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can we burn something today? |
Posted by: Stingshivion304 - 24-Mar-2014, 12:13 PM - Forum: Blog Station
- Replies (13)
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Its the best way to make leves, you all know it. You begin with a big fire and throw random objects in until your inspiration falls out the buttom, when all your other ideas are all gone. As i write I am going thru this very method - not only from fire but the surrounding world, the Tv I watch, the music i listen to - it's not difficult unless you make it. My current levelset is at 11levels and I will release sooner- not later.
It is a great honor to participate in the Cclp4 design process and as such i honor my good friend michael in his enthusiam to take the responsibilty of staff (but I haven't even talked to him at all - we should talk sometime!). I nominate Michael hereby to be a part of this and if the admins are willing-- maybe I could participate? who knows. Im just a newbie here (or a n00b as many say) after finding my old Win95 'compu' and discoveing what remains of this great nostalgia.
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Hunting for Bolds [3] |
Posted by: Ihavenoname248 - 21-Mar-2014, 6:12 PM - Forum: Blog Station
- Replies (3)
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Another week, another TON of bolds scored. Quick summary:
Mishmesh: for a 3 star difficulty this one was on the harder side for me. Eventually I made a map with all walls and floor displayed as such, with recessed walls to show which way to go second, traps showing dead ends and even a red key/lock for the one area on the top where the recessed wall method wouldn't work. Took about 45 minutes to score.
Knot: Piece of cake, got this 2nd or 3rd try due to some boosting mishaps.
Scavenger Hunt: I watched the AVI to see which directions to go at forks, this bold followed up immediately.
On the Rocks: Some untimed levels I've scored. This one I simply played through to get it out of the way.
Cypher: First try, no reference.
Lemmings: The first of a few levels I had to reference the public TWS for-there's no AVI of a 577! Definitely a fun route to perform due to all of the organized chaos going on-I also messed with alternate block timings to see what the results would be, and the 577 seems to work by cutting off the lead monster in the monster order. I wonder what bold would be if the entire monster order was reversed?
Ladder: I identified that I could move the chip collecting ladder to the end of the route without wasting any moves, so I did just to get the (marginally) trickier part out of the way as soon as possible. All in all, smooth sailing through here...
Seeing Stars: ...until Seeing Stars. This is way too hard to remember to be only 3 star difficulty (for on this later). I spent an hour on this and only had the first 40-50 seconds (out of 200!) completely memorized. From there, I decided to switch gears from rote memorization to trying to get a better understanding of why the move savers saved moves. As a result, the corners all became much easier to remember-though if you asked me now, I wouldn't remember the specifics of how to move the blocks to the spots, I could tell you the spots that blocks need to be parked. It still took another hour to remember everything past that point, but I did eventually score 597 with 0 dropped moves. Not the kind of level I like working on.
Sampler: The bold difficulties seem to be more based on how hard an optimal tenth is than an optimal second, to me. Just comparing Sampler, Seeing Stars, Lemmings and Mishmesh, they're all ranked evenly, and yet Sampler and Lemmings I found easier than Trinity, which is ranked as 2 stars! It took a couple tries to remember the teleport sequence, but executing was pretty easy.
Glut: Too easy, even though as a kid I could never figure out the teeth exits-I thought they were traps
Floorgasborg: Oh come on, seriously? This is 3 stars? It took a few attempts to get the timing down on the initial force floors, but this is nowhere near the difficulty of Seeing Stars. I got the 195 on my second attempt reaching the random force floor-the first time they sent Chip left and down, straight into the fake wall on the back wall.
I. C. You: Interesting happening while attempting this-on an attempt with 0 lost moves, I actually got prevented from pushing the block by the blob! I couldn't be mad about that, since the probability must be something like 1/1000. It's pretty funny (the blob moved immediately after, so with odd step the odds of this happening are 0, for anyone curious). Beyond that, remembering which way to spring slide caused the bulk of my issues, but it was a relatively easy bold. Still, I'd rank Sampler equal to it, not 3 stars vs. the 2 stars here.
Beware of Bug: First try, not much else to say.
Lock Block: This was also a first try bold.
Refraction: This is another level, like Blink, where I used text notes to remember which direction to move in.
SE(L->R), NE(R->L), tanks, NE(R->L), SE(1L->R->1L), toggle
NW(R->L), SW(1R->L->1R), tanks, SW(L->R), NW(R->L)
As a result, remembering which quadrant to go to, and then which side in that quadrant became trivially easy. I lost 1 move stupidly, but it evened out due to having to wait. I nearly died due to it though! Funny story about this level-I actually ran out of time on it as a kid-300 seconds did not feel like enough.
Monster Lab: I tried for the 292 for 5 minutes, scored 225, and kept going back while paying attention to something else. Still no 292, and I can't be bothered to get a 226 if I plan to obsolete it anyway. It's a real shame about the walkers in the southwest-this was always one of my favorite levels to play, and knowing that you can skip pretty much the entire thing makes me sad.
Three Doors: First try that got the opening ice slides.
Pier Seven: THIS is why I think the bold difficulty needs a bit of a re-evalution. This level is ranked as 4 star difficulty. I got it in around 10 minutes, and 10 minutes later had the perfect tenth value. Compare to Seeing Stars, a 3 star level that took well over 2 hours. It seems like boosting=+1 star-except Trinity, though my opinion on Trinity may be biased due to scoring it so early. The thought still remains: the bold difficulties on the wiki seem pretty arbitrary, and Jimmy V.'s site of easiest bolds is fairly outdated. Looks like I'm on my own on determining these difficulties
Mugger Square: After the mini rant, the wiki pegs this one at 4 stars. Ironically, the hardest part for me was any ice to force floor slide-I died because I failed the override after picking up the flippers no less than 3 times on 377 pace runs. Fun level to play though, definitely a learning experience on how to deal with force floors going into teleports a bit better, and the fireball cycle was a good way of knowing if I was ahead of pace or behind pace.
Problems: It's just walking around, I'm not sure how that garners a 2 star rating.
Digdirt: Trying to remember waits by cell number wasn't too effective, so I remembered them by how many chips are left. Once I made this switch in how I learned it, instant bold.
BUT WAIT, THERE'S MORE:
I said I could get an award on CCZone in less than 5 minutes, that isn't a 5g award. Well, it's the "Let's Play" award, for let's playing 20 official CC levels. Well, I've picked out quite the set...
Lesson 1 17 Glut 3
Lesson 2 10 Floorgasborg 5
Lesson 3 11 The Last Laugh 18
Lesson 5 15 Scoundrel 6
Lesson 6 6 Victim 8
Lesson 7 11 Metastable to Chaos 10
Lesson 8 4 Fortune Favours The 14
Southpole 16 Lobster Trap 14
Nice Day 17 Trust Me 6
Forced Entry 7 Thanks To... 12
The longest level in this group has a bold time of 18 seconds-even taking into account tenths and time spent switching levels, these 20 can go down in 4 minutes (210 seconds, to be precise)-5 is enough for an intro and mistakes to be made. As a result, I learned a few other bolds, so here's my thoughts on them!
The Last Laugh is nifty. Scoundrel I did as a kid. Victim I never would have thought of. Metastable to Chaos is mindblowingly simple. Fortune Favours The had me facepalm with how simple it was. Lobster Trap I saw the time and found the route for. Trust Me might as well have said Bust Me. Thanks To... I didn't score bold on, but it's quick even without the 1/64 shot. I'll probably record this later today and claim a couple other awards at the same time, for efficiency's sake.
Miika requested this, so even though it's still really bad: my current score my CC1 is 1,091,100, with 51 timed bolds and 57 solved levels, 4 of which are untimed on this TWS. 5,970,000 should be fairly easy to obtain, but the real test will come when I must return to RNG hell, level 23...and this turned into a wall of text I don't even know how I just typed what I thought ;_;
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Question |
Posted by: Chipwoodstock - 16-Mar-2014, 10:05 PM - Forum: General Discussion
- Replies (7)
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What if there was a Twitch Plays Chips Challenge? Imagine the hilarity of that if it picked up like TPP did...
Also, if somebody decides to make it, use the anarchy/democracy format used in TPP, but make anarchy named "Chip and democracy named "Melinda" respectively. Just saying my idea.
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CCLP1 Early Release Opportunity |
Posted by: jblewis - 15-Mar-2014, 10:45 PM - Forum: CCLP Discussions
- Replies (50)
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Hi, everyone!
As many of you are aware, CCLP1's release is 20 days away. Last month, we put the community to the test with a CCZone thread with four puzzles that revealed information about CCLP1. By solving these puzzles, you've unlocked this fifth and final puzzle. Finding the answer to this one will be a challenge, but the reward will hopefully be enticing: the release of CCLP1 one week early! That's right - if you're able to find the message hidden in this level, CCLP1 will be released on March 28, 11:59 P.M. GMT. Fair enough, right? Just download it here and get to work!
Deadline for puzzle completion will be March 21, 11:59 P.M. GMT. If no one can provide the correct answer before then, the release date will remain at April 4.
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Hunting for Bolds [2] |
Posted by: Ihavenoname248 - 14-Mar-2014, 1:46 AM - Forum: Blog Station
- Replies (1)
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It's been nearly a month since my last entry here, due to a couple things. The first and most obvious from looking around the site is that I released my levelset, Ultimate Chip 2 (those curious can go get it from the downloads section) yesterday night. I've spent a while working on this, so I haven't really been working on optimizing these levels. The less obvious reason is that I was optimizing my entry for this month's Time Trial competition-I can't say what times I got yet, but I can say that I'm satisfied with what I did get and can't see any improvements.
The least obvious reason is that I hit my first really big roadblock bold. No, not Blobnet, I got a 41x and called it a day there. I'll have to return eventually, but I'll cross that bridge when it comes time. No, I hit a huge roadblock on Blink. Teleblock took roughly an hour to get down, mostly because I was trying to teleport in such a way so that I would miss a spring slide. Elementary took 3 tries in comparison, though the long hallways were useful for getting a tapping rhythm down. I also realized that I could always hold for a longer hallway to even out the steps back to the earliest possible timeframe. Nice Day was a bit annoying with the walkers, but nothing too bad. Castle Moat and Tossed Salad were easy, Digger was also fairly easy and quite fun too.
Then came Iceberg, with a shortcut to the exit I never knew about! Naturally I fell victim to the cross checking once, it's practically a rite of passage. Forced Entry took a solid half hour to pull off, but overall the timing wasn't too bad-lots of stretches where you just hold one key and tap a second one between chips. The hardest part was definitely the very end of the level. Blobnet I didn't even try for. Not worth it right now. Oorto Geld took a few tries to get the block cages down, and then I scored 424 twice in a row before realized I needed to take a block into the 7th cage
Blink...I gave it quite a few tries, kept bonking into walls or forgetting the route. Eventually I wrote down notes on when to double teleport and switch 'parity', but these weren't exactly helpful because they were confusing. I realized putting down when chips are collected could help me find my place in the route, and it did. It was enough to score 433. Too many hesitations. At this point I overhauled the notes I'd made to show the direction and chips collected, with brackets to show when I would have to spring slide perpendicular to the emerging direction. My notes looked like this:
V1[V1]V1 VV1
V1 V1 HH1H2
HH1H1 H1 HH1
V1 V1 V1 VV0
H1[H1]H1 H1 H1 H1 HH2
V2 V2 VVVVVX
The only difference was I collected the 2 chips in the lower right ASAP forcing a 3rd perpendicular slide compared to what I ended up getting bold with. However, this scored 434 a few times, at which point I basically said "screw it" and moved on.
This proved wise as Chchchips, Go With the Flow and Ping Pong were all done within 10 minutes. Ping Pong was first try despite losing [4]. This was all done a couple weeks ago, and rather than leave 2 difficult bolds for where I left off, I took a break from going for bold to work on the other aforementioned things.
Today I decided to go back, warmed up with saving the [4] in Ping Pong (one try of course), and spent literally 8 minutes getting Blink. All it took was a step back...well, I wasn't about to stop there, and went straight into Arcticflow. This was a mistake. The first 73 seconds of the 98 second level are trivial. The last 14 are trivial. This leave 11 seconds where everything can and will go wrong...all I can say is I'm sooo glad the exit isn't one step closer to the socket, which WOULD force perfect boosting. I made a copy of the level with Chip starting after the slide and placed an exit where I needed the timer to be a certain value in the level. From there, I practiced the boosting, got it fast enough once and went back to the main level. Failed 3 times, went back to practice. Repeated this cycle a few times, then decided to change it up a bit. I practiced the boosting to the point where I scored a run of the section fast enough 5 times in a row, figuring with that consistency, 302 would be easy. I scored 301.8, twice in a row, then couldn't even do the boosting. I wish I could say I'm surprised by this, but I'm really not with all the speedruns I've done. It took another 20 minutes of grinding to finally go fast enough and score a 302.0. I don't even care about the lost [4], even though I know where most of them are, there's no gain to going for it. I did what I set out to do, and that was score 302 on Arcticflow.
The current count for bolds stands at 26, skipping only Blobnet so far. I wonder if I should stream my attempts at these next bolds, since I already know I'm going to stream Monster Lab...
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