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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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  It's Chip's Challenge Jim, but not as we know it.
Posted by: Moonpig - 27-Mar-2015, 3:25 AM - Forum: Chip's Challenge 2 - Replies (5)




Look in the back ground Slight smile

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  Hurt and Heal: The worst hurt and heal yet
Posted by: IceyLava108 - 18-Mar-2015, 4:45 PM - Forum: Games and Trivia - Replies (5)

Because there's not enough of these threads...

+1 for the number you want to heal, -10 for the number you want to hurt. A number will be eliminated from the round when it hits 0.

Copy and paste the latest post reply, then make your changes with +1 and -10 to your choices and numbers.

Rules - No double posting! Wait until at least two different people after you have responded minimum before you post again!

NOTE - If a number you want to give a -10 score to has only 1 remaining, the -10 vote must be shared with another number.

0 [1011] +1

1 [1010]

10 [1010]

11 [1010]

100 [1010]

101 [1010]

110 [1000] -10

111 [1010]

1000 [1010]

1001 [1010]

1010 [1010]

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  Hurt and Heal - Random Levels I Remember
Posted by: geodave - 16-Mar-2015, 7:42 PM - Forum: Games and Trivia - Replies (3)

+1 for the level you want to heal, -2 for the level you want to hurt. A level will be eliminated from the round when it hits 0.

Copy and paste the latest post reply, then make your changes with +1 and -2 to your choices and numbers.

Rules - No double posting! Wait until at least three different people after you have responded minimum before you post again!

NOTE - If a level you want to give a -2 score to has only 1 remaining, the -2 vote must be shared with another level.

Round 1

Excommunicated [10]

Whirlpool (J.B. Lewis) [8] -2

Xenocide [10]

Infinite Grunge [10]

The Sewer (Tyler Sontag) [11] +1

Grump Jan Swim [10]

A Puzzle (Dave Varberg) [10]

Primal Rage [10]

One Block to Rule Them All [10]

Hate This and I'll Love You [10]

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  Post count error
Posted by: Syzygy - 14-Mar-2015, 12:25 PM - Forum: Feedback - Replies (1)

I have noticed that my post count has not increased for about the past ten posts. Is there any way to find the actual number and fix it?

Steven

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  My CC Zone Resignation
Posted by: AdrenalinDragon - 12-Mar-2015, 7:47 PM - Forum: Announcements - Replies (13)

Hello Chipsters,

I've been heading down a slippery slope lately, and don't feel I am mentally "fit" enough to keep running CC Zone for much longer. My tenure for CC Zone has been 3 years, and I personally feel it is time for me to step down as Site Owner and Administrator. The site isn't going to close down. It will stay functional until I find a successor, but there seems to be a "demon" lurking inside me and the Tom who adored Chip's Challenge is no longer present.

I'm not a perfect creature. I've made mistakes, and have had a bit of a "dark" vibe inside me for quite a while. As the years have passed, the positives have diminished, which is ironic because I originally created CC Zone: The Next Level to give myself some purpose in life and cure my severe depression. It worked for the first year, but after that I haven't really been doing a good job with keeping the site functional and looking after the Chip's Challenge community effectively. I still haven't done all the "Level-Up" rankings and given out all the correct CC Zone awards to members for example.

I can't say I deserve to be forgiven for the many bad things I have done. I don't believe anyone starts evil though. I certainly didn't, but that's how I feel about things.

If you are interested in becoming the new CC Zone owner/administrator, just reply in this topic or PM me on CC Zone.

Tom P (AdrenalinDragon),

CC Zone Site Owner/Administrator

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  CC Zone February 2015 Create Levels Packaged
Posted by: M11k4 - 11-Mar-2015, 4:38 PM - Forum: Competition Level Packs - No Replies

File category: Archived


Hi!

These are the levels submitted for the February 2015 Create Competition - Walls of CCLP2. These levels were made by:

Eric119

random 8

lookatthis

chipster1059

Flareon350

Ihavenoname248

J.B. Lewis

KeyboardWielder

Syzygy

rockdet

Minus3k2

Hornlitz

RB3ProKeys

geodave

Cyberdog

James

M11k4

Thanks to all who participated! Check out the thread for more details, such as what in the world is this crazy order of the levels?

-Miika



Attached Files Thumbnail(s)
   

.ccl   CCZoneFebruary2015CreateLevelsPackaged.ccl (Size: 30.82 KB / Downloads: 408)
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  March 2015 Create Competition - Rulings
Posted by: M11k4 - 09-Mar-2015, 5:41 AM - Forum: Competitions - Replies (22)

Think you know Chip's Challenge and it's inner workings? Then this competition is for you!


For the past couple of years, the March Create Competition has been characterized by a mechanical restriction that has limited the submissions to be 'small', or 'short' or 'simple' in one way or another. While I have a cool new idea in that vein, I have decided to use that restriction next month instead (for reasons that will become clear at the time), so for this month I had to dig up something else. I almost saved this concept for May, but decided it was so intriguing that I couldn't wait to see what you all would cook up now! It's a mechanical restriction that is very wide in some sense, yet very narrow at the same time.


Your job is to create a level that is solvable in MS or Lynx, but not both. You may either make a level that works in MS but does not operate in Lynx, or the other way around. If you choose MS, you are free to use 'invalid tiles' and even 'advanced coding', though be advised that I will play the level in Tile World and will judge heavily on the game play, not how unintuitively you can build a level. If you choose Lynx, use some mechanic that is different in MS and yet is not too hard. Whichever you way you go, make the level fun! Make it so the differences in rules arise naturally and don't seem forced. I also encourage you to find something in the rule sets that simply can't be copied in the other in some way. This time I am looking for levels that are of reasonable difficulty and length (not too long), but will play anything you make. If you need an idea for a theme for your level to get started, I suggest you use some element from the latest dream you remember.


Notes:

-Submissions are open as long as it is March 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 will 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: "March Create - Barrack"


Let the submissions pour in!


-Miika

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  Pit of 100 Tiles Developer's Commentary, part 4 (Levels 31-40)
Posted by: ajmiam - 09-Mar-2015, 3:48 AM - Forum: Blog Station - No Replies

Level 31

"Culprit"

(CCLP1 Level 135!)



[Click to Show Content]


Level 32

"Combinations"


[Click to Show Content]


Level 33

"Think Outside the Block"


[Click to Show Content]


Level 34

"Paramecium Palace"

(CCLP1 Level 107!)



[Click to Show Content]


Level 35

"Difficulty Switch"


[Click to Show Content]


Level 36

"36 Cell"


[Click to Show Content]


Level 37

"Cross Over"


[Click to Show Content]


Level 38

"Keyrithmetic"


[Click to Show Content]


Level 39

"Corral"

(CCLP1 Level 58...)



[Click to Show Content]


Level 40

"Courage"


[Click to Show Content]

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