Jump to content

Search the Community

Showing results for tags 'maze'.



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 6 results

  1. Cloner's Maze Lynx

    I have recently been playing through the CCLXP2 Beta. Really great set. I have solved all the levels except two: Run-A-Muck (I harldy attempted it yet) and Cloner's Maze (spent over an hour on it). I am totally stuck! I did not find a single AVI for Lynx, and all the MS AVIs involve burning gliders and/or fireballs going on the hint, neither of which work in Lynx. I managed to find ways to economise gliders, but I am stuck about how to blow up the bomb blocking the yellow key, and another bomb that blocks a chip and requires precise timing. Help???
  2. Maze Design Preference

    So I was making a maze and wound up with three options for how the final level could look. Version A was just the frame of the maze and all you needed to do was find the exit. It's a large maze, so this is not a terrible choice. Version B had some chips in four of the key intersections. Without them, only three needed to be visited. Version C had more chips along the corridors. It makes the level pretty long, but without them some of the areas of the level feel redundant. Which choice would you make? Or would you prefer an even more complicate Version D that incorporates other elements from the game into the maze as well? While on the subject, I also thought of that second question about things people might not like about mazes to gauge which is the least liked.
  3. TomP4 - "The Hunted"

    A non-linear maze that involves being hunted by five blocks in random force field corridors while collecting the chips.
  4. 10 Mazes I'd Like To See in CCLP1

    Mazes are level genres that truly have been overlooked during CCLP2 and CCLP3 voting. There are about nine in CCLP2, and CCLP3 only has four (though, depending on your interpretation of what a maze is, these numbers could be slightly greater or fewer). How many did CC1 have? Around 23. The distaste in mazes can be attributed to the fact that they don’t offer much optimization potential, and many of them are just plain monotonous. Look at CC1 and some of its most despised levels. Rink, Doublemaze, and Stripes? are all mazes. Levels like Scavenger Hunt, Chipmine, and Now You See It aren’t too exciting either. On the other hand, mazes are excellent for beginners because failure will rarely occur. Time is the only enemy. I compiled a list of what I consider 10 well-designed mazes that I would like to see in CCLP1. A-Maze-Ing Ida4.ccl #11 Remember playing Strange Maze and feeling that great sense of triumph after collecting all the chips and being able to bust open all the chip sockets? This level extends such a concept throughout the whole level, though in four separate quadrants. However, the keys that are just out of reach truly make this level interesting, and would make a wonderful level early in the set. Chip Be Steady CCLP1Submissions-KTNUSA #17 J.B. has praised this level in the past, and although I initially thought this level was nothing special, I am starting to agree with him. The “avoid the toggle button maze” is a concept that has been around for ages, but this level truly perfects it. It has the best aesthetics of levels I’ve seen of this type, and the actual maze is confined to a space small enough as to not make the level tedious. Choices, Choices pieguy1.dat #11 This choice may surprise many of you. Pieguy isn’t exactly known for his beginner-friendly levels. This level is seemingly complex, however, one must realize that all sixteen combinations that the player chooses in this level are solvable. This, while additionally being extremely impressive conceptually, adds a ton of replay value for the player. Plus, it’d be neat to have a computer generated level in an official CCLP. Elemental Park ajmiam-the-other-100-tiles #13 The four element maze is a concept explored quite often, and Elemental Park is probably the only one that has done it right. Eight chips per element, and no unintended shortcuts to be found. That teleport is an excellent touch as well. Invisibility Cloak Markus_CCLP1 #38 Here’s a word of advice – avoid invisible walls as much as possible. Blue walls and hidden walls are more reasonable, as their true identity is revealed after a simple touch. Invisible walls are often abused to hell, sometimes filling up entire levels (cough cough Stripes?), but this levels confines its invisible wall usage to a 9x9 space, and uses normal walls to guide the player. It is amazing how the addition of the invisible walls actually make the level more intriguing. Fiery Fogstorm JCCLP #48 Here is yet another acceptable use of invisible walls. Their usage, along with the usage of the fire, makes this level quite appealing to look at. While the force floor navigation could possibly be tricky for beginners, this level is wonderfully straightforward but its design choices elevate it above other mazes. Frozen Labyrinth JCCLP #37 Everyone knows that I am in love with this level, so there is no real need to go into detail. Just the sheer concept of this level is brilliant and nothing in the level is arbitrary. The fact that the thin walls and ice can combine to form a straightforward maze is incredible. Slide Labyrinth GAP’sSub.ccl #24 Very few levels seem to have a large open space with rooms arbitrarily scattered. I think it creates a unique atmosphere. Ice mazes are too often made to span the entire 32x32 map. This level cuts the ice maze in half and adds in some neat pink ball dodging rooms. Play it yourself; it’s really fun to navigate. My only qualm is the short time limit, which can easily be changed. Tunnel Clearance TS0 #11 Yes, this is my own level, but it is one that I am very proud of. It is a maze concept that to my knowledge had not been used before, coupled with symmetry and some cool aesthetics, this one belongs in CCLP1. Whirlpool JBLP1 #82 This level is quite beautiful, and uses blue walls in a wall that is sensible, i.e. not filling the entire level with them. A beginner may easily get lost, but we need higher difficulty mazes in the set too
  5. The Crystal Maze

    I don't know if anyone else has heard of this, especially members outside Britain, but does anyone remember watching this show? It was one of my favourites shows I watched back when I was a kid, where a team of contestants had to go through four different zones: Aztec, Industrial (Ocean in second half of the series), Futuristic, and Medieval. They had to collect crystals in puzzle rooms within a specific time limit. It was kind of like playing a Chip's Challenge level in a way. If they didn't exit the room before the time hits zero, they would get locked in and it would cost an earned crystal to get them out. There were also games that had automatic lock-ins which would screw you over pretty easily. Here's one of my favourite moments from the show, showing how stupid some of the contestants were at solving really easy puzzles. http://www.youtube.com/watch?v=lIWzdWaPAi4 EDIT - Found another hilarious moment on the show. http://www.youtube.com/watch?v=j4GgXzoZ3mo
  6. Now You See It (CC1 #94) Route

    Perhaps one of the most useless levels to need a map, since it's untimed. However, the level is quite simple and the route is not hard to learn, and at the very least it might save you some bumping into walls The bold time is [906] in both ms and lynx.
×