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  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.



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  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.



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  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...



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  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.

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  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

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  QR Code
Posted by: jblewis - 09-Mar-2013, 1:28 AM - Forum: Level Pack Previews - No Replies

Here's a first look at JBLP2! This is actually a real QR code that links to my photography website (which, at this time, is currently down, but that should be fixed in the days to come).



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  So far away, we wait for the day...
Posted by: jblewis - 09-Mar-2013, 12:45 AM - Forum: Awards - Replies (3)

For the lives all so wasted and gone

We feel the pain of a lifetime lost in a thousand days

Through the fire and the flames we carry on!

Just skyped you my TWS, Tom. Slight smile

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  Arcade cleanup
Posted by: AdrenalinDragon - 08-Mar-2013, 3:39 PM - Forum: Arcade - Replies (10)

Guys, as I'm running out of web space, I'm going to have to remove a fair amount of CC Zone arcade games to clear up some more space for graphics and CC Zone downloads. I've decided to split these type of games into two categories.

  • Broken
  • Unpopular

Please list 3 games to
stay
and 3 games to go
.

The following games cannot be nominated:
  • City Jumper

  • Mini Golf

  • Slot Machine

  • Ten Pin Bowling

  • Nyan Cat Fever

  • Skee Ball

  • Snake

  • Classic Frogger

  • Tetris Arcade

  • Bloody Pingu

  • Burger Time

  • Marble Mayhem

  • Ms. Pacman

  • Tower Blocks

  • Lemonade Tycoon

  • Qbert

The following games have been nominated to stay:
  • Curveball - 2 votes

  • Puzzle Bobble - 1 vote

  • Mahjong - 1 vote

  • Snake 360 - 1 vote

  • Kitten Cannon
    - 1 vote


  • Tower Defense - 1 vote

  • Bush Royal Rampage - 1 vote

  • Helicopter - 1 vote

  • Minesweeper - 1 vote

The following games have been nominated to go:
  • Minesweeper - 2 votes

  • Multitask - 1 vote

  • Mario Kart Extreme - 1 vote

  • Snake 360 - 1 vote

  • Crazy Pinball - 1 vote

Please list some arcade games you think should go to free up some space on CC Zone.

I vote

Kitten Cannon, Tower Defense, and Bush Royal Rampage to stay.


Joust, Mario Kart Extreme, and Duck Hunt to go.

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  Ms. Pac-Man
Posted by: Flareon350 - 08-Mar-2013, 1:52 PM - Forum: Awards - Replies (5)

I think the award requirement was like 50,000 or something. If so, I got almost 60,000 on my 1st attempt! Slight smile

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  A Brief History of Time (and Designing)
Posted by: jblewis - 07-Mar-2013, 10:40 PM - Forum: Blog Station - No Replies

[img]<fileStore.core_Attachment>/monthly_2017_10/blog-0297139001362715969.jpg.8ee4de2a804e74ec589b394a5e966f38.jpg[/img]Welcome to J.B.'s Level Design Musings!

I've thought about starting this blog for quite some time, but I haven't really set out to commit to do so until tonight. So, here it is. Basically, I wanted to provide fellow Chipsters with a place where we could talk about the merits of quality level design, what level design preferences have looked like in this past in our community, and where things appear to be going in the future. I certainly don't consider myself to be the ultimate level design authority, but I'm happy to share my thoughts about what I've observed to work the most when designing levels, and at the same time, I'm ready and willing to learn from others as well.

So why don't we start from the very beginning?

Custom level design has almost always featured an overarching desire to explore new territory. When I discovered ChipEdit back in 1998, along with one of the first sets uploaded online (which is now much longer and called CatatonicP1.dat), I was intrigued by the use of invalid tile combinations. In fact, much of my time was spent playing around with invalid tile combinations, precisely because it was "that thing the original game just didn't have!" After a few years away from the game, I returned to the online CC world to discover many more sets had been uploaded, including an epic (then) 149-level challenge called EricS1 and an invalid tile lover's paradise: DaveB1 and DaveB2. From what I could tell, many of the seasoned designers were all about boldly going where no level had gone before. By the time CCLP2 was assembled and released, this same paradigm applied to many of its levels: sokobans, joyrides, a new type of puzzle called "Cloner's Maze," the use of random force floors, and other elements that had never been explored to much extent in years past took center stage. And at the same time, the interest in optimization started to reach a fever pitch.

The years that followed were largely spent dissecting the game and analyzing its various bugs and idiosyncracies. Some designers built entire levels that revolved around "insane" level behavior or the other strange workings of Microsoft CC. Much of the community at the time played the game for optimization, too. In fact, many levels were built specifically for optimization; the introduction of pieguy's custom scoreboard site was very instrumental in ushering in an era where custom scores could be reported on any set that was uploaded. Throughout this time, submissions for a new level set called CCLP3 were open - and for quite a very long time. With so much of the game's mystery taken away, the biggest satisfaction most people found was in optimizing it, and many of the levels submitted for CCLP3 consideration reflected this desire.

When CCLP3 voting was finally completed, most of the levels that the community had favored were the most difficult ones out of all that were submitted. But ironically, though the set was built mainly for the veteran players who enjoyed complexity and puzzling brain-teasers, what followed in the community was an unexpected but quite welcome shift. New players began to join the fold, and many of them weren't interested in optimizing the game, analyzing its intricacies to meticulous detail, or spending hours solving giant puzzles. They just wanted a game they could pick up for a brief period of time and enjoy playing in manageable chunks. The rise of Let's Plays on YouTube also proved to be conducive to casual gameplay, and once again, CC felt new again for a brand-new generation. Design was no longer about finding something new; it was now about presenting the familiar in innovative ways. It also wasn't long before the idea to create an official set specifically for new players that served as a replacement for the original CC1 was brought forth, and from that, the CCLP1 project has since launched and is currently in production.

Since CCLP1 submissions have closed, I've tested thousands of levels in the running, and I can safely say that the future is looking bright for level design. The objective of creating a level set that's beginner-friendly has sparked a revolution in level design where casual gameplay is being considered, and I believe that can only be a good thing, particularly for the next generation of CC players who will likely search for more challenges after completing CCLP1. In the days to come, I'll be sharing my thoughts on level design, how I believe the best levels consider all styles of gameplay, and some difficult lessons I've learned as a designer. Where will community preferences with respect to level design go in the future? The answer is anyone's guess, but I can only hope that it's a place where players of all skill levels can feel welcome.



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