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Everything posted by chipster1059

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. WRONG THREAD SORRY. Please ignore this post.
  6. 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?
  7. Don't worry about me. Think of the others. They're YOUR responsibility now...

  8. 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.
  9. looks delicious. Report to moderator Logged
  10. I played it (but didn't solve it) So is it accepted?
  11. 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.
  12. They attacked us to destroy us. While they are destroyed now, those of us who remain have nowhere to go.

  13. Sorry for double posting, but I finished the pack and here is my opinion on all the levels, not just the one I made. 1: Better than I expected at first. 2: This is an unusual use of blobs, although the teleport room is slightly unfair in Lynx. 3: This seems like a decent balance between too easy and too hard teeth levels. 4: Frustrating dodging level. 5: I don't think it's busted... 6: There is an extra blue key. It's an all right level. 7: This level was probably made before CC2 was released, explaining the title. It should still be renamed if it gets in the final set. I think it's better than the CC2 Flea Market. 8: What a chaotic level! 9: I know this is supposed to be a level with a strict time limit, but it seems a little too strict. Even an extra 10 seconds would be appreciated. 10: UNEQUAL: In Lynx the pink ball does not burn, causing the eternal cloning of more balls. Other than that, it's a decent (but short) level. 11: This is a really fun level. While I hope it will be in the final set, I don't think it being the first level of CCLP4 would be the best choice. I would prefer it as level 149. 12: I get the idea, but in the end this isn't much of a challenge once you figure out the trick. The lower room is especially disappointing. 13: Clever teleport puzzle. 14: Sokobans that make you reuse the blocks are rare. This one is good. 15: Glider is hardest, blue wall is safest, fireball is best overall. 16: You got yourself trapped again? At least it's not as dangerous as last time. Excuse me while I build a rope... 17: Nothing special, really. 18: This was much harder than expected. 19: This is a tedious block pushing level without extra blocks. 20: I played this in MikeL4 when it existed. It is a good level, and unlike other levels using this concept, it doesn't feel too large. 21: Great blue wall maze. Weird password. 22: I think I played this in CCLP1 voting. It's all right, but I've seen better levels. 23: Unusual itemswapper. 24: I think this was in Po100T. It feels slightly annoying. 25: So many blue wall mazes, but this one is certainly not one of the best. 26: This is one of the levels that inspired Slime Pockets, and I think this one is better than Slime Pockets. 27: I think this was in JoshL6 and/or JCCLP2. It's really fun. 28: Weird dodging level. 29: Amazing. 30: I made this one, and Madhav pointed out the bust. Apart from that, I think it's one of my best levels. 31: A very hard, but also fun, tank level. 32: I don't think this is a very fun level. 33: A blue wall maze with only fake blue walls... 34: noooooooooooo not digging nooooooooooooooo 35: Surprisingly hard. 36: A really challenging block level. I haven't solved it yet. 37: This was in JCCLP2, and it's a good level. 38: Random luck puts two JCCLP2 levels in a row, but the previous one is better. 39: Weird maze. It's so easy... 40: Best level in voting so far. 41: That's a very easy sokoban. 42: One of the most strict levels in voting so far. The solution is insanely obvious once discovered. 43: Most walker levels are painful. This one is no different. 44: Better than Deconstruction. 45: Really unusual concept. 46: Just precise timing, but not overly long. But in the end, it's so short it doesn't really feel interesting, but longer and it would have been annoying. 47: Generic level title is generic. 48: I think I played this in CCLP1 voting. In the end, I think other levels such as Have Block Will Travel are better. 49: Just chip collecting and block pushing. Nothing more. 50: So small, yet so hard.
  14. @BlazingApollo You will probably get at least one level in CCLP4.
  15. Good point. I'll revise my rating.
  16. I think they are very different: most ice slides in Frozen Labyrinth are blocked, but nearly all slides are open here.
  17. I can see why optimizers would like this level: they would probably have a lot of fun trying to figure out the fastest way through the force floors. However, I don't optimize, so to me this is simply a "maze without walls". I simply "played paramecium" to solve it. I prefer many of those "ordinary" blue wall mazes from previous packs.
  18. Why? I didn't notice that. That's a really big bust... Thanks Josh! I'm glad to know this was helpful (that's enough) Level 45 is fun, but I don't think it will appear in the final set. By "Seriously?" I mean "Why is this in voting?"
  19. 1: An interesting level. 2: This is a good use of tanks, although it is slightly frustrating in Lynx. 3: I think this is better than Chocolate Covered Chocolate, or whatever that JCCLP2 level is called. 4: No, I'm not familiar with it, and I don't care. This remains a better recessed wall maze than most. 5: It's all right, but it didn't make a strong impression on me. 6: Better than the CCLP2 level it is based on. Slide delay is annoying. 7: The teeth section is fun, but the rest isn't that good. 8: Better than other teeth levels. 9: Why did you have to dump a walker near the blocks? 10: Really confusing maze. 11: It's fun. 12: This level is a big mess. 13: This level feels like the designer just randomly dumped force floors and chips in the editor, and rapidly tested it to make sure it is solvable. 14: Short but fun...somewhat. 15: This is the Po100T level that was used to discover clone desynchronization. Apart from the glitch, it's decent. 16: One of Josh' best levels. 17: Decent dodging level, although I don't really feel sleepy. 18: BUSTED: recessed wall at [18,11] not required. 19: Decent ice maze... 20: This level is a real pain. 21: The gliders feel out of place. Other than that, it's all right. 22: Just simple dodging and block pushing. 23: This would have been better without the joyride and the extreme dodging at the end. 24: A good force floor level, although the random force floors that cannot be accessed are a real pain for the eyes. 25: Better than many other key levels. 26: I don't know why Tyler put this in TCCLPRejects, because it's amazing. But if it gets in the final set, please find a better title. 27: Better than I remembered it from UC4 (?). 28: This level feels larger than it should be. 29: Great sokoban. 30: That's the third set where I find this level...all right, it's fun. 31: Seriously? 32: The best part of this level is its title. 33: What a crazy level! 34: It's a good thing it doesn't fill the map. 35: Some rooms are good, others are frustrating. 36: UNEQUAL: gliders don't burn in Lynx. 37: I think this was in JCCLP. I like it, although it is rather simple. 38: The paramecia section is really too far in the level. Other than that, it's all right. 39: The puzzles are very challenging and fun. 40: Tyler is one of the most underestimated level designers of all time. 41: Not one of Josh' best levels. 42: What kind of a level title is that? And what kind of a level is that? 43: All right. Nothing to say. Boring title, I guess... 44: My least favourite level in the pack. 45: Ben Hornlitz may have pointed out a bust, but apparently it's still busted. 46: Fun puzzle and strict time limit: it's great. 47: Best level in the pack. 48: Decent. 49: What's with DOSH? In the end, the puzzles are fun. 50: Good Jeffrey level.
  20. After all these adventures it has to end like this? NO!

  21. That's not a lot... I finished nominating a long time ago, but please nominate the following levels I made (in C1059-CCLP4): 13: Chainloader 14: Clover 15: Collapsing Elevator Shafts 24: Flooded Warehouse 43: Open Your Sokoban 56: Sequence and Patience 72: The Moment of Tooth 76: Watermirror 82: Gnome 83: The Trouble with Mirrors
  22. It's true in the blue room in MSCC. But the starting room, not so much (I always saw fire as more yellow than red) and the teleport, while its colour is varies, is never yellow except sometimes in CC2. Also the room with the paramecia does not use any specific colour scheme. In the end, it's much less noticeable for this level.
  23. That's an interesting way of putting it It IS your level, right? It's fun...
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