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  TSNull
Posted by: quiznos00 - 11-May-2018, 10:13 PM - Forum: CC2 Level Packs - No Replies

File category: CC2 Levelsets


This is my CC2 rejects set. It has 24 levels.


Confirmed solvable? Yes


What's New in Version 21 Mar, 2020

Added 3 levels



Attached Files Thumbnail(s)
   

.zip   TSNull.zip (Size: 30.58 KB / Downloads: 391)
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  April 2018 Create Levels - Pushing New Ideas
Posted by: Ihavenoname248 - 05-May-2018, 6:26 PM - Forum: Competition Level Packs - No Replies

File category: Competitions

For more details and the eventual rankings, check the competition thread!

http://cczone.invisionzone.com/topic/1467-april-2018-create-competition-pushing-new-ideas


What's New in Version 2

Updated to have the correct version of Rundown Railyard and to fix Block Master.



Attached Files
.zip   April 2018 Create Levels.zip (Size: 20.58 KB / Downloads: 444)
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  April 2018 Create Levels - Pushing New Ideas
Posted by: Ihavenoname248 - 05-May-2018, 6:26 PM - Forum: CC Zone Meta - No Replies

April 2018 Create Levels - Pushing New Ideas


View File


<hr class='ipsHr'>
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For more details and the eventual rankings, check the competition thread!

http://cczone.invisionzone.com/topic/1467-april-2018-create-competition-pushing-new-ideas

<hr class='ipsHr'>
<ul class='ipsDataList ipsDataList_reducedSpacing ipsDataList_collapsePhone'>
<li class='ipsDataItem'>

Submitter

Ihavenoname248

</li>
<li class='ipsDataItem'>

Submitted


05/05/2018

</li>
<li class='ipsDataItem'>

Category


Competitions

</li>

</ul>

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  MO Navigation
Posted by: Markus - 04-May-2018, 2:05 PM - Forum: Level Discussion - No Replies

Hello all chipsters!

For the last 3.5 years I haven't been very active in the CC community. I played only a couple of sets and joined few competitions. Nevertheless, I made some levels during that time and I feel it would be a shame if I didn't release them. So here they are! This set is short - only 5 levels, and none of them are especially difficult. I noticed that 4 of them had a monster guiding theme, so I decided to go with this name. I hope you enjoy them!

Download

Please leave your thoughts & feedback in this thread.

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  MO Navigation
Posted by: Markus - 04-May-2018, 2:04 PM - Forum: CC Zone Meta - No Replies

MO Navigation


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<hr class='ipsHr'>
<div class='ipsType_normal ipsType_richText ipsContained ipsType_break'>

5 levels I made between MO3's release and now.

<hr class='ipsHr'>
<ul class='ipsDataList ipsDataList_reducedSpacing ipsDataList_collapsePhone'>
<li class='ipsDataItem'>

Submitter

Markus

</li>
<li class='ipsDataItem'>

Submitted


05/04/2018

</li>
<li class='ipsDataItem'>

Category


CC1 Levelsets

</li>

</ul>

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  MO Navigation
Posted by: Markus - 04-May-2018, 2:04 PM - Forum: CC1 Level Packs - No Replies

File category: CC1 Levelsets


5 levels I made between MO3's release and now.


Confirmed solvable? no


What's New in Version 1.0.1

CC Zone attachment: MO-Navigation.dat



Attached Files Thumbnail(s)
   

.dat   MO-Navigation.dat (Size: 2.37 KB / Downloads: 444)
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  tiles.bmp fixed
Posted by: telly23 - 03-May-2018, 5:15 AM - Forum: CC Zone Meta - No Replies

tiles.bmp fixed


View File


<hr class='ipsHr'>
<div class='ipsType_normal ipsType_richText ipsContained ipsType_break'>


I updated and fixed the microsoft tileset for tile world.

For some reason the transparency mask was off by a few pixel on some tiles, giving them a very noticeable border.

Also the image was upscaled (because the original tileset by microsot is way too small for today displays), but in the process the image was made blurrier. I corrected that, and this tileset is now two times as big as the original but still sharp.

I had to change the colors of the pink ball from #ff00ff to #ff00fe beacuse the first one is also used by tile world for transparency. The difference is not noticeable of course, but pink balls are no longer transparents.

<hr class='ipsHr'>
<ul class='ipsDataList ipsDataList_reducedSpacing ipsDataList_collapsePhone'>
<li class='ipsDataItem'>

Submitter

telly23

</li>
<li class='ipsDataItem'>

Submitted


05/03/2018

</li>
<li class='ipsDataItem'>

Category


Tilesets

</li>

</ul>

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  tiles.bmp fixed
Posted by: telly23 - 03-May-2018, 5:15 AM - Forum: Tilesets - Replies (1)

File category: Tilesets

I updated and fixed the microsoft tileset for tile world.

For some reason the transparency mask was off by a few pixel on some tiles, giving them a very noticeable border.

Also the image was upscaled (because the original tileset by microsot is way too small for today displays), but in the process the image was made blurrier. I corrected that, and this tileset is now two times as big as the original but still sharp.

I had to change the colors of the pink ball from #ff00ff to #ff00fe beacuse the first one is also used by tile world for transparency. The difference is not noticeable of course, but pink balls are no longer transparents.



Attached Files Thumbnail(s)
   

.bmp   tiles.bmp (Size: 1.31 MB / Downloads: 533)
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  J.B.'s CC1 Levelset Feedback Thread ("Walls of CCLP1" Complete!)
Posted by: jblewis - 02-May-2018, 12:52 AM - Forum: Level Discussion - Replies (35)

A while back, in his designer diary notes for his penultimate CC1 set, Josh Lee had posted a number of comments about wanting to create a set based on the walls of CCLP1. Only a few levels were ultimately converted, but the idea stuck with me and came back to mind while playing through Jeffrey Bardon's recent Walls of CCLP4 set. Originally, I was considering making a CC1 set that was entirely based on walls from various levels among all the official CC1 sets, but Jeffrey's hard work proved that there was merit in sticking with one set and going for it, regardless of the difficulty involved in the conversions. On top of that, I hadn't regularly designed for CC1 in several years, so the idea of working from existing starting points was very appealing. I love the idea of designing for CC2, but jumping from no recent design experience to a completely new game felt a bit daunting. This has made the transition much more palatable.

At first, I considered the idea of releasing the set all at once at the end of its development, much like Jeffrey did with WOCCLP4. But as I began designing, I remembered playtesting Andrew Menzies' The Other 100 Tiles and giving feedback gradually throughout the course of its construction. I like the idea of iterative releases and continuous feedback over a lump sum release, so I've decided to release this set in about 30-level increments, with the levels in each batch placed after the previous one(s) and arranged among themselves in rough difficulty order. This first release is only 26 levels, but there are some tough ones here, so I'm hoping that the next major release, at 60 levels, will include a few easier challenges. The difficulty of the set will hopefully be moderate to hard.

Feedback is very much welcomed and encouraged! Please let me know what you think of the levels, what you'd like to see more or less of, and how the set can improve as time goes on.

CC Zone attachment: /files/file/665-walls-of-cclp1/?do=download&r=10878">Walls of CCLP1

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  Walls of CCLP1
Posted by: jblewis - 02-May-2018, 12:47 AM - Forum: CC Zone Meta - No Replies

Walls of CCLP1


View File


<hr class='ipsHr'>
<div class='ipsType_normal ipsType_richText ipsContained ipsType_break'>


A while back, in his designer diary notes for his penultimate CC1 set, Josh Lee had posted a number of comments about wanting to create a set based on the walls of CCLP1. Only a few levels were ultimately converted, but the idea stuck with me and came back to mind while playing through Jeffrey Bardon's recent Walls of CCLP4 set. Originally, I was considering making a CC1 set that was entirely based on walls from various levels among all the official CC1 sets, but Jeffrey's hard work proved that there was merit in sticking with one set and going for it, regardless of the difficulty involved in the conversions. On top of that, I hadn't regularly designed for CC1 in several years, so the idea of working from existing starting points was very appealing. I love the idea of designing for CC2, but jumping from no recent design experience to a completely new game felt a bit daunting. This has made the transition much more palatable.

At first, I considered the idea of releasing the set all at once at the end of its development, much like Jeffrey did with WOCCLP4. But as I began designing, I remembered playtesting Andrew Menzies' The Other 100 Tiles and giving feedback gradually throughout the course of its construction. I like the idea of iterative releases and continuous feedback over a lump sum release, so I've decided to release this set in about 30-level increments, with the levels in each batch placed after the previous one(s) and arranged among themselves in rough difficulty order. This first release is only 26 levels, but there are some tough ones here, so I'm hoping that the next major release, at 60 levels, will include a few easier challenges. The difficulty of the set will hopefully be moderate to hard.

Feedback is very much welcomed and encouraged! Please let me know what you think of the levels, what you'd like to see more or less of, and how the set can improve as time goes on.

<hr class='ipsHr'>
<ul class='ipsDataList ipsDataList_reducedSpacing ipsDataList_collapsePhone'>
<li class='ipsDataItem'>

Submitter

jblewis

</li>
<li class='ipsDataItem'>

Submitted


05/01/2018

</li>
<li class='ipsDataItem'>

Category


CC1 Levelsets

</li>

</ul>

Print this item