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mmoraleta

CCLP4 Complete!

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I have completed all 149 levels of CCLP4 :chipwin: and I'm gonna say I had a blast playing through it. Good selection of well crafted aesthetic levels and sneaky brain teasing puzzles. Thankfully, there were no frustrating unreasonable levels, tedious or insane monster dodging levels.I didn't have too much of a hard time playing it since I pretty much knew some of the levels since I played a lot of those levels. At first, I thought it was going to be a little harder than CCLP3, but it wasn't. CCLP3 was tough enough as it is especially that good old "You Cant Teach an Old Frog New Tricks" level along with a bunch of confusing Madhav levels. Nevertheless, I gotta say that I had a really good time playing towards this set. :) Normally I state my favorite levels and some that I would like to point out but this time I'm gonna give a review every single level inspired by chipster and my other levelset reviews.

 

Anyway, CCLP4 is a great set and a great experience. (clap)

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My review for the first 25 levels,

 

1. Good aesthetic level and good key unlocking level.

 

2. I like this kind of level that has puzzles that progress in an "island hopping" fashion.

 

3. Small fun maze with toggle doors and chip collecting.

 

4. I've never seen this concept before for removing blocks from a cluster. Good one.

 

5. Layered labyrinth mazes are cool especially with toggle doors and walls.

 

6. Fun "nuts and bolts" level.

 

7. I like this one, I feel we need more small brain puzzles.

 

8. I enjoyed this from JoshL5, great set by Josh by the way.

 

9. Pinball was my favorite arcade game back then, I like this level too.

 

10. Another fun level from JoshL5. Green and blue colored levels look great.

 

11. I'm not a big fan of key unlocking levels, this one seems to have some backtracking unless you know the route inside and out.

 

12. Ordinary level with a separate rooms with puzzles.

 

13. Fun level and concept from Other 100 Tiles, its like "if you cant do it in this room, you can do it in the other". Kind of an inverse relationship,

 

14. Not a big fan of this one, this is kind of like "blink" from CC1 mixed with fake and real walls.

 

15. Good level from Andrew's "Other 100 Tiles" set, great set by the way.

 

16. Ordinary level for me.

 

17. This is a really good one.levels with a series of puzzles are fun.

 

18. Another ordinary level with separate rooms of puzzles, but I like the way the puzzles progress.

 

19. Good level and concept from JoshL5.

 

20. This is a fun concept with monsters deflecting in case deflecting the tooth monster. Also one of my favorites from JoshL5.

 

21. I remember playing this in one of Jeffrey's level sets, it was fun.

 

22. I really had fun with this one from the "Other 100 Tiles". It shows that thieves aren't primarily for stealing boots but for protection as well, nice idea.

 

23. Great aesthetics and great gameplay too. I had fun with this one from JoshL6.

 

24. Another good Josh level, I even like green locks as aesthetics.

 

25. This level could be a little tricky, it's also possible to be stuck in an infinite loop for the ice sliding section.

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13. Fun level and concept from JoshL6, its like "if you cant do it in this room, you can do it in the other". Kind of an inverse relationship/

Encased in Carbonite was another The Other 100 Tiles level, so it was by Andrew, not Josh. Does the CCX file credit the wrong designer?

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Encased in Carbonite was another The Other 100 Tiles level, so it was by Andrew, not Josh. Does the CCX file credit the wrong designer?

 

It does not.

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Here's my review for levels 26-50.

 

26. I really like the looks of the level in the map.

 

27. I also really like the looks of this one too, the 3 by 3 mini squares and the mini puzzles.

 

28. Enjoyed this one from JoshL6, fun transportation in between rooms.

 

29. This is one of my favorite kinds of levels. Another level in the set that has different rooms with their own unique puzzle.

 

30. Fun level with teeth.

 

31. One of my favorite Jeffrey levels to play. Remember it from UC4.

 

32. I am a big fan of force floor levels and the green tiles look awesome.

 

33. I am not too much of a fan involving key decisions but this one is okay.

 

34. Enjoyed this one from Jeffrey. I'm not too much of an optimizer but this one seems good to speedrun.

 

35. Really liked this one, another one of my favorite concepts: chip collecting. Also, like the mini chase races for the keys.

 

36. Fun level to play.

 

37. I remember having fun with this one from one of Josh's level sets.

 

38. This is just a pleasure to play, blowing up bombs.

 

39. Many many great puzzles rolled into one fantastic level.

 

40. I feel that we need more levels that make the player be aware of the clock. But this one is also a fun one.

 

41, Another good level from JoshL5.

 

42. I like monster manipulation levels based on walls and locks.

 

43. Just be a little careful of water under blocks and you should be fine solving the puzzle.

 

44. This is an ok level for me, not too much besides pushing blocks and getting chips while avoiding the blobs.

 

45. Fun level with some puzzle being somewhat brain-teasing and difficult.

 

46. Excellent one, I've never seen a "choose your own adventure" kind of level with boots.

 

47. Great level from Jeffrey's UC4 set, also a nice kind of a sokoban level.

 

48. Somewhat hard but fun.

 

49. Another unique one that I've never seen before. You have to "park" blocks but you can see where they have to go, fun one.

 

50. Fun puzzles rolled into one. Ending is a little tricky though.

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My review for levels 51-75

 

51. Another typical ice level for the 51 slot.

 

52. Playing cards are one of my hobbies, I give the level and the map a thumbs up.

 

53. This level somewhat reminds me of "Garbage Chute" from Pit of 100 Tiles.

 

54. Finding both paths can be slightly confusing but its not that bad to get the gist of it.

 

55. Great monster organizing level. Reminds me of "The Right Tools" from Chip56.

 

56. Another block pushing puzzle that I like from Josh. The red buttons add an extra layer to it.

 

57. Good path maker level.

 

58. Enjoyed this level from JoshL5.

 

59. Kind of simple block and key puzzle for me, still good though.

 

60. Just another ordinary flipper room type of puzzle for me. Password is kinda funny.

 

61. I like blue levels, played this in JBLP1.

 

62. Solving a sokoban and then unsolving it. This is a thumbs up.

 

63. Nice exploration level but I can't find a way to flip the toggles that'll enable me to read the hint.

 

64. Tank puzzles are in the middle for me. This is a little tricky.

 

65. I like how it looks in the map and I really liked playing this one. Plenty of solutions that work.

 

66. Fun chase race level while getting chips, I like it. I have 264 as a time so far, not sure it's bold though.

 

67. Nice "security" level by Bigoto. I feel that we need more "security" levels but this one was a blast no pun intended.

 

68. I like this level but optimizing this is probably a true nightmare. I'm not an optimizer though.

 

69. It's an ok level.

 

70. Puzzles rolled into one level. I like science.

 

71. Not a fan of this level, walkers and small rooms don't mix.

 

72. Great level by Archie. At first I was a little terrified by the block section at the top left corner but turned out to be a nice level overall.

 

73. Another great level by Josh with a clever partial post in the process.

 

74. The monster stream at the start look cool. Also fun to play.

 

75. I find the scattered hints kind of funny. Good level from Ultimate Chip 4 by the way.

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66. Fun chase race level while getting chips, I like it. I have 264 as a time so far, not sure it's bold though.

 

264 is indeed the bold time for that level. (Y)

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Here is my feedback for levels 76-100

 

76. Fun level from Ultimate Chip 5. I like the concept where you have to manipulate monster patterns to progress.

 

77. The recessed walls and blocks make a level look fantastic. Nice game play too.

 

78. Ordinary level for me.

 

79. Nice patterns and nice "spirals" sort of layout. A little tricky tough.

 

80. Another fun level, similar to "Encased In Carbonite." If you cant do it in this room, you can do it in the other room.

 

81. I was stumped on this level for a bit but I was able to figure it out. Nevertheless, fun level.

 

82. Fantastic aesthetics and level. Seems that there are multiple ways to solve it which is always a good thing.

 

83. Interesting concept, I like it.

 

84. Phenomenal puzzles all in one fantastic level. My favorite was the fire boot circle. 

 

85. I really enjoyed this one from JoshL6. Block puzzles are my absolute favorite.

 

86. Creative ways to use a fireball, I've noticed that Tyler uses a lot of creative monster manipulation concepts that I've never seen before.

 

87. This level is sort of difficult but not too much. It's easy to cook the level but trial and error will help a lot. Still, a good level.

 

88. I like it, the part where I had to stuff blocks into a 3 by room to make a path for the fireball was my favorite.

 

89. Really good sort of symmetrical level with their own twists.

 

90. Fun Jeffrey Level.

 

91. This is one of my most favorite levels from UC4. "Recollection" is my most favorite level from that set BTW.

 

92. I had a lot of fun with this one, the sokoban is good.

 

93. Bombs are indeed a beautiful thing, so as the puzzles.

 

94. "Map the Path" levels are awesome of play.

 

95. Level is sort of difficult, but I like the design.

 

96. I really didn't like this level, mainly due to the walkers. Block puzzle objective is simple though. I guess I'm not a fan of "antepiece" kind of levels.

 

97. This level is amazing, I also like the lock and block layout at the start.

 

98. Amazing level that puts a fantastic use of recessed walls.

 

99. Another good level, however it can be a bit difficult with the really small block bouncing.

 

100. Enjoyed this one from Other 100 Tiles. Sort of has that YCTAOFNT concept but a LOT easier.

Edited by mmoraleta

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85. I really enjoyed this one from JoshL6. Block puzzles are my absolute favorite.

96. I really didn't like this level, sorry. I found it to be a bit boring especially trying to free enough blocks to fill in all the water spaces without letting any of the walkers go. Most of the time I was one block short which is really annoying. Sorry, I don't like this one.

 

You say you like block puzzles, yet I'd like to think level 96 qualifies as a block puzzle but you didn't like it :P

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You say you like block puzzles, yet I'd like to think level 96 qualifies as a block puzzle but you didn't like it :P

Yes I do like block puzzles as long as there is nothing annoying in them. In this case walkers (my most hated monster) was the main issue, not the block puzzle itself. I mean I tried many ways to free a few walkers to avoid the toggle buttons by putting each block in every corner but they just won't cooperate with me. Still somehow I managed to beat the level.

 

Actually, forget what I said about the block puzzle, the main thing that kept screwing me up were the stupid walkers in the middle. :angry:

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More Feedback of CCLP4 (101-125)

 

101. This level is whole lot of fun. A whole lot better than the original "apartment" from the original CC1 in my opinion.

 

102. Normally I am not too much of a fan of key puzzles but I guess this one is an exception.

 

103. Awesome puzzle by Josh, I remember having a good time playing it back in JoshL5.

 

104. I like how 2 small puzzles, intervene with each other.

 

105. Great puzzle level I really like this one.

 

106. Aesthetics look fine. I like seeing levels that feature grids. This is a nice level to play.

 

107. Boot puzzles are really fun, I really like levels that really make you think of how it has to be done. Specifically, if there is just enough items in a level and you have to be cautious and conserve your items to complete the level. Great level.

 

108. Again another level that unlocks itself in interesting ways.

 

109. Good time crunching level.

 

110. I was stuck on this one for quite a bit. Had to look in the editor and decide which keys to take.

 

111. Fantastic level, one that makes player think outside the box. I really like brain teasing puzzles in a small level.

 

112. Neat looking level, I like it.

 

113. Neat concept, this is kind of reminiscent of Swip-Swap from the Other 100 tiles. In other words, you're on one path and a monster on the other with a role reversal somewhere in the middle.

 

114. Cool level by Tyler with creative concepts I've never seen before.

 

115. Excellent puzzle.

 

116. This has a good concept of blocking clone machines. I also like how there are twists so it doesn't seem the same throughout the level. The objective is the same but it includes and extra layer to the puzzle as well. Something I really like.

 

117. Blob dodging and chip collecting level but with recessed walls and not the typical gravel.

 

118. One of the best levels in this set. Map the path levels are fun to me and doing it with chips is just so satisfying. I also really like how each puzzle isn't contained in itself, the level actually intervenes its puzzles with each other. In addition to collecting all the chips once the objective is complete, in my opinion it is a complementary reward along with going to the exit to complete the level.

 

119. One of my favorites from JoshL5: Awesome use for a single glider as a mechanism for a level.

 

120. I am also a fan of "sardine can" levels, although this one isn't exactly a sardine can referring to the size. Creating a sokoban is also entertaining and as always fun to solve it. Another being that this level has the "Zelgion's Lair" concept but with chips. Another one of my favorites in the set.

 

121. Multiple teeth puzzles wrapped into one fun level. My most favorite was the tooth ram puzzle at the bottom left of the level. Also, the way the teeth explode the bombs once level is over, just satisfying.

 

122. Very cool concept from Other 100 Tiles. I also like how players have the freedom to explore the level in an open setting and do the level in any order they wish.

 

123. Cool level, with plenty of puzzles. I like the mechanism at the end though.

 

124. Semi fun and nerve-wracking level.

 

125. Nice level with an oxymoron title.

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Here's my review for the levels (126-140)

 

126. Like I said before, brain teasing puzzles in a small to medium confined spaces are fun to crack.

 

127. It didn't take me too long to figure out where the real exit was.

 

128. Cool mechanic with the glider deflected by the teeth. Speaking of tooth monster I find it kind of nerve-wracking guiding it into the bomb through the toggle maze surrounded by water. Also, I don't know how to manage the tanks through the red door in lynx.

 

129. Undefined Fantastic Object is fantastic.

 

130. I really like this one, I believe this is similar to Jeffrey's "Double Time Warehouse".

 

131. Just like its predecessor this has a fantastic concept but all jumbled up.

 

132. I really liked played this level, full of puzzles along with walking through the thin wall maze. However, it can be a little nerve wracking walking through the stream of bees while crossing the ice tiles.

 

133. Interesting concept and level from Other 100 Tiles

 

134. Oh my gosh, this level. This was one of the few levels I was stuck on for a really long time. Don't get me wrong, I like block puzzles also when they can be deceivingly hard. Well done, Archie for creating a well crafted brain teasing puzzle and thanks to random 8 for helping we with some hints :) :) . As always it is a HUGE accomplishment to complete it and very satisfying at the same time. It's always good to have that feeling.

 

135. This is another level I got completely stuck on for a long time but not as long as I was in the last level. I was able to figure it out eventually, well crafted puzzle by Tyler.

 

136. I like red, fun maze chip collecting level with teeth dodging. The extra keys and bombs are appreciated.

 

137. This level, THIS LEVEL, is also part of the few levels I was stumped on for a really long time. Like Pushover (134) this has an interesting concept. The real struggle was blowing up that final bomb, oh my gosh I was completely confused :unsure::angry::( on how to blow it up and I tried a LOT of block configurations to delay the fireball but they didn't work; eventually I was able to complete it in like forever. In the end, I felt really good after that :) . Well done again Archie for creating a timing concept and a major brain teasing level. Also, thank you Josh and Jeffrey for providing me with hints you two were a big help. (Y)

 

138. I like the how the force floors look and finding how to get through it with rams.

 

139. I found the animation of water tiles interesting. This is a cool idea even though it took a lot of work to create the illusion.

 

140. Just like its original level, I like this one a little better. Filling in the water spaces to extend the track adds to the puzzle. Both Automatic (Caution) Door levels were fun to play.

 

P.S: My 100th Post :D

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Yes I do like block puzzles as long as there is nothing annoying in them. In this case walkers (my most hated monster) was the main issue, not the block puzzle itself. I mean I tried many ways to free a few walkers to avoid the toggle buttons by putting each block in every corner but they just won't cooperate with me. Still somehow I managed to beat the level.

Well, you're not supposed to free any walkers. They're there only to define the block puzzle. (On a side note, it sounds like you managed to solve the level otherwise, in which case i'd love to see your solution. :) )

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Well, you're not supposed to free any walkers. They're there only to define the block puzzle. (On a side note, it sounds like you managed to solve the level otherwise, in which case i'd love to see your solution. :) )

In my solution I didn't free any walkers, it was just an idea to get spare blocks cause I always had 1 block short. I knew you weren't supposed to free any of the walkers. But I did solve it the normal way without freeing any of the walkers.

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I wanted to save this review for last since I have a lot to say for levels 141-149.

 

141. World Of A Thousand Flames. I had a blast playing this level (get it) this level was a ton of fun. I don't know if I said this before but I like fire mazes. On the other hand I like the obstacles and the chase race at the ending.

 

142. Stratagem- I said it before and I'll say it again, I like brain puzzles in a small to medium space. This is one of my favorites. At first it looks like a deceivingly easy puzzle but it's not. However, I feel that this level should've been placed a little earlier in the set like in the 60's or 70's. Nevertheless, I really liked playing this level and it is one of my favorites.

 

143. Color Coordination- I enjoyed playing this level in JBLP1, I'm glad that this level made it into the final set. Also, the design looks awesome and there is a

repeated pattern each with a different color. I even appreciate the way that there is no repeated procedure throughout. This is my most favorite level in JBLP1, a set I highly recommend.

 

144. Paradigm Shift- This is a nice level to play from Jeffrey. My favorite parts were the glider chasing and the interesting trap button section. As a level 144 slot this wasn't too hard to play; I always thought that the level 144 slot was going to be a tough level, just like the infamous 147 slot. Thank goodness that the level 144 slot wasn't another complicated YCTAOFNT type of level.

 

145. Hacked Save File- This is basically Josh's "Divide By Zero" cut into 4 section and to be honest a lot easier to play than "Divide By Zero". I also consider the ending funny too depicting some sort of corruption or glitch. I liked playing this level and each section looked great, I'm wondering how long it took to create this type of chip collecting maze. I gotta admit that "Divide By Zero" despite it's highly creative aesthetics can be a little nerve-wracking and a player could easily make a mis-step, but nevertheless creative and fun.

 

146. Japanese Game Show- This level was difficult but not as difficult as I first played it in JBLP1. The most difficult obstacle for me was the tank and ball section and the tooth section was difficult at first but I found a way to make it a lot easier. Still, it features hard obstacles that require precision timing and creative thinking. Thank goodness there is no lucky timing, I hate lucky timing. This level is perfectly placed in the 146 slot.

 

147. Gimmick Isle- This level too was sort of difficult, this one is basically a "Lead Us Not into Temptation" but a little more straight forward. Thankfully, there weren't any precise timings though just deception. At first I thought that this level was going to be insanely difficult but not that difficult as one might expect for a level in the 147 slot. I like this level though and felt good beating it.

 

148. Gravity Well- I like force floor levels and this one fits in that category. Thankfully pushing the blocks to their goals isn't too hard. Feels fun optimizing this level though even though I'm not much of an optimizer.

 

149. Mental Marvel Monastery- This is a nice fun level by Josh and I like the "toggle bust" ending and the puzzles. At first I thought that there would be like an exclusive medley level as the final level of the set but this level makes a good closing level. :chipwin:

 

That's the end of my review and I hope you liked it. I had a great experience with playing CCLP4 and a little bit of voting. The set had a lot of well crafted levels and great concepts. Honestly, I didn't play too much of the voting packs but I previewed each level set and most of them I recalled already. I consider myself to be a veteran chips challenge player since chips challenge was a childhood game and I played a lot of custom sets.

 

Now, normally I point out my favorite levels in the set but there were just so many good ones to pick from. My most favorite levels were One Tank's Adventure, Color Coordination, and Mental Marvel Monastery.

 

Now that I'm done with CCLP4, I guess I'll start doing some bold routes, replay this in the lynx ruleset or play some more custom sets. But for now CCLP4 complete! :chipwin:

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I'm only up to about 40 (I don't have nearly as much time as I would like to devote to this), but working in MS/Lynx in tandem, just because. It's interesting to compare/contrast "efficient" times (though not optimal), usually Lynx is much slower on account of splash/bomb delay.

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