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Everything posted by chipster1059

  1. 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
  2. Are you using Tile World or the Steam version? What set and level?
  3. 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)
  4. 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.
  5. 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.
  6. 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
  7. 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.
  8. May I point out that the original set that comes with the game has a few 9*9 levels?
  9. 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
  10. 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.
  11. 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.
  12. 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.
  13. 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
  14. 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 )
  15. 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).
  16. 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
  17. 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.
  18. I don't know what other members of the community think about this; perhaps you could ask around on Discord? As for the voodoo tiles, here is Tyler's explanation: "everything past the latch gates, beyond the normal logic gates themselves, can be made into a voodoo tile; i was supposed to write a hex editing tutorial like 2 years ago lmao. all the voodoo tiles act as floor and take the exact appearance of their 32x32 square (i.e. no animation, and the icons in the bottom right are clumped together)" I was talking about the "flood fill" tool I really like it The "show only on mouseover" option could fix this issue I can't really think of any other workaround apart from creating a menu entry for every single type of connection, which would have the side effect of creating a really long menu, which might not necessarily be a good thing. Thank you for clarifying about these. The "undisplayable" warning does sound like a good idea I would find such a feature very useful I'm still a bit confused by the "replace" feature. What makes it different from flood-filling the tile with floor? I experienced the issue again just now, trying to copy these tiles: Here is the resulting command line output:
  19. THE TILES I like the way the tiles are sorted; even the "all tiles" section is easier to use than in the official editor. I also like how this editor makes it possible to put empty item blockers (much easier than resorting to a hex editor). And I discovered some tiles that I didn't even know I existed. Not just "unused" tiles, but also traps that start open, and directional blocks without any directions. However, there are some unused tiles that the editor does not allow to place, and levels containing them do not display properly. These include the random tile, and the voodoo tiles from Enter the Void in TSAlpha. DRAWING While the official editor allows only one method for placing tiles, this one offers several. The "line" and "fill" features have been useful on a few occasions. The path maker is good in theory, and I used it often in CCEdit. However, there are a few bugs in its implementation here. When using force floors, I would expect crossings to turn into ice (like in CCEdit), but it doesn't happen. It is also problematic with train tracks. Example: Left: drawn path Middle: result Right: expected result (image by Jeffrey) The path maker works fine with ice though. At first, I was a bit confused by what appeared to be two wiring tools, until I figured out one was for CC1 button connections, and the other drew visible CC2 wires. I managed to wire a few levels using this tool, but I encountered an annoying bug: when I try to make a loop in wires, the editor hangs, and I am forced to kill the process. The editor also fails to open levels containing wire loops. "VIEW" OPTIONS I like how connections are shown; it makes it really easy to see which buttons link to which traps/clone machines/flame jets. The ability to see the scope of an area button/time bomb is also very useful. The ability to see creature paths is also very useful, like Alt+A in ChipEdit. And I absolutely love the ability to see the 10*10 viewing area in the game (it would be nice to have it enabled by default) this isn't really an issue now that settings are preserved Seeing teleport order is also nice. My only complaint? When the level has a lot of green teleports, it's crazy... (image by Tyler) IMPORTING AND EXPORTING At first, I was a bit confused by the export/import/save features, but once I figured it out, it all became simple. The editor saves in its native CCS format. Then, the CCS can be exported into a C2M, C2G or DAT file. I didn't get any opportunities to use the "import" feature. When I did, it eseentially behaved like "open". I assume its main uses would be to import CCX data into a DAT levelset, and add extra levels to a CC2 levelset? I used the "export" feature for two things: creating a playable CC2 level, and converting CC1 levels to CC2. I had no issues exporting from CCS to C2M. Converting CC1 to CC2 was much easier than using DAT2C2G: just open the CC1 set, choose the level, and export. It worked very well in most situations and, unlike DAT2C2G, converted PGChip ice blocks properly. The lines indicating button wirings was also easier to process than the DAT2C2G warnings file. I was also pleasantly surprised that a level with a time limit larger than 1000 converted properly (although the CC2 game displays 999 while these extra seconds drain away, like with chips). However, the export feature has a few bugs. When I tried converting a CC1 level that contains a lot of chips under locks, the C2M file contained simple locks. When I used shift+click to put custom floors under monsters, the resulting C2M file had the monsters on regular floor. Also, when I converted an entire levelset, the paths in the C2G file started at the root directory of the filesystem, instead of using relative paths I tested it again in the 0.2 release and it has been fixed OTHER THINGS The changelog for the 0.2 release mentions changes to the “replace” option. I'm a bit confused as to what this option is? I really like how settings are now preserved after closing and re-opening the editor. Now, I don't have to navigate to the directory containing my CC2 set every time; it is right there from the moment I open the editor. I was really excited by the clipboard feature, which would hopefully make it possible to copy some tiles from one level to another. Unfortunately, the editor often failed to cut or copy the selected tiles, simply outputting some weird code on the command line. This generally happens when there are monsters in the area being copied, but I have not been able to reliably reproduce this bug, unfortunately CONCLUSION The editor isn't perfect, but it is an improvement over the official editor. The “view” options, the simple conversion of CC1 to CC2, and the various drawing tools make this much more fun to use than the official editor. Thank you for coding this
  20. 44: The sokoban that has to be done twice is my favourite part of the level. However, I'm not a fan of the use of traps in the top part of the level, especially since, unlike for the fireball room, the hint doesn't explain their wiring. 53: The bust appears fixed now 58: I found the suction boot room to be rather frustrating, but the rest of the level was very creative, nice uses of thieves. 61: Really fun puzzles, especially the recessed wall section and everything after the trap. Those pink balls on invisible walls are awesome. 63: Awesome level. All rooms are great in their own way. 66: It is an interesting use of locks, and some of the puzzles are really fun. I especially liked what came after the sockets. 68: Really hard level, but very fun and rewarding. The puzzles are really clever, and I like how one needs to venture outside the box to solve it. 69: Really hard level, but also very fun. 70: It's a very fun level. It's been a while since I played any of the other Flareon levels, so I can't really compare it Overall, I had a lot of fun playing this set; it is awesome Flareon1 when?
  21. 26: There are some really fun tank puzzles here. The starting sokoban, and the final room, are my favourites. 28: It's a decent level; I especially like the tank room. 29: A clever puzzle, surprisingly hard. 36: It took me a while to figure out that I didn't need to hold down the trap buttons It's a fun sokoban. 37: This level was surprisingly hard, but it was fun; I especially like the tank room. 38: 39: Decent blue wall maze. 40: There are some clever puzzles here. It's a decent itemswapper. 41: I love the blobs on fire and the recessed walls. Really nice level. 42: This was a decent maze, and quite hard I think. 43: The blank hint tiles slightly annoys me. However, I really liked this level, and I agree with Miika that it is your best Walls of CCLP4 contest entry. 45: Really fun key level 46: Really good-looking maze concept; surprisingly hard. 47: My favourite rooms are the toggle/block room (nice use of ice under a block) and the pink ball room. 48: There are some really fun puzzles here. 49: This is an awesome compressed level, and I like the pointless chips and socket, as well as those sevens only visible in the editor and the 77 time limit. 50: I have already seen several levels using this concept, but this is one of my favourites. 51: Yeah...the title IS disturbing...it's a fun ice maze though. 52: Really fun puzzles. This is the type of level, however, that would work better in CC2 with bonus flags. 53: At first I misread the title as "Paranoia Ranch". I'll probably use that title. Anyway, this was a fun level, and it had some nice puzzles. However, it is not necessary to press the tank button; is this a bust? 54: Nice level with a strict time limit; I especially like the teeth, walker and partial post sections. 55: A really fun level. 56: One of my favourite levels so far in the set. Very creative use of teeths. 57: Better than Unmitigated Hint Factory Disaster. 59: There are some fun puzzles here, but I'm not a fan of the glider/fireball room at the end, it's easy to cook and at the very end. 60: A really creative puzzle. One of the best levels in the set. However, I managed to solve the level without using the recessed wall at (14,28). 62: This was a nice twist on the original concept, and I like how some blocks need to be pushed into water. 64: Decent pink ball level. I'm not really a fan of the skate trick at the end though. 65: Really clever awesome trick to solve. 67: A really amazing level, the title is very appropriate, and the ending block puzzles are very clever. I haven't solved the other levels yet, but I will leave feedback on them once I have
  22. I played in Lynx; so far it's a great set 1: Fun short key puzzle. 2: Awesome puzzle. 3: Simple level, but I like the ending trick with the recessed wall. 4: Blue wall mazes are nearly always fun, and this is no exception. 5: It took me way too long to realize that one of the blocks inside the maze could be pushed...at first I could only see those two blocks on the border and was totally stumped It's a fun puzzle. 6: This has some good puzzles. 7: I already reported the bust in Discord. Now that it is fixed, the result is a very fun maze. 8: The sokoban is really fun. The top room is good too. 9: Fun maze, and I really like the way the exit was hidden next to the extra chip. 10: Perhaps my favourite level so far. The blob ending is clever, and I like those random pink balls. 11: It took me way too long to figure this out...it's a good puzzle. 12: The puzzles are awesome, and the toggle mechanism is really great. 13: There are some creative puzzles here. 14: Nice green level. 15: A fun level, I especially like the yellow key trick and the tank mechanism. 16: An interesting concept. 17: There should be more blob levels like this. I also like the hint. 18: Interesting puzzles, I especially like the socket section and the bug room. 19: This is a great block level. I love it. 20: Another great block level. The sokobans are fun, and those paramecia just before the socket are awesome. 21: This was surprisingly easy. It's a decent ice puzzle. 22: I love how you put two puzzles in one in this level. Just awesome. 23: I love this. The various puzzles here are very creative. 24: One of the better sokobans around. 25: I don't understand the title? But it's a fun level, some of the puzzles are really fun. (I haven't solved 26, 28 or 29) 27: A good-looking maze. 30: Awesome water puzzles, and reference to Fire is my Enemy. I don't really get the hint, though; no special tricks were needed for that room... 31: I love the title. It's also a fun maze. 32: There are some awesome concepts in this level. I also like the post-socket puzzles; I haven't seen many levels use such a concept. The paramecia in teleports look great 33: I gave the hint a purpose This is a really creative blob level; I like how one isn't supposed to gather all the chips. 34: This is quite a fun level, and a nice use of blocks. It's easy to miss some passages, but that's part of the fun. 35: At first I thought those fireballs were there just to look good, but once I crossed the thief, I realized their alternate purpose. This is a very creative maze.
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