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Found 12 results

  1. Level 81 "Follow the Leader" This is inspired by Socialist Action from CC1, which includes a line of bugs marching around a bank of invisible walls. I'd also seen similar concepts in a few custom sets, where you had to join a line of monsters that are walking a path through a maze of invisible walls. Follow them exactly, or you'll fall behind and get run over. My one complaint with many of those levels was that the monsters tended to be placed unreasonably close together, so one or two mistakes was all it took to die. Thus, I made sure to spread the monsters out here, and include plenty of chips that act as safe spots where you can wait for a monster to pass if it's getting too close to you. Originally there were no visible-by-default walls in the starting area, but I added them to make for a more gentle introduction. Also, in the set's first update after release, I added a bit to the hint explaining how to beat the fireball-cloning section. I think the level may have been slightly too large and didn't necessarily need to fill the whole map. The top-right section seems like the most redundant part. Level 82 "Automatic (Caution) Doors" (CCLP1 Level 140!!) YES! This level. I had the idea for this concept for a while as I was building Po100T, but didn't know how exactly I would execute it. I kind of improvised it, but nevertheless I'm extremely pleased by the result. It was fun for me--the designer--to play, and also for a lot of other people judging by the reviews of my set. Anyway, I started off making the beginning room--requiring a little dodging in order to reach the doors from the button--and then thought of a few ways to make paths from a button to a set of doors, such that the paths are completely walkable but are too long for you to make it in time unless you find a shortcut. These paths include the twisty floor path through the water west of the start, the path around the blue lock east of the start, and the path parallel to the water-guarded ice slide north of the start. I then built the level in pretty much the order you solve it, but not necessarily decidng how things would be unlocked until later (like the green doors or the aforementioned water path). I believe a lot of the enjoyability of this level comes from seeing these inaccessible paths, the suspense and uncertainty in how to unlock them, and the realization upon acquiring the proper tools to do so. Also, it's relatively safe to explore and try things without cooking the level. (The fireball stream in the northeast is a potential exception to this, though you can see from a safe space that their path passes through the fire before you head past the point of no return.) One unusual aspect of this level is the chip placement. All the chips and the chip socket are contained in the first 1/3 of the level or so. The reason for this was to encourage the player to explore the starting area and see all the places they'd be able to get to later, and what they'd need to get to those places. I did something similar for a later level (#98 Rube Goldberg). The means of exit (opening a seemingly-useless red door to lure an unseen Teeth into hitting a red button for you) was an accidental innovation. In a test run, I'd just solved the Teeth section and headed back to the starting area, only for the Teeth to trigger the doors, something I didn't realize would happen. I decided that could be made into an intended level mechanic. It's not something the player will likely think of; it's more that they'll just try unlocking that door and it'll happen. In the more confusing original version of the level, the final locked door led to the sprialing exit path instead, and the player had to step into a pointless-looking alcove to lure the Teeth south and trigger the toggling. The exit path is a bit awkward, as the buttons will occasionally clone a ball when the previous one hasn't died yet, stopping the doors for a second or so. Oh well, it's a minor annoyance and not life-threatening. EDIT: Oh, I suppose I should explain the title. It's based on those yellow-and-black signs you often see on automatic doors in the real world, e.g. at your local supermarket if it has them. Like this: Level 83 "Chip Compactor" Another where I thought of the core concept (a ball is controlling tanks and you have to unlock doors to increase the time between switches) before the actual layout. The chip at the beginning is tough to snatch right away, but it's possible, and you can always come back later if it's too hard for you. After that, the only really tricky part of this level is the top-left, especially in Lynx, but there are more blocks than you need. I do kind of like the atmosphere of the giant crusher you have to run through to exit once the tank cycle has been extended to its maximum length. In the title, I mean "Chip" in both senses of the word Level 84 "Tangled Web" This level is based on the "path tracing puzzle" you often see in children's activity books, where there are a bunch of criscrossing overlapping lines and you have to determine which line leads from the start to the goal, sort of like this: In this case, since you don't have full view of the map normally, I had to add a couple of vantage points on the ice at the start of the level so you could see the full paths, and therefore know which starting point leads to which obstacle. You can always go back to those vantage points as you're solving the level. When making the paths, I of course had to be careful that the ice corners for one path wouldn't get in the way of another, but that wasn't too difficult. Level 85 "Disappearing Mazes" This level is super easy! What's it doing in the #85 slot? It's meant to be a relaxing level to give the player some relief after the challenges they've just been through, as well as before the upcoming one. See http://tvtropes.org/pmwiki/pmwiki.php/Main/BreatherLevel. The whole concept of the level (including, naturally, the last room with all the sockets) is inspired by being able to eat through all the chip sockets in Strange Maze from CC1 once you get all the chips. Level 86 "Laser Refraction" Oh dear. This level is probably the hardest in the entire set, even harder than #98 and arguably #99. The concept, inspired by the Thermal Discouragement Beams and Discouragement Redirection Cubes from Portal 2, is about pushing blocks to deflect "lasers" (streams of fireballs spaced 1 apart) into bombs, allowing you to get red keys. The problem is that once a block is in the path of a laser, you can't move it out unless you succeed at a "50/50 timing" challenge, which I HATE. So why's the level in the set? Because if you think through your moves VERY carefully, you can solve the level without ever having to extract a block from a laser stream. I know because I managed it once. Once. This is notable for being one of the only untimed levels in this set that doesn't involve luck, just because it's THAT complicated. I believe the time it took me to solve this without any 50/50 timing is comparable to my casual first-time solve of On the Rocks. Level 87 "(Ir)reversible" (CCLP1 Level 134!) Just as the title and hint suggests, it's all about choosing two paths, one of which lets you go back after getting the chip and one that doesn't. I think the decision I like the most is the block-sliding section (the 2nd decision point in the level). Note that at the tank part, it turns it's possible to take the "wrong" path first and still get back (the right side), but it requires good timing. One funny-looking mechanic is the pair of teleporters you see at (29, 20) and (31, 20). Each one leads to the other, as Rockdet discovered to his surprise and amusement when he played this level for the first time. So why are they there? It's because it's actually very tricky to make "one-way" teleporters in this game. Just putting a force floor before or after a teleport doesn't do the trick since backwards force floor boosting exists in MS. So, having the teleport pair there ensures that the other horizontal teleports in the level send the player on a one-way trip to that pair. I would go on to reuse the concept in Level 82 of To100T (but vertical this time!).... Level 88 "Outwit" A very bare-bones dodging challenge. Well, 4 challenges. Actually fairly difficult for this set. There isn't much rhyme or reason to the thin wall placements; I just tried to make sure there'd be plenty of obstacles to get the Teeth stuck on. The teleports are there for easy movement around the level--as well as making sure the Teeth can't trap you in the gravel strip between the two rooms on the left or the two rooms on the right. The border with the thin walls and walkers are just decoration, both a homage to Level 88 from CC1 (Spirals) and a way of saying, "Aren't you glad you don't have to deal with this?" Level 89 "Memory Test" I just wanted to make a level with long paths of many chips. The recessed walls add a way to fail, and the monsters on traps, as the hint says, are just there to make it easier to tell where you are. In the first release, the level didn't have the monsters, and therefore looked very bland. I added them in the set's first update after its initial release. Level 90 "Water Slide" This is the penultimate action level, and it pulls precisely zero punches. It is, like "Three Strikes You're Out!", inspired by the Joyride series from CCLP2. This level is way harder than the norm for this set, but on the plus side, it's short, and there is a shortcut that you can use to skip a lot of it. I think the way I handled the 90-degree "curves" in the slide (each lane before the curve leads to the corresponding lane after the curve) may have been a mistake. It makes it very awkward to tell where you're going to end up, especially right when you get out of the shortcut. The "Joyride" system (where all 3 lanes before the curve lead into the near lane after the curve) is probably easier to grasp when you're zipping along at 10 tiles per second. As you might imagine, I died a couple dozen times before clearing this for the first time, and even nowadays I don't generally solve it on my first try. The space in the title is there to distinguish it from CCLP3's "Waterslide" (a Pieguy level that's easier than one of my levels, who'd imagine!)
  2. Level 71 "1.5D" The inspiration for this level was a very strange indie film called Flatland that I watched in a math class once. It's about shapes that are living in a 2D plane when all of a sudden one of them is introduced to the 3rd dimension. Anyway, the film involves a depiction of one-dimensional space not as a straight line, but as a spiral, so that's why this level is shaped the way it is. The level's named "1.5D" because there are a few places where you can leave the "one-dimensional" spiral, but not many. And if you squint and blur the 1 and period together, it kind of looks like "LSD" which is fitting for such a strange level! (This wasn't intentional.) I knew from the start that I wanted you to eventually lead a monster (here, the glider) through the entire spiral, so in addition to collecting items, you clear out obstacles (most noticeably, the tank). "You Can't Teach an Old Frog New Tricks" is what inspired the whole "lead a monster through the entire level" gimmick for me, though there's a more complcated usage of that to come later. The fireball in the beginning is a bit of a nasty trap; it's just there to force you to feel the limitations of the "1D" space. The tanks you can't reach are there so you have a visual aid for timing the blue button press in Lynx mode--you need to hit it when they're fully on a space, but not stopped. Level 72 "Occupied" (CCLP1 level 73 why is this even in the set?) Inspiration for the title and concept was those "Occupied/Vacant" signs you see on Porta-Potty locks. Why are the button connections all jumbled up? I thought it would be interesting to force optimizers to figure them out (or peek at the editor) and draw a map, while casual players could just hit all the buttons in any order it doesn't matter. Not that I think it was a great idea now. At least you can see which traps you've opened--they're the ones where the monsters have left. I feel of all my levels that got into CCLP1, this is the least interesting and fun. I'm still not sure why it got in. Level 73 "Feeling Blue?" In Levelset 1, this level was a simple no-frills blue wall maze like Chipmine. However, I decided that since there are plenty of blue tiles, I should use them all and make things more interesting, and I'm glad that I did. I started with the line of blue locks and went from there. There are a couple walkers in this level but one is just bouncing back and forth on ice (not random) and another is stuck in a single-tile-wide hallway (not random in MS, and always behaves the same in Lynx) so luck can't make the bold time unattainable. That's why this level has a time limit. Level 74 "3 Minutes to Midnight" This is an itemswapper that looks very much like Hotel Chip, but with less of a pattern as to what item leads to what. Therefore I allow you to have multiple keys and other tools at once, to both help you save time and reduce the chance of cooking the level. As with Hotel Chip, the ice is meant to represent an elevator and the force floors on either end are meant to represent escalators. The blue walls on the outside are meant to represent skylights or something...I just associate one of my local malls with the color blue for some reason. The title of this level would have been "2 Minutes to Midnight" to match the Iron Maiden song, but 120 seconds was too low of a time limit to be reasonable. Heck, the current bold (which is JB's, not mine) would have finished with only 2 seconds to spare! Level 75 "The Shifting Maze and The Impossible Maze" (CCLP1 Level 92!) In the levelset JoshL2, #57 "Yet Another Strange Maze" has a section where the walls are made out of blocks. In the original release of the set, the blocks were clone blocks, so when I played through the level in Lynx, I was able to push the blocks, which I thought was a really cool idea! (Josh since fixed it, replacing them with normal blocks with traps under them.) Anyhow, I decided to build a maze that features the concept (walls are pushable blocks)--that's the "shifting maze", and then so you had something to do with them, I made a water "maze" that requires several tiles to be filled in with blocks--that's the "impossible maze". The title got shortened to just "The Shifting Maze" for CCLP1. Level 76 "Garbage Chute" i thought of this level idea pretty early, except it was going to be a bit more complicated, with the bombs leading to more rooms to explore as they were eliminated, but in the end I kept it simple. There's a small bust here, as once all but the last bomb are eliminated, you can push a block through the path, blow up the last bomb, and exit. Great if, say, you missed a brown button in the recessed wall room. I kept it in because I thought requiring the player to take a block through would be a little tricky for what was meant to be an easy levelset. The fireballs on traps used to be paramecia until I realized the controller/boss glitch would be an absolute nightmare if one got turned around and ended up back on a trap. Though I dunno why I didn't just add force floors like I did with the fireballs.... Level 77 "x times 2 to the n" This level's gotten quite the bad rap I see, and I don't think it deserves it. The point of this level is that there are 4 different mechanisms that will press a blue button after a certain number of moves. The mechanisms are based on the one in Tossed Salad from CC1 where there are a series of balls in traps, and each one releases the next ball when it itself has been released twice. (I call that a "ball clock"). I intended that some of the mechanisms would be faster than others, which you're supposed to figure out when choosing which one to start first (hence the title), but this level got disqualified for CCLP1 consideration because apparently the west mechanism was too short to finish the level in Lynx if you started it first. Yeah, disqualifying the level for that reason kind of misses the point of the puzzle. Approximate number of moves for the ball clocks to complete: West: 16 * 2 ^ 5 = 512 North: 4 * 2 ^ 9 = 2048 East: 18 * 2 ^ 8 = 4608 South: 94 * 2 ^ 3 = 752 This level's time limit is so huge (999) because the level already has its own timing mechanism; I don't need the timer to act as another. Thus, it's just here for scoring. This level had a precursor in Tiles 200 named "Powers of 2". It was an untimed level with a ball clock where you could either wait an astronomically long time for it to finish on its own and open the exit, or you could solve the puzzle of the level to speed it up. Yeah, I liked ball clocks, but couldn't figure out anything interesting to do with them back then. Level 78 "Brickwalled Again" More Brickwalled, this time with bug dodging! I don't know where this idea (bugs in a maze) came from. It may have been inspired by Maze of the Year (JoshL2 #39) except here the maze is wide enough that the bugs can't really corner you. The maze used to have 4 bugs but I reduced it to 3 because apparently 4 was too hard or something, I can't really remember. Note that the blue fake/solid wall layout is not the same as in Brickwalled. Level 79 "Wormhole" I'd had an idea for quite a while to make a force floor level based around either black holes or wormholes. Some ideas in this level I like. I think some of the puzzles are all right, and I like the idea of clearing out monsters by sending them onto a force floor. It can just be annoying to figure out where to go next, and in Lynx, to dodge monsters that are converging on the center teleport at the same time you are (not necessary in MS). That's why the chips near the teleport are there, to allow you to sit and wait for an opening, and in an update, I added additional floor to make it less likely you'd miss stepping off to get the chip. Also, the suction boots were much, much farther from the exit originally until I realized it was all too easy to get run over right at the end while slowly walking along the slide. Level 80 "Slide of 25 Trials" Hey, finally a level whose title and concept (sort of) reference the same thing the set's title does! This is just a series of times-sliding challenges I made because I needed to get better at those myself. I was careful to make sure that you could always see all the enemies you'd have to dodge before starting to slide, except for one place in the middle and one at the end, where instead you get a chance to back off as you approach the monster in case the timing is bad. I think the level is pretty reasonable, as even back when I made it I was able to get through it on most attempts.
  3. Level 61 "It Snew" Level 62 "Chance Time!" (CCLP1 Level 145!) Level 63 "So Close..." Level 64 "64 Cell" Level 65 "Bonus? Rooms" Level 66 "Parallels" Level 67 "Connect the Chips" (CCLP1 Level 56!) Level 68 "Monster Swapper" Level 69 "Gate Keeper" (CCLP1 Level 97!) Level 70 "Be Quick About It, Man!!"
  4. Level 51 "Against the Floe" Level 52 "Escape the Telenet" Level 53 "Hotel Chip" (CCLP1 Level 104!) Level 54 "Just Glide Through This Level" Level 55 "Build-a-Bridge Workshop" Level 56 "Roy G. Biv" Level 57 "Brickwalled" Level 58 "Clog" Level 59 "Roads to Victory" Level 60 "Slimy Swarm"
  5. Level 41 "Constant Vigilance!" Level 42 "Life, the Universe, and Everything" Level 43 "Checkmate?" Level 44 "Secret Passages" (CCLP1 Level 78!) Level 45 "Periodic Lasers" Level 46 "Teamwork" Level 47 "Touch Force Floor, Get Dizzy" Level 48 "Choose Your Own Adventure" Level 49 "49 Cell" (CCLP1 Level 49!) Level 50 "Enjoy the Show!"
  6. Level 31 "Culprit" (CCLP1 Level 135!) Level 32 "Combinations" Level 33 "Think Outside the Block" Level 34 "Paramecium Palace" (CCLP1 Level 107!) Level 35 "Difficulty Switch" Level 36 "36 Cell" Level 37 "Cross Over" Level 38 "Keyrithmetic" Level 39 "Corral" (CCLP1 Level 58...) Level 40 "Courage"
  7. Level 21 "Through the Looking Glass" Level 22 "Assembly Line" Level 23 "Rat Race" (CCLP1 Level 98!) Level 24 "Tree" (CCLP1 Level 71!) Level 25 "Maze Maker" Level 26 "Monster Sorter" Level 27 "Hornet's Nest" Level 28 "Easier Than It Looks" (CCLP1 Level 131!) Level 29 "Mining for Gold Keys" (CCLP1 Level 84!) Level 30 "Froggy!"
  8. Level 11 "Four Corners" Level 12 "Repair the Maze" (CCLP1 Level 22!) Level 13 "Dig and Dig" (CCLP1 Level 39!) Level 14 "Pinball" Level 15 "Nitroglycerin" (CCLP1 Level 32!) Level 16 "The Forever Belt" Level 17 "Laser Sweep" Level 18 "Cross-Eyed" Level 19 "Descending Ceiling" (CCLP1 Level 41!) Level 20 "Chip Kart 64" (CCLP1 Level 64! How appropriate!)
  9. Background information (VERY LONG VERSION): Background information (VERY SHORT VERSION): Levels 1-10:
  10. Hurt and Heal: Po100T

    Since it seems to be The Thing To Do right now, and because I love finding out what people like, I have decided to start my own Hurt and Heal thread for my levelset, Pit of 100 Tiles! Rules: Each level starts with 6HP. In each post, you must deal 2 damage (spread over 1 or 2 levels) and heal 1 other level 1HP. A level dies (is eliminated) when its HP hits 0. Re-post the level list (with updated HP values) with your votes. There must be at least 2 posts by other people between each of your votes. Exception: if a set ends, you can vote on the next set immediately. We will play with 10 levels at a time. When only 1 level is left in a set, that level will go on to play in the final round and the game will continue to the next set of 10 levels. (If you eliminate the 2nd-to-last level from a set, please go ahead and make the next list of 10 levels.) Explaining the reasons behind your votes is optional, but encouraged. Opinions are welcome; arguments are not. Have fun! Level Elimination Order, for the curious: (closer to the top=eliminated sooner) Set 1: Set 2: Set 3: Set 4: Set 5: Set 6: Set 7: Set 8: Set 9: Set 10: Final Round!
  11. stupid death 10

  12. stupid cook 11