Welcome, Guest
You have to register before you can post on our site.

Email:
  

Password
  





Latest Threads
Pieguy's scores
Forum: View forum
Last Post: pieguy
09-Jan-2025, 9:57 PM
» Replies: 103
» Views: 57,376
Giorgio Bianchi scores
Forum: View forum
Last Post: GiorgioB
07-Jan-2025, 2:30 PM
» Replies: 19
» Views: 5,805
Sharpeye468's Scores
Forum: View forum
Last Post: Sharpeye
05-Jan-2025, 5:52 PM
» Replies: 122
» Views: 99,228
chipster1059's scores
Forum: View forum
Last Post: chipster1059
30-Dec-2024, 8:12 PM
» Replies: 240
» Views: 153,539
Paul G Scores
Forum: View forum
Last Post: paulgilbert
16-Dec-2024, 5:28 PM
» Replies: 12
» Views: 7,979
Flareon2
Forum: View forum
Last Post: Flareon350
14-Dec-2024, 5:09 PM
» Replies: 4
» Views: 5,269
Rommy's Gauntlet port for...
Forum: View forum
Last Post: Richard Porteous
14-Dec-2024, 4:06 PM
» Replies: 1
» Views: 2,884
December 2024 Create Comp...
Forum: View forum
Last Post: M11k4
02-Dec-2024, 11:25 PM
» Replies: 0
» Views: 177
December 2024 Time Trial ...
Forum: View forum
Last Post: M11k4
01-Dec-2024, 7:53 AM
» Replies: 1
» Views: 262
Which CC game do you play...
Forum: View forum
Last Post: Jeanitr
25-Nov-2024, 5:31 AM
» Replies: 14
» Views: 13,299

Search Forums

(Advanced Search)

 
  Psst...yo, buddy!
Posted by: jblewis - 10-Mar-2013, 7:32 AM - Forum: Awards - No Replies

If anyone knows what the latter part of this topic's title is a reference to, kudos. Slight smile

Just uploaded a solution map to the gallery. Back when maps were all the rage, I actually made some for CC1 and one for "Teeth" in CCLP2 displaying the bold route, but unfortunately, they're all gone now.

Print this item

  CC1 #54 - Grail
Posted by: jblewis - 10-Mar-2013, 7:29 AM - Forum: Solution Maps - Replies (2)

Hadn't seen a map of this yet, so I figured one wouldn't hurt.



Attached Files Thumbnail(s)
   
Print this item

  Pingu
Posted by: jblewis - 10-Mar-2013, 12:32 AM - Forum: Awards - Replies (1)

13,400

Print this item

  The Long and the Short of It
Posted by: jblewis - 09-Mar-2013, 11:24 PM - Forum: Blog Station - Replies (6)

[img]<fileStore.core_Attachment>/monthly_2017_10/blog-0569458001362888704.png.ab2e50aa833bf5d8a322602dbd34020b.png[/img]One of the most memorable experiences I had while playing the original Chip's Challenge as a kid was journeying through the epic campaign level that was Four Plex. There really wasn't a level that preceded it that was in any way so diverse while being so lengthy and linear. The first room was a challenge to navigate out of. You remember it, right? There were the twisty ice paths, all the items to collect, and blue walls to uncover. And to add to the challenge, there were even a few pop-up walls! But thankfully, failure here didn't hurt too much. You could just start over with only a few seconds of your time lost.

Once you exited this room, you proceeded onward to a much more challenging one. There were plenty of obstacles here: you had to retrieve four blocks and push them to a line of bombs, but along the way, you had to trigger a ball cloner on each trip to each block, and as a result, your window of time to get past the barrage of balls shrunk with every subsequent retrieval! Oh, and who could forget choosing the wrong direction after getting off each force slide or getting a block to your face if you didn't react quickly enough? And to top this room off, you also had to deal with a bug circling around while you maneuvered your blocks to the bomb line.

But once you completed this section, you slid into another room and may have noticed a change in tone. No monsters coming at you or darting out from corners to attack! But what's this?! Buttons everywhere! After spending a few seconds stunned at the sight of so many buttons all in one place at one time, you noticed that there's a clone machine in the corner and some bombs you need to explode. Now the objective is a bit more clear...but so was your realization that if you made one wrong calculation with those toggle walls, you could send a glider loose, maybe even into that clone button, which would cause all sorts of chaos and pandemonium! So you carefully planned your moves and eventually figured out a way to move around while keeping the toggle doors in the state you need them to be in. Eventually, all the bombs were exploded and chips collected.

Finally, you reached the fourth and last quadrant. There's no way you could mess up now; you came too far for that! That's why you were only sitting still, nervously staring at what lay ahead...pop-up walls. You really needed to be careful now - after all, one wrong move could have sent you all the way back to that first ice room, where you'd have to start all over again and go through all three of the previous sections! So, you gingerly stepped through and made sure no chip was left behind. But along the way, you probably noticed that there was a path into another area - even more, a pop-up wall-free area at that! Should you go for it, or continue exploring? You could leave a path for a return trip back, so you continued tiptoeing across the pop-up walls and collecting whatever chips you could scour. After you conquer that bit, you took on the end-of-level itemswapper! Looked like a piece of cake at first, but you may have figured those monsters circling around in the tight 3x3 spaces could have been an issue. But you couldn't let that bother you: you had to muster all the resolve you had and go for it. After a narrow escape or two, it was finally time. This was the moment you had been waiting for: the exit was in your sights! You brushed past the chip socket, slid up on the ice, and hit the left arrow key...sending you into a bomb! A bomb one square away from the exit, too! Your life was in shambles!

Okay, maybe that story was a little overdramatic. But that was my experience playing Four Plex - besides the bomb failure at the end, thank goodness. Perhaps it's not everyone's experience, but I'm willing to venture a guess that most beginners who take on this level might have made some of the mistakes described above or felt some of those emotions while taking on certain rooms. When I solved this level, I was so satisfied and thrilled. It quickly became one of my favorite CC levels. It still is. And for a while after I finished CC, I was wondering - why weren't there more levels like this in the game? I mean, sure, we had some really long levels, but come on - they all involved repetitive block pushing! Bo-ring, right? What other linear campaign levels were there with this kind of variety? Nuts and Bolts? Tossed Salad? These were all relatively short and not too difficult to complete. So what's with the lack of more epic Four Plex-esque challenges?

In recent years, sets like CCLP3 and the custom sets in which some of its levels appear have provided an answer. One of CC's inherent flaws is the lack of a checkpoint system - something that could alleviate the worry of going back to the start if a mistake were made. While I certainly can't speak for the original CC team, I'm going to bet that the original Lynx system may not have supported save states, and the levels had to be designed with this limitation in mind. Unfortunately, not every custom level designer has thought this way or realized this. The use of an editor, complete with the ability to see a level's entire map, changed level design tactics for quite some time. Because it was possible to play the game with a map in front of you, level designers could worry less about hiding items, presenting challenges that focused on guesswork, or using invalid tile combinations that would otherwise obfuscate important information from the player. It was much harder for designers - myself at the time included - to put themselves in players' shoes and think like they would upon seeing a level for the first time. The expectation seemed to be that most people who played these sets would do so for optimization and would want to have a map in front of them so they could analyze the level much more quickly. And this would all work well...as long as we weren't dealing with players who wanted to simply play the game casually without the use of any help.

And eventually, this became the case.

While playing CCLP3 and testing CCLP1 submissions, I think I've found the answer to my long-pondered question about Four Plex. It's a great level by itself, but a set with too many levels like this would simply be exhausting. Some people might say that the latter portion of CCLP3 was exactly this, and I would be inclined to agree. On top of the challenge that comes with overcoming the lack of an undo feature or checkpoint system while designing is keeping in mind that players' brains have to shift gears each time a new type of challenge presents itself. You may have noticed in the dramatic description of it earlier that I listed many different ways you could die. Think about it: a level like Writers' Block may be long, but the entire level is spent doing the exact same thing: pushing blocks in water. Sure, there's a chance for failure every time you get close to that water, but you recognize the danger early on and know what to expect whenever you go for a different chip - because it's the exact same process. On the other hand, Cityblock features an end challenge that's unlike anything that had been seen earlier in the level and presents plenty of opportunities for failure - except in this case, most of them are unknowns. The room is new, and it's hard to know what to expect around that next corner.

I hope this post doesn't come across as a scathing reproof of long levels, because long levels aren't inherently bad. Nor is this meant to say that all of our levels should be simplistic and short. It's how we design long levels that ultimately makes or breaks them. So the next time you sit down at the editor and plan out your shiny new campaign level, think about each challenge the way a beginner would approach it. Perhaps your level isn't meant for beginners, and that's okay. But many of the most fun levels out there are the levels that anyone can solve, even if they're not easy. It's how we present the challenges, how we arrange the rooms, how much leeway we give, how many opportunities for failure there are, and how well we place ourselves in a player's shoes that define just how great a level can be.



Attached Files
.png   blog-0569458001362888704.png (Size: 7.06 KB / Downloads: 218)
Print this item

  CCLP2 Lynx project help needed!!
Posted by: M11k4 - 09-Mar-2013, 6:26 AM - Forum: General Discussion - Replies (12)

Hi everyone!

So someone might remember that we kind of started a project to create a version of CCLP2 for Lynx. Though it has been stagnant at times, the project is still very much alive. Now we have come to the stage of asking others for some input.

One of the main questions we have needed to address has been if we want to make all the levels playable in Lynx, or do we limit the scope of the changes we might implement. I won't address this issue here thoroughly, but basically we decided to try and see what would happen if we made lynxified versions of all the levels. Some levels have obvious fixes while others have several ways to approach them, and some just need complete re-imagining.

I have now posted a set that has some versions of different levels in CCLP2. http://cczone.invisionzone.com/index.php?/files/file/215-choiceslp2ccl/

If you are interested, please take a look at what we have done with these levels. Some of the versions are poor, while others are a bit more inspired. The reason for including the last five levels are a bit different, so don't be alarmed that they have just one version (I'll get back to that later). For now, it would be great if you could comment on what you see to be the benefits of some of the different versions of the levels and maybe even say which ones you prefer. If you have more ideas how these levels could be changed for Lynx, they are welcome!

There are more levels to be dealt with, so this is just the start. Slight smile

On behalf of the CCLP2 Lynx Team,

Miika Toukola

Print this item

  ChoicesLP2.ccl
Posted by: M11k4 - 09-Mar-2013, 6:18 AM - Forum: CC1 Level Packs - No Replies

File category: Bug Demonstrations


These levels are from CCLP2, but have been modified for Lynx. There are several versions of most of the levels, as we are looking for feedback and ideas of which of these changes work the best. You can compare the levels to the originals and share your thoughts. Once most the levels have been commented on, we may hold a vote on which versions (or ideas combined from several versions) of a level are the best.

Later versions of this set will contain different levels. (We are now on volume two, and it is not known if a third volume is needed.)

Thank you for your interest! Please do not redistribute this set.

-the CCLP2 Lynx Team



What's New in Version volume II
  • Some levels for feedback.
  • 48,57,94,105,130.



Attached Files Thumbnail(s)
               

.ccl   ChoicesLP2.ccl (Size: 10.77 KB / Downloads: 307)
Print this item

  The Ludicrous Stage
Posted by: PartyPET3 - 09-Mar-2013, 3:03 AM - Forum: CC1 Level Packs - Replies (2)

File category: CC1 Levelsets

This Level Pack will wear down your patience 'cause this one's gonna take a while to beat, and it's my first upload. So Yippee-ki-yay.



Attached Files Thumbnail(s)
   
   

.ccl   The Ludicrous Stage.ccl (Size: 4.72 KB / Downloads: 399)
Print this item

  Blow The Cartridge Comic
Posted by: budugoo - 09-Mar-2013, 2:26 AM - Forum: Comics and Memes - Replies (1)

This is not mine, but I stumbled upon this comic looking for something...



Attached Files Thumbnail(s)
   
Print this item

  The Ludicrous Stage
Posted by: PartyPET3 - 09-Mar-2013, 2:16 AM - Forum: Under Construction - Replies (13)

http://cczone.invisionzone.com/index.php?/files/file/214-%7B?%7D/

Hey thar peoples. I'm that PartyPET3 guy. Probably never heard of me, I don't blame ya cause I'm really not here that often. But anyways, I've been here a little while trying to figure out how to post level packs. I'm not sure if this is the place to do it, but I think you can at least see it. Well, I think I've finally managed to make a little somethin' somethin' worth showing, so I'm gonna put it here. It's something a little different than what I've seen and that's the main reason I'm puttin' this one first. I also put a big ol' explanation in the level pack too that you really don't have to read, but the main stage in this level pack is "The Ludicrous Stage"...just to be reassuring if you couldn't tell by now. So lemme see if I can figure this out and I'll tell ya 'bout some other stuffs.

Print this item

  JBLP2
Posted by: jblewis - 09-Mar-2013, 1:32 AM - Forum: Under Construction - Replies (24)

I've been working on levels here and there for my next 100-level set, which is going to be called JBLP2. So far, I've released one preview of a level, specifically a blue wall maze in the design of a real QR code! Check it out here:

[Image: tn_gallery_20_2_231553.jpg]

You can expect to most likely see most of my Create entries for the days to come in this set too, and I'll be using this thread to post more previews as time goes on. Do you have any ideas that you'd like to see me attempt to build? The only stipulation is that everything must be Lynx-compatible - pedantic Lynx preferred. Slight smile

Print this item