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Found 33 results

  1. 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. Edit: I've decided to remove this part of the post, since the high score site now has scorecards.
  2. 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. I'll try to keep it somewhat up to date, but it's not high priority. 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): 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): [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): 548 #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): 705 #147 (FORCE FIELD): [464] #148 (MIND BLOCK): [462] #149 (SPECIAL): 949 Total score: 5,977,120 117 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) CCLP4 (to come later)
  3. So I finished CCLP4 the other day and thought I'd post my comments. This might be my favorite CCLP! While CCLP1 wasn't bad, I personally was a big fan of CCLP3 minus a few levels in the 140s that were way too hard. (143,144,146,147) But besides those few, I thought that CCLP3 hit the right note with how hard a CCLP should be at a maximum. Mud Pie, Vulcan, Rotation, M.M.P., these are among my favorite levels in the game. As for CCLP4, I'm a huge fan of the levels that made the final cut. It seems that a lot of levels I voted 5s on made it, and I'm happy about that. The set's shortcomings are few and far between, and my thoughts on them are just nitpicks really, and are pretty insignificant. Just to mix things up, I played in Lynx first; never did that before with a CCLP. Anyways, here's my review: Spoilers Ahead! #1 Molecule: Not an obvious pick for level 1 for me but I like it. No unnecessary review level. This is CCLP4. In fact, this level actually made me restart once, which may say more about me than the level itself, but it definitely required more thinking than any other level 1. #8 The Fourth Dimension: The first level where I was like ehh, I don't know about this. Yes, it is kind of cool that the tanks create a second maze but I feel like this concept is better utilized in one room in "Life Is Not a Puzzle," which I had a strong feeling I would see later in the set. (I was right.) But the whole level is taken up by this concept and, while not a bad concept, the level feels kind of bland when it's done. True, it introduced the concept for the future level to use it again, but I feel it wasn't necessary and I would've personally liked to see another level in its place. #19 Conservation of Keys: I have similar feelings about this one. It looks like a cool level from the start, but once you figure out the trick (it's not hard) the level feels pretty empty. #23 Western Standards of Living: One of the best looking levels I've ever seen. No brainer for the set. #35 Chasing Chips: I totally agree with this selection. It's so much fun. It's like "Hunt" without the tedium. #38 Detonation Station: Love the name change! #39 In the Walls of Gravel Castle: For some reason, this was one of the levels I was most hoping would make it, even though it probably wasn't on the bubble or anything. I love it. #44 Blobfield: Pretty much forgot about this level from voting. But it's not a bad choice, and I can see why the staff went with it if they wanted more than one blob level. It's a fair level and manages to be fun despite it not making an impact on me initially. #46 Exclusive Or: This had to make it in, for me. Glad to see it here. #48 Key Insight: Another fave of mine. It's cool when competition levels make it into a CCLP. Has this happened before? #49 Block Parking: This was in one of the last voting packs. I don't know if that's why I didn't think I would see this level, but I'm really glad this made it in. #53 Protect Your Fortress: I had my doubts that this would be in the final set. But I don't know why. I'm happy this is here. #54 Split Path: Super fun level that I'm glad made it because I might've overlooked it. #65 Duplex: I don't remember what I gave this level in voting, but I don't think it was high due to me having played it so many times and knowing it can be a chore sometimes. But I have to admit: it's kind of an epic level that leaves one with a great sense of satisfaction upon completion. So despite the fact that it's not one of my favorites, I think it's definitely CCLP worthy. #67 Nuclear Energy for Dummies: I am so glad this made it in. There are not many levels as pure fun as this one, and the way it unfolds feels so natural that you don't even notice you're doing the right thing until you're already doing it. Awesome level. #100 One Tank's Adventure: I liked this level when I played it in voting, but that was in MS. Had I known this was such a hassle in Lynx, I would definitely have given a much lower rating. Now I wish this wasn't in the set. To me, there's a bigger disparity between MS and Lynx gameplay for this level than any other in the set and beating it in Lynx was more frustrating than rewarding. And it's all thanks to the stupid tank button rules in Lynx which might be my most hated thing in all of CC. #105 Living Things: I don't know if this level was worthy of a spot. It might just be me and that I've played too many Tyler levels, but this was nothing I haven't seen before and doesn't feel like anything special. I'm probably alone in this. #111 Water Bottle: I knew I liked this level! After thinking it was way easier this time around in CCLP4 voting packs, of course I had trouble with it while actually playing CCLP4. Which is a good thing! #117 Greenian Motion: The best blob level ever made. Bar none. #121 Death and Destruction: Super fun. Just have to say that. #123 Life Is Not a Puzzle: One of Josh's best levels in my opinion. I knew this would be in the set. #130 Bam Thwok: I'm glad this made the cut if only it or "Double Time Warehouse" could, even though I don't subscribe to that. This feels more like a complete level, while the other feels like an exercise in the concept featuring increasingly difficult puzzles. Not bad, but this is more fun. #133 Monochrome: I don't know why but I wish this was spaced out from the previous level, just so it wasn't "Monorail" and then "Monochrome." Like I said, don't know why, it just bothers me. #134 Pushover: YES! One of Archie's best puzzles! #137 The Longest Track: A CCLP worthy level if ever there was one. Once again, this time through I had a much harder time than in voting for some reason. And it's bust-proof this time (hopefully.) #140 Repair the Automatic (Caution) Doors: I love that this is in the same level spot as its predecessor! The sequel to my favorite CCLP1 level starts out the most epic decade in CCLPs: the 140s! #141 World of a Thousand Flames: I wasn't sure this one would make it in, but I'm really glad it did. I became a fan of it in the voting packs because, well, that was the first time I'd ever played it. And I wouldn't have guessed it was a Josh level. It's a little hard for his modus operandi. #142 Stratagem: I was a little surprised at my own level's placement. I knew it was in the set but didn't want to spoil myself as to where. My guess was right around 50. But after the 100s, I began to wonder if it might be a breather level for the late game. At first that didn't sit well with me because if it's placed early enough in the set, the player might be fooled into thinking that the level is exactly what it seems on the surface. Yes, it's still an easy level, but it does have a trick to it and if it is placed this late, the player is apt to realize that immediately. But at least it was placed in the 140s, which, in my mind, cements a level into our history a little more. So that's pretty cool. #143 Color Coordination: A no brainer for the 140s, especially after hearing Jeffrey go on about it. But it is deserving. #144 Paradigm Shift: Yes! The right choice was made here and I love this level. #145 Hacked Save File: This is where you lost me. There is nothing wrong with this level. Although I personally wouldn't have included it in CCLP4, the voters may have liked it enough, whatever. I wouldn't have given it a second thought if it was placed much earlier. But what is it doing here? It just feels way out of place to me, even for a breather level. I would have much rather seen "Temple of No Key" or Tyler's "Tales from the Crypt" in its place. How many breather levels does one need, anyway? If you need a breather, take an actual breather. #146 Japanese Game Show: Finally, this is in a CCLP and right where it belongs. I miss JB's harder levels. #147 Gimmick Isle: I really didn't see this coming because I didn't know how other people really viewed this level. I have always loved it. I may have asked for help with it the first time I solved it, I don't remember, and I've been able to get the gist of it every time I've played it since, so it's hard for me to guage its actual difficulty. But I feel like this is the hardest level in the set, so I think it's deserving of its slot. #148 Gravity Well: Another strange choice to me. I like this level and am glad it's in, but it would've made more sense in the middle. I may get used to it and change my view. #149 Mental Marvel Monastery: A seemingly obvious choice for the final level. It seems like it was made to look like a lot more is involved in the solution, with the aesthetics having paths of water and fire placed here and there, and in that final room I thought there would be a puzzle with having to guide the fireball somewhere. At that point I was like, "Oh, that's it? Oh, the whole set's over." A good final level but it feels a little too easy if you ask me. Overall, I loved it. I can say with pretty good certainty that this set was better than CCLP3, which means it's my favorite! And there were so many other levels that were gems. Just because I didn't mention a level doesn't mean it escaped my notice or that it wasn't a highlight. But there so many I could only mention my absolute favorites. As you can see, my criticisms were so minor that they probably caused some eyes to roll, but think about it: if that's the worst I can say about this set, then that is a very good thing. The biggest disappointment was that "Plug in Baby" did not make the cut. I feel like that level is worthy of inclusion and could have been in the last decade as well. Lastly, I just want to thank the entire staff for all the hard work they went through in compiling this awesome set of levels. Thanks to the voters for voting one of my levels in. It's an honor, especially considering I don't make many. Now, to play it again in MS! Total score for Lynx: 5,970,360 ~Bowman
  4. https://scores.bitbusters.club/ - the official highscore site for CC1, CC2, and all the CCLPs.
  5. Version 1.1


    I made few things: - Step Aside - Fire Factory - Glacier Islands - Newbie Zone - Nailed It - Turning Tables - Floor Holes - Swift Motion - Black Planet - Step Aside Further - Protect Me as I Protect You - Taking Coins Out of A Bottle - The Living Corpse - Unlimited Generator - Hypercomplex Maze
  6. CCLP4-Lynx.dac.tws View File My save file for CCLP4 Lynx - Score now @ 6,073,480 Submitter Syzygy Submitted 10/11/2017 Category TWS files  
  7. Version 1.4


    DO NOT PLAY THIS SET! ALL ITS LEVELS APPEAR IN C1059-1 AND C1059-2. I simply grouped levels from both these sets to submit for CCLP4. This assumes that CCLP4 will be a CC1 set. If it turns out it will be a CC2 set, I will delete this file and upload a CC2 set instead.
  8. jblewis


    Version 0.99


    After nearly two years since its construction began, it's finally here. The fourth official clubhouse, known as CCLP4, has been completed, open to the public, and ready to be tackled by those who wish for fantastic, yet very satisfying puzzles! Are you up for the challenge? Inside, you'll find: 149 wonderful, amazing levels that you won't get enough of Numerous puzzles that will stump you till you spot the most obvious thing ever Levels that flow so steadily, you'll want to sit back and relax The greatest experience for any Bit Buster Disclaimer: This is Version 0.99, as a planned storyline will be coming soon, in a later update! Stay tuned for it. (Don't let that stop you from playing, though!)
  9. It's been several months since the release of CC2, and it seems like a lot of chipsters have generally enjoyed it, particularly the expanded selection of game elements and new level ideas to experiment with. One of the reactions to the game I've heard the most has been that the "stock" pack of levels is somewhat inconsistent in design quality. It's understandable - after all, the levels were made before many custom levels were even created for CC1 and level design evolved to what it is today. Personally, I enjoyed CC2 as a nostalgia trip back to the late '90s era of design when designers felt more free to experiment randomly, but I get that it may not be for everyone. Many designers have already begun creating their own levels and anticipating the creation of an official set for CC2, either as an alternative to the stock pack or as an outlet for their creativity. So, I thought we should probably at least start having some sort of conversation about what we'd like to see with respect to future official sets. There are several options we could pursue, each with its own pros and cons, and a number of salient points have been raised in favor of each option throughout the occasional discussions among chipsters on Skype about this topic. (For clarification's sake, I will be referring to the potential next official custom set for CC1 as "CCLP4" and the potential first official custom set for CC2 as "CC2LP1," though I hope we don't have to feel bound to use that name.) 1. Make CCLP4 for CC1, then make CC2LP1 a different set for CC2. This option is appealing for at least a couple of reasons: many designers have built CC1 levels in the hope of seeing them in CCLP4, and CC2 design hasn't quite brought about the same amount of activity or variety of design tools yet. With this approach, CC1 as we've known it can have one last hurrah before everyone fully moves on and makes the adjustment to building levels for CC2. It would also allow for some time for additional editing programs be built, not to mention a free Tile World-esque alternative to the official version of CC2 like CC1 had. The downside is that the focus would initially be placed on a game that isn't exactly "active" in the sense that CC2 is. 2. Make CCLP4 and CC2LP1 basically the same set, without the use of CC2 elements in CC2LP1. Arguably the biggest argument for getting an official custom set for CC2 built sooner than later is that unlike CC1, CC2 is not a "dead" game. It's available for purchase on Steam, and as such, we as a community are facing an opportunity to bring in new members and grow even further by maintaining the game's momentum through some evergreen content. The question is how. A few designers have already ported some of their CC1 levels to CC2. One could argue that anyone who wishes to see their compositions in a future set that badly could easily use Chuck Sommerville's conversion program to port their work over to CC2. Those who would still like to make CCLP4 a reality could get on board with this if the set is compatible across all of the games - but there are a few issues with this. Even though many of the CCLP4 submissions were compatible with both MS and Lynx rulesets, that's not a guarantee that they would work in CC2. Tile World's Lynx emulation was more lenient about arbitrary clone and trap connections, whereas CC2 requires the reverse reading order connections used in CC's original, pedantic Lynx mode. 3. Make CCLP4 and CC2LP1 basically the same set, with the use of CC2 elements in CC2LP1. This option would allow designers to implement workarounds in situations like the aforementioned clone / trap connections (such as pink buttons and wires), as well as give them the freedom to build levels slightly differently if a mechanism would be better suited to CC2 game elements. Of course, there are two rather glaring issues with this option and Option 2. One is whether or not CC2LP1 would allow item dropping in levels, and I'd like to believe that either choice would be consistent throughout the set. Not doing so would prevent designers from placing non-CC1 collectible items (and would be rather sad for an initial CC2 official custom set), whereas doing so would break a number of levels that may be more difficult in CC1. The other problem is that anyone who has been introduced to the CC level designing world through CC2's release would have to build their levels for CC1 and get familiar with its mechanics, which would just be extra work. 4. Forget about CCLP4 and move on with CC2LP1 instead. This is the option I've been in favor of the most. It allows anyone who wanted their levels to be in CCLP4 the opportunity to submit them for consideration in CC2 instead, providing they're still active in the community. It gives them the freedom to build their levels in any way they want using whatever elements they want without having to worry about compatibility with another game and its ruleset(s) or multiple versions of their work. (This would especially be nice for optimization and scorekeeping as well.) Of course, it would mean that we wouldn't be making CCLP4 - but I don't think that's necessarily a bad thing when the submitted content could be made even better with the trappings of the new game. We'd be making a commitment to supporting CC2 and making sure that it has new material instead of clutching onto something that's arguably obsolete. What do you think? Which option sounds appealing to you? Do you have another suggestion not listed here? Feel free to sound off in this thread!
  10. Walls of CCLP4 View File Note that there are 2 files: the regular one and the "pure" one. The regular one tries to leave in something wall-like when there aren't enough walls. The pure one does not, and also removes all the buried wall tiles. See the competition thread for details. Submitter random 8 Submitted 02/17/2018 Category CC1 Levelsets  
  11. Version 1.0.0


    Note that there are 2 files: the regular one and the "pure" one. The regular one tries to leave in something wall-like when there aren't enough walls. The pure one does not, and also removes all the buried wall tiles. See the competition thread for details.
  12. Version 1.2


    Save file to confirm completion of CCLP4 in MS. Score: 6,072,550.
  13. Version 1.1


    My save file for CCLP4 Lynx - Score now @ 6,073,480
  14. Syzygy

    CCLP4 Scores

    CCLP4 LYNX level 95 - Ravaged - 495 b+46
  15. 91 downloads

    Grandiosely envisioned and hastily constructed by the CCLP4 staff as our April Fools 2016 joke. This set is intended to be awfully bad. Likewise this is not CCLP4 and definitely will not be like the real thing. First, last, and only version released April 1, 2016.
  16. Version 1.1


    An MS rules version of my E_trilogy set. This is probably the final version of this set, but slight modifications might be made for playability issues if they arise.
  17. Greetings Chipsters, Just a small announcement to point out that the CCLP4 homepage has now been updated to inclulde the official CCLP4 logo. Visit the site here to view it: http://jamesa7171.net/cclp4/ Or, alternatively, check it out below: Happy chipping! Sincerely, The CCLP4 Staff
  18. After nearly two years since its construction began, it's finally here. The fourth official clubhouse, known as CCLP4, has been completed, open to the public, and ready to be tackled by those who wish for fantastic, yet very satisfying puzzles! Are you up for the challenge? Inside, you'll find: -149 wonderful, amazing levels that you won't get enough of -Numerous puzzles that will stump you till you spot the most obvious thing ever -Levels that flow so steadily, you'll want to sit back and relax -The greatest experience for any Bit Buster CCLP4 site: http://jamesa7171.net/cclp4/CCLP4.zip CCZone: http://cczone.invisionzone.com/index.php?/files/file/630-cclp4/ Regarding rules for reporting scores: You may only submit a limit of ten scores total per hour. Any additional scores reported past this limit, will be treated as part of your next score report. This limit accounts for both MS and Lynx ruleset scores (you cannot submit ten MS scores and ten Lynx scores at the same time, for example). This rule will be in play for three days after release, ending on July 17, 2017 8pm EDT. All that said, be respectful and fair to others. This is just a game after all. We hope you have fun and enjoy! Happy Chipping! - Josh Lee [Flareon350] (CCLP4 Staff) Disclaimer: This is Version 0.99, as a planned storyline will be coming soon, in a later update! Stay tuned for it! Don't let that stop you from playing though!
  19. Greetings, fellow Chipsters! It's now July 15th, and that means CCLP4 voting has officially begun! As with CCLP3, voting is being hosted at pieguy's site. (Many thanks to pieguy for his contributions!) Head on over to the main voting page to download the voting packs and cast your votes. About Voting: - As with CCLP1 voting, the pool of eligible levels has been broken down into individual, randomly selected packs of 50 levels each. These packs, with download links, are listed on the main voting page. We are releasing 4 packs to start. An additional pack will be released each time a previously released pack receives at least 5 votes from different members on each level, as tracked by the "Minimum Votes" column on the main voting page. So the more you vote, the sooner everyone will have access to more levels! - You will need to have an account and be signed in to it to access the voting pages for individual packs. A login prompt will appear if you attempt to visit a voting page without signing in. Alternatively you can sign in or create an account here. - On the voting page for each pack, you will see a list of the levels in the pack, with a column for a "Fun" rating and a column for a "Difficulty" rating. The "Fun" rating for each level is the important one: it represents how strongly you feel that the level should be in CCLP4. The "Difficulty" rating is optional, but we encourage you to provide one, as it will be helpful in determining the order of the finished set. - Important: When you're done, don't forget to save your votes by clicking the "Submit Ratings" button at the bottom of the page! You can also come back later to edit and resubmit your votes. - Things like problematic time limits and level titles will be changed as needed in the final set. Please overlook any such issues during voting, and rate the level as though they were already fixed. - We've hopefully caught all the busts in the submitted levels, but there's always a chance something slipped by us. If you find a bust in a level that's in voting, please report it to us and rate the level as though the bust was fixed. Then if the level is chosen for CCLP4, we will seek to work with the designer to fix the bust. Note that while voting is ongoing, you can still nominate levels to appear in later voting packs. The deadlines for finishing nominating and voting have not yet been determined. When they have, this announcement will be updated with the info. That's about it. Let's get voting and make this the most awesome CCLP ever! - The Architect (CCLP4 Staff)
  20. Version To Infinity And Beyond


    Levels I wish to be considered for CCLP4
  21. Version 1.5.6


    36 levels that i am submitting for CCLP4. I'm a serial killer of my own levels lol Potential future updates Wishlist, in no particular order: Less linear version of INVERTED Sequel to FRIENDLY FIRE that explores the concept more Smaller, better version of CRUEL AND UNUSUAL New layout for FLOWER GARDEN Various levels currently unfinished
  22. Version 1.0


    This is a modified version of Scott Feeney's set, Graue1_LYNX, with a few levels modified so they will work in MS and be eligible for CCLP4.
  23. Version 1.8


    These are the levels I submit to CCLP4. They all feature in Cybersmack I, although some of them have been edited for compatibility or other reasons. The levels aren't in any particular order, so don't expect a difficulty curve. Enjoy, thanks!
  24. Slightly different from "Levels you want to see in CCLP4", this topic will discuss what are your hopes for the special levels in CCLP4. By special levels, I mean something like level 34 (Cypher levels), level 131 (sudden exceptional levels like Totally Unfair, Time Bomb, Mental Blocks), level 144 (the first endgame; The Ancient Temple, Fireflies, Wormwood, YCTaOFNT), level 147 (notable for it's challenging difficulty), the final level, or even the first level. Sequel levels are interesting too. What sequel do you want to see in CCLP4? A successor of Warehouse levels? An analog of blue levels like Trust Me, Trapped, and Magic Trick? A new Marooned level? But I guess we all know there won't be a ridiculous On the Rocks II or YCTaOFNT II because everyone will just ragequit when they see it. Level 34: instead of letters, maybe it will be a morse code? Level 144: I still can't think what level can surpass YCTaOFNT in terms of it's complexity and crazy solution. Level 131: maybe Bam Thwok from TS2. This might be a self-promotion, but I was hoping my Hypercomplex Maze would made it to complement Double Maze and Triple Maze. But more than any of those, I really expect the final level to be something more than just the final challenge; it has to make the player felt like accomplishing a full circle (Mr. McCallahan Presents did a really good job on this). And it shouldn't be very hard too. Hopefully a customized script to create something awesome like teeth camera can be executed as well. Also, let's hope for YAYAYAYAYAYAYAYAP just because why not.
  25. 38 downloads

    My submissions for CCLP4 consideration.
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