This is an old set of 205 levels I made many years ago. They are placed in the set in the order they were designed in.
At first the levels in this set were levels I made in my youth, and aren't necessarily "bad" but sorta don't have any defining characteristics and mainly aren't designed that well. Later after making two sequels to this set, with 149 levels in the second and 48 in the third (I may release these two eventually), I was still adding to this set for whatever reason. I decided that making annoying levels would fit the "theme" of the set, if not just so I could have a place to let out all the cruel levels I didn't want to put elsewhere. Obviously I now realize this was a huge mistake, and as a result many of the later levels are filled with annoying level design, such as unnecessarily long waits, guesswork, and invalid tiles.
Many of the levels in this set are untimed. In fact, more than 80% of them are untimed. When I release this set to pieguy's site so it can have a scoreboard, I will most likely add a time limit to levels that didn't have one (and maybe fix unsolvability issues should they arise). I do not recommend this set for serious play, as I don't even remember if all 205 levels are solvable, but if you just wanna look at my old levels, go ahead!
This is an old set of 205 levels I made many years ago. They are placed in the set in the order they were designed in.
At first the levels in this set were levels I made in my youth, and aren't necessarily "bad" but sorta don't have any defining characteristics and mainly aren't designed that well. Later after making two sequels to this set, with 149 levels in the second and 48 in the third (I may release these two eventually), I was still adding to this set for whatever reason. I decided that making annoying levels would fit the "theme" of the set, if not just so I could have a place to let out all the cruel levels I didn't want to put elsewhere. Obviously I now realize this was a huge mistake, and as a result many of the later levels are filled with annoying level design, such as unnecessarily long waits, guesswork, and invalid tiles.
Many of the levels in this set are untimed. In fact, more than 80% of them are untimed. When I release this set to pieguy's site so it can have a scoreboard, I will most likely add a time limit to levels that didn't have one (and maybe fix unsolvability issues should they arise). I do not recommend this set for serious play, as I don't even remember if all 205 levels are solvable, but if you just wanna look at my old levels, go ahead!
In honor of CCLP4 submissions being opened three years ago today, I would like to semi-officially open level submissions for the first CC2 community pack. There have been conversations on the Discord about when submissions should open and who would like to be on the CC2LP1 staff and I've expressed my interest in leading the project and have received support from others. So, while the staff is not finalized, I would like to get the ball rolling by opening CC2 pack submissions, which I will maintain in a Google Doc and post here once it's more populated. You can submit your pack by letting me know here or on Discord, or letting someone know who will be sure to let me know
OFFICIAL SUBMISSION RULES:
What to submit: Your submissions need only be C2M files. C2G files are not required and are not even encouraged. Levels will be jumbled during the voting process and the final pack assembly so C2G files are unnecessary. This also means advanced scripting (level warps, inventory setting, etc.) are implicitly banned since they aren't contained within a C2M file.
Before the submissions deadline, you may submit any level without restriction. However, after the deadline there will be a six-week (length tentative, could be extended) period in which you may fix the levels you submitted to conform to the following rules or withdraw levels from consideration.
Obvious criteria: no unsolvable levels, no busted levels, no levels that have appeared in any official level pack before, no blatant level mods
Level content: It has been decided that no contents other than those listed above will restrict a level from being accepted into voting. CC1 boot levels, zero directional blocks, blank no signs, any misc hex edited tiles, hide logic, and inaccessible bonuses are allowed. Viewport, RNG setting, and map size can be anything. No preliminary bans were put it effect since these levels are in the minority and the voting results will better gauge community interest in these types of levels.
Level solutions: MUST be provided. This is mostly to reduce time staff spends testing submitting levels (which, I know from CCLP1 and CCLP4, takes a while). If you are having technical troubles recording solutions to your levels, we can accommodate.
Level submission deadline is May 31st at 11:59 pm in whatever timezone you live in (technicality: they official close on 11:59am June 1st UTC, since that when the last timezone will cross midnight, but please try to get your levels in early anyway :D)
I'm not religious or spiritual; although I have been reading and casually practicing some parts of Buddhist philosophy for a while now. I started meditating a while ago at first to just relax. I quickly learned it is a much more powerful practice than simply allowing you to relax. It can be literally life changing.
I won't go into all the details unless there's interest but here's a few things:
There is a lot of misconception about meditation. For one; there are many different methods which lead to different things and have different goals. There's no 'right' or 'wrong'. A lot of people try meditating by 'clearing their mind' and think they can't because their mind keeps wondering so they're a failure at it. This is a misconception. It is impossible to clear your mind; one main goal of many common meditations including one called Vipassana is to focus on something (like your own breath) and note each time your mind wanders. If you realize your mind was wandering and you focus back on your breath that is not failure; it's success; that's part of the goal of this practice. The act of realizing your mind is wandering and redirecting it over time will help you develop better concentration and focus among many other things.
For any who think it's just voodoo nonsense; there is actual scientific backing on it. Two interesting things that can happen as a result of meditation;
Supposedly meditation can stimulate a nerve in the brain called the Vagus nerve which connects to many parts of the body and helps your body relax physically and is very good for the heart, lungs and digestion.
Over time meditation has in some people helped deal with depression, anxiety and addictions.
There is a network in the brain called the 'default mode network' which is active whenever we are not working on a particular problem like math, watching a movie etc. In other words; day dreaming. It is believed this area is responsible for self reflection and 'theory of mind' among other things. This network can be altered or shut off entirely while meditating. This can lead to very profound and bizarre feelings. It is an altered state of consciousness which is impossible to describe or understand without feeling it. It can be very pleasant but also scary.
I also want to make a brief warning; its not all fun and games and isn't something that should be taken too lightly. Meditating, especially done poorly (too deeply, too much or too often) highly depending on the person and your personality can have negative effects. I've never been on a 'retreat' but I've read of people who've done those and have had episodes where they almost went insane.
Which Chip's Challenge game of the Chip's Challenge saga do you play the most? Now that Chip's Challenge 2 has been out for some time, I was wondering if there are users out there who have completely left Chip's Challenge since the release of the sequel, users that still play Chip's Challenge every once in a while, or users that still play the first Chip's Challenge most of the time.
As for me, I knew about Steam before Chip's Challenge 2 came out, never had it though, and am in no rush to get it, but I might consider getting it so I can get my hands on CC2.
So even though lately I haven't been chipping much at all, everytime I have, it was with CC1 (or Tile World).
I am currently working on making a TASing emulator for CC! With this emulator hope to emulate Chips challenge accurately and provide many useful features for routing and even casual playing.
Let me preface by saying I'm on an old version, 1.3, on Mac since the 2.x still feels kinda weird to me. Nothing critically broken, just something odd I noticed and I don't see any explanation or documentation anywhere:
Verifying some old solutions in WoCCLP4, most shift-tabs will finish the level with a right arrow in the bottom right corner, signaling "go to next level", and indeed hitting enter proceeds to next level, but a couple levels finish the level with a solid circle, and hitting enter restarts the same level. It still shows as a valid solution, I'm just curious if that difference signifies something O.o
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.