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  Voting threads
Posted by: BillR - 29-Jun-2013, 7:28 PM - Forum: Feedback - Replies (2)

I would suggest some spacing on the voting threads. It currently looks like


o 1 o 2 o 3 o 4 o 5


Perhaps something like this might be easier to read


o1 o2 o3 o4 o5


The current format probably doesn't confuse many people, but it sometimes gives me pause and it keeps bringing to mind the infamous Florida butterfly ballots of the 2000 election.


Bill

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  My thoughts so far...
Posted by: rockdet - 29-Jun-2013, 3:10 PM - Forum: Blog Station - Replies (2)

[img]<fileStore.core_Attachment>/monthly_2017_10/blog-0553348001372539959.jpg.f3f28ebf1552870d62870987dc126b82.jpg[/img]After yesterday's stream of Giraffe set, discussing with other players and reading your thoughts on what I've already played, I feel that I have to write this. I've pointed out issues in the stream itself, but with 3 watchers, I was not expecting a miracle, also given the fact that they're in the CCLP1 staff so they probably already have some form of consciousness about the whole thing as well.



First point and most important point to make, if you had to read and remember only one thing about that whole charade, that would be it. We're making a community pack, so everything should be in there. Someone's favourite level isn't necessarily a best fit for CCLP1, and so far that's what I've noticed with you guys. I feel too many levels are currently victim of their "hit or miss" factor, making them absurdly low in the rankings just because they don't happen to be of the right type...



So, liking a level doesn't mean it fits in the mould, and disliking it doesn't mean it doesn't. Before going ape about a level (because you don't like the type or you haven't gotten the gimmick), you might want to stop and understand its purpose, and analyse what it could bring to CCLP1. I've seen way too much negative things about pearls, just because it doesn't suit one's particular taste. Also, dying in a level shouldn't make the rating go down. Dying has to be expected, and who wouldn't die while playing the original 149? I dare say no one. So we could probably do with a little more thinking and a little less selfishness, perhaps, maybe, question mark?



As part of the staff, I'm going to tell you right now that our first priority in building this set will always be variety. Again, we're making a community pack. As veterans, we probably all hate playing a long and basic maze. But truth is, we still need some of those. Why? Try playing 100 itemswappers in a row, and as you blaze through, just realize how your mood would wear off. Yeah, exactly, the magic slowly dies and the whole thing gets heavier and heavier. This is why we certainly don't want to go "this-level-is-the-best-let's-have-149-copies-of-it-into-the-product". But wait, more than that : we have some of those mazes in the voting, and they're pretty darn gosh good! So why voting them down just because we don't like playing them?! That feels so selfish to me... What I like to do when playing a level is comparing it to the best levels I know of this particular type. If it's a dodging level (and you know I love them dodging levels), I'll ask myself if it's the best we could do for CCLP1 in terms of dodging. Same goes with every other type.

How about I give you some personal favourites now? These are some levels that in my opinion are worthy of CCLP1, from what I've played so far (which is not a lot). They're not all there, some I've loved a lot as well, but here's at least some thoughts about some particular levels I've enjoyed a lot :



-- From Giraffe



Sleeping Dragon : Amazing concept, I haven't seen enough levels where you have to drain the exit path. The only thing I had against that one is the partial post trick involving the blocks, which makes me place that in late game situation.

Cross Over : A very creative maze, not much else to say. Very well crafted.

A (Mostly) Simple Maze : When I finished this, I stopped and thought "what did I just play?!" We need something like that in the early game, and I love the fact that you can solve it 358 different ways.

Finding : It felt like one of those Hidden Danger ones, where you just keep on rambling everywhere not exactly understanding what's going on and eventually find yourself collecting everything. Pretty great.

-- From Cardboard



Blobs on a Plane : Was it to be expected from rockdet or anything?! Despite dying quite a lot when I played it (which isn't a bad thing), it was exciting and deserves a spot in the major league for me.

Courtyard : I never praised this level enough, everything about it screams win.

-- From Flouncy



Balls. : This level reminded me of Four Square, it really made me smile a lot.

Secret Passages : An amazing level, a maze without feeling like a maze. I'd be clearer with the chip hint thing, but nonetheless a fantastic composition.



This is rockdet signing out, keep up the good voting job folks!



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  My Second Level Ever
Posted by: random 8 - 29-Jun-2013, 11:56 AM - Forum: Level Pack Previews - No Replies



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  My First Level Ever
Posted by: random 8 - 29-Jun-2013, 11:56 AM - Forum: Level Pack Previews - No Replies



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  lookatthis scores
Posted by: lookatthis - 29-Jun-2013, 11:48 AM - Forum: High Scores - Replies (61)

I always wanted to see people obtain bold scores of my levels. The first five I got for lynx is:

1. 141

2. 62

3. 72

4. 137

5. 17

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  Baguette Pack - Discussion
Posted by: jblewis - 28-Jun-2013, 8:23 PM - Forum: CCLP Discussions - Replies (9)

This is the official discussion thread for CCLP1 voting's Baguette Pack. Feel free to share your thoughts, opinions, and comments on the levels here!

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  Tungsten Pack - Discussion
Posted by: jblewis - 28-Jun-2013, 3:51 PM - Forum: CCLP Discussions - Replies (5)

This is the official discussion thread for CCLP1 voting's Tungsten Pack. Feel free to share your thoughts, opinions, and comments on the levels here!

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  60 Minutes
Posted by: lookatthis - 28-Jun-2013, 2:44 PM - Forum: CC1 Level Packs - No Replies

File category: CC1 Levelsets


This set has a wide range of difficulty. Most of the levels are puzzles, while others are focused mainly on dodging. It contains 60 levels and gets increasingly difficult as you go on. Try them out yourself. Please use them for CCLP4 consideration.



Version 1.1: Levels 36 and 43 have been updated to avoid lucky timing.

Version 1.2: Changes the bees in level 24 to tooth monsters to promote optimizing.

Version 1.3: Takes out unintentional bomb at (13,26) on level 56 and fixes bust on level 30.

Version 1.4: Adjusts times for some of the levels.

Version 1.5: Fixes level 5 and the ending of level 60.

Version 1.6: Fixes busts on levels 45, 46, and 52. Changes times for some levels as well.

Version 1.7: Level 53 fixed in lynx (thanks to Random 8) and fixed border issue. Levels 46 and 59 fixed. 60 changed to Miika's solution.

Version 1.8: Updated level 41 and gave more time to level 42.



Additional Notes:

1. All levels are ms/lynx compatible.

2. Every level should be solvable.

3. Have fun Slight smile



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  Soko.dat
Posted by: Syzygy - 26-Jun-2013, 10:48 PM - Forum: Level Discussion - No Replies

[Image: tn_gallery_149_3_9146.jpg]

According to the scoreboard on David Stolp's site:
Soko.dat level 10Last Sokotime limit: 750

1. 707 John Lewis
2. 701 Paul Gilbert

Who would have thought that one block slap would make that much of a difference?

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  Soko 10
Posted by: Syzygy - 26-Jun-2013, 10:43 PM - Forum: Other - No Replies

An image of my finish time for Soko.dat level 10, in Lynx.



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