Jump to content
ajmiam

ajmiam's Debut Levelset--Pit of 100 Tiles

Recommended Posts

IsO5v.pngzcwDH.png
ctuqy.pngRoZ0u.png


Some of you may have already seen a small preview of this set. Well, here it is, finally available for download right here! This is my first levelset, which has been in the works for quite some time now. It contains 100 all-new levels which start out very easy but become harder over time, especially after level 70 (though there are still some easier levels mixed in after that).

Watch a preview of the levelset here: http://www.youtube.com/watch?v=n5nTSyXrCWs&feature=youtu.be

Author's notes:

  • Every level has been tested in Lynx and should be MS-compatible as well.
  • Every 10th level (except #50) is an "action" level--that is, a short level where speed, reflexes, and timing play a larger role than puzzle-solving. Don't worry, there are some puzzles and action both mixed into the other 90!
  • I submit every level in this set for CCLP4, except #50 (which is just a "break" level) and the levels that are in CCLP1.
  • Levels that contain random elements are, for the most part, untimed to avoid frustrating bold-seekers. #25 is an exception because randomness should not affect the best possible time.
  • Two other levels are untimed because they have multiple solutions and I don't want people to stick to using only the fastest solution if they don't want to.
  • One level (#18) is untimed because it is a sort-of unusual puzzle that could take new players a while to figure out. But hopefully it will be an educational experience for them.
  • Fourteen levels are references to other games (not necessarily video games). One is a reference in title only; the rest are references in both title and concept. If you think you know all of them, post! I'd like to see who can get all of them first!
  • Level 99 is completely, absolutely, totally unfair. This is done on purpose. Otherwise it wouldn't be a reference to the game it's referencing. It has no randomness or lucky timing, though, so once you figure out what to do, you should be able to solve it. The hint gives you the password to Level 100, though, if you want to skip it.
  • This levelset is essentially complete now, barring bug fixes. I have another 100-level set currently in the works, and once I finish it, I will release it on its own and as a compilation with the levels from this set. In the compilation, I may reorder the levels.

Anyone and everyone may download this set, play it with Chip's Challenge and Tile World, and redistribute this set as-is with credit given to me. You may NOT, however, redistribute this set as your own, or edit any level(s) and redistribute the result without my permission.

Current version: 1.010 (as of 11/9/14)

Edited by ajmiam

Share this post


Link to post
Share on other sites

Level by level: I played to level 45 for now.

 

1. Leven 1 is horribly busted. I can just grab the flippers and exit in 33 seconds.

2. Level 2 was fun.

3. So was level 3.

4. Level 4 was really enjoyable. I liked how you put extra chips in.

5. Really clever.

6. I died right next to the exit on my first attempt because I wasn't paying attention. It was fun regardless.

7. The number of times I stepped into the fire / water is greater than the level number. But these types of levels are fun, and this was no exception.

8. Somehow I got killed by the pink ball to the upper left of where you start. Somehow. A fun and creative level.

9. I'm not entirely sure what you were aiming for with this level, but it was fun anyways. Also, murphey's law of blue walls: The fake one will always be the one you skipped.

10. Fun.

11. This was a rather clever level. I boosted into the bugs once. Doh.

12. Simple but still fun.

13. I didn't enjoy this level a whole lot, just because the concept is really overused in my mind.

14. This level was fun and mildly evil at the same time.

15. Fun, and bonus points due to creative trap use. I'd vote for this level in CCLP1.

16. I got murdered by the pink ball in the hallway with the chips at either end once, took the wrong pop-up wall into the block/water/blue key part once, and this was a really, really good level. I would vote for it for CCLP1 as well.

17. Fun. Insert firing lazer meme here.

18. Now you're thinking with portals teleports.

19. Help! The ceiling is falling!

20. That was entertaining.

21. I understand what you did here, but it still led to much invisible wall maze rage.

22. This is a clever level, but it's not equal between rulesets due to slide delay.

23. This level was quite exceptional. Yes, I got murdered by gliders a lot.

24. Clever, but on the key side you only need to spend one key and go through the same section over and over. I ended with all four keys, because I did this with the green key.

25. Before I even started the level, I knew this was going to be chaos... and it was, but it was really fun at the same time. Optimization potential ahoy!

26. This is a good level, but it's probably too hard for CCLP1.

27. The beees! Noo! Not the bees!

28. It really is easier than it looks.

29. What is this, Minecraft?

30. This level is unsolvable in MS due to the controller-boss glitch involving the teeth cloner (the controller is the pink ball).

31. Pankcake chip v1.0

32. Tricky.

33. A nice block pushing puzzle.

34. More bugs.

35. Another tricky one - it's moderately difficult with the "highest difficulty".

36. Clever and tricky.

37. A nice maze.

38. Annoying.

39. This is a good concept, but the level stretched on for too long. It would be better if it was shorter.

40. Another good level.

41. This could have been a good level, but cheap tricks to kill the player (like having two bugs around a chip rotating the wrong way) spoiled it.

42. Win.

43. This level appears to be unsolvable - the toggle door doesn't open before the fireballs kill chip.

44. A creative and fun level.

45. Needs more lazers.

Share this post


Link to post
Share on other sites

Wow, that was fast! Thanks for all the feedback!

 

1. Leven 1 is horribly busted. I can just grab the flippers and exit in 33 seconds.

 

Uh, yeah...Actually, you can reach the exit with any item. I kind of meant for it to be a place for new players to experiment and learn what the items do.

 

24. Clever, but on the key side you only need to spend one key and go through the same section over and over. I ended with all four keys, because I did this with the green key.

 

*goes back and hastily inserts some recessed walls*

It's amazing what you won't even think of trying to do in levels you designed yourself but will notice instantly when playing someone else's levels.

 

30. This level is unsolvable in MS due to the controller-boss glitch involving the teeth cloner (the controller is the pink ball).

 

Oooooooops! :unsure: I should know better! *inserts boss*

 

41. This could have been a good level, but cheap tricks to kill the player (like having two bugs around a chip rotating the wrong way) spoiled it.

 

Sorry! I hoped the level title would have been enough warning for the player to look for things like that.

 

43. This level appears to be unsolvable - the toggle door doesn't open before the fireballs kill chip.

 

Hint: You're not in checkmate. Look for a safe place to stand where the fireballs will never get you.

 

I'll have an update fixing what you've pointed out so far up sometime soon (probably not tonight, though).

Share this post


Link to post
Share on other sites

Great level, too ;)

 

Indeed.

 

Also, that was so brilliantly obvious in level 43 that I'm ashamed that I missed it. I played a few more levels while I was at it.

 

Level 46 made me irritated because of random walker stupidity. They were going everywhere but where I wanted them to go, and I got sick of it and just started spam cloning them after blocking off what I had already cleared. Dodging fun then.

Level 47... I didn't like level 22 of the original CC and I didn't like this, but that's just because I don't like these types of levels.

Level 48 is fun, and I'd vote for it for CCLP1 if there wasn't lucky timing with the toggle doors on the ice slide making that part annoying.

Level 49 is also fun, and the teeth at the end made things even more intresting.

Level 50 is, well... unexpected. But fun.

Level 51 is fun, but lucky timing is not cool.

Level 52 is extremely creative and very fun, and I'd vote for it for CCLP1.

Level 53 is a nice item swapper, but I would sugjest adding more time to the time limit.

Level 54 is creative and is a concept not seen often enough, and when it is seen is rarely executed this well. I'd vote for it for CCLP1.

Level 55 is another fun level, but I actually only needed a small part of it.

Level 56 is intresting and kind of clever, but even with the hint the solution was still difficult to find.

Level 57 is fun.

Level 58 - Lucky timing. Yuck. Otherwhise, good level.

Share this post


Link to post
Share on other sites

Please clarify...?

 

Oh, I had tanks pop out onto me a few times and a fireball did it once too on the upper left side of the map, although I found out after I could have timed it.

Share this post


Link to post
Share on other sites

A lot of examples of what seem to be lucky timing in my set might not be because either:

 

1) You can observe the timing event from a safe point and figure out what times obstacles will be in the way, which usually ends up happening at regular intervals. #51 is an example--the three enemy groups are spaced evenly apart (36 tiles), you can see the whole group go by at once, and you have enough time to only slide across once or twice before waiting for the next group to go by. As you discovered, the clone machines in #58 work similarly. Some more examples of this type of timing are in one room of #64, #79 after you get a ways into it, most of #80, and one part of #96.

 

or

 

2) You can't see the timing event coming when you head toward it, but you have a chance to save yourself once you can see whether you'll be safe or not. Just a heads-up--there are a couple of examples of this in #80.

 

By the way, are you playing this set in Tile World or Chip's Challenge? If the latter, do all of my hints you've seen so far fit in the hint box? Are any really close to not fitting? I can't tell because I don't have Chip's Challenge, and Tile World's hint box fits WAY more text than CC's hint box.

Share this post


Link to post
Share on other sites

Playing it in tile world (I have to because of running a 64 bit OS), and some levels that have had hint tiles have not had it show up at all. I don't remember what levels, I'll have to look.

 

And a disclaimer: These are just what I think. Take it with a grain of salt - or, several.

 

Level 59 was an awesome level. I like nonlinear levels, and this was good even for those.

Level 60 was me getting blobbed to the face multiple times on the last few chips I needed, but otherwhise fun.

I have no idea how I got level 61 on the first try in 25 seconds, but I did. This was neat.

Level 62 was one of the best I've played so far in the set. It's one that I'd absolutely vote for in CCLP1.

Level 63 was a good level, but it didn't have anything to make it stand out. Oh, and it's busted - you can take a block and use it to bridge to the exit instead of going through the blob room.

Level 64 is, well, another of these grid-like levels. Unfortunately, this one stretches the concept on a bit too long and I didn't like it as much as the others. May I sugjest spacing the gliders in the lower right out further? That room was harder than the rest of the level and it didn't feel like it belonged.

Level 65 was creative and fun.

The first half of level 66 was very fun and intresting, but the second half (with the blocks) stretched on for too long and lost a bit of its charm. Overall, I'd still rate the level above average for the set.

Level 67 was intresting and fun, but the concept has been used too much and it was almost too easy - may I sugjest you add more chips? Not a huge number more, but add maybe 20 more throughout the level. If you make it some sort of pattern or design, it'd be even better still.

Level 68 was creative, and yes, I died to the bug in the chip hallway.

Level 69 is one of the best levels I've seen in a long time, and I can say that not only would I vote for this level in CCLP1 but that it would have a good shot at actually getting in. However, do remember that I do not have a crystal ball and can't see the future - don't quote me on this in a year.

Level 70 was fun. I did die a lot, but none of them felt cheap. This is a very well designed level.

Level 71 was tricky, but it hit that sweet spot between difficulty and simplicity that results in a really good level.

Level 72 was fun, but the concept felt like you didn't really explore it completely and it felt like the level was cheated of potential.

And I'm about to start playing level 73, so I'll let you know what I think later.

 

Overall, this set continues to be quite fun.

Share this post


Link to post
Share on other sites

From the comments I read from Lessinath, it sounds like a really fun set so I downloaded it and will be playing it as well! :)

Share this post


Link to post
Share on other sites

Level 63 was a good level, but it didn't have anything to make it stand out. Oh, and it's busted - you can take a block and use it to bridge to the exit instead of going through the blob room.

 

Actually, that "bust" is what was meant to make the level stand out. It rewards players who keep their ultimate objective in mind rather than just forging on ahead.

(Am I the only one who likes to add shortcuts to levels?)

 

Also, if you are in the process of playing the set, please don't play past level 80 until I put an update up tonight. I realize now that some of the later levels are probably a bit harder than I intended and I will be making them easier (as well as making 46 and 64 less frustrating, and fixing 24 and 30.)

 

I'm glad you liked 70! Based on your previous comments, I wasn't sure whether you would love it or hate it. Did you ever play (or see) the level I based it on (which is from another videogame)?

 

Oh, and as for 61, you may have been (sub)consciously influenced by...something to do with the level. (Icedeath is not an acronym, hint, hint.)

 

EDIT: Updated the set as of 8:10 this evening (2/13/12). The following levels were changed: 24, 30, 46, 53, 64, 78, 79, 81, 82, 84, 89, 96, and 97. The first two were bug fixes; the last was fixing a typo; the rest were to reduce frustration.

Share this post


Link to post
Share on other sites

I find myself with a strong inclination to LP this set - do you guys think it fits my style, or another LP'er's style better? Some of those levels jump out at me immediately as being perfect for LP purposes, and as long as the dodging on the action levels isn't totally insane I can have lots of fun with it. If it does get going I will start sometime in March...

Share this post


Link to post
Share on other sites

From the comments I read from Lessinath, it sounds like a really fun set so I downloaded it and will be playing it as well! :)

I have no doubt you'll like it. I think part of the reason I like it so much is becuse I've got a partially finished levelset that has levels that share a lot of concepts with levels in this set but I have those concepts play out completely differantly. It's nice to see a differant twist ideas, especially when you know it's happened completely on accident.

 

I find myself with a strong inclination to LP this set - do you guys think it fits my style, or another LP'er's style better? Some of those levels jump out at me immediately as being perfect for LP purposes, and as long as the dodging on the action levels isn't totally insane I can have lots of fun with it. If it does get going I will start sometime in March...

 

I don't think the set is a perfect match for you to play because there are a good number of levels with dodging, but I DO think you'd enjoy it if you decided to do it.

 

It's overall pretty easy, so I don't picture any rage moments even with some of the harder screws. It has a lot of levels that would be good for CCLP1, you know, lots of 1 to 3 star difficulty levels. As far as time goes, the first 50 levels of the set took me about four hours of playing time. You might rage on level 38 if you cannot quickly solve it, but I can't see the future. I will admit I had to open the editor to solve level 38 even though everything is visible.

 

I would say, even if you don't LP the set you should play through it.

 

Actually, that "bust" is what was meant to make the level stand out. It rewards players who keep their ultimate objective in mind rather than just forging on ahead.

(Am I the only one who likes to add shortcuts to levels?)

 

Also, if you are in the process of playing the set, please don't play past level 80 until I put an update up tonight. I realize now that some of the later levels are probably a bit harder than I intended and I will be making them easier (as well as making 46 and 64 less frustrating, and fixing 24 and 30.)

 

I'm glad you liked 70! Based on your previous comments, I wasn't sure whether you would love it or hate it. Did you ever play (or see) the level I based it on (which is from another videogame)?

 

Oh, and as for 61, you may have been (sub)consciously influenced by...something to do with the level. (Icedeath is not an acronym, hint, hint.)

 

EDIT: Updated the set as of 8:10 this evening (2/13/12). The following levels were changed: 24, 30, 46, 53, 64, 78, 79, 81, 82, 84, 89, 96, and 97. The first two were bug fixes; the last was fixing a typo; the rest were to reduce frustration.

 

I'll download the set again and check those levels I've played again. I'm on 73, I've been stalling because I dislike blue wall mazes.

 

Level 24 plays the same, but it's not busted now :P

Level 30 works most of the time, unless the last teeth cloned dies - then there can be problems.

Level 46 is now a very good level, because it makes you think about what you want to spend gliders or blocks on and what you can easily use walkers for.

The time limit on level 53 is much better now.

Level 64 is better now as well.

...

Level 73 was actually suprisingly fun.

It is indeed a strict time limit on 74. I ran out of time two steps from the exit once.

Level 75 was also good, but I'm going to stop there for now.

Share this post


Link to post
Share on other sites

You got it, you understood how to do it.

 

Your titles thrills me, makes me want to play your set :P If only I had more time on my hands, man!

Share this post


Link to post
Share on other sites

Level 30 works most of the time, unless the last teeth cloned dies - then there can be problems.

 

Hmmm...I've tried testing the updated version of Level 30 in both Tile World and Tile World 2's MS mode. I've tried cloning a single teeth and leading it into bombs/water, cloning multiple teeth and letting them all die, and doing both of these things with anywhere from 0 to 5 teeth stuck in the "goal" areas, including with 2 teeth stuck in the same goal. I still haven't run into any problems. Can you explain what happened in greater detail, please?

 

Oh, and BigOto2, I would be honored if you would LP my set! Hopefully you wouldn't find it too frustrating, as the levels with the hardest dodging are very short and/or have the hardest dodging close to the beginning. All dodging has at least some margin for error, with the exception of the very start of level 83 and partway through 87. There are some puzzles and plenty of "mixed" levels, too.

 

On the other hand, I know rockdet is busy, but from what I've seen of his videos, he likes more action-based levels, so maybe he would be a good match for my set...?

 

EDIT: There's going to be another update coming out soon (probably this afternoon). This will fix the Controller Glitch in #76, add a chip back to #78 to maintain the design pattern, make #79 a bit easier, and fix a minor MS bust in #91.

 

EDIT 2: The update will also fix an error in #98 in MS (Controller Glitch for the teeth in the trap).

 

EDIT 3: Done! Updated to version 1.002. Note: I also decided to remove Level 99 from CCLP1 submission. You'll see why when you get there. It's meant to be a half-experimental, half-joke level (sort of like a milder version of Final Destination), and I don't think anyone should ever be required to clear it to complete an official levelset. I still submit the other 98 levels (all except 50 and 99) for CCLP1, and I will not be removing any of them from submission unless I have an extremely good reason to.

Edited by ajmiam

Share this post


Link to post
Share on other sites

I find myself with a strong inclination to LP this set - do you guys think it fits my style, or another LP'er's style better? Some of those levels jump out at me immediately as being perfect for LP purposes, and as long as the dodging on the action levels isn't totally insane I can have lots of fun with it. If it does get going I will start sometime in March...

 

Well it would fit my style of LPing, but I don't plan to LP it at all, just play it on my freetime :) So I say you should totally go for it!

Share this post


Link to post
Share on other sites

I think I'll add this to my list of sets to LP. Dodging isn't my issue anymore, but when there is little margin of error and it's right at the end (like in Niche) it annoys me. The type of dodging I hear of here is no problem. Any rages will be cut unless you are okay with me leaving them in (which I hope will never happen, and certainly don't expect much).

Share this post


Link to post
Share on other sites

I can think of a few levels near the end you might rage on, like 90, but otherwhise I think you'll be fine.

 

Level 99 was a very fun level, btw, but slide delay is a HUGE problem near the end making the pink ball slide nearly impossible.

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

×