Jump to content

Search the Community

Showing results for tags 'cclp1'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • CC Zone: The Next Level
    • Announcements
    • Competitions
    • Feedback
  • Chip's Challenge
    • General Discussion
    • High Scores
    • Chip's Challenge 2
    • Chuck's Challenge
    • CCLP4 Discussion
    • Level Discussion
    • Under Construction
    • Programs and Editors
  • Chip's Challenge 2
  • Level Sets
  • CC Zone Voting
  • Other
    • General
    • Poll Station
    • Games & Trivia
    • Websites

Blogs

  • CC for Life
  • Strange Vintage
  • The Dragon's Lair
  • J.B.'s Level Design Musings
  • The Fortress of Solitude
  • rockdet's world
  • First Experiences
  • In the Mind of Flareon350
  • Tyler's Blog
  • Chipwoodstock's Pillow Fort
  • On game design difficulty and the player's freedom
  • Ihavenoname248's Blog
  • For the love of CC
  • Ed Levels Gin
  • Chipster1059's Blog
  • ajmiam's Blog
  • Puzzle Central
  • Markus' CC ramblings
  • Vaporeon260's Blog
  • thinker's Blog

Calendars

  • Community Calendar

Categories

  • CC2 Levelsets
  • CC1 Levelsets
    • Official Sets
    • Bug Demonstrations
  • Programs and Editors
  • Competitions
    • Archived
  • TWS files
  • Tilesets

Found 61 results

  1. Walls of CCLP1

    Version 1.0

    17 downloads

    Wall templates derived from the 149 CCLP1 levels. Some levels didn't really have interesting wall layouts, so i tried to go with the second best thing, or third, etc. Even then, i think there are 1 or 2 i couldn't "fix". Maybe not. I don't remember. Made for the February 2017 Create Competition.
  2. Ruben's official set scores

    The three first posts in this thread pretty much follow the same layout as J.B's score thread - one post per ruleset that contain a list of all my scores, which I will try to keep up to date as I report new scores. Green=bold, red=non-bold. MS ruleset scores: CC1 #1 (LESSON 1): 83 #2 (LESSON 2): 90 #3 (LESSON 3): 89 #4 (LESSON 4): 116 #5 (LESSON 5): 85 #6 (LESSON 6): 94 #7 (LESSON 7): 139 #8 (LESSON 8): 96 #9 (NUTS AND BOLTS): 306 #10 (BRUSHFIRE): 51 #11 (TRINITY): 211 #12 (HUNT): 270 #13 (SOUTHPOLE): [982] #14 (TELEBLOCK): 204 #15 (ELEMENTARY): 89 #16 (CELLBLOCKED): [971] #17 (NICE DAY): 83 #18 (CASTLE MOAT): 553 #19 (DIGGER): 171 #20 (TOSSED SALAD): 340 #21 (ICEBERG): 119 #22 (FORCED ENTRY): 293 #23 (BLOBNET): 429 #24 (OORTO GELD): 425 #25 (BLINK): 435 #26 (CHCHCHIPS): 254 #27 (GO WITH THE FLOW): 147 #28 (PING PONG): 239 #29 (ARCTICFLOW): 302 #30 (MISHMESH): 454 #31 (KNOT): 6 #32 (SCAVENGER HUNT): 379 #33 (ON THE ROCKS): [459] #34 (CYPHER): 297 #35 (LEMMINGS): 577 #36 (LADDER): 232 #37 (SEEING STARS): 597 #38 (SAMPLER): 462 #39 (GLUT): 17 #40 (FLOORGASBORG): 195 #41 (I.C. YOU): 172 #42 (BEWARE OF BUG): 187 #43 (LOCK BLOCK): 126 #44 (REFRACTION): 146 #45 (MONSTER LAB): 292 #46 (THREE DOORS): 222 #47 (PIER SEVEN): 231 #48 (MUGGER SQUARE): 277 #49 (PROBLEMS): 162 #50 (DIGDIRT): 318 #51 (I SLIDE): 655 #52 (THE LAST LAUGH): 382 #53 (TRAFFIC COP): 478 #54 (GRAIL): 326 #55 (POTPOURRI): 70 #56 (DEEPFREEZE): 162 #57 (STRANGE MAZE): 229 #58 (LOOP AROUND): 550 #59 (HIDDEN DANGER): 368 #60 (SCOUNDREL): 288 #61 (RINK): [930] #62 (SLO MO): 282 #63 (BLOCK FACTORY): 477 #64 (SPOOKS): 547 #65 (AMSTERDAM): 395 #66 (VICTIM): 292 #67 (CHIPMINE): 518 #68 (EENY MINY MOE): 489 #69 (BOUNCE CITY): 229 #70 (NIGHTMARE): 136 #71 (CORRIDOR): 355 #72 (REVERSE ALLEY): [955] #73 (MORTON): 485 #74 (PLAYTIME): 359 #75 (STEAM): 479 #76 (FOUR PLEX): 416 #77 (INVINCIBLE CHAMPION): 481 #78 (FORCE SQUARE): 480 #79 (DRAWN AND QUARTERED): 220 #80 (VANISHING ACT): 733 #81 (WRITERS BLOCK): [416] #82 (SOCIALIST ACTION): 969 #83 (UP THE BLOCK): 298 #84 (WARS): 580 #85 (TELENET): 236 #86 (SUICIDE): 381 #87 (CITYBLOCK): [430] #88 (SPIRALS): 317 #89 (BLOCK BUSTER): 379 #90 (PLAYHOUSE): 318 #91 (JUMPING SWARM): 367 #92 (VORTEX): 444 #93 (ROADSIGN): 650 #94 (NOW YOU SEE IT): [896] #95 (FOUR SQUARE): 335 #96 (PARANOIA): 320 #97 (METASTABLE TO CHAOS): 290 #98 (SHRINKING): 338 #99 (CATACOMBS): 380 #100 (COLONY): [890] #101 (APARTMENT): 240 #102 (ICEHOUSE): 177 #103 (MEMORY): 488 #104 (JAILER): 235 #105 (SHORT CIRCUIT): 255 #106 (KABLAM): [904] #107 (BALLS O FIRE): 260 #108 (BLOCK OUT): 278 #109 (TORTURECHAMBER): 133 #110 (CHILLER): 276 #111 (TIME LAPSE): [963] #112 (FORTUNE FAVOURS THE): [985] #113 (OPEN QUESTION): 462 #114 (DECEPTION): 172 #115 (OVERSEA DELIVERY): [796] #116 (BLOCK BUSTER II): 712 #117 (THE MARSH): [940] #118 (MISS DIRECTION): 260 #119 (SLIDE STEP): 210 #120 (ALPHABET SOUP): [945] #121 (PERFECT MATCH): [968] #122 (TOTALLY FAIR): 272 #123 (THE PRISONER): 272 #124 (FIRETRAP): 667 #125 (MIXED NUTS): [828] #126 (BLOCK N ROLL): 438 #127 (SKELZIE): 453 #128 (ALL FULL): 315 #129 (LOBSTER TRAP): 286 #130 (ICE CUBE): [931] #131 (TOTALLY UNFAIR): 26 #132 (MIX UP): 678 #133 (BLOBDANCE): [833] #134 (PAIN): [137] #135 (TRUST ME): 293 #136 (DOUBLEMAZE): [832] #137 (GOLDKEY): 392 #138 (PARTIAL POST): 240 #139 (YORKHOUSE): [911] #140 (ICEDEATH): 263 #141 (UNDERGROUND): [968] #142 (PENTAGRAM): [968] #143 (STRIPES?): [760] #144 (FIREFLIES): [827] #145 (Thanks to...): [990] #146 (CAKE WALK): 701 #147 (FORCE FIELD): [464] #148 (MIND BLOCK): [462] #149 (SPECIAL): 949 Total score: 5,977,040 117 bolds (110 timed, 7 untimed) CCLP1 #1 (Key Pyramid): 168 #2 (Slip and Slide): 180 #3 (Present Company): 183 #4 (Block Party): 207 #5 (Facades): 232 #6 (When Insects Attack): 185 #7 (Under Pressure): 185 #8 (Switcheroo): 230 #9 (Swept Away): 228 #10 (Graduation): 318 #11 (Basketball): 226 #12 (Leave No Stone Unturned): 289 #13 (The Monster Cages): 260 #14 (Wedges): 206 #15 (Twister): 311 #16 (Tetragons): 278 #17 (Tiny): [990] #18 (Square Dancing): 264 #19 (Feel the Static): 351 #20 (Chip Suey): 378 #21 (Generic Ice Level): 175 #22 (Repair the Maze): 330 #23 (Circles): 226 #24 (Chip's Checkers): 342 #25 (Mind Lock): 139 #26 (Trafalgar Square): 173 #27 (Teleport Depot): 283 #28 (The Last Starfighter): 269 #29 (Sky High or Deep Down): 326 #30 (Button Brigade): 219 #31 (Quincunx): 131 #32 (Nitroglycerin): 263 #33 (Spitting Image): [956] #34 (Just a Bunch of Letters): 289 #35 (Mystery Wall): 379 #36 (Rhombus): 219 #37 (Habitat): 332 #38 (Heat Conductor): 479 #39 (Dig and Dig): 237 #40 (Sea Side): [962] #41 (Descending Ceiling): 166 #42 (Mughfe): 416 #43 (Gears): 206 #44 (Frozen Labyrinth): 360 #45 (Who's the Boss?): 279 #46 (Sapphire Cavern): 286 #47 (Bombs Away): [919] #48 (Sundance): 180 #49 (49 Cell): 421 #50 (The Grass Is Greener on the Other Side): 167 #51 (H2O Below 273 K): 254 #52 (The Bone): 309 #53 (Start at the End): 405 #54 (Mini Pyramid): 230 #55 (The Chambers): 322 #56 (Connect the Chips): [963] #57 (Key Farming): 290 #58 (Corral): 319 #59 (Asterisk): [970] #60 (Guard): 263 #61 (Highways): 421 #62 (Design Swap): 346 #63 (New Block in Town): 174 #64 (Chip Kart 64): 43 #65 (Squared in a Circle): 428 #66 (Klausswergner): 285 #67 (Booster Shots): 292 #68 (Flames and Ashes): [947] #69 (Double Diversion): 288 #70 (Juxtaposition): 422 #71 (Tree): 292 #72 (Breathing Room): 183 #73 (Occupied): 417 #74 (Traveler): 346 #75 (ToggleTank): 243 #76 (Funfair): 374 #77 (Shuttle Run): 8 #78 (Secret Passages): 533 #79 (Elevators): [957] #80 (Flipside): 390 #81 (Colors for Extreme): [865] #82 (Launch ): 94 #83 (Ruined World): [970] #84 (Mining for Gold Keys): 474 #85 (Black Hole): 971 #86 (Starry Night): 306 #87 (Pluto): 555 #88 (Chip Block Galaxy): [905] #89 (Chip Grove City): 337 #90 (Bowling Alleys): 325 #91 (Roundabout): 349 #92 (The Shifting Maze): 820 #93 (Flame War): 323 #94 (Slime Forest): 475 #95 (Courtyard): 308 #96 (Going Underground): 405 #97 (Gate Keeper): 363 #98 (Rat Race): 323 #99 (Deserted Battlefield): [983] #100 (Loose Pocket): 332 #101 (Time Suspension): [819] #102 (Frozen in Time): [944] #103 (Portcullis): [977] #104 (Hotel Chip): 597 #105 (Tunnel Clearance): 255 #106 (Jailbird): 369 #107 (Paramecium Palace): 329 #108 (Exhibit Hall): 292 #109 (Green Clear): 430 #110 (Badlands): [804] #111 (Alternate Universe): [953] #112 (Carousel): 481 #113 (Teleport Trouble): [967] #114 (Comfort Zone): 313 #115 (California): 414 #116 (Communism): 518 #117 (Blobs on a Plane): 241 #118 (Runaway Train): 97 #119 (The Sewers): 318 #120 (Metal Harbor): [775] #121 (Chip Plank Galleon): 280 #122 (Jeepers Creepers): 650 #123 (The Very Hungry Caterpillar): 60 #124 (Utter Clutter): 531 #125 (Blockade): 210 #126 (Peek-a-Boo): 354 #127 (In the Pink): 415 #128 (Elemental Park): 566 #129 (Frogger): 271 #130 (Dynamite): [807] #131 (Easier Than It Looks): 105 #132 (Spumoni): 441 #133 (Steam Cleaner Simulator): 466 #134 ((Ir)reversible): 332 #135 (Culprit): 365 #136 (Whirlpool): [850] #137 (Thief Street): 179 #138 (Chip Alone): 513 #139 (Assassin): 258 #140 (Automatic (Caution) Doors): 811 #141 (Flush): 249 #142 (Bummbua Banubauabgv): 383 #143 (Amphibia): [788] #144 (The Ancient Temple): 414 #145 (Chance Time!): 235 #146 (Cineworld): 379 #147 (Thief, You've Taken All That Was Me): 834 #148 (The Snipers): 370 #149 (Clubhouse): 418 Total score: 6,001,010 69 bolds (59 timed, 10 untimed) CCLP2 #1 (A Fleeting Memory): 347 #2 (Naomi's Bug Collection): 243 #3 (Bea's Den): 109 #4 (Force World): 237 #5 (Suction Ride): 377 #6 (Fixing the Toggle Switch): 163 #7 (Slightly Mad): 254 #8 (Use the Fish): 302 #9 (Maze of One Way): 197 #10 (Who Needs a Flipper?): 368 #11 (Deconstruction): 406 #12 (Mazed In): 354 #13 (The Serial Port): 342 #14 (The Parallel Port): 258 #15 (Debug File): 237 #16 (Paw-Print Isle): 313 #17 (Double Trouble): 256 #18 (Elemental): 237 #19 (A Sample of Things to Come): 301 #20 (Ranger Denmark): 293 #21 (Block Away!): 264 #22 (How Goes?): 27 #23 (Traps I): 254 #24 (Sudden Death): 305 #25 (Race for the Chips): 269 #26 (Work Fast): 128 #27 (Frozen Floors): 276 #28 (Madness I): 266 #29 (Fire and Water): 169 #30 (Chase Race): 246 #31 (Well of Wishes): 365 #32 (Tele-Portion): 377 #33 (The Big Button Quest): 76 #34 (Cypher II): 404 #35 (Mirror): 446 #36 (Spy): 447 #37 (The Mystery of the Seven Chips): 322 #38 (Mads' Rush I): 11 #39 (Yike-o-Matic): 231 #40 (Traps II): 249 #41 (Ladder Needs a Wash): 207 #42 (Hmmm!): 246 #43 (Ray of Light): 19 #44 (Fun House Rink): 205 #45 (Breaking the Rules): 138 #46 (Hurry Up, Chip!): 40 #47 (Tele-Rooms): 270 #48 (And Then There Were... Four?): 125 #49 (Just a Minute!!): 30 #50 (Smorgasbord): 428 #51 (The Lake in Winter): 395 #52 (Oracle I): 313 #53 (Security Breach): 58 #54 (Killer Rooms): 302 #55 (Dangers of Fire and Beasts): 77 #56 (Planet of the Teeth): 236 #57 (Quad-Boot): 266 #58 (Reversi): 301 #59 (Lot of Danger): 351 #60 (Internal Clock): 566 #61 (Icy Moat): 421 #62 (Chips on the Blocks): 256 #63 (Jungle): 128 #64 (Loop Holes): 348 #65 (Beware of the Teeth!): 38 #66 (Hobgoblins and Chimera): 233 #67 (The One Sensible Chip): 255 #68 (Madness II): 268 #69 (So Many Chips!): 238 #70 (Killer Spiral): 220 #71 (Mads' Rush II): 25 #72 (Checkerboard I): 370 #73 (Bumble Boy): 232 #74 (Chip Search): 253 #75 (BuggyWall): 113 #76 (Fire Bugs): 241 #77 (Madd Maze): 243 #78 (The Search for the Exit): 295 #79 (Cra-zy): 114 #80 (Frost Swirl): 316 #81 (Just Enough): 318 #82 (The Block Stops Here): 252 #83 (Warehouse I): 371 #84 (Crypts of Aganorak): 426 #85 (Follow the Glacier Brick Road): 305 #86 (Creative One-Ways): 249 #87 (The Walker Machine): 20 #88 (Don't Get Lost): 317 #89 (The Ghetto Defender): 381 #90 (Marjolaine's Maze): 204 #91 (Tutti-Frutti): 468 #92 (Abandoned Mines): 443 #93 (Exit Chip): 388 #94 (Checkerboard II): 707 #95 (Learn): 314 #96 (Glider and Fire): 397 #97 (Roller Coaster): 258 #98 (Loop): 37 #99 (One-Block Sokoban): 269 #100 (Torch): 345 #101 (Hard As Rock): 918 #102 (Chip's Fight): 366 #103 (Island Hopping): 347 #104 (Pyramid): 341 #105 (Yet Another Puzzle): 147 #106 (Bounce): 342 #107 (Joyride I): 6 #108 (Tricks): 344 #109 (Blocked Trap): 565 #110 (It's a Kind of Magic): 456 #111 (Monster Factory): 375 #112 (After the Rainstorm): 144 #113 (Oorto Geld II): 636 #114 (Joyride II): 81 #115 (Counter Clockwise): 353 #116 (Turn Turn Turn): 262 #117 (CircleMaze): 459 #118 (High Security): 189 #119 (Teeth): 271 #120 (Frost Rings): 335 #121 (Flame Boy): 283 #122 (Warehouse II): 182 #123 (BlockSlide): 701 #124 (Paramecia): 228 #125 (Blocks 'n Bombs): 232 #126 (Dodge!): 156 #127 (Escape from Chipkatraz): 112 #128 (Fantasy Island): 336 #129 (Miscellaneous): 593 #130 (Frozen Birdbath): 385 #131 (Time Bomb): 241 #132 (Captured): 246 #133 (Block Maze): 832 #134 (Microcosm): 361 #135 (Zartacla): 402 #136 (Switch Hit): 422 #137 (Iron Mysticus): 397 #138 (Patrolled): 481 #139 (Frostbite): 370 #140 (Keep Trying): 418 #141 (Oracle II): 426 #142 (Chomper Romp): 518 #143 (Trapped): 495 #144 (Wormwood): 533 #145 (Gauntlet): 456 #146 (Run-a-Muck): 220 #147 (Cloner's Maze): 754 #148 (Neptune): 530 #149 (Key Color): 397 Total score: 6,037,690 105 bolds CCLP3 #6 (Thieves and Teleports): 93 #72 (Fireball Tourism): 117 Total score: 41,100 1 bold (1 timed, 0 untimed)
  3. CCLP1 storyline

    I'm sorry if this is a really stupid question, but who wrote the CCLP1 storyline? Was it a collaboration between the whole staff, or was it written by just one person?
  4. J.B.'s Official Set Scores

    I'm starting a new thread for all my official set score reports. These first three posts - one per ruleset - are a complete score list that will be updated as new reports are added. Bolds are marked as green, while non-bolds are marked as red. CC1 MS Ruleset CC1 #1 (LESSON 1): 83 #2 (LESSON 2): 90 #3 (LESSON 3): 89 #4 (LESSON 4): 116 #5 (LESSON 5): 85 #6 (LESSON 6): 94 #7 (LESSON 7): 139 #8 (LESSON 8): 96 #9 (NUTS AND BOLTS): 306 #10 (BRUSHFIRE): 51 #11 (TRINITY): 211 #12 (HUNT): 270 #13 (SOUTHPOLE): [982] #14 (TELEBLOCK): 204 #15 (ELEMENTARY): 89 #16 (CELLBLOCKED): [971] #17 (NICE DAY): 83 #18 (CASTLE MOAT): 553 #19 (DIGGER): 171 #20 (TOSSED SALAD): 340 #21 (ICEBERG): 119 #22 (FORCED ENTRY): 293 #23 (BLOBNET): 436 #24 (OORTO GELD): 428 #25 (BLINK): 435 #26 (CHCHCHIPS): 254 #27 (GO WITH THE FLOW): 147 #28 (PING PONG): 239 #29 (ARCTICFLOW): 302 #30 (MISHMESH): 454 #31 (KNOT): 6 #32 (SCAVENGER HUNT): 379 #33 (ON THE ROCKS): [683] #34 (CYPHER): 297 #35 (LEMMINGS): 577 #36 (LADDER): 232 #37 (SEEING STARS): 597 #38 (SAMPLER): 462 #39 (GLUT): 17 #40 (FLOORGASBORG): 195 #41 (I.C. YOU): 172 #42 (BEWARE OF BUG): 187 #43 (LOCK BLOCK): 126 #44 (REFRACTION): 146 #45 (MONSTER LAB): 292 #46 (THREE DOORS): 222 #47 (PIER SEVEN): 231 #48 (MUGGER SQUARE): 277 #49 (PROBLEMS): 162 #50 (DIGDIRT): 318 #51 (I SLIDE): 655 #52 (THE LAST LAUGH): 382 #53 (TRAFFIC COP): 478 #54 (GRAIL): 326 #55 (POTPOURRI): 70 #56 (DEEPFREEZE): 162 #57 (STRANGE MAZE): 229 #58 (LOOP AROUND): 550 #59 (HIDDEN DANGER): 368 #60 (SCOUNDREL): 288 #61 (RINK): [950] #62 (SLO MO): 282 #63 (BLOCK FACTORY): 477 #64 (SPOOKS): 547 #65 (AMSTERDAM): 397 #66 (VICTIM): 292 #67 (CHIPMINE): 518 #68 (EENY MINY MOE): 489 #69 (BOUNCE CITY): 229 #70 (NIGHTMARE): 136 #71 (CORRIDOR): 355 #72 (REVERSE ALLEY): [961] #73 (MORTON): 485 #74 (PLAYTIME): 359 #75 (STEAM): 479 #76 (FOUR PLEX): 416 #77 (INVINCIBLE CHAMPION): 481 #78 (FORCE SQUARE): 480 #79 (DRAWN AND QUARTERED): 220 #80 (VANISHING ACT): 733 #81 (WRITERS BLOCK): [516] #82 (SOCIALIST ACTION): 969 #83 (UP THE BLOCK): 298 #84 (WARS): 580 #85 (TELENET): 236 #86 (SUICIDE): 381 #87 (CITYBLOCK): [550] #88 (SPIRALS): 317 #89 (BLOCK BUSTER): 402 #90 (PLAYHOUSE): 318 #91 (JUMPING SWARM): 367 #92 (VORTEX): 444 #93 (ROADSIGN): 651 #94 (NOW YOU SEE IT): [906] #95 (FOUR SQUARE): 335 #96 (PARANOIA): 320 #97 (METASTABLE TO CHAOS): 290 #98 (SHRINKING): 338 #99 (CATACOMBS): 380 #100 (COLONY): [910] #101 (APARTMENT): 240 #102 (ICEHOUSE): 177 #103 (MEMORY): 488 #104 (JAILER): 235 #105 (SHORT CIRCUIT): 255 #106 (KABLAM): [907] #107 (BALLS O FIRE): 260 #108 (BLOCK OUT): 278 #109 (TORTURECHAMBER): 133 #110 (CHILLER): 276 #111 (TIME LAPSE): [963] #112 (FORTUNE FAVOURS THE): [985] #113 (OPEN QUESTION): 462 #114 (DECEPTION): 172 #115 (OVERSEA DELIVERY): [922] #116 (BLOCK BUSTER II): 714 #117 (THE MARSH): [942] #118 (MISS DIRECTION): 260 #119 (SLIDE STEP): 210 #120 (ALPHABET SOUP): [949] #121 (PERFECT MATCH): [968] #122 (TOTALLY FAIR): 272 #123 (THE PRISONER): 272 #124 (FIRETRAP): 667 #125 (MIXED NUTS): [830] #126 (BLOCK N ROLL): 441 #127 (SKELZIE): 454 #128 (ALL FULL): 315 #129 (LOBSTER TRAP): 286 #130 (ICE CUBE): [933] #131 (TOTALLY UNFAIR): 26 #132 (MIX UP): 683 #133 (BLOBDANCE): [949] #134 (PAIN): [218] #135 (TRUST ME): 293 #136 (DOUBLEMAZE): [926] #137 (GOLDKEY): 392 #138 (PARTIAL POST): 240 #139 (YORKHOUSE): [920] #140 (ICEDEATH): 263 #141 (UNDERGROUND): [968] #142 (PENTAGRAM): [968] #143 (STRIPES): [858] #144 (FIREFLIES): [832] #145 (Thanks to...): [991] #146 (CAKE WALK): 712 #147 (FORCE FIELD): [970] #148 (MIND BLOCK): [629] #149 (SPECIAL): 955 Total score: 5,977,620 Total bolds: 145/149 CCLP1 #1 (Key Pyramid): 168 #2 (Slip and Slide): 180 #3 (Present Company): 183 #4 (Block Party): 207 #5 (Facades): 232 #6 (When Insects Attack): 185 #7 (Under Pressure): 185 #8 (Switcheroo): 230 #9 (Swept Away): 228 #10 (Graduation): 320 #11 (Basketball): 226 #12 (Leave No Stone Unturned): 289 #13 (The Monster Cages): 263 #14 (Wedges): 206 #15 (Twister): 315 #16 (Tetragons): 281 #17 (Tiny): [990] #18 (Square Dancing): 264 #19 (Feel the Static): 351 #20 (Chip Suey): 380 #21 (Generic Ice Level): 175 #22 (Repair the Maze): 330 #23 (Circles): 226 #24 (Chip's Checkers): 343 #25 (Mind Lock): 139 #26 (Trafalgar Square): 173 #27 (Teleport Depot): 283 #28 (The Last Starfighter): 276 #29 (Sky High or Deep Down): 326 #30 (Button Brigade): 219 #31 (Quincunx): 144 #32 (Nitroglycerin): 263 #33 (Spitting Image): [956] #34 (Just a Bunch of Letters): 289 #35 (Mystery Wall): 379 #36 (Rhombus): 219 #37 (Habitat): 332 #38 (Heat Conductor): 483 #39 (Dig and Dig): 237 #40 (Sea Side): [962] #41 (Descending Ceiling): 166 #42 (Mughfe): 419 #43 (Gears): 206 #44 (Frozen Labyrinth): 365 #45 (Who's the Boss?): 279 #46 (Sapphire Cavern): 286 #47 (Bombs Away): [953] #48 (Sundance): 180 #49 (49 Cell): 430 #50 (The Grass Is Greener on the Other Side): 167 #51 (H2O Below 273 K): 274 #52 (The Bone): 309 #53 (Start at the End): 410 #54 (Mini Pyramid): 236 #55 (The Chambers): 322 #56 (Connect the Chips): [963] #57 (Key Farming): 296 #58 (Corral): 327 #59 (Asterisk): [970] #60 (Guard): 263 #61 (Highways): 424 #62 (Design Swap): 346 #63 (New Block in Town): 174 #64 (Chip Kart 64): 45 #65 (Squared in a Circle): 428 #66 (Klausswergner): 290 #67 (Booster Shots): 304 #68 (Flames and Ashes): [947] #69 (Double Diversion): 288 #70 (Juxtaposition): 426 #71 (Tree): 302 #72 (Breathing Room): 183 #73 (Occupied): 419 #74 (Traveler): 353 #75 (ToggleTank): 243 #76 (Funfair): 383 #77 (Shuttle Run): 8 #78 (Secret Passages): 533 #79 (Elevators): [957] #80 (Flipside): 390 #81 (Colors for Extreme): [900] #82 (Launch): 96 #83 (Ruined World): [971] #84 (Mining for Gold Keys): 474 #85 (Black Hole): 971 #86 (Starry Night): 309 #87 (Pluto): 560 #88 (Chip Block Galaxy): [910] #89 (Chip Grove City): 345 #90 (Bowling Alleys): 343 #91 (Roundabout): 350 #92 (The Shifting Maze): 837 #93 (Flame War): 326 #94 (Slime Forest): 479 #95 (Courtyard): 309 #96 (Going Underground): 408 #97 (Gate Keeper): 365 #98 (Rat Race): 329 #99 (Deserted Battlefield): [983] #100 (Loose Pocket): 332 #101 (Time Suspension): [849] #102 (Frozen in Time): [944] #103 (Portcullis): [977] #104 (Hotel Chip): 602 #105 (Tunnel Clearance): 257 #106 (Jailbird): 369 #107 (Paramecium Palace): 332 #108 (Exhibit Hall): 296 #109 (Green Clear): 433 #110 (Badlands): [844] #111 (Alternate Universe): [959] #112 (Carousel): 505 #113 (Teleport Trouble): [972] #114 (Comfort Zone): 313 #115 (California): 430 #116 (Communism): 520 #117 (Blobs on a Plane): 255 #118 (Runaway Train): 104 #119 (The Sewers): 322 #120 (Metal Harbor): [801] #121 (Chip Plank Galleon): 285 #122 (Jeepers Creepers): 650 #123 (The Very Hungry Caterpillar): 60 #124 (Utter Clutter): 543 #125 (Blockade): 210 #126 (Peek-a-Boo): 354 #127 (In the Pink): 420 #128 (Elemental Park): 596 #129 (Frogger): 272 #130 (Dynamite): [871] #131 (Easier Than It Looks): 106 #132 (Spumoni): 446 #133 (Steam Cleaner Simulator): 472 #134 ((Ir)reversible): 333 #135 (Culprit): 382 #136 (Whirlpool): [884] #137 (Thief Street): 179 #138 (Chip Alone): 520 #139 (Assassin): 258 #140 (Automatic (Caution) Doors): 825 #141 (Flush): 269 #142 (Bummbua Banubauabgv): 383 #143 (Amphibia): [844] #144 (The Ancient Temple): 431 #145 (Chance Time!): 235 #146 (Cineworld): 387 #147 (Thief, You've Taken All That Was Me): 853 #148 (The Snipers): 373 #149 (Clubhouse): 430 Total score: 6,005,960 Total bolds: 148/149 CCLP2 #1 (A Fleeting Memory): 347 #2 (Naomi's Bug Collection): 243 #3 (Bea's Den): 109 #4 (Force World): 237 #5 (Suction Ride): 377 #6 (Fixing the Toggle Switch): 163 #7 (Slightly Mad): 254 #8 (Use the Fish): 302 #9 (Maze of One Way): 197 #10 (Who Needs a Flipper?): 368 #11 (Deconstruction): 411 #12 (Mazed In): 354 #13 (The Serial Port): 342 #14 (The Parallel Port): 258 #15 (Debug File): 237 #16 (Paw-Print Isle): 313 #17 (Double Trouble): 256 #18 (Elemental): 237 #19 (A Sample of Things to Come): 301 #20 (Ranger Denmark): 293 #21 (Block Away!): 264 #22 (How Goes?): 27 #23 (Traps I): 254 #24 (Sudden Death): 305 #25 (Race for the Chips): 269 #26 (Work Fast): 128 #27 (Frozen Floors): 276 #28 (Madness I): 266 #29 (Fire and Water): 169 #30 (Chase Race): 246 #31 (Well of Wishes): 365 #32 (Tele-Portion): 377 #33 (The Big Button Quest): 76 #34 (Cypher II): 404 #35 (Mirror): 446 #36 (Spy): 447 #37 (The Mystery of the Seven Chips): 322 #38 (Mads' Rush I): 11 #39 (Yike-O-Matic): 231 #40 (Traps II): 249 #41 (Ladder Needs a Wash): 207 #42 (Hmmm!): 246 #43 (Ray of Light): 19 #44 (Fun House Rink): 205 #45 (Breaking the Rules): 138 #46 (Hurry Up, Chip!): 40 #47 (Tele-Rooms): 270 #48 (And Then There Were... Four?): 125 #49 (Just a Minute!!): 30 #50 (Smorgasbord): 428 #51 (The Lake in Winter): 395 #52 (Oracle I): 313 #53 (Security Breach): 58 #54 (Killer Rooms): 303 #55 (Dangers of Fire and Beasts): 78 #56 (Planet of the Teeth): 236 #57 (Quad-Boot): 266 #58 (Reversi): 301 #59 (Lot of Danger): 353 #60 (Internal Clock): 566 #61 (Icy Moat): 421 #62 (Chips on the Blocks): 256 #63 (Jungle): 130 #64 (Loop Holes): 348 #65 (Beware of the Teeth!): 38 #66 (Hobgoblins and Chimera): 233 #67 (The One Sensible Chip): 255 #68 (Madness II): 277 #69 (So Many Chips!): 238 #70 (Killer Spiral): 220 #71 (Mads' Rush II): 26 #72 (Checkerboard I): 450 #73 (Bumble Boy): 232 #74 (Chip Search): 253 #75 (BuggyWall): 113 #76 (Fire Bugs): 241 #77 (Madd Maze): 244 #78 (The Search for the Exit): 298 #79 (Cra-zy): 114 #80 (Frost Swirl): 316 #81 (Just Enough): 346 #82 (The Block Stops Here): 253 #83 (Warehouse I): 388 #84 (Crypts of Aganorak): 426 #85 (Follow the Glacier Brick Road): 306 #86 (Creative One-Ways): 249 #87 (The Walker Machine): 20 #88 (Don't Get Lost): 317 #89 (The Ghetto Defender): 381 #90 (Marjolaine's Maze): 204 #91 (Tutti-Frutti): 468 #92 (Abandoned Mines): 459 #93 (Exit Chip): 388 #94 (Checkerboard II): 779 #95 (Learn): 314 #96 (Glider and Fire): 398 #97 (Roller Coaster): 265 #98 (Loop): 38 #99 (One-Block Sokoban): 269 #100 (Torch): 345 #101 (Hard as Rock): 924 #102 (Chip's Fight): 371 #103 (Island Hopping): 392 #104 (Pyramid): 341 #105 (Yet Another Puzzle): 200 #106 (Bounce): 342 #107 (Joyride I): 6 #108 (Tricks): 344 #109 (Blocked Trap): 567 #110 (It's a Kind of Magic): 456 #111 (Monster Factory): 376 #112 (After the Rainstorm): 144 #113 (Oorto Geld II): 671 #114 (Joyride II): 81 #115 (Counter Clockwise): 353 #116 (Turn Turn Turn): 425 #117 (CircleMaze): 476 #118 (High Security): 189 #119 (Teeth): 280 #120 (Frost Rings): 335 #121 (Flame Boy): 283 #122 (Warehouse II): 451 #123 (BlockSlide): 746 #124 (Paramecia): 228 #125 (Blocks 'n Bombs): 232 #126 (Dodge!): 156 #127 (Escape from Chipkatraz): 112 #128 (Fantasy Island): 336 #129 (Miscellaneous): 593 #130 (Frozen Birdbath): 385 #131 (Time Bomb): 241 #132 (Captured): 251 #133 (Block Maze): 832 #134 (Microcosm): 361 #135 (Zartacla): 402 #136 (Switch Hit): 423 #137 (Iron Mysticus): 400 #138 (Patrolled): 481 #139 (Frostbite): 373 #140 (Keep Trying): 484 #141 (Oracle II): 598 #142 (Chomper Romp): 518 #143 (Trapped): 495 #144 (Wormwood): 539 #145 (Gauntlet): 458 #146 (Run-a-Muck): 319 #147 (Cloner's Maze): 785 #148 (Neptune): 548 #149 (Key Color): 408 Total score: 6,050,850 Total bolds: 145/149 CCLP3 #1 (Entrance Examination): 192 #2 (Snakes and Ladders): 342 #3 (A Walk in the Park): 312 #4 (Suction Solution): 245 #5 (Toggle Bust): 395 #6 (Thieves and Teleports): 93 #7 (Dancing Gliders): 152 #8 (Pigeonholed): 111 #9 (Redoubled Effort): 111 #10 (Annoying Wall): 79 #11 (Blue Blocks): 448 #12 (My Friend): 125 #13 (Road Block): 107 #14 (Window Shopping): 347 #15 (Bumper): 195 #16 (Two Sets of Rules): 254 #17 (Lot in Life): 97 #18 (Replay): 345 #19 (Super Chip): 174 #20 (Rock): 223 #21 (Mud and Water): 211 #22 (Damp): 110 #23 (Map the Path): 245 #24 (Impossible?): 221 #25 (Recess): 99 #26 (Spiral): 396 #27 (Jumble): 235 #28 (Pac Man): 392 #29 (Tool Box): 285 #30 (Problem Solver): 232 #31 (Bouncin' Blocks): 211 #32 (Pearl Diving): 157 #33 (Vague Dream): 40 #34 (Motion Blur): 878 #35 (MonsterMaze): 59 #36 (Zelgon's Lair): 222 #37 (Blue Moon): 135 #38 (Wireframe): 309 #39 (Cheap Shots and Dirty Tricks): 37 #40 (Blazes): 228 #41 (Patchwork): 209 #42 (Every Trick in the Book): 422 #43 (Who's Left?): 339 #44 (Tiny Spirals): 217 #45 (Block Head): 411 #46 (Get a Clue): 281 #47 (Flame Thrower): 371 #48 (All About Buttons): 391 #49 (All About Blocks): 306 #50 (Once Upon a Troubadour): 154 #51 (Dancing on Ice): 333 #52 (Dolly Mixtures): 365 #53 (Backtrack): 312 #54 (Good Advice): 284 #55 (Construct-a-Maze): 237 #56 (Item Unlocker): 317 #57 (Beachballs): 197 #58 (Bowling): 244 #59 (Air Pocket): 322 #60 (Red, Green and Blue): 258 #61 (Bump and Run): 318 #62 (Go Back to Start): 488 #63 (Pocket Puzzle): 230 #64 (Producing): 326 #65 (Countdown): 72 #66 (The Aftermath): 300 #67 (The Haunted House): 190 #68 (Incident on a Bridge): 430 #69 (Coal Mine): 426 #70 (On the Coast): 409 #71 (How to Get Around in Venice): 406 #72 (Fireball Tourism): 125 #73 (Take the I Train): 265 #74 (Niche): 270 #75 (Chip Alone: Lost in Chip City): 314 #76 (Complex): 508 #77 (Oh-Ho!): 191 #78 (Slide Show): 411 #79 (Clear the Way): 313 #80 (Checkers): 194 #81 (Possible): 113 #82 (Mediterranean): 504 #83 (Billiards): 223 #84 (No End in Sight): 346 #85 (Maginot Line): 513 #86 (To Catch a Thief): 392 #87 (Block and Key): 397 #88 (Which One Next?): 795 #89 (Replay II): 398 #90 (Lichenstein): 207 #91 (Olly Olly Oxen): 229 #92 (Bolkonski): 405 #93 (Shattered): 39 #94 (Mistakes): 283 #95 (Waste of Space): 381 #96 (In the Limelight): 515 #97 (Jumble II): 484 #98 (Mouth-Watering): 496 #99 (Freezer): 326 #100 (Sardines): 230 #101 (The Ghosts at the Massingham Mansion): 615 #102 (Triple Alarm): 380 #103 (Prison Break): 312 #104 (Civilization of Creatures): 317 #105 (Caves): 205 #106 (Oil Rig): 241 #107 (Lazy Hourglass): 553 #108 (Magic Trick): 397 #109 (Hidden Depths): 409 #110 (Floating Plaza): 315 #111 (Bustin' Out): 613 #112 (Pushy): 225 #113 (Stress Fracture): 413 #114 (Lead Us Not into Temptation): 579 #115 (Triple Maze): 829 #116 (Mini Challenges): 303 #117 (Mice Are Good for Something): 634 #118 (Obstacle Course): 394 #119 (Elite): 514 #120 (Twisted Chambers): 628 #121 (Jaywalker): 69 #122 (Manic Depression): 504 #123 (Investment): 739 #124 (Jumble III): 503 #125 (Water Trap): 666 #126 (Marooned): 134 #127 (Beat the Heat): 437 #128 (Divide and Conquer): 433 #129 (Everybody Get Dangerous): 551 #130 (Four by Four): 325 #131 (Mental Blocks): 656 #132 (Commit Suicide?): 339 #133 (Think Tank): 830 #134 (We'll Be Right Back): 196 #135 (Color Wheel): 777 #136 (Grand Prix): 574 #137 (Vulcan): 816 #138 (Waterslide): 139 #139 (Rotation): 554 #140 (Yet Another Yet Another Puzzle): [851] #141 (Bug Arranging): 336 #142 (Mudpie): 535 #143 (Same Game): 749 #144 (You Can't Teach an Old Frog New Tricks: [633] #145 (Recurring Dream): 735 #146 (Suspended Animation): [745] #147 (Avalanche): 512 #148 (Diabolical): 320 #149 (Mr. McCallahan Presents): 810 Total score: 6,093,460 Total bolds: 142/149 Grand total CC1 MS ruleset score: 24,127,890 Grand total CC1 MS ruleset bolds: 580/596
  5. An Honest Review of CCLP1

    Hi, I guess I'm momentarily back. Recently I was hungry for a new puzzle game and decided to play through CCLP1. I was heavily active in the months before CCLP1, but burnt out too early to really play through it. I beat about 25 levels when the set was released, but quickly lost motivation and quit CC. So this was, for the most part, blind. I played the game on tile world lynx (as opposed to the awful, buggy and somehow popular 5fps port) and beat all but one level in 4 days. This isn't my return to the community, I simply felt like playing CC recently. I feel like I have somewhat of an outsiders perspective and haven't really been influenced by the hype. The set starts of exactly as you'd expect. However, after the well-picked lesson levels, CCLP1 presents a medley of about 80 levels which were all designed for the level 15 slot. No individual level was actually bad, however by level 100 I noticed that the set I was playing through hadn't reached Tossed Salad difficulty yet. Am I really not trusted to figure out how to dodge the enemies 2 seconds into Starry Night, or experiment on puzzles? I remembered back to the strategic dodging on Digger and Blobdance; the creative puzzles Four Square and Catacombs; and Blobdance and On The Rocks, which dared to be difficult. Due to an excessive focus on beginner-friendliness and "fair" design (can it be beaten it in 1 try), CCLP1 is simply boring. This is not a replacement for CC1. I understand that this game was targeted at beginners, not me, so please don't get too offended by anything I say. I know I'm being harsh. But this is just how I personally felt about the set. After the early-game snoozefest, however, the set becomes a lot better, and I enjoyed most of the triple digit levels. If only the set had reached this point sooner, and I see no reason why it didn't, I would've really like it overall. Thief, You've Taken All That Was Me was hands down my favourite level in the set. I guess that shows what kind of a game I was hoping for. Will I come back for CCLP4? Perhaps. Right now I'm even entertaining the idea of LPing it, but who knows how many times I'll change my mind in the decade before it gets released. One thing's for sure: if I ever play that Chips Challenge set, it's because I want a challenge. Something with a difficulty peak that puts CCLP3 to shame. But that seems unlikely, since certain members of the community will denounce anything that takes them more than one attempt to beat. At the very least, I want that feeling of being stumped by a puzzle. And that feeling of solving it after so much time and thought. I only weakly felt that twice in the four days it took me to finish this set.
  6. CCLP1 for Steam

    Version 0.2

    30 downloads

    This is basically a version of CCLP1 modified to be playable in CC2 (Steam). Logic circuits were used when necessary. All levels should be solvable except 124 (Utter Clutter), as I have not yet figured out a way to port the trap section. The levels were ported to CC2 by chipster1059, except The Last Starfighter and In The Pink, which were ported by their creator, Dave Varberg.
  7. Best CCLP1 Level - Final

    The Bracket Vote for the level you want to become the winner! Deadline for the Final round is 24th April 2015 11PM GMT
  8. Best CCLP1 Level - Elite Four

    The Bracket Vote for the levels in each matchup you want to proceed to the Champion round! Deadline for the Elite Four is 20th April 2015 11PM GMT
  9. Best CCLP1 Level - Top 8

    The Bracket Vote for the levels in each matchup you want to proceed to the Elite Four! Deadline for Top 8 is 17h April 2015 11PM GMT
  10. Best CCLP1 Level - Round 2

    The Bracket Vote for the levels in each matchup you want to proceed to the Top 8! Deadline for Round 2 is 13th April 2015 11PM GMT
  11. CCLP1 forum

    I just noticed the new CCLP4 section. Nice to see it be created. But where is the old CCLP1 discussion forum? Has it been deleted?
  12. Best CCLP1 Level - Round 1

    The Bracket Vote for the levels in each matchup you want to proceed to Round 2! Deadline for Round 1 is over.
  13. CCLP1 Scores

    Following are some of my latest scores on CCLP1. MS 11 - 226 +2,b 13 - 263 +3,b 22 - 330 +17,b 25 - 139 +4,b 30 - 219 +7,b 39 - 237 +17,b 50 - 167 +1,b 55 - 322 +7,b 56 - 963 +3,b 62 - 346 +17,b 70 - 426 +90,b 81 - 894 +26,b-6 83 - 966 +19,b-5 84 - 469 +43,b-5 85 - 971 +6,b 90 - 319 +58,b-18 92 - 806 +146,b-28 100 - 332 +11,b 125 - 210 +2,b 133 - 433 +53,b-39 140 - 809 +34,b-16 Total score now at 5,994,720 (more unreported times coming soon) LYNX 3 - 183 +1,b 5 - 232 +2,b 6 - 186 +1,b 7 - 184 +1,b 8 - 229 +2,b 13 - 263 +3,b 15 - 306 +2,b 18 - 263 +19,b 22 - 330 +24,b 25 - 138 +3,b 30 - 217 +3,b 31 - 114 +8,b 39 - 237 +3,b (odd-step) 44 - 360 +58,b 48 - 180 +2,b 50 - 166 +6,b 53 - 400 +1,b 56 - 963 +4,b 57 - 285 +1,b 58 - 316 +20,b-11 61 - 412 +1,b 62 - 340 +5,b-1 63 - 169 +1,b 67 - 386 +10,b 68 - 915 +58,b-31 70 - 426 +91,b 78 - 532 +11,b-1 83 - 968 +14,b-3 85 - 969 +45,b 93 - 321 +58,b 100 - 334 +8,b 105 - 235 +1,b 125 - 207 +10,b Total score at 5,988,670 (more unreported times coming soon)
  14. Chipsters, What a year it’s been! We’ve seen the end of CCLP1 voting, the release of CCLP1, the integration of the remaining CC elements into Chuck’s Challenge, competitions left and right here on CCZone, and much more. As the CCLP1 staff coordinator, I just wanted to write one final announcement-style message to close out 2014 and look at what’s to come. First, to everyone who voted on, downloaded, and played CCLP1, thank you! On behalf of the CCLP1 staff, I hope you’ve enjoyed the set and the story that accompanied it over the past several months. We certainly had a fun time voting alongside you, tabulating the results, and debating about what the final selection was going to look like. Second, to everyone who’s looking ahead to CCLP4: although I’ve mentioned this in various messages here on CCZone, I just wanted to make it official for anyone who’s wondering - I do not intend to be the staff coordinator for CCLP4. I’d like to focus my efforts in the months ahead on grooming someone new for this position and passing the torch to whomever the community selects as their candidate to lead the CCLP4 project. For now, I just want to use my past experience with CCLP3 and CCLP1 to work with the community to determine what the process of building CCLP4 will even look like so we have an idea of what the time commitment for the staff in turn might look like before moving forward. Hopefully, that additional definition will inspire some within our community to step forward and volunteer for the staff. Basically, I’d like to do as much as I can to make the process, particularly pre-voting, much simpler than it was for sets past so there won’t be a huge burden or time commitment on the staff and, by extension, voters. You can see some of the ideas we’ve been tossing around in the “For anyone who’s on the CCLP4 staff” thread, which is located here. Feel free to contribute and join the discussion! Also, for those who may have missed it, Michael Warner posted a call for CCLP4 submissions on the newsgroup. I’d like to second that call and post about it here so hopefully it gains a bit more exposure. Although there is no CCLP4 staff, website, or official list of submitted levels in place yet, this is more for the benefit of designers, particularly those who aren’t active community members, who’d like to go ahead and enter their creations into the submission pool without having to wait even longer for that period to open. You can see a spreadsheet I’ve created with many of the submitted sets (particularly those from the CCLP1 process) listed here. In the months to come, as more sets are submitted, I hope we can all contribute as a community and playtest these levels for compatibility / bust issues to lighten the load on the future CCLP4 staff. This is arguably what’s held up the production of past sets the most, so if we can make this as easy on the staff as we can, that would be amazing. I’ve also written a blog post about why I believe we’re in a good place to go forward with CCLP4 in the near future here. Be sure to give it a read and let me know what your thoughts are! Here’s to another fine year of chipping. Happy 2015, everyone! J.B. Lewis CCLP1 Staff Coordinator
  15. 505 carousel

    The bold route for CCLP1 level #112, Carousel. Accompanying video:
  16. CCLP1 MS by Chipster1059

    Version 1.0

    2 downloads

    This is a TWS file proving I have completed all 149 levels of CCLP1 in MS. This TWS also contains two bolds: Tiny and Loose Pocket.
  17. Carousel solution guide

    a map of the level showing the necessary order of some of the itemswapper elements
  18. Daud CCLP1 MS TWS

    Version

    2 downloads

    My CCLP1 MS TWS file.
  19. CCLP1 Blobs Edition

    Version v. blobs

    122 downloads

    Because CC1 Blobs was SO much fun (which it was, outside a few levels), and because CCLP1 exists and I was wondering how a couple levels would fare if their monsters were replaced with blobs, and because I was bored one day, I made this between 256 Lynx attempts on The Last Starfighter. Note: I was REALLY bored, because I made a CCX file to go with it, complete with a short, silly little storyline that goes absolutely nowhere. Blobs. Blobs, everywhere. Most levels just had monsters replaced with blobs/blobs added, though about a dozen required larger changes to keep functional despite the changes. I tried to make these as non-intrusive as possible. Some levels had their time limit removed, a few untimed levels had one added. Some levels where the blobs would all die/be a non-factor in solving had a shortcut added (ie: fireboots in Quincunx and Amphibia, skates in Whirlpool). Additionally, some key colors were changed, as well as a few other minor tweaks in an effort to make every level solvable in Lynx. Naturally, I haven't tested this, but they should be. Blobs blobs blobs blobs blobs blobs. Nothing was done about busts introduces by the addition of blobs. This does make a joke of levels like Funfair, but nothing was done about busts like this in CC1Blobs (Monster Lab, Memory, Perfect Match, Firetrap and All Full are affected from full bust to minor bust). In the interest of redesigning as few levels as possible, these were left alone. Finally, Colors for Extreme and Chip Alone outright did not work without sizable changes to the method of solving, due to relying on a glider and 2 fireballs, respectively. I kept a puzzle aspect intact, though the solution follows some of the same steps it is ultimately different-I felt this was the best compromise to make in the interest of making a solvable level. BBBB L OOO BBBB SSS B B L O O B B S SB B L O O B B S BBBB L O O BBBB SSS B B L O O B B SB B L O O B B S SBBBB LLLLL OOO BBBB SSS
  20. CCLP1 Lynx by Chipster1059

    Version 1.0

    4 downloads

    This is a TWS file which proves I have solved all 149 levels of CCLP1 in Lynx. No optimising has been made.
  21. CCLP1 Retrospective

    What? Retrospective? But the set hasn't even been out 2 weeks! Well, I think it's worth putting down my initial thoughts on the set, partly due to the way I experienced it. Some of you may know that I played through the entire set in one sitting, in a blind race.[1] I had not played any of the levels in the voting packs (though I had played through some of the levels from their original set, though I only remembered about 4 in any detail, and certainly not enough to remember the exact solution), and so it was a fresh experience, a new set to play through. I expected to have a bit of difficulty with some of the levels, but for the most part blast through and have a blast playing. I could have been a bit more accurate with that assessment. For the most part, I did speed through the levels, figuring out the trick to levels such as Loose Pocket (#100) in around a minute (my solve time was a 315 with a 326 reset after exploring past the pink ball, totaling 59 seconds playing the level) while taking forever on Deserted Battlefield (#99) and some other levels. And yet, as I've gone back and optimized, these levels are about the same length. I did struggle to solve some of the puzzles, especially in the 130s and 140s, though I think the easier levels are perfectly placed between the harder ones. I do still have to complain about Clubhouse (#149) as I don't think it's particularly engaging, being a simple Sokoban level with nothing really memorable about it other than the crude cooks possible in the starting room. I don't think it's a bad level, or a bad level for CCLP1 even (I just wish there was a bit more fire in the first room to remove the possibility of cooking the level by moving the block to the top left), but I don't think it was suitable for a level 149. On the whole, the final part of my expectation going in was met: I had a lot of fun playing the set, and the people I raced generally agreed, though none of them had time to finish the race, they have gone on to complete the set. I even got someone who'd never played the game to join, and they got quite stuck on #37 (Habitat) for over a half an hour before finally breaking through. For comparison, I had solved level 25 by the 28 minute mark-certainly a slow pace if I was executing all the bold routes, but for blind, that was fast! (Hornlitz was around for the first couple hours before having to leave, and was playing alongside-I was keeping pace with him and even passed at one point). Overall, this shows CCLP1 is definitely a good CC1 stand-in; I had more fun playing through this set than CC1 (in Lynx), both of which I did in the past couple weeks. The race shows it's good for beginners as well, and it proves to have a few challenges for experts. Still, it has a few shortcomings for me... The first and most glaring to me may come as a bit of a surprise, but I feel like the lesson levels are too long and involved on the whole. I'm going to take just the first level from each set here, as it shows my point the best I feel. It's a sense of scale that the rest of CCLP1 does better, I feel. These levels both teach you the exact same mechanics and Lesson 1 did it near perfectly, showing almost everything you need from the first window. As the introduction to the set, no, the game as a whole it's not very overwhelming, in fact, it's quite welcoming. Key Pyramid might as well be pieguy's "too many keys?" compared to Lesson 1. You can't see the exit from the starting point, and though the order of unlocking doesn't matter like Lesson 1 there's a lot more running around. In fact, Key Pyramid takes 32 seconds to Lesson 1's 17, with only one additional key/lock pair. As an intro, it's much more overwhelming. I feel like the lessons could have been more compact and gotten the same point across, but that's coming from someone who solved them all in 5 minutes. This sense of scale is gotten absolutely correct, however, by Present Company (#3). Even Block Party (#4), despite being a 43 second bold compared to Lesson 2's 10 second time, nails the sense of scale. Every room is different and shows something new about blocks, and you're constantly doing something instead of running from small room to small room. Key Pyramid is a small complaint, and since it's my biggest that speaks very well for the set as a whole. Graduation (#10) vs. Nuts and Bolts is another no brainer-Graduation is the better level for the recap. The red herring exit still shows a new concept, similar to what I believe Nuts and Bolts tried for in the end with the fireball and trap room (monster guiding-or at least that's always what I did as a kid). Graduation nails everything you could want as a first campaign level-no difficult parts, room to explore, and yet a clear progression and goal in mind. As I played through, I had a few levels that I really really liked, easily becoming some of my favorite CC levels. In the order they appear in the set... Tiny (#17): A perfect example of how to teach a concept without explicitly stating what needs to be done. Moving 2U to the fireboots immediately cooks the level, but due to the small size this is an "ohhhhh, so that's what I do" moment. Similar to Lesson 7 from the original CC, it teaches "when in doubt, don't get a boot", though in a more up front manner-Lesson 7 is so stealthy about it I didn't even notice until recently, while this does it perfectly. Also, this took longer for you to read than the level takes to solve! Generic Ice Level (#21): This is anything but generic. I've never seen another ice level give you skates immediately (Dodge! doesn't count!), the blocks sliding feel natural and everything about this level just screams win, aesthetically and gameplay-wise. Easily in my top 10, if not top 5. Repair the Maze (#22): One of the few I remembered from before CCLP1, I love the concept of having a maze being able to breaking through parts-in CC1, Strange Maze was one of my favorites as a kid. Like the bold route, I would always end with the sockets, though unlike the bold route I would go through and dispose of every single socket in the level before walking to the exit! Now, if this had 3 color keys and 2 of each... The Last Starfighter (#28): Perfect use of blob cloners, blowing up the walkers with no randomness is cathartic, the aesthetic is beautiful and the level is pretty fun too. Spitting Image and Alternate Universe (#33 and #111): These are just such a cool concept of taking one room as an exact forecast of what's in another room. For the most part, I hate hot blocks. These 2 levels use them perfectly with no treachery involved. Sundance (#48): It looks like a difficult dodging level, but it's simpler than meets the eye. Perfect appearance as well, I only wish it were a bit longer, though I suppose that would ruin some of the appeal. Juxtaposition (#70): I was wondering why there hadn't been any blue wall mazes up to this point, as CC1 had Mishmesh and Chipmine by this point in the game. Then this level came up and I couldn't get enough of it. Thin walls don't see enough use, and fake wall mazes are incredibly difficulty to design without being predictable or overly tedious. This level uses all of them flawlessly. Another top 10 for sure. Colors for Extreme (#81): The opening room is amazingly designed to manipulate the glider in a progression, the level is another itemswapper but it feels like such an epic campaign level. It's also relatively simple, though certainly not easy. A perfect fit for the middle of CCLP1. Loose Pocket (#100): Though I figured out the trick fairly quickly, it's a perfectly executed twist on the Trust Me style level. Most of the red herrings are obviously so, but that only makes some of them look more realistic. It's short, simple, and arbitrary in its design in places. Frozen in Time (#102): Chip's Challenge is not an eerie game. It's not a spooky game. It doesn't have an environment. It doesn't have anything that creeps the player out. This...this manages to do all of the above. It's incredibly simple, and yet it's perfect. I remarked in the call when I got to this level that it was spooky, and wasn't exactly believed. Well, someone else got to this level around the time I was in the 140 range and immediately gave a cry of shock at the teeth, and then agreed that yes, it was spooky. Beautifully done, and not what I was expecting at all. Not needing the chips is a nice touch, too-now I wonder what the level would play like if everything were to be unfrozen... Tunnel Clearence (#105): Amazing concept, amazing design, almost goes on too long but in the end it's just the right length. The ability to ignore the red key at the start and explore makes this level just that little bit better. Exhibit Hall (#108): A level I'd seen a variant of but never played. Said variant being the background for J.B.'s commentary on Chuck's Challenge 3D, which I had watched less than a week before CCLP1! (by the way, I agree with pretty much everything you said-if I wasn't optimizing the game, it'd have been over and done with very quickly, though the editor has a lot of nice possibilities) The avoidance level is a rarely seen concept, due to its difficulty to pull off well. This does it with 8 4x4 rooms, some with puzzles, some with dodging, some with simply items to collect. The ability to skip the fireboots by taking a block from the water room doesn't hurt either. Incredibly fun level. Runaway Train (#118): This level has such an amazing aesthetic to it, and the design, through cramped, still feels exploitative. The teleports to switch cars and give the illusion of a longer level space than actually exist is pure brilliance as well-I caught it immediately, but I've been playing this game for years. A newer player would probably wonder how the designer made a level bigger than the grid, if they even thought about it. Oh, and the level is fun too. Automatic (Caution) Doors (#140): Another level with lots of branching paths, lots of exploration, lots of ways to go-and yet, it's linear. The concept is unique (I've never seen it done before) and beautifully executed in how each step grants you access to another area. The chips are only the first step in this epic level. Easy top 5 level right now, and it will probably remain in the top 10 regardless of what CCLP2 and 3 hold for me. Of course, there were a few I did not enjoy that much-in the same order... Quincunx (#31): Too easy to die, not very interesting either. If it was smaller (say, lop off the bottom 2 rows) it might be better, but it's one of only 3 levels in the set I would rate as Just a Bunch of Letters (#34): The cypher level of the set, but it's very dull. The original Cypher was cryptic yet obvious in hindsight, Cypher II was brutally difficult but the name and connotation it came with was a useful hint, Motion Blur was an amazing concept and beautifully executed, and this falls flat in comparison. Maybe I'm being too hard on it due to it's slot, but I don't enjoy it as a level either. Design Swap (#62): CCLP1 has a lot of itemswappers, and this is one of the most bland. It's also hurt by its huge size, though it gets better when you open up the center, it's still very boring running back and forth across the entire length of the grid. New Block in Town (#63): Another level. Too many things that must be done in the exact right order or the level is unsolvable, and then right at the end subverting the order that had to be used for the rest (chip then button). Thankfully, I didn't run into the hidden wall, if I did I would have been seriously pissed at this level. As it is, cool concept, poor execution. Ruined World (#83): Bleh. It's one of 2 "push all the block" levels in the 81-90 decade, along with Chip Block Galaxy (#88). I was neutral on #88, but I do not like Ruined World. In both it's very easy to miss a block, but here it's easily lethal while in #88,the worst that can happen is trapping the block-though there are many places to put the used blocks, mitigating it. Time Suspension (#101): The button device is cool. The toggles and tanks are interesting. However, I absolutely detest the walkers in this level, mostly the one in the 3x4 room. Retrieving the blocks for the bombs is so much of a hassle, and there's quite a bit to do on each run up that just gets old fast. Comfort Zone (#114): Incredibly easy to cook the level, especially if you stay in the comfort zone given as long as possible. I can't really say why I dislike it as much as I do, but it falls into this bottom CCLP1 levels list. Utter Clutter (#124): Very long, very tedious level. It feels like it attempts to emulate All Full from CC1, but it fails in that its puzzles are based around key snatching and then realizing something incredibly non-obvious near the very end-which, for me, took 5+ minutes to reach every time. Requiring all the chips works for forcing all the puzzles to be completed, but works against the concept. Amphibia (#143): The final level. If you were around at the end of my stream you would have heard a LOT of raging at this level. I hate it. There's a lot of waiting for cycles that aren't exactly clear, and though it's similar to Fireflies, I liked Fireflies. However, I figured out why-Fireflies is completely symmetrical and has a much lower monster density, and loops around to itself. Amphibia forces a specific path to each chip, turning a monster dodging cycle waiting level into an incredibly tedious and lethal maze. My only praise is that it's infinitely better than a similar level I played in a voting pack (more on that later). And finally, my top 5 hardest levels in the set. 5: Bummbua Banubauabgv (#142): I took forever to figure out this puzzle, even though the solution is painfully simple. 4: Flush (#141): This is a flawlessly crafted puzzle (barring the bold route, which I've figured out the method but not the timing...) where every step is timed with a pink ball chute that holding a trap button drowns. Avoiding the keys took 2 plays to realize, and even still I cooked the level several times after that point. However, every time it was my fault and foreseeable in advance, so I can't hold it against the level. (related note: levels 141-145 took me nearly an hour, with the last 2 of those taking about 10 minutes. 141-143 are the hardest run of levels by far!) 3: Double Diversion (#69): Didn't see that coming, did you! I struggled quite a bit with this level, triggering things too early, too late, standing in the wrong spot, moving at the wrong time, into toggle walls...it's a simple level, but I struggled quite a bit finding the solution. 2. Utter Clutter (#124): I covered this above. I believe this is the level I spent the most time on, due to the length before the part I screwed myself on. Twice. 1: Thief, You've Taken All That Was Me (#147): Of course #147 is the hardest level. It's an amazingly crafted puzzle, up front with what it expects you to do. The 4 sections of the level are all tricky puzzles in their own right, with special mention going to the sokoban in the bottom right-that took me a solid minute of looking at to figure out, and there's only 3 blocks in it! Nothing is unreasonably difficult, 3 of the 4 puzzles are logic based, the order they can be tackled is up to the player-everything is done to make this as anti-frustration as possible. The result is a puzzle that feels right at home in the #147 slot, alongside the fast paced Force Field, the monster manipulating Cloner's Maze and the ultimate (outside its sequel) sardine can level, Avalanche. CCLP1 does capture everything I liked about the original Chip's Challenge, avoids the long tedious block pushing levels, is fairly varied and unique in places. I've been playing through the voting packs after the release as well, not for the award okay maybe slightly but for a sense of perspective-I can appreciate the final product that is CCLP1 much better if I have a frame of reference for what didn't make the cut. If the voting packs are the best levels the community had to offer for the set, then CCLP1 is made up of the best of the best. So far, I agree with a vast majority of the levels that made it in (though I still don't like Amphibia or Blobs on a Plane, and think that Asteroid #44, Chip Joins Mensa Club would have been awesome to see) and most of the ones that got cut (Asteroid #3, !? for being what is this I don't even, I still don't know how you would solve this in Lynx as my route was VERY MS only, Baguette #44, I Hate You for being unnecessarily sadistic, Bookshelf #35, Coovet Blocks taking 10 minutes and having difficult dodging AND easy screws, Bookshelf #44, Audacious Scavenger Hunt for being incredibly overwhelming in its design and easy to screw without realizing it, and Cardboard #39, What's Rightfully Mine for taking its concept too far). I would give CCLP1 a 9.5 out of 10, compared to about an 8 for CC1 (I still want to finish CCLP2 and 3 before I can fairly compare to them, but I'm pretty sure my order will go CCLP1>CCLP3=CC1 for different reasons>CCLP2). Job well done CCLP1 staff. Mission accomplished. [1] If you desire, you can watch my playthrough here.
  22. CCLP1 level 79 solution

    Image file showing soluton for level 79 from CCLP1
  23. Metalmarsh89 - CCLP1 TWS

    Version

    4 downloads

    Here's the proof of my completion of CCLP1 in MS.
  24. CCLP1 MS Solution

    Version 1.0

    8 downloads

    Just an upload to show that I have completed every CCLP1 level in MS mode and therefore qualify for the CCLP1 Graduate award.
  25. J Birchall CCLP1 TWS

    Version 1.0.0

    9 downloads

    Proof that I have completed CCLP1 in MS mode (:
×