So, a while back, we had a rather spirited discussion on the newsgroup about what the “lesson level” setup for CCLP1 was going to look like. There were several options proposed and no real consensus reached that I could remember. Various numbers for lesson levels were also thrown around too, and it seemed like 10 was mentioned by a few community members. But again, nothing was set in stone, and that was probably for the best, as the number would also be somewhat dependent on the number of highly-voted non-lesson levels in the set.
I don’t expect us to reach any sort of consensus on this now, especially since we’ll kind of have to play a lot of this by ear depending on how voting goes, but I just wanted to gauge community opinion on what sort of method should be used to compile a collection of lesson levels with which to begin CCLP1 without bringing numbers into the picture. Here’s a rundown of what options have been proposed so far:
- Voting on one collection of lesson levels among those created by designers who have submitted levels for CCLP1 consideration.
- Holding a separate round of voting just for all levels that were designed to be tutorials or could function as such and including a mixture of the highest-voted ones, each of which would focus on introducing different elements.
- Having the staff collectively design a collection of lesson levels.
- Having the staff select their favorite lesson levels from the submission pool and modify them as needed to ensure continuity across the series.
- Forgetting about "lesson" levels. Wait, what? Here’s another idea: instead of blocking off a section for lesson levels, we could just see what the landscape of highly-rated low-difficulty levels looks like, create our collection of tutorials from that, and add hints wherever needed.
I started thinking about the last possibility more recently (particularly after playing through Pit of 100 Tiles, where this pretty much is the case) and have become a bit more comfortable with it. Not only does it allow more chances for designers to get their levels into CCLP1, but it also provides some flexibility as well. We don’t necessarily need to introduce every game element at the beginning of CCLP1 and can save some for later, much like the original game did with blobs, walkers, and paramecia. And if a level with “lesson” in its name makes it in, great - if not, other levels can also fit the bill. It also frees us from having to include all of these levels in a row. What do you think? Is there an option on this list that sounds most appealing to you?
I downloaded CHIPS.dat from one of Tyler's links (actually contains the whole game with Chips.exe and sounds) and someone had edited level 88 -Spirals- and made it unsolvable. The bad file is hosted on takegame.com, Site 2. The freewebs version was OK though. And I wondered why it was taking so long to solve!!
I've solved the entire set before... on an old 386. Now I'm redoing it just to get the Awards from here!
They've been working hard on polishing Chuck's Challenge 3D, here's a video of the latest build for every-one, which includes lots of new special effects and improved performance.
[img]<fileStore.core_Attachment>/monthly_2017_10/blog-0240673001368327188.png.17a92fcc021424c510303f168d86e1c4.png[/img]It all started on a lonely day at work. I was finishing up one of my internships during college and was taking a break, planning out a list of levels I had intended to include in my set. The CCLP3 submission deadline was approaching. I figured submitting a set with a nice, round number of 100 levels seemed like the proper thing to do - after all, one of my favorite sets, DanielB1, had that amount! And as I was nearing 100, I began thinking of a level I was hoping to place as #39 or so in my future 149-level set.
The level, quite simply, would involve tanks.
I never really had a tank-centric level in my set up to that point. Well, back when I was a kid, I made a rather lame level called "TANKX" (because the tanks were in the shape of an "X!" - get it?), but that was about it. But this would be different. This would be...the ultimate tank level. The tank level to end all tank levels.
At first, I started with some dodging rooms. One of my favorite DanielB1 levels involved dodging balls and tanks at the same time, and it seemed like a good idea here too. Then came a little puzzle: it wouldn't hurt to have a small challenge where Chip had to push a block into a room of tanks to make them push some trap buttons, right? I could even add a hint that spelled out what to do to be nice! At this point, I figured another round of dodging was in order, and then came a point where I couldn't resist building a device that I had seen in a CheeseT1 level called "Weaver": tanks traveling on twisty, icy, checkerboard-esque paths! So far, the level was coming along well. But then I had a realization: what if...all the tanks could stop? What if the level could have an intermediary section in which Chip would have to manually control the tanks? Thus began a new quest to include some amount of challenge in this section. I had a little room that was meant to be reminiscent of "Refraction," but that wouldn't be enough, right? Eventually, I had an idea: what if Chip had to make something control the tanks temporarily? Then it dawned on me: I could use a device I had seen in MikeL2's "Bug Arranging"! Just ferry a bug over to a tank button and kill it once the tanks needed to stop! Finally, at the end, I included a mechanism to get the tanks rolling again and allow Chip to return back to the original chain of rooms to exit. By the time the level was finished, I certainly felt like I had accomplished my goal of building the most epic tank level EVER!!!!!!1, but it was definitely a far cry from the simple, placed-at-#39 level I had also hoped to build. In fact, the level was a hit among the skilled veteran crowd and eventually made it into CCLP3 at the #133 spot.
So what happened? Why did my original vision to make a level that would be placed relatively early in my set turn into a monster challenge? Did my hopes for making the Ultimate Tank Level get in the way? Well...yes and no. Because while making the Ultimate Tank Level was in no way a bad goal, perhaps what it ended up involving was the issue.
I've been working on a theory. I don't really know what to call it yet, but the crux of it is basically this: as designers, we often forget about just how our levels will be played by someone who's never laid eyes on them before. It's especially the case when someone plays our levels unassisted, without the use of maps in front of them. As designers, we have the ability to see our levels from the ultimate bird's-eye-view in the editor, as everything can be seen on a single map all at once. It's a far cry from the small 9x9 window to which players are confined when they take on the challenges we make. And on top of that, we know what we intend to do when we add another room or another puzzle. We know the solution. We know what comes beforehand. We know what comes afterward. Everything feels so obvious to us because we're the ones in charge. And as a result, we continue introducing more and more opportunities for players to fail when they play a level, just like I did when I built Think Tank.
So what's the antidote to this problem? Quite simply...I think we can call it simplicity. And I think it's a timely topic to talk about with the next major phase of CCLP1 production in our sights.
Now, before I elaborate further, please know that simplicity doesn't necessarily equal easiness. Simple levels can be quite difficult. In fact, a lot of simple levels in the original Chip's Challenge were devious, especially to players undertaking the game for the first time. But for the most part, they were also manageable. Here are a few qualities that I believe define simplicity in Chip's Challenge levels:
-Allowing the player to understand what the objective of the level or section in a level is. One of the most distinct qualities that permeates just about every universally lauded level is that understanding what the level is all about isn't a chore. The end goal that must be achieved in order to reach the exit or the next room is fairly simple to understand, whether it's a specific way to solve a puzzle, getting through a series of rooms alive, or just making one's way out of a twisty maze. This doesn't mean, however, that the tasks required to reach those goals are easy. In fact, they can be difficult. Let's use the original set for reference here: Blink, Rink, DoubleMaze, Jumping Swarm, and Force Field are all levels that, according to some testimonials on Richard Field's site, were among the hardest for those who had never played Chip's Challenge before. But let's break these levels down. They're not filled with devilish puzzles and red herrings. In fact, all of them use only a few of the game elements. The first three are navigation challenges, while the latter two are tests of skill. But in every case, what needs to be done - whether it's surviving a horde of walkers while collecting chips or navigating a series of teleports - is obvious. Even levels that involve puzzles can apply this principle when the objective of the puzzle isn't difficult to understand. A great example of one in the CCLP1 submission pool is Ida4's "Lean Thinking."
- Resisting the urge to be clever. Here's a mistake I've made plenty of times as a designer. If you think your red herring, guesswork challenge at the end, or making-the-player-realize-that-he-or-she-had-been-doing-everything-incorrectly-for-20-minutes moment is going to make someone go, "Oh, that was just brilliant!", chances are that it probably will frustrate more people instead. I speak painfully from experience. I'm not saying that every level that includes these sorts of mechanisms is bad; in fact, the veteran in me enjoys some of these levels. But more often than not, the average player doesn't have the time to wade through a level obfuscated by layers of deception just to understand what the point of all of it is or how to get to the next room or the exit, especially in our on-the-go, pick-up-and-quickly-play world - and especially for a game like Chip's Challenge where failure involves returning all the way to the very beginning.
- Remembering that just because you can do something doesn't mean you should. This was the big mistake I made when designing Think Tank. This one right here. All those moments I had of, "Oh! I loved this mechanism in Level X; let's include it here!" neglected one issue: the landscape of my own level. And by "landscape," I'm not referring to the design quality of the level. I'm talking about how the level plays, especially when it's long and includes multiple types of challenges. That skill-intensive task far into the level may be something you can include, and it certainly may add variety, but is it really necessary, or will it just frustrate players even more? The same principle applies to the size of a level as well - and this, unfortunately, is probably one of CC1's biggest shortcomings. Did Rink need to be as large as it was, for example? Some of the best levels are those that know just how far to go before they become too repetitive.
- Defining what you want the level to be before designing it. There was an active topic on CCZone back in the day when this question was asked: do you plan out your level before you build it, or do you come up with ideas as you go? Both certainly work in level design and have produced many great levels, but the former is certainly much more helpful in preventing another Think Tank. Ask yourself: what do you want this level to be? What kinds of game elements do you want it to include? How difficult do you want it to be? Some of the best levels are those that are very deliberate and measured in their design. Come up with a list of goals for your level - they don't necessarily have to be lofty or extensive - and check what you're doing with those original goals as you design to ensure that things don't get too out of control. Some tried-and-true design tactics involve focusing on a theme, limiting the number of game elements in your level and exploring a few different concepts with those elements, or doing the same thing with one easy-to-pick-up gimmick and including a gentle difficulty curve within the one level that explores that gimmick. EricS2's "They're Not Called Blocks for Nothing" is a great example of the latter that is both challenging and accessible.
I hope the above qualities help further define what I personally consider "simplicity" to be and why I believe it's important for CCLP1. One of the questions I've been asked since posting the voting lists for CCLP1 is what I personally consider to be too difficult for it. I could just point to a level number in CCLP3 and say, "Everything beyond this is way too hard!" But I think treating levels on a case-by-case basis is the best approach. While evaluating various levels and sets for CCLP1, in addition to including general enjoyability and design quality in mind, I tried to keep the original Chip's Challenge in the back of my head, especially considering that CCLP1 is meant to be a legal alternative to the original game that's at least comparable in difficulty. This doesn't mean that we would automatically eliminate anything beyond Force Field's difficulty, for example. Neither does it mean that CCLP1's levels would need to contain the exact same concepts or gameplay as CC1. But I tried to keep the principles that defined CC1 levels and made them accessible to beginners - even the frustrating ones - in mind throughout this process. In the future, as CCLP4 and future level packs are produced, I hope simplicity can still be a part of level design, even among more difficult levels.
Apologies to anyone who did enjoy Think Tank, by the way.
Hey you guys! It's time for another Time Trial! Yay! A couple months back we revisited some levels from last year that were made for the create competitions, and this time we are revisiting some levels from another competition. So yes, the title of the competition does not actually refer to a quality of the levels, but as a contrast between the competition types.
You'll notice that these levels are the ones used for last year's November Time Trial, but that the results for that competition have not yet been announced, as we "received depressingly few submissions". Hopefully this will prove to be a chance for these levels to find a new audience, and maybe even attract a couple of those people who might have worked on the levels half a year ago (whether they submitted routes or not). As many people can be busy at this time of the year, and because it looks like there might not be a time trial next month, I'm pushing the deadline well into June.
Enjoy!
Details:
1) The person with the highest combined remaining time on the two levels wins!
2) You may enter in either Lynx or MS, with the latter being the primary rules, meaning 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. There may be a tie in the overall score.
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. 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 shouldn't be 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. The levels have time limits of 700 and 200, which give a fair relative estimate of the times they take to solve, but even so the first one is modular in the sense that you can go and practice any room by itself before you actually go for a speed run.
5) This is part of the 2013 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 your name is Andrew, I will send you an e-card.
6) Submission deadline is pushed back a bit this time to June 16th where you live. I will judge the submissions without warning the following week 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 competitions 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.
Report any problems or ask any questions here! Have fun!
These are the levels submitted for the create competition of April 2013. The goal of this competition was to make a level based off at least 3 colors using the MSCC tileset. The colors of the titles below are the colors the designers who submitted used.