Jump to content
Sign in to follow this  
Flareon350

Walls of CCLP3 discussion

Recommended Posts

2 hours ago, Kataac said:

#20 Gloomy Minute Village (walls from #25 Recess)     Not a personal vote from me. Levels that use blobs in tight spaces are very hard to do right, and this one just doesn't work, especially when you add a tight time limit. I haven't solved this one, and have no interest in doing so.

#22 Chipyard (most walls from #17 Lot in Life) The concept is very clever, but the execution is very strange and it feels like it was forced into the wall layout

#28 Hang Glider Smuggler (walls from #140 Yet Another Yet Another Puzzle) When I first played this, I accidentally pushed the block with the hint and thought I had blocked off something important, so I replayed the level only to find out there was nothing under the block. While I really disagree with that part of the level, the rest was pretty solid, albeit a very loose adaptation of YAYAP.

#29 Broken Floppy Disk (walls from #21 Mud and Water) I'm not really sure what the title has to do with the level

#30 Digitized Disaster (teleports? from #35 MonsterMaze) Not too sure about this one.

I think Gloomy Minute Village is a good idea of a dodging level and it works pretty well! Not to say it's perfect because it's far from that. It's another level concept I otherwise would have never done outside of this set (like Blurry) and honestly, it's one I now really like! The time limit being tight is intentional and even with the dodging it really isn't that hard of a level either. (Disclaimer: I don't consider this a blob dodging level but they affect the pattern of the others which makes it interesting). Maybe this is a little on the luck side of things but its not unreasonable. Imagine this on a greater scale then maybe this will be appreciated a bit more. If not, then oh well I can't please everyone! This is what I wanted. And as far as you not having interest in completing it - all I will say is you'll never have the satisfaction of 100%ing the set if you don't :) 

I love the concept of Chipyard and am proud of the puzzle. It is very forced because the walls weren't that interesting to use by themselves.

You disagree with something of Hang Glider Smuggler that was 100% optional to players...? I guess I see where you're coming from but you chose to restart instead of playing out the rest of the level which could have been solved. :P also I'm not seeing how any of this is an adaptation of YAYAP. Because it uses blocks, even though it's clearly a glider themed level?

Broken Floppy Disk is titled as such because the level looked like a Floppy Disk to me.

Digitized Disaster uses teleports that were in place of the toggle walls from MonsterMaze because I had zero ideas for the toggle walls.

Thank you again for the feedback!

Share this post


Link to post
Share on other sites
1 hour ago, Flareon350 said:

You disagree with something of Hang Glider Smuggler that was 100% optional to players...? I guess I see where you're coming from but again, I'm getting the impression you're basing this feedback on a hope of a first try solve. Besides, you chose to restart instead of playing out the rest of the level which could have been solved. :P 

Fair enough, I just assumed the block had a chip or something. I guess I could have played on, but the block just looked important to me.

 

1 hour ago, Flareon350 said:

I'm not seeing how any of this is an adaptation of YAYAP. Because it uses blocks, even though it's clearly a glider themed level?

I'm just saying if you replaced all the non-pushable blocks and gliders that don't move with walls, the wall layout is very different from YAYAP. Not that adding your own walls is a bad thing, I'm just saying.

Share this post


Link to post
Share on other sites
8 minutes ago, Kataac said:

I'm just saying if you replaced all the non-pushable blocks and gliders that don't move with walls, the wall layout is very different from YAYAP. Not that adding your own walls is a bad thing, I'm just saying.

If I added my own walls, that would just make this project pointless. The level as it is, is already nothing like YAYAP.

Share this post


Link to post
Share on other sites

Here are levels 31-39.

#31 Hallway Pursuit (walls from #116 Mini Challenges)     This one was really fun. At first I thought the part with the three blocks felt like guesswork, but then I realized pushing the top block first doesn't cook the level. At least I didn't do that and then restart.

#32 Mysterious Geoglyph (walls from #57 Beachballs)     This was the other one I remember from the April Create Competition. The puzzles are extremely creative for the small spaces they were built in, especially the nailing puzzle in the center.

#33 Droid Void (walls from #31 Bouncin' Blocks)     This is certainly something else. I like it, but I don't know how I feel about it.

#34 My Old Friend (walls from #12 My Friend)     Is the blob supposed to represent Chip's "friend" as an old man who needs directions? Regardless, using blocks to trap blobs like this is something I don't see that often, and this one is done decently, though very slightly busted with block slapping.

#35 Landmine Park (walls from #148 Diabolical)     You don't see many bomb levels like this, especially not when they use pre-existing wall patterns. This one was done exceptionally well, and I'd even say it's one of my favorites so far.

#36 Gruesome Citadel (walls from #88 Which One Next?)     If you skip the row that has the green key, you get stuck at the green doors in the next row. Might wanna fix that. Other than that, good monster dodging level.

#37 Repulsive Shadow Keep (walls from #16 Two Sets of Rules)     I saw this one in a screenshot as well but couldn't identify what the walls were from. I haven't solved the beginning yet. Any tips?

#38 Orange Computer Vale (walls from #30 Problem Solver)     Problem Solver is, in my opinion, a rather versatile wall pattern to use. I love when fire levels go for a red and yellow aesthetic like this, and I do it all the time in levels myself. The level itself feels like a combination of many things put into one level, which is my favorite type of level as long as it doesn't go on for too long.

#39 Nuclear Unleashed (walls from #75 Chip Alone: Lost in Chip City)     YES! I love little references like these! It's a much more fleshed out version of Claustrophobia Road (JoshL6 #113), and it uses a wall pattern from an official set on top of that, and one of my favorite levels too. The length is a little questionable, but that can't be helped with a level of this size.

The set is getting really good! I'm almost halfway there...

Share this post


Link to post
Share on other sites

After a rather long week at work, I have released an update to this set once again! This update features a few fixes but also includes various hint updates to be seen in MSCC since that can be an option once again. The latter of these updates was probably unnecessary but it is here to stay.

Walls of CCLP3

On 8/20/2018 at 3:22 AM, Kataac said:

#34 My Old Friend (walls from #12 My Friend)     Is the blob supposed to represent Chip's "friend" as an old man who needs directions? Regardless, using blocks to trap blobs like this is something I don't see that often, and this one is done decently, though very slightly busted with block slapping.

#36 Gruesome Citadel (walls from #88 Which One Next?)     If you skip the row that has the green key, you get stuck at the green doors in the next row. Might wanna fix that. Other than that, good monster dodging level.

#37 Repulsive Shadow Keep (walls from #16 Two Sets of Rules)     I saw this one in a screenshot as well but couldn't identify what the walls were from. I haven't solved the beginning yet. Any tips?

#39 Nuclear Unleashed (walls from #75 Chip Alone: Lost in Chip City)     YES! I love little references like these! It's a much more fleshed out version of Claustrophobia Road (JoshL6 #113), and it uses a wall pattern from an official set on top of that, and one of my favorite levels too. The length is a little questionable, but that can't be helped with a level of this size.

The blob in My Old Friend could represent that but I was more or less going for the fact blobs have been despised by many players, especially in the old CC1 days. I wouldn't say this is busted either but rather a bit looser in Lynx with block slapping. Definitely a concept I think I did right, especially with the space.

Didn't catch that in Gruesome Citadel, this has been fixed in the update mentioned above. Thanks!

For Repulsive Shadow Keep, take advantage of the ice corners ;)

Hey, someone actually noticed and liked the reference I went there for Nuclear Unleashed! The fact it worked out was a real satisfaction. It is a bit long I guess, but I have no issues with long levels that remain interesting, which I believe it is. Regardless, since CCLP3 had a lot of full map levels, this set is probably going to be the case as well unless I can force myself to make smaller and shorter levels with large wall templates.

Share this post


Link to post
Share on other sites

It's been a while since I played this set. Here's what I think of the new update, based on what levels I've played so far.

#17 Massive Mindset Shift (outside blocks from #107 Lazy Hourglass)     I like that you updated the hint in this level, but...

#18 A Moon Shaped Pool (blue walls from #37 Blue Moon)

HINT NOT UPDATED just kidding if you couldn't tell

#36 Gruesome Citadel (walls from #88 Which One Next?)     Thanks for fixing that nasty cook at the end. You mentioned that you shortened the length of the hint in this level for MSCC, but I read the hint again and didn't even notice anything different.

 

Moving on, here's some actual feedback on a few more levels:

#37 Repulsive Shadow Keep (walls from #16 Two Sets of Rules)     I figured out the start of the level, and I feel so stupid not being able to see the solution. Seems like that's the hardest part of the level though, as the rest felt like a breather, which I appreciate.

#40 The Internal 3D Dungeon (walls from #58 Bowling)     Still not solved. The beginning is so hard!

#41 Eerie Crypts (walls from #47 Flame Thrower)     Certainly not what I expected to see from Flame Thrower, but not an unwelcome surprise. Unlike most people I don't mind blue wall mazes (which I know will make you happy), so this wasn't so bad for me. Also, the fake-out in the top room is perfect, just because there's no point in going to that room whatsoever.

#42 Android Temple (walls from #90 Lichenstein)     Not sure how to get past the sliding teeth. There just isn't enough time to run from underneath the ball back over to the teeth, unless I'm supposed to use the recessed wall for whatever reason.

Didn't get very far today, hopefully I can solve more soon.

Share this post


Link to post
Share on other sites

Time for another update! As promised, 20 new levels have been added, which brings the total of this new version to 100 levels. :)

As usual, these new levels are arranged by difficulty among themselves. The current 100th level is planned to be my final level of this set when it's complete as well.

Feedback is appreciated, and enjoy!

Walls of CCLP3

 

Share this post


Link to post
Share on other sites

100 levels! Woot! Again, very happy to see more new levels!

(81-90)

81. At first I thought this was going to be a danger type of level based on the title. Turned out to be great level.

82. Nice "Oorto Geld" level.

83. Great fire boot puzzle.

84. Awesome level. The block checkerboard is thankfully at the start. Still has very cool puzzles.

85. Excellent level. The sokoban behind the recessed walls and the lower right block room were the most legit.

86. Very fun level. Far from lethal.

87. Legit twist to an ordinary "push blocks to reach the chips" level.

88. Simple chip collecting level. I can't imagine playing this level without suction boots. Suction boots are a blessing.

89. Nice variation on JoshL2's "The Mountain".

90. Nice ice level. Nice twist on a partial post room too.

 

  • Like 1

Share this post


Link to post
Share on other sites

Just completed all new 20 levels!:) Yet another awesome update!

(91-100)

91. Fun level to play. The ending puzzle was easier than it looked. I also wish that the top ice slide near the sokoban was a little longer.

92. Fun and simple chip collecting maze.

93. Quite an annoying level and quite frustrating. Thank you for nerfing the 3rd room though. The wide open space is very well appreciated though. Knowing you Josh, I know that you being a prolific level designer could do a better level for Bug Arranging.

94. Amazing level to play. Whole LOT better than Bustin' Out and the last level (Frantic Frenzy).

95. Extremely well put together puzzle. Equally as challenging as Triple Maze.

96. Very cool design. This is kind of like an easier version of "Force Field".

97. Yet another nice ice level. I've never seen block puzzles on ice corners before, brilliant.

98. Nice 4 by 4 sectional level.

99. Extremely brilliant and awesome puzzle. I was stumped on this one for a bit and in the end it was a satisfaction to solve. I'll take this level over "Suspended Animation" any day.

100. This will make a great ending level for a great "Walls Of ..." level set. Like this one more than "Massingham Mansion".

Yet another awesome update Josh, keep up the great work.:) Hopefully, in the next update not a level that was annoying as Frantic Frenzy. It's wasn't necessarily a bad level it was just annoying (at the start before the nerf). Still, a very cool update nevertheless. :)

 

  • Like 1

Share this post


Link to post
Share on other sites
31 minutes ago, mmoraleta said:

93. Knowing you Josh, I know that you being a prolific level designer could do a better level for Bug Arranging.

Ehh yeah I could have made something better for Bug Arranging but I specifically wanted a dodging level and the wall pattern of that level seemed very suited towards one compared to what I have left to use. Not to mention, I enjoy this level enough myself to not want to build something else for it and further, I have no ideas to what else to make with them that isn't another maze. Happy the further nerfing was helpful though.

31 minutes ago, mmoraleta said:

98. Nice 4 by 4 sectional level.

It's a whole lot more than just a 4x4 sectional level ;)

31 minutes ago, mmoraleta said:

99. Extremely brilliant and awesome puzzle. I was stumped on this one for a bit and in the end it was a satisfaction to solve.

This is a relief to hear. My first thought when I made this and especially so after solving it myself was thinking this was too close to guesswork territory but that doesn't seem to be the case! Thanks!

Share this post


Link to post
Share on other sites
2 minutes ago, Flareon350 said:

This is a relief to hear. My first thought when I made this and especially so after solving it myself was thinking this was too close to guesswork territory but that doesn't seem to be the case! Thanks!

I didn't feel any guesswork whatsoever throughout the level. It was mainly just planning ahead.

 

  • Like 1

Share this post


Link to post
Share on other sites

Yet another update! Progress on this set has been going pretty well I'd say :)

This update includes 25 new levels as levels 101-125 and are like always, arranged by difficulty among themselves (sort of). In particular, this update includes a few more maze levels than previous updates since I was noticing the set as a whole was lacking them.

In addition, three updates were made to previous levels: Gloomy Minute Village now has one less chip required to exit by "popular" demand, World -1 had a Lynx bust that Indy found (thanks!) and I modified the hint placement in Siberia which will unfortunately require a replay. No harm done though. Nitro Circuit has also been renamed to Nitro Network due to a new level here having Circuit in the title and didn't want to create confusion.

Nonetheless, I hope you enjoy and feedback is always welcome! Next update can either be at the 149 levels or not, I have not decided yet. The last 24 levels will be challenging to make since I've avoided them for this long...

Walls of CCLP3

Share this post


Link to post
Share on other sites

:D Oh yes! Another update. Quite fun levels so far.

Here's my thoughts on levels 101-110

101. Somewhat easy chip collecting level. Nice "Metastable to Chaos" section.

102. Despite title it wasn't maddening at all. No, I don't judge levels by their title at all. Anyway, better than "Divide and Conquer". Thankfully time limit not too strict.

103. It's the blue and yellow version of "Flame Boy Color". Somewhat easy level, quite lenient.

104. Thought it was a strict time limit blue wall maze but not too much. Still a fun level.

105. This level is medium to somewhat hard, just gotta keep track of how you enter the teleports without collecting too many chips.

106. Simple maze with a nice design. Gotta keep track on the time though.

107. Legit toggle button and door based level. Not gonna lie, I got the pink ball trap button section on the first press. Neat blob and fireball navigation too.

108. Easy chip collecting level. Like 106, gotta keep track on the time.

109. Neat blue themed level with a fantastic twist at the end.

110. Very well crafted level. I was stumped on some sections namely the force floor puzzle. Keep those force floor puzzles coming.

  • Like 1

Share this post


Link to post
Share on other sites

Just made it to level 121, really enjoying these new levels so far.

Anyway here's my thoughts of levels 111-120.

111. Fun blob themed level. That clone button blob chase section is legit. Great candidate for the level 133 slot.

112. Awesome sokoban puzzles in this level. I really enjoyed this one.

113. This is an okay level. The "invisible sokoban" concept wasn't too bad on this one. Just have to plan ahead cause this concept is pretty easy to screw up on execution wise.

114. Out of all the "Tank Game" level series, this one is my most favorite. Especially that "tanks on traps" section, that really stood out from the level. All the other puzzles are amazing to play as well.

115. Extremely well crafted puzzle, had lots of fun cracking this one.

116. Really fun level to play. Based on the hint, I don't care for the "memes" of Sandstorm by Da Rude. That song is out of this world. Nonetheless entertaining level and better than "Mistakes".

117. I find this level to be much more fun than the original "Grand Prix". Felt like chip and the teeth were on some sort of co-op team to reach the finish line.

118. Like Oxide Station, another easy version of Force Field.

119. Yet another video game glitch based level. I kept screwing up stupidly by walking onto the traps. Somewhat easy chip collecting level.

120. Fantastic key puzzle, better than "Water Trap".

 

  • Like 1

Share this post


Link to post
Share on other sites

Finally, FINALLY completed and figured out Tiles N Stuff (thank you Josh and Indy). The last 5 levels of this update were lots of fun to crack and had my brain constantly thinking.

Thoughts on (121-125)

121. Super legit level with a bunch of legit puzzles. I'll admit I was kind of stumped on how to get to the exit but I was able to figure it out in a reasonable amount of time. Nice, "Team Aqua Hideout" puzzle too, better than "Freezer".

122. I find this to be a breather level to the last 2 puzzle levels. Nice design too.

123. Very well crafted puzzle and super satisfying to figure and to solve. I also appreciate the lack of guesswork at the end of the joyride, at first I thought it was. Also has a fun maze at the end.

124. Well put together puzzle with a medium to moderately difficult. Fantastic puzzles too and nice to bust it too at first.

125. This level, THIS LEVEL was a major satisfaction to solve. Wow, I don't think I'll be able to get over being such an idiot at that bee and paramecia puzzle :facepalm:. I swear I was stuck on that section for quite some time but the solution was staring at my face the entire time. Thanks to you Josh and Indy for helping me with that, I really appreciate it. Overall, I really liked this level and it has that "Divide By Zero"/"Hacked Save File" aesthetic. Well done Josh for creating such a brain teaser. :)

This was such an amazing update Josh and keep the great levels coming. Looking forward to see the remaining 24 levels which will hopefully be amazing with brilliant puzzles. Hopefully they wont be too hard like "Can't Teach Old Frog New Tricks" or "Suspended Animation" but we'll see. :)

As a suggestion, for the next update create 15 levels and then think about how to design the 140's decade. I don't know but that's just my suggestion so you'll have time to contemplate the difficulty for the final sections of WoCCLP3.

WoCCLP3 complete :) (for now). Hope to see more amazing levels and more videos of ZK-Adventure and WoCCLP4.

  • Like 1

Share this post


Link to post
Share on other sites

Thank you for your feedback, mmoraleta :) It's always really appreciated.

I've updated the set mainly to fix Apocalypse Wow, however, I've changed a few other things as well!

Share this post


Link to post
Share on other sites

The full release of Walls of CCLP3 is finally here! The old download is no longer available as to eliminate all possibilities of the older versions being accessible now.

All the necessary info can be found on the download page. I hope you enjoy! :)

Walls of CCLP3

Share this post


Link to post
Share on other sites

Just finished all 149 levels of WoCCLP3! :chipwin: Man, this was a really fun set to play filled with fun puzzles and concepts. It's been a pleasure playing through the iterative releases of this set and I glad to be a little bit of a help to make this set the best it could be. All the new 24 levels of the set were fun to play as well and altogether make a great set. Now, you've said that you would be moving on to CC2 due to the potential of CC2LP1 (looking forward to that set too) but hopefully you will stick to CC1 designing at the same time. As said before who knows what will happen in the future of Chips Challenge. All in all, very fun level set and hope to see more from you in the future. :D (clap) (Y)

Some feedback of the first 5 new levels.

"Until My Moment Comes" (5) - Pretty simple level, like the blue key background too.

"Capim Town" (22) - Love the arbitrary force floor boots mixed with the fun puzzles.

"Condemned Faculty" (48) - Legit level with that "hurry get out before you get trapped" concept.

"Knossos" (51) - Fun chip collecting puzzle type level.

"Encrypted Malware" (53) - Man, what a creative chip collecting level that's pretty fun and lenient. I like this level a more than "Well Be Right Back".

 

  • Like 1

Share this post


Link to post
Share on other sites

Glad you've enjoyed! Your help throughout the iterative releases was much appreciated :) can't wait to see what you thought of the other new levels.

In terms of designing from here on, I don't have a real focus yet but I have a few projects going on, one is my CC2 set and another is potentially a new CC1 set but with something different. We'll see where it goes though!

Share this post


Link to post
Share on other sites

I am very glad to be a big help during the iterative release of this set, I enjoyed it.

Anyway here's more feedback of the new levels.

Downtown Destruction (63) - Many, MANY awesome puzzles in this level. The extra chip thing is appreciated although it would be even more accomplishing if you did ALL the puzzles, or maybe that would be a little harder. Anyway, still a great level and the extra chip count kind of makes it easier if by any chance you screw up on one of the puzzles. To me the top right room was the most challenging.

Take a Bite of My Heart (64) - Fantastic teeth level and the reference is self evident. That subversion at the end stumped me but that was a nice one. Now I don't know what the purpose of the six sockets behind the red lock near the exit. Awesome level.

Strawberry Chip Sherbet (69)- Pretty lenient and attractive red key/lock chip collecting level.

Tainted Tank Factory (70)- Terrific tank level. Red button section and ending sokoban was legit. I am not 100% sure about the use of the recessed wall at the end but I am assuming the cause of ruleset shenanigans eliminate the use of the recessed wall at (10,11).

Misty Bog (71)- Nice blue and green look and simple chip collecting level. LOT less tedious than Investment (still a nice level though)

more coming soon ..

2 hours ago, Flareon350 said:

In terms of designing from here on, I don't have a real focus yet but I have a few projects going on, one is my CC2 set and another is potentially a new CC1 set but with something different. We'll see where it goes though!

Even though CC2 is still a nice sequel, CC1 is more of my thing. A potential new CC1 set with something different, ooh. :) Wonder what that'll be but we'll see.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  

×