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Posts posted by Cyberdog

  1. #20 (Control Machine): The obvious comparison here is Warehouse II. It seems like this level was built to provide some of the same challenge (and at least for me, it was quite challenging) as its CCLP2 counterpart but without the unnecessary tedium. That being said, I still thought the path many of the blocks had to take through the southeast area was a bit long with quite a few loops. But even more importantly than that, I'm not particularly excited to see another plain sokoban level in a CCLP, especially since we have so many other, more inventive block-pushing puzzles in the voting pool. This is well-designed, though, and I'd be curious to find out if it was an original composition.


    It is an original composition, and I did have Warehouse II in mind when designing it. Warehouse II is one of my favorite CCLP2 levels and I wanted to make something similar to it.

    • Upvote 1

  2. A few more nominations




    #9 - Various

    #32 - Save the Bug!

    #39 - Mini Challenges




    #8 - Round and Round the Garden

    #13 - Skate Park

    #23 - Frog




    #15 - Popwall

    #42 - Smokescreen

    #58 - Northhaven

    #64 - Boggle Toggle




    #14 - Green Balls

    #29 - Monsters in the Closet

    #34 - Codeebreaker




    #21 - Just the Two of Us

    #31 - Under Pressure




    #2 - Simple Swap

    #12 - Dodecaphobia

    #15 - A Slapstick Tragedy




    #17 - Wormhole Blockage

    #24 - Ice Bridge

    #92 - The Companion Block




    #19 - Backfire

    #36 - More Than Just a Block

    #74 - Chip Crossing

    #102 - Switch Side

    #118 - Ballroom




    #11 Dodging and Weaving

    #15 - Blobweb

    #21 - Four Corners

    #25 - Flame On

  3. Here's a few more nominations.




    #1 - Beehive

    #13 - Campaign

    #16 - Seeing Red

    #27 - Sunken Treasure

    #31 - Hotbox




    #7 - Forcing

    #8 - Forcing II

    #10 - Finding

    #18 - Mixing

    #25 - Puzzling




    Also, it would be much appreciated if any of these levels from my set, Zzt.dat, could get nominated.


    #13 - Dowitchers in the Diamond Mine

    #15 - Smash the Bug

    #35 - Cloverleaf

    #37 - Rank and File

    #41 - The Modern End

    #44 - Ediacara

    #49 - System of a Down

    #56 - The Room Without Space

    #58 - Chop Suey


    I will keep looking through the submissions before the nominations period ends.

  4. A few more nominations


    CCLP4 Subs Syzygy


    #34 - Flyers

    #51 - Argyle Tartan

    #60 - CPU

    #62 - Scrambled Data

    #65 - Zodiac 3

    #90 - Block Tracking

    #99 - Merry-Go-Round II




    #3 - Labyrinthine

    #7 - End of the Road




    #13 - Ruined Canal

    #15 - Continuum

    #16 - Discontinuum

    #22 - Transmogrifier: Prototype

    #24 - Blue Waffle

    #32 - Tracing Constellations

  5. Here are a few nominations.




    #8 - Block Parking

    #13 - Chainloader

    #15 - Collapsing Elevator Shafts

    #20 - Decisions

    #21 - Exit Smiling

    #24 - Flooded Warehouse

    #43 - Open Your Sokoban

    #56 - Patience and Sequence

    #72 - The Moment of Tooth



    ZK3 submissions


    #17 - Satellite

    #23 - Activities

    #24 - Cooldown


    IHNN1-CCLP4 mix


    #136 - OldAbandoned Old Abandoned Maze

    #212 - Unconventional Passages of Wisdom

    #213 - Construct-a-Sokoban

    #248 - Ruminations




    #42 - The Seventh Bearded Lotus

    #56 - Sokobug

    #60 - Dominion




    #3 - Grand Piano

    #6 - Good Old Fashioned Lover Boy

    #12 - Dept. 42

    #22 - Lily Of The Valley

    #25 - Seaside Rendezvous

    #27 - Waracle

    #35 - Dextral


    I will make more nominations over the next several days, as I look through more sets. 


    Also, it would be much appreciated if the following levels from my levelset, Zzt.dat, would get nominated. I would be very grateful. :)


    #13 - Dowitchers in the Diamond Mine

    #15 - Smash the Bug

    #35 - Cloverleaf

    #37 - Rank and File

    #41 - The Modern End

    #44 - Ediacara

    #49 - System of a Down

    #56 - The Room Without Space

    #58 - Chop Suey

    • Upvote 1

  6. I fixed the levels that were marked as unequal or busted on the speadsheet.


    -Level 1: Added gravel to (16, 18) to fix bust

    -Level 3: Fixed exit area to prevent block slapping onto trap button at (9, 26)

    -Level 5: Replaced red door at (18, 18) with a wall, fires at (4, 15) and (4, 17) with gravel, and removed the block at (6, 16) to remove minor ruleset inequality of the paramecium dying in the fire in MS

    -Level 49: Removed gliders at (15, 26) and (16, 25) to eliminate bust, forcing Chip to clone fireballs

    -level 60: Moved trap button to (22, 28) to (21, 30) and removed bomb at (28, 30) to make ending section beatable in Lynx

  7. The visual impact of a level's first few seconds of play can have a big effect on the overall experience of playing through the level, and monster movements can greatly add to that visual impact. A quirky, whimsical title that goes along with the aesthetics also plays a vital role in how the level is experienced. With these statements in mind, I designed my level for this competition. I tried to keep it fairly simple and flexible, but also challenging. Chip will need to keep his wits about him in order to get through this level.

  8. I've been skipping around the set, but I like the levels I've played so far. 118 is my favorite so far, and I love the title. I like the concept of level 131, although my luck wasn't that good so it took several tries to beat it. 136 was also a fun concept. 123 is a really awesome concept.


    I think that 61 should have had a few more walkers for a bit more of a challenge, given how much open space there is. Regardless, it's always good to have a few simple monster dodging levels like this one. 110 also seemed a little underwhelming. I like the idea but it's to easy to not get lost. I would try having smaller, but more chambers to pass through.


    Your level titles are awesome. It's hard to beat titles like Unmitigated Hint Factory Disaster and Occlusion of Collusion. In addition, I like the idea of out of the way hints with passwords. This is a fun set with some nice compositions.

  9. These are some nice designs, especially the one with the teleports and tanks. That one looks like it will be a tough puzzle. 


    Another suggestion for the second level would be to remove the gravel and then have the paramecia follow the chips instead of the walls, although this would increase the level's difficulty by quite a bit.


    Yet another suggestion would be to remove the doors off the gravel and keep the gravel, and then replace the ice with doors. That way you can keep the paramecia following the walls. To make things a bit more interesting, have just one or two paramecia follow their respective chips, similar to Loop Holes, the 64th level of CCLP2. With this second idea, you can also have bugs in half the rooms and paramecia in half the rooms, to help vary things a little.

  10. Uhh...you realize Piecewise.dat is just one level? If this gets submitted to CCLP4, it'll probably just be the last level of the set (i.e. the finished version). Is there a reason you prefer this version of the level?

    Oops, it looks like I initially downloaded the wrong version of the set. I downloaded the version that had 2.0 as the last level, which would have been way to easy.


    I just downloaded the finished version. 

  11. CCLP2 level 34: Cypher II




    Chip was tired. He stumbled from the teleport to the door, red key in hand. As he opened the door and then the socket, he checked his watch. 'This is taking forever,' he thought to himself. 'Much longer than the first clubhouse.' He briefly looked around before he entered the portal. 'If only there was an easy way through this.'


    He briefly dismissed any possibility of an easy way out as he entered the portal, but his face lit up as he saw the word 'Cypher' and read Melinda's hint. 'There is an easy way through this,' he thought. 'I'll be done with this clubhouse in time for dinner and I'll come back to what I skip later. The first Cypher was easy, so this will be a cake walk.' 


    He enthusiasm dampened as those last two words echoed in his head.




    "That wasn't fair!" Chip moaned as he finally made it to the exit. "So many buttons. That was not cool. But, I got the password." In a burst of excitement, he entered the password as he went into the exit, and to his surprise, Melinda was waiting for him at the other side.


    "I see you made it," she said. "You're all sweaty."


    "That Cypher level was evil," he said. "Who would make such a thing?" 


    "What happened to that map I gave you? It would have made that a lot easier. And some of those other levels too."


    "Map? What Map?" She shook her head. "Oh, that map. Right. I think one of Naomi's bugs ate it." She shook her head again.


    "So, are you here to help me?" he asked, trying to change the subject.


    "I'll explain later," she said. "Run the Gauntlet first, and you better run fast." He took a deep breath and ran off, without looking back.

    • Upvote 2
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