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IHNN's levels feedback/discussion ("Best of" set released!)

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6/6/2017: UC6 version 0.60 launches!

 

4/30/2016: Have a "best of" set. 149 levels, mostly from UC4 and UC5 but some levels date back to around 2011, with the most recent being designed just yesterday. I hope you check it out, if only for the new levels :P

http://cczone.invisionzone.com/index.php?/files/file/565-ihnn-ultimate/

As always, any and all feedback is appreciated!

 

2/14/2016: Two years. It's been two years since I first rejoined the CC community. Wow, have I done a lot in that time.

 

Most recently released the probably final version of Ultimate Chip 5. Feel free to check it out. http://cczone.invisionzone.com/index.php?/files/file/494-ultimate-chip-5/

 

Original post:

http://cczone.invisionzone.com/index.php?/files/file/366-ultimate-chip-2/

 

It's done, released and uploaded, ready to be played by anyone who cares to play it.  Post any and all feedback/comments/questions you have on levels here.

Edited by Ihavenoname248

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http://cczone.invisionzone.com/index.php?/files/file/389-extreme-hold-right-adventure/

 

I was messing around in the Lynx ruleset and noticed that you could run straight past pink balls bouncing off of anything if you just ran forward.  From there, I built the mess you see in the level that gets solved by simply holding right.  My goal was to create the "hold one key" level to end all "hold one key" levels, and at least for now I think I've succeeded.  Took an hour to devise everything I wanted to use, then another 3 to test it and make sure all the moving parts lined up.  The ice/teleport section in particular took forever...

 

Oh and I decided to turn this thread into a more general purpose thread.

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http://cczone.invisionzone.com/index.php?/files/file/399-ultimate-chip-3-preview/

 

Preview of my 3rd large set in progress-a random sampling of levels created for it. 10 of the existing 50 are here. I'll definitely admit to having been inspired a bit by CCLP1, as before its release I didn't really have too many ideas and now I have plenty.

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Hello Jeffrey,

 

I have recently played the preview of your UC3 set using the Lynx ruleset.  Here is some feedback:

 

1: The level is really fun and is a great introduction level.  It does teach everything without being frustrating.  However, you may change the hint, as players already know how to move.

2: I have not solved it yet.

3: The different rooms of the level are very fun.  It incorporates a few different styles of levels in one, fun, package.  However, the ending got me a bit confused.  It took me a while to realise that two blocks needed to be pushed.

4: I have not solved it yet.

5: Some may find this level to be repetitive.  However, I really liked it.  Finding the order in which to open the locks was really fun.  It is somewhat easy to cook, but I don't mind.  I just have to take my time.

6: This level reminded me of another one.  I don't remember who made it or what it was called, but it had teleports instead of gravel.  Anyway, I like this modular level.  The different rooms are fun and the interaction between them is nice.  However, I found the bug room to be disproportionally hard and late in the level.

7: You were inspired by Metal Harbour.  However, I preferred this level to MH.  It is larger, about as hard as MH, had more block pushing sessions and the force lines were not as long.  The only part I disliked was the random force floors at the end, which can be a pain in Lynx.

8: My favourite level of the set.  It looks like you combined a few CCLP1 levels in one.  The result is absolutely awesome!  The pink ball part was, in my opinion, the hardest one of the entire level.  Thank you for putting it at the beginning.

9: This reminds me of Colors for Extreme.  I assume this is the level that inspired you?  It was fun, but I still prefer the original level.  However, I must say that the hidden mechanics are the most complicated I have ever seen in a sane level!  It must have taken a lot of work!  The level would have been better if it would have been larger, in my opinion.

10: The level was fun.  Nothing special, extraordinary, or especially difficult or easy, but still fun.

 

Overall, the set is nice, and I am looking forward to the finished product.  Thanks for designing it!

 

Chipster1059

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9: This reminds me of Colors for Extreme.  I assume this is the level that inspired you?  It was fun, but I still prefer the original level.  However, I must say that the hidden mechanics are the most complicated I have ever seen in a sane level!  It must have taken a lot of work!  The level would have been better if it would have been larger, in my opinion.

This level actually wasn't inspired by any level in particular, I just had the idea "hey, I wonder if I could make a level like this", and I made the setup with the gliders and realized that it would become lucky timing before long, so I worked out a means on adding block cloners.  Of course, I still needed them timed right, and that's where all the hidden mechanisms came into play.

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K so I'm just gonna keep "leaking" AVIs of some levels until the end of the month and then release on October 1st.  Conveniently, this coincides with when my school project (coding a game engine from nothing!!!) gets finished, moving onto making a game with it...which is a lot more fun and less time consuming :P
 Yes UC4 is in progress, shhhh, it's a secret and has 39 levels currently.
Anyway, playlist with leaks and if you haven't seen them yet, Escort Mission and Variety Show. The first of these was in the preview, the second is never before seen!

Names of other levels I'll be uploading: Point of No Return (uploaded!), Skating Rinks (uploaded + handcam version!), Catharsis (uploaded!), Ruby (uploaded!), Aquamarine Isles, Gravity Well (has a CC3D port), Virtual Unreality and Decrepit Crypt since I got a run I'm happy with.

Enjoy the additional previews, I'll post here again with a link to the set on the first! See you then!

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lMZJJcY.png

Random maze concept I came up with today.  Due to the nature of it, it works best with the "just find the exit" type-which I almost never make anyway, so it works out.

 

IUZTqo4.png

The center of an itemswapping level I built today.  It takes up the full map and has an...interesting method of switching "stations".  It's similar in style to a CCLP1 itemswapper, but that's not giving too much away :P

 

Oh, those are both in UC4.  Ultimate Chip 3 will still be released in a week (actually, 6 days now!), along with the 2 other AVIs of levels.  Be back in a week!

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A8D7uCil.png

Don't mind me, just posting another preview.  This time of a level directly inspired by Threads of Fate, right down to the area visited and the order (playstyle divergence included!).

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Hello Jeffrey,

 

I have recently started to play Ultimate Chip 3 in the MS ruleset.  Here is some feedback on some of the levels.

2: A rather hard level considering it is the second of the set.  The three green locks were distracting, but they prove that not every tile has to contribute something.  The bottom room was a little hard because there were only two blocks, but that wasn't a problem.

3: I found it somewhat hard, because I originally expected that the locks could be opened in pretty much any order.  The gliders weren't much of a problem.

4: The idea to make Chip start on water is interesting.  Apart from that, it's a standard block pushing level.  It reminds me of Writer's Cramp from LizzyB1.dat.  And I assume you were inspired by another level because of the title?

5: A fun maze.  It's nothing great, but still fun.

6: The teleport skip glitch may be used to get the bold, but I didn't.  This reminds me of a CCLP1 level, with the main difference being the crawler, which made the level harder.  The center room made me panic a little because I was very afraid of cooking, but everything went all right.  The balls made the level look better.

7: I don't have much to say about this level.  It's an interesting concept, but there is only one way to design it.

8: I don't like flicking, so I am biased against the left side of the level.  The right side is fun.

9: I had to watch your video and copy your solution to solve this level.  I was surprised to find it this early in the set.  Not needing the chips does make the level interesting.  The level feels like a few small levels put together in no particular order.

10: This is one of those levels that looks impossible because you overlook the obvious: you can stuff a block in the corner because you will have skates to push it back.  When I solved it, I felt stupid for not having thought of that earlier.

11: I got annoyed that at the beginning, I end up boosting into the bug.  Apart from that, it was a fun puzzle.  The blocks at the end were somewhat hard because of the crawler, but it was still manageble.

12: I watched your video to see how to make it past the pink ball room at the end.  Also it is possible to pick up all chips in the red key room, open all the locks, and need an extra key.  The best level so far.

13: Somehow reminds me of Frost Rings.  I don't see any pattern, so this level relies a lot on memory.  Thanks for making it small.  A larger map would have made me rage.

15: I only realised that the top rooms were possible when I read the CCX file.  The idea of letting the player choose which rooms he/she tackles first is great because it makes it posible to start with the harder rooms and finish with the easy ones.

 

I will post some more feedback this weekend.

 

EDIT: more feedback:

16: When I looked at it in the editor, it looked very hard, so I skipped it.  When I finally played it, I realised that it wasn't that hard.  But it is great.  You did succeed.

17: It is a fun level.  No slide delay is great.  The only thing I didn't like was that all the blocks were required, and it took me a few tries to realise that.

18: The recessed wall section was not hard at all.  The only problematic section was the crawler one.  I got killed many times.  The force floor section was fun.

19: An interesting concept for a variety level.  The individual rooms were fun, but with nothing special.  The slide is the great part.

20: There is a typo in the CCX file: "There's a few more levels LIIKE that."

21: It is possible to get the red key without opening the green lock.  Is this a bust?  And yes, I am afraid that most of this has been done before, except the teleport room.

22: I generally don't like levels with a lot of invisible walls, especially in MS.  But this one is good.  I especially liked the hidden walls in the dirt room.  The spare fire boots prove that not every tile needs to have a purpose.

23: Thanks for keeping the number of gliders reasonable.  It's exactly what you wanted it to be.

24: Very creative ways to partial post.  I generally don't like this mechanism, but creative ways of doing it are really fun.

25: This totally reminds me of Jumble III.  And no, leave the floor tiles.  You don't need to fill every tile with something.

26: The ice pattern is fun, the rest of the level is simple.  The only thing I didn't like is that it seems much harder in Lynx due to lack of boosting.  I haven't tested it, however.

27: Not solved yet.

28: A rather hard puzzle, but very rewarding to solve.  Thanks for not putting any guesswork.

29: I think the shape of the level matches the title perfectly.  The block room was all right, and I didn't read the hint until you mentionned it in the CCX file.  The toggle wall room was ordinary.  The third rom was a mess that made sense, and I really liked it.  The tank part was great.  The glider part was scary, but didn't cause any problems.

30: I haven't played Tyler's level.  This one scared me because it seemed to easy to cook.  However, once I found the trick, I absolutely loved this one.  It is better than 24, in my opinion.

 

Hope this helps.

Edited by chipster1059

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BAT0J4u.png

Still making levels, here's one of the many mazes I've built lately. Don't worry about them all feeling the same either, I've got > 20 different implementations, and some of them are pretty tricky too!

 

xRIV9AE.png

And here's one I made right after UC3, meant as an introductory level to keys, locks, ice and force floors, boots and thieves. Quite fun to optimize as well (time limit is 200, bold is 169.2)

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7UDR3FJ.png

Ultimate Chip 4 is currently sitting at 126/149 levels, with concepts for 2 of the remaining 23.  After I finish making the levels I'll be re-ordering to help with the difficulty curve and starting the "final" version testing (like last time, I'll be testing everything myself but unlike last time, having other people test will happen at the same time.  Just send me a message if you're interested).

 

Oh also I'll probably make a trailer again since putting together one last time was fun :P

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DtzaMac.png

Level 144.

Aspects and concepts from 25 official levels.  (6 CC1, 5 CCLP1, 7 CCLP2 and 7 CCLP3)

 

The button connections might look more than a little messy, but they sort themselves out while playing as I mentioned when I shared this on Skype.

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GPxcZT5.png

 

Level 149. Concepts and aspects from 26 of my levels.  Unlike level 144, I've notated this one with the source levels.

 

Semi-private testing has also begun, with Michael, J.B., random 8 and Andrew Menzies currently making sure there's no glaring errors.  I'll post the set on CCZone after this, and pieguy's site after a bit longer to make sure no more changes are really needed.  As mentioned earlier, shoot me a message if you want to test as well :P

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http://cczone.invisionzone.com/index.php?/files/file/432-ultimate-chip-4/

Ultimate Chip 4 has been released!  Have fun with these 149 levels I put together over the past 5 months!

 

Release trailer:

 

Any and all feedback is appreciated as usual.

 

I'll upload this over at pieguy's site before the end of the month for a scoreboard: I'm going to let some time pass and hopefully no more busts are found, but if they are, at least impossible scores won't be reported.

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I have made a lot of progress in Ultimate Chip 3 since my last feedback, and here is some more:

31: It is all right.  I had a certain amount of trouble at the end and I was a little frustrated, but it was all right.

32: A simple level, but still fun.

34: I find the level itself ordinary.  However, I was completely stuck when it came to identifying the password.

35: A nice dodging level.  The hint is a fun bonus.

36: Simple and ordinary.

37: I guess that can be your style.  The level itself was all right.

38: Not the best variety level, but still enjoyable.

39: A really creative and unusual level!

40: It looks good.  Playing it is all right.

41: It is possible to reach the exit between the teleports.  I don't know if this is intentional or a bust?

43: Another fun variety level.  That walker really was awesome.

44: I really don't like digging levels like this, so I didn't like it.  Sorry.

46: The idea of putting hints in other levels is good, but I don't think this level will work as intented.  Most players will probably end up looking in the editor without bothering to solve the puzzles.

47: Yes, I think you should not put them in the order in which they are designed.  But I don't think this one is too hard for such an early level.

48: Simple and hard, if you want the bold.

49: This level, however, I find it hard.  The puzzle was rather challenging, and I found it ordinary.

52: I like the walker room too because I hate walkers and I love to see them blow up pointlessly.  My favorite is the sokoban.

53: Ordinary and fun.

54: I prefer this one to Puzzle Box.

55: I once had a dream in which JB told me to help his wife get the role of Melinda in a film adaptation of CCLP1.  As for the level, I'm afraid it is not very good: the blue walls and small number of keys mean that the entire level is based on guesswork, with no hints to tell Chip which locks to open...

56: I would love to see this in CCLP4.

57: I like it.  The only possible improvement I could suggest would be a hint saying that all blocks have a chip underneath.

58: I really like that bust.  I think it involves using the block cloner to bridge a path to the exit?  In fact, I prefer it to the intended solution.

59: I like this level, and the fact that there is no particular structure in the paths.  However, I don't like that ball and teleport room. I don't know why.

60: Thanks for putting the insect room at the start.  And thanks for skipping the odd-step even-step chip snatches.

61: This level is so unusual.  The title is entirely appropriate.

62: My favorite part is the tank line.  And why did I spend five minutes trying to partial post?

63: A really fun concept.  For some reason it took me forever to figure out the final room.

65: Reminds me of The Lake in Winter, only much better.

66: I find it ordinary.  And why the invisible walls to prevent the teeth from moving?  They wouldn't move anyway.

67: It took me a while to get those fireballs to work.  The rest is ordinary, just like you said in the CCX file.

68: Another prime candidate for CCLP4.

69: I'm sorry, I don't like it.  I am terrible when it comes to fast boosting.

70: One way to solve it is to build a long bridge and blow up the bomb manually.  The second one is to redirect the gliders.  The third one is maybe to use the crawlers?  I don't know, but either way, this reminds me of Island Hopping in CCLP2.

71: It's fun.  The title is probably inspired by Cloner's Maze?

72: For some reason, I kept pushing the block right at the start of the level, cooking it.  Apart from that, the level is rather enjoyable.

73: The level itself is all right.  I especially like the use of toggle walls, which made me think that they would be opened at some point.  However, I found the time limit annoying.

74: I know it's been done many times, but I generally love these levels if they don't have too many monsters.  The tank section was really great.

75: I'm really sorry, but this is my least favorite level so far.  I spent fifteen minutes to make it past that walker, only to cook the level by forgetting to pick up the green key, as there was no such path on that side of the teleport in the original.  I spent a while angry after playing this level.

76: I would have prefered the level with just one walker, but then, I am biased against walkers.  Apart from that, I really liked it.  There precise boosting at the original led me to think that it would be that way fo the entire level, but I was relieved to find out it was the only one.

77: It's easier than it looks.  I ended up using two blocks to trap the first fireball, I spent five minutes trying to figure out the solution of the second room, thinking the fire tiles were the solution (without realising that only one block needed to be pushed).  I tried to trap the next fireball on one ice tile (that was stupid on my part).  I like the level, it is a fun puzzle.

78: The only thing I don't like about this level is that ice and water tiles looks similar in the MSCC tileset.  But I should blame that on Microsoft instead.

79: I don't find the glider section at the start mean.  The crawler section isn't mean, but I think it should have been earlier in the level.

80: It took me a while to get the large monster section to work, but I like it.  However, I don't think it fits with the rest of the level.

 

I will try out UC4 this weekend.

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41: It is possible to reach the exit between the teleports.  I don't know if this is intentional or a bust?

This is intended. The puzzle in that room is figuring out how to get all the keys without hitting the exit.

 

69: I'm sorry, I don't like it.  I am terrible when it comes to fast boosting.

70: One way to solve it is to build a long bridge and blow up the bomb manually.  The second one is to redirect the gliders.  The third one is maybe to use the crawlers?  I don't know, but either way, this reminds me of Island Hopping in CCLP2.

I'm not sure what you mean, since there's no boosting in the level.  The 3rd solution uses the blocks from the first half of the level to bridge to the exit the short way.

 

Glad to hear that you've been enjoying it for the most part so far :)

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I'm not sure what you mean, since there's no boosting in the level. 

 

I think what Chipster means is he dislikes dodging the blocks when pushed onto 1x2 ice slides (which is understandable because I dislike it too but that's besides the point :P) The time limit probably has something to do with that as well but I haven't played the level myself.

 

Edit:

 

K just played the level and it's honestly not that bad.

Edited by Flareon350

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I'm not sure what you mean, since there's no boosting in the level.

Josh is right.  When I have only a split second to react, I frequently fail, so it took me many attempts to get it right, plus the occasional slide delay in the bottom section.

Edited by chipster1059

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I hate to double post, but there have been no posts in over a month...

 

Here is some feedback on the rest of UC3:

81: I think this is a good level.  The bugs are really nice.  The time limit imposed by the fireball is not a problem and I like this concept.

82: I find this to be all right.  It hasn't got anything special.  The hint feels a little pointless as a button just under a block that doesn't move seems suspicious.

83: I think it is annoying, considering that there is no pattern.  Or maybe there is one?

84: This is a fascinating concept.  It is possible to burn the glider in MS, but that's not a major problem.  The blobs are a nice addition.

85: Slightly easier in MS due to boosting, but still a really great level.  The random force floors are a really good way to fill the level.

86: It's simple, but not too easy due to walkers.

87: The thieves are unfortunately not blue in TW, but that doesn't change the way the level plays.  Despite being entirely blue, it wasn't a problem for my eyes and it was fun.

88: I remember it from the competition.  The first part took me a while to figure out, and it is a challenge, and the rest was not that hard.  I like it.

89: I pretty much agree with Josh's comments for the competition.  Sorry.

90: I didn't solve it yet.

91: My favorite part is the ice and force floor room.  A fascinating concept.

92: I would love to see this in CCLP4.

93: The teeth part felt rather hard.  I would have preferred it at the start of the level.  Apart from that, I liked it.

94: It was fun.  I prefer the teeth room.  Those balls were not a problem due to the four possible tries.

95: It's harder than it looks.  I liked it, but it's nothing special.

96: Another level I would like to see this in CCLP4.

97: I like the sokoban.  The teleports are an interesting way to handle the blocks.

98: I like it, but it's nothing special.

99: I prefer the original.  This one feels a little annoying due to the walls sometimes toggling at the worst possible moment.

100: There are not enough walkers to make this level painful.  The tank concepts are interesting.

101: I didn't solve it yet.  The first room is very hard, but thanks for putting it at the start.

102: Three of the four rooms are all right.  The teeth room is very hard very late in the level, especially with invisible walls.  Sorry.

103: This level title has been done more times that I can remember.  The worst one I played is, in my opinion, the CCLP2 version.  This one is all right.

104: I like the fact that there are a few tiles which make it easier to spot the invisible walls.

105: A rather simple level.  I like it.

106: An interesting type of puzzle that should be done more often.

107: I found this to be very hard, even with boosting.  Also many force floor levels have been done and this one doesn't seem to have anything special.  Sorry.

108: I found it to be fun.  The pink balls were the hardest part of the level, but not a problem.

109: I would love to see this in CCLP4.

110: A rather confusing level, but not frustrating.  It was fun.

CCLP1 Abridged: Overall I like this idea and I prefer this series to Tyler's CC1 Abridged.  Most of the levels were well represented and I don't mind the fact that it takes ten levels to go through the whole set.  There are a few minor annoyances, but no big problems.

121: I didn't solve it yet.  I keep dying at the top right room.

122: This reminds me of Frozen Birdbath and I prefer it.

123: I think this is good enough for CCLP4.

124: Such a fascinating way to exit.  I like it.

125: This is one of the rare sliding levels were boosting is pretty much useless.  This is great.

126: This is a good level.  There doesn't seem to be any pattern, but that's not a problem.  The mechanism to release the fireballs is, in my opinion, better than just a release after a predetermined amount of time.

127: The time limit is rather short, but still enough to complete the level without optimizing.  The last part is fun.

128: It's nothing special, but it was fun to play.

129: The first four rooms were ordinary.  The fifth one was unusual.  The last one uses a really interesting concept.

130: The complex mechanisms are nice.

131: The teeth room is all right, unlike the one in 102.  The last red key is an interesting idea.  The rest was all right.

132: I generally don't like levels with lots of invisible or hidden walls, especially when they involve dodging.  Sorry.

133: It doesn't feel like a complete level.  It feels like there is something missing, but I don't know what that would be...

134: The mazes feels a little ordinary.  Those monster rooms are nice especially since there is no need to dodge walkers!

135: The hardest level I solved in this set.  It didn't take me three hours, but it still took me a long time.

136: A very fun level.  Thanks for putting extra blocks!

137: I didn't solve it yet.

138: It is a very fun level.  But is it actually possible to read the hint?  Also, I love the "cruel" ending part.

139: "lots of tricky boosting"?  I didn't find anything hard, but then I don't optimize.

140: The concept has been done a few times, but I still like it.  It is fun.

141: This seems rather easy for such a late level.  Apart from that, I have nothing to say.

142: Not solved yet.

143: The concept is interesting.  The cube seems a little large, but it's still all right.

144: A very good sokoban, one of the best in the set.

145: The concept is interesting, but it gave me a headache.  Sorry.

146: A surprisingly hard level.  It was fun.

147: There should be more open levels like this.  But this doesn't deserve the 147 slot.  This is way too easy.

148: I generally don't like digging paths for monsters, but this one is all right.

149: Not solved yet.

 

I hope to leave feedback on UC4 soon.

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