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ajmiam

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Posts posted by ajmiam


  1. I've uploaded a couple more collections of levels that I'd like to be considered:

    ^ A collection of two levels ("Telenet Mining" and "Bringin' Down the House") that I designed after completing Chipit or Whiffit, but won't have time to make a full-fledged set for before CC2LP1 submissions.  This file won't be updated with new levels, but might be updated to fix the existing ones if there are problems.

    ^ A collection of ports of levels from Pit of 100 Tiles and The Other 100 Tiles (my CC1 sets) that I want to be considered for CC2 voting.  I will probably add more levels to this at least once before the submission deadline.  (I just wanted to get these out there to ensure that I don't miss out on submitting them if something goes horribly wrong right before the deadline.)  However, there's no guarantee that I'll finish all 100 that I had originally planned.


  2. The file linked in the original post has now been updated for the following reasons:

    1) The replay for "Tetromino Trek" was broken, so I rerecorded it and this one should work. 

    2) I took Tyler's suggestion and added copies of Melinda to "Hamilton Rolls in his Grave" so that you can view the map as Chip is navigating the cells. (This will break your existing replays for this level, but my replay has been updated to solve this new version.)


  3. My first CC2 levelset is here!  A 40-level installment called "Chipit or Whiffit"!

    Check the download page here for more details:  

     

     

    Feel free to leave any feedback in this thread, on the download page, or by pinging me (@ajm-i-am) in the Chip's Challenge Bit Busters Club Discord server.  Also, note that all 40 of these levels are being submitted for CCLP consideration, and all 40 of them have notes under the Comments box in CC2's editor, so check those out if you're curious.

    Enjoy!

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  4. On 10/3/2018 at 9:07 PM, geodave said:

    Anyone have any thoughts about these things?

    1. Warp exits

    Secret exits that skip ahead a number of levels could be a substitute for secret hints, since there's no password system.  I like it!  We'd just need to come up with a way for the staff to know that one of the exits in a level is intended to be a secret exit...or the staff could add them where they feel they're appropriate, like for some of the secret hints in CCLP4.

     

    NOTE:  I don't know all the details about how secret/warp exits actually work...in any case, if we include one, we might want to place a hint next to it explaining that the player has found a secret exit so they aren't surprised when it does something unusual.

    Quote

    2. Multiple hints

    It's not too hard to make and the CC2 main game did it, so sure, why not?

    Quote

    3. Lesson levels

    Probably for some of the more complicated elements.

    Quote

    4. Cyphers

    Unnecessary if we go with secret exits.  And passwords don't exist anyway, so any "cypher" we could try to include would have to be less about unlocking a future level and more about a hint towards solving a future level, I think.


  5. On 10/1/2018 at 4:42 PM, quiznos00 said:

    1) What should the set be named?
    2) How many levels?
    3) Allow levels with CC1 boot rules?
    4) Consistent viewport size (9x9 or 10x10)?
    5) Map size limit? Namely, should the 40x40 limit from the CC2 main game be retained?
    6) Should any tiles or techniques be banned? Some "unsupported" tiles are innocuous, like the zero-directional block or the blank "no" sign, but hex editing can lead to weird and wild tiles, as seen in TSAlpha's Enter the Void. There also are some non-obvious techniques, like block slapping and the gimmicks in TSAlpha's Great Job CC2! levels, that may not be well-suited for an official pack.
    7) Any other standards that should be set in place?

    1) I think the set should be named CC2LP1 or CC2LP2, since either name is simple and communicates what it means (A level pack for Chip's Challenge 2!)  I slightly prefer CC2LP2 to make it clear that it's a "sequel" to CC2's main game and not a "replacement" like CCLP1 was (unless we intend it to be!)

    2) 149 (or close to it) makes sense to me.  As much as I wouldn't complain about more levels, I don't think it makes sense to build a set that's larger than a CC1 community level pack from a pool of levels that's much smaller than the CC1 level pool.  120 might be a good number.

    3) Only if there's a good reason, and if there's an indication of this in each level that forbids boot dropping (perhaps a hint, or an agreed-upon symbol like a "no boot" tile surrounded by walls near the start of the level)

    4) I'd prefer 10x10, but would be willing to make exceptions if there's a good reason.  Still, most levels that would want the 9x9 view for whatever reason could probably be redesigned to use 10x10, so I'm not sure if there is such a "good reason".

    5) I think I'd like the longest levels in the set to be about the length of the longest levels in official CC1 sets.  Map size is not always a perfect indicator of map length, so there might be levels larger than 40x40 that still fit the expected length.  (Especially levels with lots of offscreen logic.)  I think we should let the voting process sort out the "good" large levels (the ones that do something creative with the space) from the "unnecessary" large levels (the ones that just exist to pack multiple levels' worth of content into one).

    6) I'd prefer to ban any tile that can't be produced by the official CC2 editor without glitches.  Just to ensure people who use the official tools have the same capabilities as everyone else, and aren't confused by glitch tiles.  (The game has enough complex interactions without taking into account glitch tiles.)  Further, I think unintuitive "nice job CC2" interactions should be at least frowned upon, unless explained in the level that uses them.  (I realize that "unintuitive" is kind of subjective.  I'm thinking of things like pushing a block against a force floor slide to "nail" yourself up the slide, or using an equipped hook to somehow redirect a monster.)

    7) Try to make some easier levels and some harder levels using as many different new tile types as possible so that the staff can build a "difficulty curve" for each?  (Not limited to exploring one new tile type per level, of course.)  Borders on all levels unless it makes thematic sense not to use them?  (Thin walls can go with everything now, so there's no excuse for skimping on them due to lack of space. ;) )  I think ports of CC1 levels in general should be valid candidates for this level pack, but NOT ports of levels that have gotten into a CC1 level pack.  I'd encourage recorded solutions on all submitted levels, but we shouldn't require them to include the max bonus.  (Especially since some levels may be designed to have an extremely difficult to obtain max bonus that's even beyond the designer's capabilities.)


  6. I just updated the download to fix a few problems that some Chipsters discovered upon release...

    • The hint in Feeling Green? said that blocks remove slime, which is true for dirt and ice blocks, but not "glass" (directional) blocks, which fall into it.  I reworded the hint to account for that exception.
    • CC2 Teeth monsters are a bit dumber than their CC1 brethren, and it is possible to slip past them horizontally in 2x2 areas.  A few areas in Chateau Crunch have been constrained so you can't skip steps this way.  Also, I messed up with the gray button and it was flipping the force floor southwest of it, which I didn't want, so now it's a pink button wired to the floors it's supposed to flip.
    • It should no longer be possible to cheat the house and empty the slot machines in Casino Royale by throwing 2 bowling balls in such a way that the 2 buttons are pressed at the same time, resulting in 3 force floor switches.

    Thank you, Jeffrey and Ryan, for bringing up these issues and helping me fix them! (Y)


  7. Hello, Bit Busters!

     

    I've been working on some CC2 levels for a while, and decided I'd show off what I've assembled so far (20 levels) to see what people think.  Several of these levels are based around exploring concepts with specific new design elements.  This will be the start of my first main CC2 custom level set, which will probably end up containing at least 50, and hopefully 100, total levels.

    Some of these levels are brand-new, never-before-seen designs, and others are submissions for CC2 level design contests or ports of submissions for CC1 level design contests that I never put in any of my other sets.  The levels are sequenced in the order I built them, not by difficulty.

    All of these levels are to be considered submitted for any and all CC2 community level packs we make in the future.

    Please let me know what you think of the levels, which ones are easiest/hardest, and if you discover any busts or problems.  Happy Chipping!

     

    EDIT: Jeffrey already found a bust in Casino Royale, so I'll work on fixing that and upload a new version, possibly tomorrow.

    EDIT 2: Updated!  Now at Version 0.201.


  8. Reporting some improvements so I don't forget about them:

    #4 (Oasis): 225 (b-2)

    #6 (Proving Grounds): 299 (b-11)
    #19 (Conservation of Keys): 187 (+1, b)
    #35 (Chasing Chips): 323 (+14, b-32)
    #44 (Blobfield): 405 (b-8)
    #111 (Water Bottle): 174 (+13, b)

    Total score now over 5.99K (5,990,030)


  9. A few more comments from the levels I just played...

    Level 18 (Cold Hard Chip):  I liked the aesthetic of the hallways with ice tiles down the middle/a few branching off.  The yellow key section was just intuitive enough for me to get it on the first try by process-of-elimination even though not everything was visible at the start, which felt good.  Unfortunately I didn't realize that you absolutely have to enter the ice checkerboard section from the bottom-right, resulting in a surprise ambush by hidden walls:

    5ad190b4dca40_coldhardchipcook.JPG.8313cf12919b5ae8350d28c69ff10b64.JPG

    Level 19 (Drops of Jupiter):  This started off nice and relaxing with some simple sokobans with small twists, and then suddenly some harrowing monster dodging near the end...a bit nerve-wracking, but I got through it in one piece.  My favorite sokobans were the ones that involved the teleports.

    Level 20 (Fortune Ravine):  Like the previous level, another nice themed campaign level, but here the theme was recessed walls.  I think the difficulty was just right here for its place in the set and it very gradually sloped downwards (unlike the previous level which seemed to spike upwards around halfway through).  There were a few places I wish I could have seen farther, but also could have probably avoided cooks if I'd been more careful.  (The red/yellow/green key section looked like guesswork at first, but then I realized I could tell that the red key had to come before the yellow.)  My favorite part was going through a bomb/recessed wall maze and then clearing out the bombs using a fireball cloner!

    ---

    And now because it was getting late and I decided to skip around arbitrarily:

    Level 49 (Seven by Seven):  One cool thing about this level was being able to see the whole thing, notice that there is no visible exit--and yet still I knew exactly where the exit had to be.  (And I was right.)  It turned out much simpler than I expected; I never had to use the trapped ball or the flippers for anything.  Was that intended?  Anyway, the nice thing about leaving the flippers untouched is that you avoid the "dumb Lynx ending" you mentioned in your designer comment (the tank doesn't need to be stopped on the button if the flippers are still there).


  10. #76 (Flow State): 284
    #77 (Brick Block Facility ): 358
    #78 (Aquatic Ruins): 351
    #79 (Spring ): 212
    #80 (Monster Swapper): 272
    #81 (Estranged for a Season): 237
    #82 (Puzzle Box): 776/ ---
    #83 (Frozen Over): 254
    #84 (Forsythia): 378
    #85 (Nectar Meadow): 404
    #86 (Cyprus): 226
    #87 (And the Walls Kept Tumbling Down): 473
    #88 (Empty Rooms): 252
    #89 (Diametric Opposition): 375
    #90 (Wretched Hive of Scum and Villainy): 308
    #91 (How to Retune Your Harp): 363
    #92 (Fire Is My Enemy): 370
    #93 (Bombs Are a Beautiful Thing): 272
    #94 (Ditchdigger): 433
    #95 (Ravaged): 359
    #96 (Lean Thinking): 721/---
    #97 (Lockdown): 192
    #98 (Clay Tunnel): 374
    #99 (Ice Cavern): 173
    #100 (One Tank's Adventure): 736
    #101 (Condo Management): 295
    #102 (The Key Issue): 127
    #103 (Malachite): 201
    #104 (Dual): 112
    #105 (Living Things): 191
    #106 (Gridlock): 187
    #107 (Combinations): 757/---
    #108 (Scatterbrained): 455
    #109 (Shemozzle): 13
    #110 (Keyrithmetic): 946/---
    #111 (Water Bottle): 161
    #112 (Triple Mint Slurpee): 410
    #113 (Half of You, Half of Me): 268
    #114 (Repugnant Nonsense): 387
    #115 (Overlap): 832/---
    #116 (They're Not Called Blocks for Nothing): 196
    #117 (Greenian Motion): 197
    #118 (Chip Controls): 349
    #119 (Strandquist): 236
    #120 (Construct-a-Sokoban): 230
    #121 (Death and Destruction): 242
    #122 (Jigsee): 605
    #123 (Life Is Not a Puzzle): 546
    #124 (Air Bubble): 31
    #125 (Beautiful Struggle): 439
    #126 (Bind Mender): 57
    #127 (Wrong Exit): 177
    #128 (Mindless Self-Indulgence): 217
    #129 (Undefined Fantastic Object): 164
    #130 (Bam Thwok): 539
    #131 (Jigsaw): 561
    #132 (Monorail): 395
    #133 (Monochrome): 583
    #134 (Pushover): 347
    #135 (Propaganda): 308
    #136 (Seeing Red): 289
    #137 (The Longest Track): 418/---
    #138 (Zipper): 105
    #139 (Unravel): 962/---
    #140 (Repair the Automatic (Caution) Doors): 729
    #141 (World of a Thousand Flames): 513
    #142 (Stratagem): 43
    #143 (Color Coordination): 370
    #144 (Paradigm Shift): 566
    #145 (Hacked Save File): 424
    #146 (Japanese Game Show): 699/---
    #147 (Gimmick Isle): 498
    #148 (Gravity Well): 397
    #149 (Mental Marvel Monastery): 432
     


  11. First half of my CCLP4 initial times.  (Some of these have already been reported.)

     

    #1 (Molecule): 154
    #2 (Pixelated Fire): 220
    #3 (Fossilized Snow): 186
    #4 (Oasis): 186
    #5 (Non-Dimensional Layer): 219
    #6 (Proving Grounds): 288
    #7 (In the Pool): 93
    #8 (The Fourth Dimension): 293
    #9 (Pinball): 226
    #10 (Stuck in Emerald): 73
    #11 (Keyboard Malfunction): 350
    #12 (Rivets): 176
    #13 (Encased in Carbonite): 184
    #14 (Poly-Gone): 259

    #15 (Cross Back): 260

    #16 (Reservoir Frogs): 269

    #17 (The Three Trials): 254
    #18 (Inferno Dynamics): 201
    #19 (Conservation of Keys): 186
    #20 (It's No Skin Off My Teeth): 278
    #21 (Glacial Palace): 284
    #22 (Bodyguards): 238
    #23 (Western Standards of Living): 349
    #24 (It's Easy Being Green): 319
    #25 (Difficulty Switch): 350
    #26 (Shrub): 147
    #27 (Suburban Legend): 331
    #28 (Zephyr Heights): 340
    #29 (Flipper Departments): 312
    #30 (Hoodwinked): 51
    #31 (Big Boulder Alley): 362
    #32 (Blended Brussels Sprouts): 284
    #33 (Tool Shed): 215
    #34 (Frozen Waffle): 150
    #35 (Chasing Chips): 309
    #36 (One Who Raids Tombs): 386
    #37 (Tropical Hibiscus): 340
    #38 (Detonation Station): 208
    #39 (In the Walls of Gravel Castle): 285
    #40 (Periodic Lasers): 128
    #41 (Ghetto Piranha): 264
    #42 (Nova Prospect): 163
    #43 (Coral Reef): 340
    #44 (Blobfield): 391
    #45 (Seven-Layer Salad): 211
    #46 (Exclusive Or): 193
    #47 (Antidisruptive Caves): 298
    #48 (Key Insight): 244
    #49 (Block Parking): 814/---
    #50 (Secret Underground Society): 203
    #51 (Ice in a Blender): 267
    #52 (It Suits the Purpose): 103
    #53 (Protect Your Fortress): 257
    #54 (Split Path): 154
    #55 (If I Ran the Zoo): 434
    #56 (Fireworks Factory): 501
    #57 (Bisection): 382
    #58 (Ruinous Plaza): 184
    #59 (Blockpick): 258
    #60 (Flippant): 174
    #61 (Blue Tooth): 400
    #62 (Block Unpuzzle): 317
    #63 (Pneumatic Diversity Vents): 487
    #64 (Excuse Me): 276
    #65 (Duplex): 401
    #66 (Anaconda): 264
    #67 (Nuclear Energy for Dummies): 221
    #68 (Cold Fusion Reactor): 911/---
    #69 (Ball in an Awkward Place): 315
    #70 (Science Museum): 276
    #71 (Puuf): 143
    #72 (Sewerway): 314
    #73 (Sealed Doors in the Spacecraft): 200
    #74 (Technopathic): 208
    #75 (Unmitigated Hint Factory Disaster): 262
     


  12. More of my experiences playing through the set.  Note:  There may be spoilers to the solutions of these levels in my comments, so don't look if you haven't solved yet!  (Covers levels 11-17)

     

    Level 11 (Prison Hall):  For something so short it sure drove me mad, since no matter what I tried it always took 3 blocks to get the chips, and then one would get stuck against the left wall!  Then I figured out the trick...I didn't need to blow up ALL the bombs right away...well played, Josh!  Good puzzle.

    Level 12 (Blue Key Chamber):  Another small level that took me several tries to beat.  The difficulty is definitely ramping up!  Though I probably could have been a bit more observant.  The 200 second time limit kind of made me nervous, I think...it may be a relatively small level, but there's a lot to do, and the more stuff is crammed into a section, the more closely and carefully I have to look at it.  (Thinking of the top-left.)  Still, a fun level and I was pleasantly surprised to see the key behind the bomb at the start get used for something after all.

    Level 13 (Fire Glide Caves):  The locks-and-recessed-wall paths were nice.  I liked how you could choose whether to use monsters or blocks for some of the buttons (like in the bottom-right room), but unfortunately the two glider rooms were practically identical (both involved sacrificing one block in water, then using the other to direct the gliders from the outside straight through the center).  The ending got me because I totally forgot to pick up the last chip before heading through the force floor the first time...my bad!  This was definitely easier than the previous two levels.

    Level 14 (Green Fever):  Pretty standard maze, but the extra chips and losing the boots at the end (even if it was still really easy to get to the bottom-right corner and the exit) helped it to stand out just a bit.

    Level 15 (There Goes the Neighborhood):  There were several tricky cooks to avoid when you couldn't see everything remaining in the level (but could kind of guess at it), such as:  not filling in the water with the block at the start, not cramming the ball all the way against the tank, and not being able to clone more than one glider.  The third one was heavily implied, though, by the blocks next to the clone button, and the others were early in the level (which is overall short) so not a big problem.  It's a little strange, though, how the set seems to go between extremely straightforward levels like the previous two and levels where trying even the slightest obvious-looking thing could be a cook.  I definitely liked how you clear paths to get around the recessed walls you used up earlier and travel between the upper and lower parts of the level.

    Level 16 (The Whoa Zone):  Mazes with tons of teleports have been done before, but never quite the same way as this.

    "Albeit, there's no way to make this concept uncookable..." Josh says.  However, as a player, one thing you can do, I realized, is avoid teleporting right, lest this happen:

    image.png.e6ffef8112655bf1d3bf7795dffc528b.png

    Thankfully, I got it on the second try.  There are plenty of ways to approach the chips, and the high density of recessed walls compared to teleports meant it wasn't too hard to get to any of them.  (Looking for ways to teleport up or down to a chip definitely helps.)  I think the level size was chosen well.

    Level 17 (Slytherin Common Room):  Hmm...I know Slytherin students sleep in a dungeon, but I hope it's not this gross!  Anyway, the blob-filling chip-collecting room at the start was pretty neat, kind of what I hoped to achieve with my level "The Green Virus" but on a smaller scale so the pressure felt more immediate.  The rest was OK, thankfully not too hard.  I did have the misfortune of having to wait a long time for the final blob to drain from the flipper hallway right before the end.  I did go back to get the secret hint, which took a fair amount of patience and courage...most of the time, there were 3-4 blobs in that upper-left corner of the starting room, so I had to wait for it to go down to 1 blob and then make a beeline to the red key.  Luckily I was able to escape using the force floors.  I did manage to get it without dying even once.

    • Like 1

  13. 3 hours ago, Ihavenoname248 said:

    (19, 20) and (19, 21) are walls in the original level, but not here. Tanks on top of a wall are still a wall!

    Oh, no!  That's what I get for blindly following the Walls of CCLP4 template set without verifying it for myself first...guess I'll have to edit the block checkerboard before I put it in one of my sets.

    Miika, it seems  you liked the monster disruption more than the lower half, which surprised me because I thought the monster disruption was the weakest part...also, the reason some of the puzzles seemed disconnected is because I was intentionally going for a themeless variety level (since I rarely make those).  Ah, well...3rd is pretty good and actually a bit better than I expected.

    Congrats to Jeffrey and everyone else who participated!  Definitely going to take some time to check out the other entries....


  14. I was going to start a blind LP of this set but JB beat me to the punch, and I don't want to overload people's video-watching time...so I'll post my comments here as I play levels and read the developer commentary on pieguy's site.

    Level 1 (Lock Picker):  I'm not sure I've ever seen a Level 1 that can be cooked on the first move :P (though it's possible to die in Molecule on the first move).  Nice little warmup level that forces you to be on your guard early but becomes more lenient later (I finished with 2 spare keys).

    Level 2 (Inspection):  Pretty simple.  Just don't step on the wrong recessed walls.  I like how the toggle walls toggle quickly enough for you to go through them all in a row without waiting.

    Level 3 (School of Thought):  I did see the hint that says you styled this after Madhav, but I wouldn't have been able to tell.  I know, Josh, that you and I have both said that our design styles are quite different, and one way is I think you use many more irregular wall patterns in your levels, whereas mine tend to be rectangular.  (Part of it is because I tend to lay down the walls for a section before filling it in, which has the drawback of limiting my options and sometimes making my levels feel kind of samey...then again, sometimes I find that the section won't quite fit my original wall plan and it turns out irregular anyways.)  The way you used the irregular walls here, they make the solutions not stick out, which is nice.  I felt a little clever solving the second section without the flippers...then I ran into the appearing wall when I tried to pick them up "just in case".  Well played.  (clap) 

    You say that Madhav's set featured "small levels that had one core theme"...that sounds a little like my design style except my levels tend to be large with one core theme.

    Level 4 (Fade):  I'm not as big a fan of blue walls as Josh is, but this level is scaled down to a moderate size, which is nice.  I definitely got what you mean by subverting expectations...my experience was like "3 fake blue walls in a row!  :D" in one place followed by "3 blue walls in a row...so they're all fake, right?  Fake, *oof*, real :( " in another.  I did like the loops and the time limit wasn't low enough to be dangerous.  And...I think you've given me a blue wall level idea!

    Level 5 (Dead Freight):  Neat idea!  I finished with a mere 9 seconds left...due to spending a while looking for the nonexistent "second usable block" in the maze before directing the first one to the bomb.  I see you relaxed your normal avoidance of North and West thin walls; there are some concepts, like this one, that really don't work without them.  *coughblockflickingcough*  The title fit so well I didn't realize it was a reference.

     

    -----NEWEST BATCH (3/6/2018)-----

    Level 6 (Whatchamacallit):  Interesting use of nails, and some normally "unfair" elements that aren't really that bad (thieves under blocks, for instance).  So far the levels have forced me to be careful, but none have been notably challenging, which is fine as we're still early in the set.

    Level 7 (All That Glitters):  The name insinuated to me that I needed to avoid the yellow keys, which I did...until I saw that the exit was RIGHT THERE and I didn't need to be worried at all.  I still avoided them just cause...and then I saw that I couldn't get into the southwest without picking some up.  Ah, well.  Definitely a more interesting maze to play casually if you go without, but would be interesting to optimize if you do use the keys.

    Level 8 (Trick or Trap):  Excellent, hit the first real challenge of the set for me!  The bottom half of this level was a well-built, devious puzzle with a strict order of moving the blocks around.  It was much harder than it looked at first and kept me occupied for quite some time.  The top half, by contrast, had a ludicrously simple solution.  Took me a little while to find it, though.

    Level 9 (Discotheque):  A nice cooldown after the challenge of Level 8.  The extra chip drew my attention to the exit; I might not have found it right away otherwise.

    Level 10 (Dip Your Hand in Felony):  What a strange title...after Level 5, I expected it to be another Breaking Bad reference, but apparently not.  I cooked the level early on because I didn't realize soon enough that you can't get a block inside the passage that leads to the teleports while a block is on the lower trap button...you have to start a block into that passage, then hold down the button...that's a bit hard to foresee.  Also, I managed to conserve a recessed wall in the bottom-right section.  The trapped balls in the recessed wall/block section were a neat aesthetic even if they don't signify anything.  All in all, it's a decent variety level.  (That's one of the other big differences in design styles between Josh and me--he frequently makes variety levels with no gameplay theme whereas I find it quite difficult to build a level without first choosing a theme to guide my decisions.)

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