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Ihavenoname248

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Ihavenoname248 last won the day on April 19

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About Ihavenoname248

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    JAILER
  • Birthday 08/24/1994

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    CCLP4

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  1. Unsolvable Level Reports

  2. IHNN's scores

    CCLP4 (MS) 062: 356 (+37, b) [Block Unpuzzle] tyJBintheLP 6,088,300 (80 bolds)
  3. IHNN's scores

    CC2 049: 163 (+34, b) | 26130 (+340, b) [CAITLYN'S MAZE] 100: 0 (N/A) | 154000 (+100000, b) [CRAZY] 181: 113 (+30, b) | 91630 (+300, b) [DEADMEAT] 14,333,074
  4. IHNN's levels feedback/discussion (New inside: Walls of CCLP4!)

    Blockslide knowledge tidbits: 1 ice tile: Death unless slide delay is involved. 2 ice tiles: Can step onto the block tile and step off safely. 3 ice tiles: Same as 2 ice tiles, but a half wait allows following the block and sidestepping. In Lynx, that just works. 4 ice tiles: Can follow the block, sidestep, and intercept the block as it returns. 5 ice tiles: Same as 4. 6+ ice tiles: Can loop around and push another block into the place the first block originally was.
  5. IHNN's scores

    CCLP1 (MS) 127: 421 (+1, b) [In the Pink] (FINALLY PUBLIC THANK YOU KACPER) 6,005,910 (143 bolds) (typed when J.B. got it but CCZone glitch, gg James) Also 873 (+8, b-53) on Doublemaze lol
  6. Hellllllo everyone, it's time for another Create Competition! Like the last one I ran where I wanted a maze, this time your prompt is also just a type of level. I want a block themed level! There are a lot of interesting things you can do with blocks and many tiles also complement blocks well, so hopefully we get some interesting puzzles out of this. Guidelines: 1. The level should be new, at the very least I shouldn't have seen it before. 2. Other sections are okay, but the focus should be on blocks. 3. The level can be large, or long, but I value compact clever puzzles highly over an overly drawn out level. If it has a reason to fill the whole map or take up many minutes, that's fine, but don't feel compelled to fill up the entire map. 4. I'd like to see a sokoban (push blocks to destination tiles) in each entry that uses a mechanic that makes the puzzle only* work in CC. As a guideline, if you could make the puzzle in YASC, it probably won't do well here. This isn't a requirement, but it'd have to be a very good level to win without one of these. 5. The level can be made in CC1 or CC2, and if CC1, it must be solvable in MS and/or Lynx. I'm aware that CC2 has multiple different kinds of blocks and many other interacting tiles that allows for a lot more potential here, but levels in both games will have a good chance. Recall that the winning maze level was CC2 but almost 100% transferable to Lynx, and second place was MS+Lynx. 6. The deadline is May 3rd, 11:59 PM or whenever I post the submitted levels, whichever is later. I'll give feedback on any obvious busts or flaws I see when submitted, but otherwise won't be giving thoughts until judging. 7. Submit your levels (limit 3) to either my Discord (IHNN#3459) or email ( jbardonjr [at] charter [dot] net). For an example of the sort of level that would do well here, Construct-a-Sokoban uses chips and sockets to make a novel sardine can, while Same Game uses CC elements sparingly to craft a masterful puzzle. Josh's Trick or Trap uses recessed walls to up the difficulty of an otherwise simple puzzle, and his Prison Hall uses force floors to create an elegant puzzle. Block Plaza (in WoCCLP4) uses blue walls to make a guiding puzzle, to use one of my own levels. For a level that wouldn't do so well, pick anything in SokobanCCLP for not using CC mechanics, or Traps II from CCLP2, or pretty much any of Tyler's adapted sokobans (MSI excepted for using toggle walls), and so on. And most importantly, have fun with it!
  7. IHNN's levels feedback/discussion (New inside: Walls of CCLP4!)

    Hmmm, I haven't posted an update here in quite a while. Well, what better update than 149 new levels in the Walls of CCLP4!
  8. Walls of CCLP4

    Walls of CCLP4 View File Levels using the walls from: Block Parking, Lockdown, Mindless Self-Indulgence and Japanese Game Show were all created after after someone else (hi Josh) had posted a level using those walls. Any similar bits of design between levels using any levels not mentioned above entirely coincidental, and similarities with those levels are too- I was specifically trying to do something different. This is why I elected not to announce the project officially and instead just tease it- I didn't want to be influenced too much by seeing other people use those walls, as it's already difficult enough trying to make the new level feel distinct from the old, outside of certain throwbacks. Likewise, I didn't want to discourage others from playing in the same playground because "it'd already been done"! Having a decent amount of levels to point to using the same walls as a starting point but a completely different end result shows that even if one person has made a walls of level, there's still more that can be done. After all, just look at Cold Hard Chip and A Pressing Concern. And even with similarities in structure between Water is My Friend and Dilapidated Factory, the levels themselves are totally different. And those used the walls from Fire is My Enemy, which used the walls from Jumble I from CCLP3!!! Anyway, this project started back on August 6th, 2017, with Pixelated Fire. I was looking for a starting point for a level because I wanted to make one, and the inside/outside section caught my eye with an immediate idea to fill the outside with force floors. The level grew from there, but while I was building it, I had a nagging thought in the back of my mind. Joshua Bone has been doing Walls of CC1 for a while. Josh Lee started but aborted the same with CCLP1. Why shouldn't I try with CCLP4? So I looked through the set for some levels that would prove challenging to remake, and built Enemy Within, Enemy Without, Hallucinogenic Substance, and Orienteering early on, using Air Bubble, Suburban Legend, Shrub, and Keyboard Malfunction as bases. Once I had overcome a few of what I thought would be the biggest challenges, I had so many ideas for levels stemming from these! Back in September, I had the idea for a level that duplicated the top and bottom halves, but they would play out completely differently, and then spent 9 hours converting Monster Swapper into Another Perspective. In October, I built a Xenocide inspired level within Ruinous Plaza. November, a blob level in Sewerway. And so on, with some levels taking advantage of aesthetic choices in the original levels such as in Nectar Meadow and Antidisruptive Caves. I dared to step out of my comfort zone with some things and build in pointless rooms and areas, more aesthetic red herrings, and more complex ideas... sometimes. I was inspired by the strangest small comments sometimes as well, mostly while watching Josh's JoshL2 LP (Yet Another Joyride, Block Plaza) but from all sorts of random things, oftentimes giving an idea for a set of walls that I thought had promise but wasn't sure how to properly repurpose. I've poured so much into this project over the past 8 months (including test time: the last level. The Price of Freedom was made on March 17th) and feel like I've learned a lot from it, too. And so I hope you enjoy my take on the Walls of CCLP4. I enjoyed making these levels quite a bit, as my totally-for-real-this-time last MS and Lynx compatible CC1 set. I expect to still pull out CC1 for MS or Lynx only shenanigans, as there's still some interesting space to be explored with both, but I think it's finally about time to move onto CC2. As for the uploaded files, "1.0" is the CCLP4 ordered version of the set that has been uploaded to pieguy's site. There is no difficulty curve or content balancing here, and all untimed levels have been changed to have a time limit of 1000 seconds, to allow score reporting there. This version will also not be updated just so I don't have to update multiple sets- and it's interesting to be able to see a level before and after a fix is applied (I hope no fixes are necessary). The version with underscores is the one I have in my data folder and will receive updates as necessary, and is sorted roughly by difficulty order. This is the recommended one to play! Submitter Ihavenoname248 Submitted 03/28/2018 Category CC1 Levelsets  
  9. Walls of CCLP4

    Version 1.03

    28 downloads

    Levels using the walls from: Block Parking, Lockdown, Mindless Self-Indulgence and Japanese Game Show were all created after after someone else (hi Josh) had posted a level using those walls. Any similar bits of design between levels using any levels not mentioned above entirely coincidental, and similarities with those levels are too- I was specifically trying to do something different. This is why I elected not to announce the project officially and instead just tease it- I didn't want to be influenced too much by seeing other people use those walls, as it's already difficult enough trying to make the new level feel distinct from the old, outside of certain throwbacks. Likewise, I didn't want to discourage others from playing in the same playground because "it'd already been done"! Having a decent amount of levels to point to using the same walls as a starting point but a completely different end result shows that even if one person has made a walls of level, there's still more that can be done. After all, just look at Cold Hard Chip and A Pressing Concern. And even with similarities in structure between Water is My Friend and Dilapidated Factory, the levels themselves are totally different. And those used the walls from Fire is My Enemy, which used the walls from Jumble I from CCLP3!!! Anyway, this project started back on August 6th, 2017, with Pixelated Fire. I was looking for a starting point for a level because I wanted to make one, and the inside/outside section caught my eye with an immediate idea to fill the outside with force floors. The level grew from there, but while I was building it, I had a nagging thought in the back of my mind. Joshua Bone has been doing Walls of CC1 for a while. Josh Lee started but aborted the same with CCLP1. Why shouldn't I try with CCLP4? So I looked through the set for some levels that would prove challenging to remake, and built Enemy Within, Enemy Without, Hallucinogenic Substance, and Orienteering early on, using Air Bubble, Suburban Legend, Shrub, and Keyboard Malfunction as bases. Once I had overcome a few of what I thought would be the biggest challenges, I had so many ideas for levels stemming from these! Back in September, I had the idea for a level that duplicated the top and bottom halves, but they would play out completely differently, and then spent 9 hours converting Monster Swapper into Another Perspective. In October, I built a Xenocide inspired level within Ruinous Plaza. November, a blob level in Sewerway. And so on, with some levels taking advantage of aesthetic choices in the original levels such as in Nectar Meadow and Antidisruptive Caves. I dared to step out of my comfort zone with some things and build in pointless rooms and areas, more aesthetic red herrings, and more complex ideas... sometimes. I was inspired by the strangest small comments sometimes as well, mostly while watching Josh's JoshL2 LP (Yet Another Joyride, Block Plaza) but from all sorts of random things, oftentimes giving an idea for a set of walls that I thought had promise but wasn't sure how to properly repurpose. I've poured so much into this project over the past 8 months (including test time: the last level. The Price of Freedom was made on March 17th) and feel like I've learned a lot from it, too. And so I hope you enjoy my take on the Walls of CCLP4. I enjoyed making these levels quite a bit, as my totally-for-real-this-time last MS and Lynx compatible CC1 set. I expect to still pull out CC1 for MS or Lynx only shenanigans, as there's still some interesting space to be explored with both, but I think it's finally about time to move onto CC2. As for the uploaded files, "1.0" is the CCLP4 ordered version of the set that has been uploaded to pieguy's site. There is no difficulty curve or content balancing here, and all untimed levels have been changed to have a time limit of 1000 seconds, to allow score reporting there. This version will also not be updated once scores are reported just so I don't have to update multiple sets- and it's interesting to be able to see a level before and after a fix is applied (I hope no fixes are necessary). The version with underscores is the one I have in my data folder and will receive updates as necessary, and is sorted roughly by difficulty order. This is the recommended one to play!
  10. IHNN's scores

    CCLP1 (MS) 127: 420 (+3, b-1) [In the Pink] (after a strange series of events, this is public and not bold. Hopefully 421 follows suit soon) 6,005,900 (142 bolds) Maybe I should look at Flame War again. CC1 (MS) 024: 428 (+2, b-2) [Oorto Geld] 5,977,520 (138 bolds) Oops I'm 4th here now
  11. February 2018 Create Competition - Walls of CCLP4

    (19, 20) and (19, 21) are walls in the original level, but not here. Tanks on top of a wall are still a wall! As always, some very nice levels submitted. And hey, I even managed to win It was quite the challenge to work on- I had a headache from trying to keep in mind both sides of the level while constructing (forgetting to eat due to not wanting to break the creative flow didn't help) and ultimately, I started building the level just to see if I could make a level that played out totally differently with the same layout, as a personal challenge. I'm very happy to see it getting some appreciation- and hopefully it makes it into an official set someday, even with the NW blockslide resetting being a bit of a hassle.
  12. February 2018 Time Trial

    I had a couple of 375-376 paced runs on the first level die to the block, and just never felt like pushing for just a little more time. With the blob level, well, I just wanted to complete it with a solid time, so I grinded for the start and then kept that for my submission (250) and then later got an extra second with a few extra tactics. I'm very glad to hear that Sludge Report was enjoyed! It helps that I stole concepts from every past official set, but I also spent a lot of time tweaking each area to make sure it was reasonable
  13. new tile ideas

    Multiple different colors of blocks and switches that require the color to be held down to open doors, exactly like in Chuck's Challenge. Block shuffling puzzles were interesting enough already with only needing to get blocks to buttons, imagine having to get specific blocks to specific buttons, too!
  14. Facing the Future: What's Next for Official Sets?

    I'm going to bump this thread again because I think it's the best place for it, and the idea spawned from re-reading this thread. With CCLP4 having been out for more than 7 months and the CC2 editor starting to get rolling, CC2 community packs are on the way, but still probably most of the year out for really getting started. It's a valid concern that CC2 is being neglected here, but that doesn't need to be the case. After all, a CC2 port of CCLP4 and CCLP1 was tossed around a decent bit 2.5 years ago, but nothing concrete or semi-official was done for this. So tonight, I assembled a spreadsheet and google drive (linked at the bottom of this post) specifically meant for trying to make one or both of these ports a reality. CC2 Steam workshop support is coming which will make sharing CC2 levels with the wider community easier than ever, perhaps even easier than sharing CC1 levels ever was. The community should support this, and what better way to do so than by re-releasing some of the best content the community has created over the years? What better starting sets could there be on the Steam workshop than the community packs that have had years of collaborative effort go into them? What better introduction to the world of fanmade content could there possibly be for those just finding custom levels through the workshop for the first time? Ideally, the original designers would port their own levels with some feedback/small tweaks when edits were made for compatibility, with the set staff stepping in as a backup in case the original designer is inactive or lacks CC2. Let's make this project a success- the devs are showing support for the community. Let's show some support back. CCLPn ports to CC2: https://goo.gl/iXPE6i Google Drive: https://goo.gl/L6caZb There is also discussion for this taking place on the Discord server.
  15. Ask a dumb question, get a dumb answer

    I would tell you, but the test results are a year and a half away. Why is chocolate content measured it percent but alcohol content measured in half percents?
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