why thats even controversial IHNN: I don't like using it chipster1059: The best programming language is obviously Brainfuck. Tyler Sontag (Naemuti): *Malbolge [...] Tyler Sontag (Josh): Firefox is the one true browser chipster1059: Firefox is the best. Tyler Sontag (Sharpeye): I like internet explorer 6.0 The Fake Tyler Sontag (really Tyler): I like Netscape Navigator Tyler Sontag (Naemuti): i like bonzi buddy The Fake Tyler Sontag (really Tyler): MOTHERF#CKING BONZAI BUDDY! The Fake Tyler Sontag (really Tyler): what a throwback
  10. I never used Chip's Controls, I'm afraid Perhaps someone who did could provide advice? There are two other workarounds that don't require using this software, though. The first option is to create several copies of the CHIPS.EXE file in seperate folders, renaming CCLP3 to CHIPS.DAT and putting it in the same folder as one of the CHIPS.EXE files. This should work for casual play, but your scores might get mixed up between the sets. Alternatively, you could use Tile World, which emulates Microsoft's version very closely. You can also get the MS version's graphics in TW.
  11. Flareon350: source: I'm a mod Sharpeye: Who made you a mod, anyway? Tyler "The Dictator" Sontag: Chuck's son Flareon350: confirmed [...] mobius: I am the son of Chuck Indyindeed: I am the son of God Sharpeye: same thing Sharpeye: chuck is god Moonman: Oh hey Allack is online Allack: Hello Janaszar: *wave* Hello. Allack: Been playing in the new CastAR chat which is now Tilt5 Allack: https://discord.gg/JGAgRe Allack: The AR hardware that Jeri created (Jeri also created the Valve VR solution used by HTC Vive) Moonman: Oh man AR Chips when? Naemuti: ^ [...] Bouncycles: Allack robot confirmed
  12. I agree with that. Sometimes, bonus flags don't add much to the overall gameplay experience and/or the level would be better off without them. Like in H2O's level, the flags aren't bad, but they don't add much either. But you say that you experimented with them, and honestly, it would have been really interesting to see how the level would have turned out with them, even if it broke CC1 compatibility. Making a level compatible with all three rulesets is really hard, especially if tanks are involved. I vaguely remember some CC1 tank levels that had an elaborate off-screen mechanism to ensure that the tanks moved the exact same way in Lynx and MS. Sadly, such a mechanism here would have required expanding the map for the CC2 version, which wasn't an option. Regarding Jeffrey's commments, aesthetics can be really difficult to handle. If you can make a fun level that looks good, that's great. But sometimes, making the level look good gets in the way of fun, and I'm afraid the unranked entry is a prime example of this. Not sure why I didn't mention those monsters on walls, though. I used to have something written about them in an earlier draft, but for some reason I edited it out. In the end, most of them are nice (the red teeth is especially clever), but the blue teeth is quite annoying because of the custom walls that were added to keep it contained. Which brings us to: Yes, that would probably be a great idea. In CC1, it's mostly straightforward, keep the walls and remove everything else. But CC2 adds so many types of walls, which makes things much more complicated and not everyone will agree. For example, walls of "Globs", do you keep those pink walls or just those four "regular" walls? And if you end up keeping only the pink walls, could you add some "regular" walls elsewhere? If there were clearer rules, this would have solved the issues I mentioned for three of the five entries. Also, regarding Tyler's entry...honestly, I don't know how things would have turned out if it weren't for that bust. I remember some entries in past contents that lost partly because of such busts, which can be pretty annoying since the level is otherwise very fun. Here, it probably would have been ranked at least 2nd, but I don't know if I would have given it 1st. It's all speculation
  13. Tyler "The Dictator" Sontag: chip mcchip on dirt Tyler "The Dictator" Sontag: Tyler "The Dictator" Sontag: exposed Cowman_133: CHIP MCCHIP IS NOT A CARPET Tyler "The Dictator" Sontag: have you asked him? Indyindeed: chip is a monster in lynx Indyindeed: F#CK YOU Flareon350: :chip: Cowman_133: > LYNX Cowman_133: imagine caring about lynx Flareon350: oh Indyindeed: lynx is the reason invalid tiles are invalid Indyindeed: f#ck you Flareon350: emote fail Flareon350: Cowman_133: they're invalid because they are dumber than dumbeye468 Indyindeed: nop [...] Tyler "The Dictator" Sontag: anyway it still is my firm belief that chip mcchip is a carpet
  14. Results time! There have been a total of five entries from four designers. The ZIP file contains all five entries, the CC1 version of Miika's entry, and a CCS file for use in CCCreator. First off, allow me to say that PUTTING SEVERAL SPOILERS IN A SINGLE POST IS A REAL PAIN IN THE Migration to another software when? Unranked 4th place 3rd place 2nd place WINNER
  15. Version 1.0.0


    All entries for the "Walls of CC2" Create Competition held in February 2019. See contest thread for more info:
  16. CCZone February 2019 Create entries packaged View File All entries for the "Walls of CC2" Create Competition held in February 2019. See contest thread for more info: Submitter chipster1059 Submitted 03/13/2019 Category Competitions  
  17. It took five years to reach 1000...might take about the same to reach 2000. Anyway, 1006.
  18. I've played this set, and overall I really liked it. I'll give high ratings to many of these when CC2LP1 voting comes. I solved all of them except 11 and 42. 1: Nice first level, the puzzles are clever. 2: Really fun. I got the full 1200 bonus. 3: Surprisingly easy. 4: A nice concept that I wish was used more often. I got a bonus of 3000. 5: It's a nice port of your CCLP1 port, but I preferred the other key level (2). 6: Interesting concept. I got a bonus of 8000. 7: This is one of those levels that are trivial to solve casually, and mainly a challenge for the bonus. I love levels like this. My bonus here was 10280. 8: Simple 10 by 10 level. 9: Great use of hooks. I didn't attempt the bonus. 10: The starting teeth puzzle is really creative, and the whole level is fun. 11: It was fun, overall. 12: The designer is listed as "dat2c2g". The level itself is fun though. 13: This was awesome! One of the best levels so far. 14: This level is mainly a challenge because of the bonus, especially with the thieves and the time limit. The sokobans are clever. My final bonus was 20300, with only one bomb unexploded (I had accidentally shoved one block in a hidden wall corner). 15: Simple puzzle, but I like it. 16: This level is fun, the teleport mechanism is awesome, and the pink ball cloning at the very end is epic. 17: I'm afraid I didn't really like this one. After many failed attempts in the first room, I reached the exit only to realize that the teeth was required; that was kinda evil. 18: Surprisingly easy, but fun. 19: Fun level, although not one of my favourites. 20: Decent level, quite easy. 21: Not sure if this is a bust or intentional, but the random force floors can be used to speed through the cloning room rather than following the floor path. The final trap puzzle is amazing. 22: I liked it, it was fun. 23: Nice level, but could use a shorter time limit. 24: Short but fun. I got the full 16000 bonus. 25: The block slide trick is awesome. However, I think I might have busted the level. I use one block on one of the bombs on the top left, and the fireball for the other. Two of the four blue teleports are useless, as well as the paramecium, ice block coner, and the elaborate fireball systems. 26: Really fun concept. I did not attempt the bonus. 27: Decent dodging level. My final bonus was 60000. 28: I'm not really a fan of most digging levels, but I mostly liked this one. 29: Good maze. 30: Great use of railroad tracks, and the time crunch bonus is nice. 31: Probably my least favourite level of the set, I'm afraid. The teeth section is not very fun, the sokoban isn't much of a challenge (with all these extra blocks), those random blobs do nothing...the only good thing about this level is the socket section (why are they even sockets anyway, there are no chips). 32: Another digging level. It wasn't bad, but it failed to make a strong impression on me. 33: Fun blue wall maze, wall slapping makes this even better. 34: Interesting level and quite fun. I didn't get the bonus. 35: Interesting use of the helmet, and I really like the double-thickness walls. 36: It was overall a great level, one of my favourites; my final bonus was 30000. There was a minor bust (the button for the fireball trap can be held down with one of the blocks rather than bridging the fire) but it's not really a problem. 37: The designer is once again identified as "dat2c2g". The level itself is fun though. 38: "dat2c2g" again, and there's a typo in the hint: "loose". This was a creative level though. 39: Really fun level, and one situation where coloured floors and walls aren't annoying. 40: Amazing concept. It would be interesting to revisit it with a longer level. 41: I love the teeth section. The ball trick is also clever, and the socket at the end adds a nice twist. I got a bonus of 8000. 42: The CC2 abridged concept is great, I like the chip count, and the individual sections are nice, but I think putting everything into a single super-huge level was a mistake. Dying at the very end can be really painful. 43: Long before playing this level, I worked with Mobius on a level that has a very similar concept. That level had a few extra puzzles but lacked the bonus. This take on the concept is also pretty fun. 44: Sorry, but this level doesn't quite work. It's too easy: I solved it in only 2 seconds. 45: The designer field is empty here. The level itself is really fun, though, both the sokoban and the fire room. 46: Interesting concept, very easy, but I like it. 47: "dat2c2g" again. It's a fun level though. 48: Awesome 10 by 10 puzzle. 49: Nice concept and fun to figure out. 50: Really great yellow tank level; the fireball trick is especially clever. However, the designer field is blank again. 51: The sokoban is all right, but this feels like a missed opportunity. I think it might have been better untimed, with time bonuses under the blocks. 52: This is easily the second-hardest level in the set (after CC2 abridged), but it is really fun, I love the various puzzles, and the ghosts aren't frustrating. My final bonus was 115 000 (I think 116 000 might be possible but I didn't test it). 53: Partial posting with other players is awesome. The various sections are really fun, this is my absolute favourite of the set. 54: Very fun level, awesome finale to an awesome set!
  • Create New...