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  Ultimate Chip 5 Preview
Posted by: Ihavenoname248 - 05-Apr-2015, 1:18 AM - Forum: CC1 Level Packs - No Replies

File category: CC1 Levelsets


10 levels from my in progress set. The rate of designing is a lot slower than the last 2 sets I've made, but that's because I have less ideas for levels and I'm only making levels when I have ideas.

All of these are compatible in both rulesets.



Attached Files
.ccl   UC5 Preview.ccl (Size: 7.54 KB / Downloads: 287)
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  April 2015 Time Trial
Posted by: M11k4 - 03-Apr-2015, 7:12 AM - Forum: Competitions - Replies (8)

Procrastinating is fun, isn't it? That's exactly what I am doing with regards to posting more comments on the create levels by starting this topic! But I am not going to keep all the procrastinations to myself, oh no, rather I hope to spread it all over to you too! All you need to do is download these levels, play them and send in your solutions. I'm sure you all have something very important to do this month, and the easiest way to get that done is to first procrastinate a bit (these levels!) and then do it afterwards! It's that simple! And fun! However there's one thing you must watch out for when doing that... don't try to blame me for tricking you into entering this Time Trial! Yes, exactly; entering this fun competition is so easy that it feels like you are procrastinating from something more important! How much better could life get??

This time there are three levels to play. The first has some gliders and you just need to dodge them. The second is a maze, but there are some short cuts you may choose to take. The third requires some monster manipulating but should still be fun. All these were made by Ihavenoname248, so thank you for submitting them for use here! I hope to see some stiff competition this month, as well as some valiant effort from many people. Perhaps we could attempt to break the record of how many participants are in a Time Trial!



Enjoy!

Technicalities:

1) The person with the highest combined remaining time on the three levels wins! There may be a tie in overall score.
2) You may enter in either MS or Lynx, with the former being the primary rules. This means that any Lynx solution times that exceed the best MS solution time will be considered equal to that MS time, but otherwise all the times will be compared together in one category.
3) Please send your solutions (either the tws file or avis) to CCZoneNextLevel at gmail dot com, or to my own email valeosote at hotmail dot com. Do not post your solutions or solution times or share them with others before the competition results are announced. All times will be published at the same time, and the quickest solutions will eventually be released. I will strive to respond to your message by a confirmation that your score has been recorded.
4) The levels aren't too hard to solve. Don't be afraid to send in your solutions even if you sense they aren't perfect, and simple casual solutions are also appreciated. You may enter if you solve at least one of the levels, but solving more will obviously place higher.
5) This is part of the 2015 season of the Chip Cup. Winner will be awarded 15 points, second place 12, third 10 points, and so on. If you win a competition here for the first time, you receive the "You're Winner!" award. All participants who haven't participated in a Time Trial earlier receive the "Run, Chip, Run" award. If you are the second person to send in your solutions, I will build a snowman and name it after you (pictures may or may not be available).
6) Submission deadline is May 3rd where you live. I will judge the submissions without warning the during the following days but will accept submissions until I do. If you need a more specific time, you can always ask. To avoid losing on time (it is a time trial after all), get your solutions in early rather than later! You can send in improvements while the competition is running, so there is no downside to sending in something you know might not be your best effort if you had forever to work on it.

7) The designer of the levels, may enter the competition, as he has not optimized them, nor did he have significantly more time to work on them compared to the rest of you. The same applies to myself. In addition, I never work on my own scores after seeing someone else's solution. However, if someone protests against this, I may exclude my own submission.
8) The levels may receive an update within the first week of the competition. This will only be done if there is some significant problem with the first versions of the levels (and I did make a few small changes to the first level without running it by the designer, so he still has the right to veto them).


Thanks for your interest! I'm sure this will be a fun one!

-Miika

P.S. I will try to start the next Time Trial before this one ends (maybe even with a week of overlap), so don't procrastinate too much before getting to work on these levels!

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  April 2015 Create Competition - Perfect Ten
Posted by: M11k4 - 03-Apr-2015, 6:49 AM - Forum: Competitions - Replies (10)

Some people get giddy before Christmas, or even their birthday, in anticipation of what presents they might be receiving. I get a little giddy when I announce these competitions, both to hear your reactions and then see your entries Wink This time we have a theme that is related to birthdays and fits in with the series I was hinting at last month...

Your job is to create a simple and fun level. Wait, that's not a proper requirement?! It's not even a restriction really! EXPLAIN!! I'm glad you asked, but let me set things up first...

Judging these competitions is a lot of work if there are tens of levels, but even more so if those levels are complex and hard. That doesn't mean that sort of levels are bad, it's just that for these competitions, it is more efficient and even fun if there is some sort of difficulty restriction in place. But not every month should be about making a level in a small room, or a short time limit, so what other ways are there to guarantee a similar outcome? Taking a step back, another approach to the problem is to allow someone else to judge the competition, and we have done that too from time to time. The main problems with that approach is the availability and willingness of people to undertake such a task in reasonable time. We have even tried voting on the results, but that hasn't worked as well as one could hope (at least to date). So what did I do this time?

We have a guest judge for this month's levels. She is my daughter Noomi. She will play the levels and rank them how she feels. At least I hope she will, since it will be a birthday surprise! She is turning ten in May, and I thought it would be cool that we as a community would create a small level set for her to play. Now this is where the restriction comes into place. She hasn't played too much of CC. She has played some, but definitely not as much as any of you reading this. I believe she will enjoy a simple and short level over any that are long and difficult. She may even skip a fun level if she encounters an element she dislikes. As level designers, I feel you will do well if you manage to think more in the mind set of the player when making a level for her.

I realize that to make this work, and to make it fair, I will need to try and tell you all a little more specifically what types of things she enjoys in the game. After all, a good designer should know their audience a little bit to be able to think about how their creation will be received. I will do that, but not yet. I didn't want to delay announcing this competition, but I don't have all that info just yet. So within a week or so I will post a follow-up with more information about how much she has played to date and such, to give you some idea of what you can be aiming at. Of course you can start narrowing down your ideas or even experimenting with them in an editor, and I'm sure the time you spend on it now, even without all that information, won't be a total waste. (Oh, my set kidsfair.ccl was made for her, but not all the levels and it's been some time since she first played it.)

So to summarize: Your job is to create a simple and fun level that a ten-year-old girl will enjoy! Check back later in the month for more details on what she might be expecting or what sort of things she might not like. As a general rule, I suggest not making the level too long, too difficult, too dodgy, too blockpushy, or too anything. I will be very interested in seeing what you come up with!



Notes:

-Submissions are open as long as it is April 2015 where you live!

-Do not make a overly difficult level. Please be considerate of not making the judge work too hard on solving your creation.
-The level must be solvable. If it isn't, an update is allowed but it does take extra effort so please play your levels before sending them.
-The level must be new; it must not have been released earlier.
-Please give the level a name, time limit and set a password.

-You may submit more than one entry, but please keep the levels distinct from each other. Your best two entries is recommended.
-Points may be deducted for late entries, but will be accepted until a notice is posted in this thread.

-Entrants receive the normal prizes: the "You're Winner!"-award, Chip Cup points, and "Tool Box"-award for first time entrants.
-Please ask about other unclear situations.


Email and attach your submissions to valeosote at hotmail dot com. I will strive to reply with a confirmation that I have received your entry. I prefer if you use your username and this competition in the subject. Keep it short and simple, something like: "April Create - Superman"


Let the submissions pour in, and thanks in advance for helping me make this present!

-Miika

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  CCZ-TT-1504
Posted by: M11k4 - 03-Apr-2015, 6:17 AM - Forum: Competition Level Packs - No Replies

File category: Archived


Three levels for the April 2015 Time Trial:

15.4 A -
Crystallized Silver


15.4 B -
Disentanglement


15.4 C -
Compact Contact


Thanks to Ihavenoname248 for making these levels. (I also reviewed them and we made some minor changes.)

Check the thread for details on the competition Slight smile

FIRST LEVEL UPDATED! Please use the newer version if at all possible.



What's New in Version (2.0)
  • First level updated:
  • (8,14) to wall instead of chip.
  • (16,20) to chip instead of floor.
  • Chip count corrected to 41.



Attached Files Thumbnail(s)
   

.ccl   CCZ-TT-1504.ccl (Size: 1.93 KB / Downloads: 385)
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  March 2015 Create Competition Levels Packaged
Posted by: M11k4 - 01-Apr-2015, 8:17 AM - Forum: Competition Level Packs - No Replies

File category: Archived


This package includes the levels submitted to the March 2015 Create Competition. The zip file contains two sets, one for each rule set and with different levels, as well as the accompanying ccx and dac files. You can also download the individual sets separately from the right in the previous versions list (though the first version is marked 'all levels' it does not contain all the bonus levels).

The levels and designers are:

Lynx:

Swiped Away - Syzygy

<span style="color:rgb(0,0,205)"><span style="font-family:Helvetica Neue">Squares
<span style="color:rgb(34,34,34)"><span style="font-family:Helvetica Neue"> - IceyLava108


Sea of Keys - eric119

Attack of the Keys - Chipster1059

Specific Gravity - J.B. Lewis

The Keys to Failure - Cyberdog

Delayed Post - Ihavenoname248

eXceLleNcY - geodave

Sub Station Alpha - Syzygy

Bonfire - IceyLava108

MS:

The Power of Slide Delay Compels You! - Ihavenoname248

The Bugs Who Couldn't Think for Themselves - eric119

Deprogression - chipster1059

Serendipity - Syzygy

Suffocate - IceyLava108

Mining - IceyLava108

Skeptic Debunked - Syzygy

MiSery - geodave

Chips' Challenge - RB3ProKeys

Ram It Down - Cyberdog

Sand Boxes - Syzygy

Seaweed - Syzygy

The Second Most Insane Level In All Of Space! - RB3ProKeys

Bonus:

School 4 2 Rules (both MS and Lynx)- Syzygy

Silhouettes de 101 Apparitions (two versions) - Syzygy

Standard Email Attachment Limit (Lynx) - Syzygy

Hidden Agenda (MS) - M11k4

Squared Bonfire (Lynx) - IceyLava108

1200 BPM (Lynx) - random 8

Thanks so much for all the participants! For more information on the competition, check out the thread!



What's New in Version (full edition)
  • Zip package including ccx and dac files.



Attached Files Thumbnail(s)
   

.zip   CCZoneMarch2015CreateLevelsPackaged.zip (Size: 16.5 KB / Downloads: 442)
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  Teleport Explosion Glitch demo
Posted by: chipster1059 - 31-Mar-2015, 11:38 PM - Forum: Other - No Replies

File category: Bug Demonstrations

A demonstration of a MSCC glitch. More info here:


What's New in Version 1.0
  • 1.0: Original upload on 1 April 2015. Not an April Fools joke.



Attached Files Thumbnail(s)
   

.dat   TeleportExplosionGlitch.dat (Size: 1.07 KB / Downloads: 308)
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  New MSCC Glitch
Posted by: chipster1059 - 31-Mar-2015, 11:38 PM - Forum: Programs and Editors - Replies (6)

MSCC may be over 20 years old, yet more glitches are still being discovered.

A while ago, Tyler posted a video of a variation of the convergence glitch using teeth and ice blocks:


(it also works with tanks, by the way)

I decided to make a level using the glitch. I filled the rest of the level with an ice slide inspired by Chased by...the Exit? However, halfway through my slide, I realised that I was stuck in the middle of the map. Rather than rebuilding the slide, I added a teleport to continue the slide elsewhere. This had the side effect of preventing the glitch from working properly (it requires teleports), so I added a small mechanism involving a tank.

The result is a multible tank glitch style glitch demonstrated in the following video. The video is in odd-step, as Chip gets killed by a block in even-step:




Does anyone have any idea what causes this?




[Click to Show Content]

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  Burning Labyrinth solution
Posted by: chipster1059 - 31-Mar-2015, 4:17 PM - Forum: Solution Maps - No Replies

A solution to my level Burning Labyrinth in C1059-1. Map created using MapMaker Deluxe with solution added on top of it.



Attached Files Thumbnail(s)
   
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  Hunting for Bolds [7/FINAL]
Posted by: Ihavenoname248 - 29-Mar-2015, 10:18 PM - Forum: Blog Station - No Replies

Now You See It: J.B. said this would would be really hellish in Lynx, so after making a notated map I attempted it there first. Took 3 tries, then 1 to match the 906 in MS. The map I used replaced all wall/floor equivalents with wall and floor tiles, then marked the path to the exit with dirt. Paths to chips had gravel, dead ends were marked with a single trap at the entrance. I also had recessed walls for the fork to take second, but these were obsoleted by the dirt/gravel notation.

Skipped ahead to Perfect Match at this point because the solution I had was 964 and I was missing something. That something turned out to be the additional clone and kill to block the fireball stream earlier. I scored 968 on the 2nd attempt. In Lynx, it only transfers as a 965...but the trick to 966 is really neat and feels good to execute.

Paranoia: At first, I thought the boosting was 4 ice tiles, so I could drop 1 boost and just spring slide to not waste any time. Unfortunately, it was actually 5-but fortunately, I could do it every time! I forgot to wait at the paramecia once, but beyond that this was a fairly easy bold to score.

Catacombs: 1/455 shot. I've had worse. (on later calculation & anecdotal evidence, it's more like 1/655.)

3 minutes later, I had 379.8. Reason for the lost move? Being sent left at the first RFF and overriding right. Ah well, going in 379 was what I was going to go for, due to having to head off to class soon anyway. But with how quickly and painlessly that came, I knew in the hour between classes, this would be the goal.

Unfortunately the luck was not on my side, though I did reach the final RFF 3 times. Amusingly the second RFF moved the block where Chip was supposed to go and Chip where the block was supposed to go 6 times in a row! After arriving at home, I spent another hour and a half on it-still without success.

A couple days later I spent a half hour working on it again, got nowhere, hopped in a call with Zorasknight, got it 17 minutes later. Pretty convincing anecdotal evidence towards RNG-based CC levels playing nice while I'm in a call with an Ape Escape speedrunner. Unfortunately LUNiT had to go kill this plan to score luck based bolds before it could begin...

Colony: It took me more time to note down room directions than to score. For completions' sake, here are the notes I used (an * denotes skipping the chip in the room).

DLUL* DULLL DLUL DDDR*

DULUR RRURD RRRLD DLD*

RLURR DDL* DRLU LDUL*

DU* L* UDRUUL LDDDR LD FINISH

I used FINISH because at that point, the remainder of the path is obvious.

Apartment: Watched the route once, wrote down directions as above, scored it in one try.

Icehouse: See above, but without notes and 2 tries to execute. The first attempt forgot to take the ice path to the red lock area.

Memory: I expected this one to take a few tries, but like Colony, encoding the route correctly resulted in a quick execution of the route: actually first try!

LU U*R D LLL U*LD D*R R

LL*UUR*L L D*D*ULD L RURD*ULL*R

U L U*R U*L U*R L*DR*DL*DRDL*RR*URRU*D*R

U U*DR*R U L RU*U LL R*RU*L L RR*DL*RD*DDL*LU*DDL*UU

UR LU D*DL D*L*U RU U*U R LD*DDLU*U*L D L RUL

Every directional input was which direction I needed to leave the room from. An * meant hitting the button in the room was required. Every space was used as a separator for chips, allowing me to remember when I was supposed to pick certain chips up. I still messed up and grabbed a chip early, but played the rest perfectly and still got the 488.

Jailer: I had to wait in the northwest for 2 moves, which fortunately is allowed by the route. Aside from forgetting where to go after the 2 chips on the right wall once, this was an easy route.

Short Circuit: I expected this to be an easy first try bold, but my first attempt came up 1 second short. My second attempt turned the wrong way with 7 chips left, and my third got it despite seeming the same as my first.

Kablam: This one proved rather boring. Thankfully, I got it first try.

Balls O Fire: Took 2 tries. I forgot what to do on the first and got 258.

Block Out: I repeatedly messed up the ball section at the bottom, mostly because I watched the AVI once and went "alright I know how to do this, let me do it real quick before homework". 10 minutes later, I had bold but was in no mood for homework, so I pressed on to...

Torturechamber: ...a dumb idea. My very first attempt forgot to wait at the last chip, and then I could not do the boosting right. After another 5 minutes, in which I died at the last chip another 3 or 4 times, I finally remembered to wait...and then waited too long. Thankfully, the next attempt got the 133.

Blah blah blah CCLP1 public routes blah blah blah Cineworld sucks blah blah blah public half of CCLP3 for 76 bolds & 6,000,000 points blah blah blah tried Block Buster a bit and the first 2 seconds didn't work repeatedly because half waits. Specifically, my down input is ignored half the time and the other half the time my second right input was ignored. Have I mentioned I hate half waits? I'll try this again after other routes with them. I took a 387 with "fast" green key, though I messed up and cloned extra blocks.

Chiller: A route that was both surprisingly difficult and surprisingly simple. At first, I had trouble remembering what to do, but after following the top row block once (and playing the rest out to be 274) I had very little difficulty remembering what to do.

Time Lapse: Boosted wrong, [963].

Open Question: I've gotten better at dodging levels. Specifically, playing my own level "Amorphous" (currently unreleased, but will probably be in a demo of sorts for UC5, yes, that exists, fairly soon). Said level has lots of pink ball dodging in similar patterns to this level, and block pushing through it. I watched the public TWS route for the general route between chips, and scored 462 in one attempt following.

Deception: Watched once, played once, made a mistake, still got bold. This keeps happening now: I've noticed I have a lot less difficulty remembering longer or more involved routes than I did when I started out. I had trouble remembering the sequence of actions for Iceberg before, but now I can remember the entirety of things like Paranoia easily, and for routes like Colony and Memory I can encode the route in such a way so that I can reference while playing and easily score bold.

Oversea Delivery: hahahahahahahahaha later. Even after that spiel this route is still a little too involved and a little too execution heavy for the moment. It does allow 2 mistakes, but remembering the route and then having to execute...I'll definitely be back later.

Block Buster II: Oh, you again. I don't like you. I was able to get the first half down pretty quickly and reliably, but, again, the half waits refused to cooperate. After a dozen successful first halves, I finally got the 1st 2 half waits...and realized I didn't know what to do after that. An hour or so later, I was getting the first half 25% of the time, and the first half wait about half the time. However, I still couldn't get the slide delay shenanigans right, with my best attempt moving up after 'button 6' instead of half wait DL. My hand had slowed down at this point and I could no longer get the boosting in the first half, so I took a break and moved on.

The Marsh: It took me a couple tries to remember the block pushing at the end, but it was easy.

Miss Direction: First try, bad boosting at the end Tongue. On checking my Partial Post decimal with the command line -t, I found out that this was a -.9.

Slide Step: With my hand still not fully back up to speed, I knew this would pose an interesting challenge. I watched the route in the public TWS, and scored 208 on the first attempt. That wasn't too bad, 210 should be easy, right? A couple restarts later, 209 with mistakes in the bugs. A few tries later, I oofed twice after the bugs, but played the lower half perfectly to score 210.

Alphabet Soup got a skip for now: untimed, non-public bold. I'll look for it eventually.

Totally Fair: Took a few tries to manipulate the tooth monster correctly, but it was a simple enough level.

The Prisoner: It took me the longest time to direct the fireball into the bomb, and then I kept mis-ordering the rest of the 'prison'. When I finally escaped, I forget to take the ice slides as a shortcut, scored 271, but scored 272 immediately after. Fun fact: at this point I was missing more untimed CC1 bolds than timed CC1 bolds!

Tried Block Buster II a bit more. Decided to do an easier route if I dropped any boosts in the beginning. Ended up with 693. Another hour of attempting later, I forgot to wait before following the final block and ended up with a 713. Since it was now 2 AM, I let the time sit there for the night.

Firetrap: I watched the route once, thought I had it down but when I went to score it, I kept making small mistakes. Forgetting to get the red key, forgetting to get the blue key, forgetting there's a wait before pushing the block onto the fire, forgetting to wait for the tank before the fireboots, forgetting where to go after the ice corner hit after the fireboots...after about 15 minutes I had the 667, though, without having to reference the route again.

Block N Roll: SKIP

SKIPSKIPSKIPSKIPSKIPSKIP

NO WALKERS RIGHT NOW, NO THANK YOU

All Full: As a kid this was one of my favorite levels. Scored bold on the 2nd attempt, because the first took the ice slide and cloned a bug.

Ice Cube: 2 attempts, going off the directions on the wiki. The first misinterpreted (2R) to be right, right, backtrack instead of right, right, left, left. I clarified the notation and scored 933 on the 2nd try.

Totally Unfair: Made the mistake of setting odd step first attempt, bold on the second. Common theme, that is.

Recommended listening music for the remainder of this post:


. This is what I was listening to during everything from Mix Up onwards.

Mix Up: I expected this to be a torturous endeavour, and I was not mistaken. However, I expected the reason to be remembering the 5+ minute sokoban route, not execution mistakes outside of the boosting! My first few attempts at the level were with heavy pausing, alternating between gameplay and the public TWS every block. In the bomb room, though, there would be stretches of gameplay only 7 moves long-that room was complicated! The farthest one of these pause attempts went was 717 seconds remaining: the tooth dodging. I accidentally ran into a wall after the sideswipe, then input down left...but the down was post oof so the left input went after, stepping onto the tooth. I wasn't pleased, but get trying. At this point, I found I knew most of the route by memory, and get forgetting minor details in the bomb room. Eventually, I executed correctly to the tooth room again, with 3 or 4 pauses to catch my place in the route, and dodged the tooth monster right! After taking the chip, I paused again and checked the TWS to make sure I wouldn't lose this attempt. The boosting went perfectly...and then I spaced out and didn't move for 2 moves in the bug room. 682.8, I pulled a Spiral (Andrew Bennett's Spiral route in the CCLP3 public TWS was a 395.8, with a move lost after picking up the final chip). I was actually somewhat angry, now, but kept going, determined to pull off a 683 without pausing. 2 attempts at the bomb room later, I messed up the boosting at the end and lost 1 move but that was still good enough to score 683. I can safely say that's one of the most difficult bolds I've ever scored, as the next longest route I've executed correctly is (I believe) Metal Harbor Lynx, at 208 seconds, though Seeing Stars at 203 MS seconds is longer. This comes in at 316 seconds: the longest timed route in CC1!

Blobdance, Pain, Doublemaze: hahahahanope, hahahahahahahafinemaybelater, hahahahahahahahahahahahahanotachanceidon'tevenhaveH2Oyet.

Goldkey: Forgot to tap up 3 times at the end of the force floor area, forgot where to go after the northwest, 392. That's one forgiving route.

Partial Post: After attempting to remember after a single watch, and failing horribly, I fell back on the old standby: notes.

Teleport x5


Feed 3 blocks in up


Adjacent block in, swing around DOWN UDUD


Loop around, stagger 3, swing around UP DUD


Next in, swing around UP DUD


Straight shot, swing around DOWN UD


Clear the bottom, swing around UP DU


Closest in, swing around D U


Closest in, swing around D U


Stagger 2, left and feed down, feed left


Bottom block left 3, middle left 3, bottom down 1, topleft left all the way


Set up post, feed 2 down and slide 3 in front


Swing around to the left, then the top


Partial Post 2, then D(LU)R


The first attempt with notes scored 237. Many, many attempts of ignored inputs later, I had what I thought was perfect, but it turned out to be a 239.6, 2 moves lost. A few attempts later, I realized I had lost a spring slide on the DUDĀ® stretch and another on a R(DL)U(UU). It didn't take too much longer after that to score the bold.

Yorkhouse: New day, new attitude towards random elements. How bad could it be? Well, I made some dumb execution mistakes but still scored a 919 on the 3rd attempt. When going for 920, though, everything seemed to go wrong. The first 2 walkers seemed to strike 50% of the time apiece, but surviving them would guarantee passage to the right side of the level. The next 2 walkers were murderous, though, and I died many times with 143 chips remaining. Finally, I survived that walker...except the final caged walker killed me. I even had a cool reactionary route change to avoid a walker pileup, too... The next attempt died at 86 chips remaining. Next 2 long attempts died at 207 and 293, both from ridiculous collisions and forced chip takes. Then 198 releasing the right corridor walker...you get the idea. Lots of dumb unavoidable deaths. Finally, I was able to survive releasing the final walker and wasn't killed cleaning up the last chips. That was rather annoying.

Icedeath: Woohoo, boosting! Another level where I looked at the route on the wiki and executed. My first attempt clocked in at 262, and my second attempt at 262.8. This was surprisingly easy, as not 5 minutes later I had 263.2.

Underground: Notated the route onto a map of the level, took a while to score because I kept making small mistakes.

Stripes?: Made an altered map of the level with gravel and keys, scored 856 on the first attempt. 858 followed immediately after.

Fireflies: Noted down the chip orders and when to wait on an image of the map, scored bold in 2 attempts. The first forgot the 2nd wait in the southeast.

Cake Walk: Some other day I'll execute the "proper" route. Right now, I just played the level once to remove my initial time, scoring a completely improvised 681. I even made the mistake of going for the yellow key before picking up the green key!

Force Field, Mind Block: Some other time.

Special: Overboosted once to score 954, 955 next attempt.

At this point, I went back for Block N Roll and scored 432 in one attempt. The walkers played really nasty and I had to wait a lot, so I went for another attempt. That died on 436-437 pace at the last walker. And another, that got 431. Then I got 434 (stalled a bunch approaching the top...). The 4th completion was my initial goal of 437, and I'm more than satisfied with that for now. This reminds me too much of Time Suspension, but with more walkers involved. A few days after the original posting I played Cake Walk again and scored 700.

And that's it for the initial pass through CC1, aside from some untimed levels near the end. Here's the current score/bold/seconds to gain breakdown.

[Image: 2bf1hzF.png]

CC1 MS score: 5,977,020 (131 bolds), 10th place

Missing seconds:

Blobnet: 413 (-23)

Spooks: 547 (-1)

Block Buster: 387 (-15)

Block Buster II: 713 (-1)

Block N Roll: 437 (-6)

Skelzie: 453 (-1)

Cake Walk: 700 (-17)

I'm planning on picking up a 430 on Blobnet, 400+ on Block Buster if not the 402 outright, 714 on Block Buster II, 439+ on Block N Roll, 454 on Skelzie when I have access to MSCC (eventually), and a 710+ on Cake Walk. Once these are completed in the least optimistic scenario, my score would be 5,977,460, which would be enough for 5th place currently, 1 second ahead of James.

Missing untimed bolds, entirely from lack of trying: On the Rocks, Rink, Writers Block, Cityblock, Oversea Delivery, Alphabet Soup, Blobdance, Pain, Doublemaze, Force Field, Mind Block.

Of these I will probably be scoring On the Rocks, Rink, Oversea Delivery, Alphabet Soup, Force Field and Mind Block. Writer's Block and Pain, being public, I may go for eventually. Cityblock, Blobdance and Doublemaze are on the HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHANOTLIKELY pile. Perhaps in a few years.

Well, I suppose next on the list is CCLP2 since there's a lot of public routes I haven't attempted there. After that, finishing up CCLP1 (gotta get that 6,005,xx0!), and then I can turn my attention towards CCLP3 and beyond! Oh and Lynx. There's a lot left to do, but rising to 10th on the CC1 MS scoreboards from having never finished the set in a little over a year? That's been fun.

- Jeffrey/IHNN Chip Win

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  Chip's Challenge 2: Editor
Posted by: Moonpig - 29-Mar-2015, 4:43 PM - Forum: Chip's Challenge 2 - Replies (6)

Chip's Challenge 2: Editor

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