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CC2 Rejects |
Posted by: mobius - 01-Jun-2016, 8:22 PM - Forum: Level Discussion
- Replies (6)
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for those unaware; Joshua Bone posted the CC2 Rejects set in the downloads a while ago; all the levels made for CC2 that didn't make it in the game [a whopping 200 more levels!]. And I thought I'd discuss them a little here, because while most of the levels were nothing special, there were some interesting concepts there, that gave me some inspiration. I've only got about half way through the pack so far.
In Particular here are some levels I might've liked to seen included in the game:
Resistance is Futile. This was a really cool concept. Maybe to make it a little less tedious/boring, add a few more walkers? Of course, that would make getting the bonuses harder. And it was annoying when sometimes the walkers come back out after going in a hole. Even so, I didn't have much trouble with this one and I actually liked it quite a bit.
track maze (1) -- very nice concept and I liked that it fits on a 10x10 level. It's tougher than it looks at first. The nice long time limit is nice.
Ant Help -- a fun short level. But shouldn't it be called "centipeded help"?
Be Prepared: while there that's d### move; this was actually a fun level. In such a brief level I don't mind gotcha moments like that. Now if it was a 30x30 level with lots of work that's a whole other story.
Centipede: Cool concept, the only flaw, I think is the fact that basically there's no real strategy or plan involved, just spam bowling balls and you'll win. I haven't figured out how to get the bonus though.
Limits: I realize there's not exactly the same idea, but as far as "rover themed" levels go I liked level much more than "Sea Que".
I haven't found any levels unsolvable by logic updates yet, but I have found levels which I can't see any solution, probably just because I'm missing something but they seem totally unsolvable. Like the second Pop Rocks level, Am I missing something or is the path to the exit/waterway totally blocked??
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June 2016 Create Comp - CC2 Tutorials! (First ever CC2 create!) |
Posted by: Flareon350 - 01-Jun-2016, 2:00 AM - Forum: Competitions
- Replies (26)
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Well it certainly has been a while since I've hosted a create comp (about two years actually...) but this is one I've been wanting to do for a while and now the time has come. Welcome to the first ever Chip's Challenge 2 create competition!
In honor of CC2 having been released for a full year now, why not change things up a bit and try some stuff for that game instead?
While there are a vast of ideas and themes to use for create competitions for this game, let's make the very first focus on something simple - tutorial levels! Arguably, the main CC2 game didn't do the best it could with its tutorial levels - whether it was not fully explaining a certain element or a tile never getting a proper tutorial (looking at you hooks...)! This can be done with practically any tile, even the ones we know and love from CC1!
There is a bit of a twist to this challenge though. Your level(s) is not required to be strictly a tutorial, you can also make a level that focuses on a few elements, or a large level focusing on one tile using its many different properties, but must remain pretty simple as a whole. To give you a better idea and visual of this, here is an example of a decent tutorial-ish level I made a while back, focusing on only a hook and turning blocks into ice blocks.
In hindsight of this, your level(s) also cannot be any larger than 25x25, this shouldn't be an issue considering the theme of this create!
Notes:
-Must have CC2 to participate (did this really need a note idk)
-Submissions are open until July 1st, 2016 in your time zone! I will accept submissions until I release the submitted levels, judging will be done in a public video that will be uploaded onto my YouTube channel.
-The level(s) must be new; it must not have been released earlier.
-The level(s) must be solvable. If a level is found to be unsolvable, I will allow an update to make it solvable.
-Please give the level(s) a cool name, even if it is just a tutorial styled level.
-Please include your name/username in the "Designer" box. Just so I know who makes what level(s).
-Provide a time limit for your level(s).
-Bonus flags can be used and are encouraged to be used but are not necessary. Your level will not be docked down if bonuses are not used.
-You may submit more than one entry, but please keep the levels distinct from each other. Only the best level for each participant will be judged (though I will probably give feedback on all of them). You can submit up to 3 levels.
-Entrants receive the normal prizes: the "You're Winner!"-award, Chip Cup points, and "Tool Box"-award for first time entrants.
-Please ask about other unclear situations or wacky things you come up with.
Email and attach your submissions to pkmndiamond493 [at] live dot com
. I will reply with a confirmation that I have received your entry as soon as I can (this should be within 72 hours of the message being sent). I prefer if you use your username and this competition in the subject. Keep it short and simple, something like: "June 2016 Create - Flareon350"
I'm looking forward to seeing how this plays out. Have any questions, feel free to ask below. Have fun and enjoy!
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Pit of 100 Tiles Developer's Commentary, part 7 (Levels 61-70) |
Posted by: ajmiam - 30-May-2016, 2:04 PM - Forum: Blog Station
- No Replies
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Level 61
"It Snew"
[Click to Show Content]
Southpole meets Icedeath! Back in Levelset 1, I made a bog-standard ice level called It Snew. Yeah, "snew" isn't the past tense of "snow"; it's a made-up word I recall reading in a Winnie-the-Pooh book. But I decided to bring the level name back since its letters are each abbreviations for directions--south, north, east, west! So the level seems extremely unfair with multiple blind slides leading to water, but if you go down-up-right-left, you'll reach the exit in only 4 key-presses.
Level 62
"Chance Time!"
(CCLP1 Level 145!)
[Click to Show Content]
This is indeed a Mario Party reference. Chance Time is a rare event whose effects can range from almost nothing to causing a player to gain or lose everything through no fault of their own. As such, it's a rather scary proposition, but boy does it have a catchy tune! Anyway, here the gimmick is that whenever you push a block, the random force floor will send it down a path, and you have no choice but to follow it since it explodes the bomb blocking that path. The suction boots make sure that you don't have to do a precise step-off to follow the block. I could have implemented this mechanic with walkers or blobs instead, but it would have taken up more room, since they can't go on random force floors in MS.
I made the level untimed for obvious reasons, though it actually didn't take me that long to score the bold in the (timed) CCLP1 version since the level's so short.
One of the rooms on the right is the first place where I brought back the "zigzag away from fireballs" concept from the left side of Clog.
Level 63
"So Close..."
[Click to Show Content]
While playing through CCLP3 I noticed a lot of levels that start you out very close to the exit, with only one obstacle in your way that looks minor but actually requires you to jump through a ton of hoops. (I'm looking at you, Suspended Animation!) Well, what if the obstacle actually could be circumvented early for once? So, the obstacle is a single tile of water, and midway through the level you get blocks...that you can take back to fill in the water. I hope this intentional shortcut (which one playtester mistook for a bust) wasn't so completely obvious that everyone found it on the first try, though I suspect a lot did. Anyway, the fact that missing the shortcut requires you to run through a tight blob gauntlet (itself unusual in my set) with a time limit (completely unlike my previous designs) may have tipped some people off.
I was considering making a sequel called "...And Yet, So Far" which would have had an ice space as a similar obstacle, only this time there'd be no shortcut. I never developed the idea further, though.
Level 64
"64 Cell"
[Click to Show Content]
I can't recall the exact chronology of making this level, though I remember building the wall structure of it fairly early in Po100T development to make sure it would fit, and fit it did--barely! Someone asked me why I didn't make an "81 Cell", and that's because there's no way to fit 9 by 9 rooms of size 3x3 with full-tile walls between each onto the map. Anyway, even though I built the wall structure early, I didn't begin filling in the rooms until all 63 levels before it were done.
I didn't want the exit to be surrounded by circling monsters yet again, so I guarded it with a trap instead. Other than that, just an ordinary "Cell" level, except with even more backtracking and a little block pushing. Yay? I took extra care with this level to make the chip count 64 and the time limit 640, all in honor of the best video game console I never had. Also, the gliders in the bottom-right were originally spaced 4 tiles apart instead of 5 to 6. I changed it after a tester pointed out that the strict dodging was a bit annoying that far into a long level (something I agreed with).
Level 65
"Bonus? Rooms"
[Click to Show Content]
This level was intended from the very start to be a teaching tool, preparing the player for "lock nails" (where keys or chips have to be avoided so that they don't unlock a door that's letting Chip move across a force floor). I figured if the player would ever try CCLP3, it would help them get past Motion Blur and Zelgon's Lair, at the very least. I didn't want to spell out everything in the hint, so I settled for providing a hint and title that vaguely suggests what they have to do to avoid cooking the level, and letting them see the lock nail mechanism from the start. I think the lock nail mechanism is something you only need to fail once before you realize how to get past it, after all. The rest of the level is a blue wall maze because I needed something to put the chips and keys in that wasn't too trivial.
Level 66
"Parallels"
[Click to Show Content]
Not much to say. The left ball/wall/chip maze is quite interesting, but the right side is kind of annoying, rigid, and uninteresting for my tastes.
Level 67
"Connect the Chips"
(CCLP1 Level 56!)
[Click to Show Content]
The title is inspired by the kids' activity known as "Connect the Dots". Originally it was just a blank 30x30 grid of recessed walls and chips--one chip per row and per column. You can see in the picture below.
*YAWN* It was meant to be a breather level, but it was really utterly trivial and pointless. So for version 1.006, I completely remade the level to what you see today. It was originally going to just be Chip-shaped (and I used a zoomed-in Chip sprite as a reference for the outline, copying it down to the last pixel). However, I realized that the gray color of the recessed walls made it look more like a "Burned Chip" tile. So I added fire and "smoke" to the background. I hugely prefer this new version over the original.
Level 68
"Monster Swapper"
[Click to Show Content]
Just an idea I had for a while and I'm happy with how it turned out. The walls and items are the exact same on either side, it's just the monsters that have been swapped, as the name indicates. Bugs <-> paramecia, fireballs <-> gliders, balls <-> tanks. This is the first of a "two versions of the same level, separated by teleporters" concept that I came up with, which will return once in The Other 100 Tiles.
This is the level of mine that I'm the most disappointed didn't make it into CCLP1.
Level 69
"Gate Keeper"
(CCLP1 Level 97!)
[Click to Show Content]
This was named before the Cedar Point rollercoaster of the same name! This is a use-locks-to-deflect-monsters puzzle inspired by Vulcan, but reimagined quite a bit so that the paths are clearly laid out through the gravel and the doors just correspond to choosing a direction at each intersection. The ending "puzzle" I came up with on a whim. It basically solves itself, and it uses a small bit of awkward hidden machinery to clone fireballs at a constant rate, but I thought it was neat enough to include.
Level 70
"Be Quick About It, Man!!"
[Click to Show Content]
In my vein of referencing things without mentioning their exact title, this is a reference to the Quickman state from Mega Man 2. Quickman's a cool character because he's got a tough stage and a tough boss fight, but there's this one side game where he actually sacrifices himself to SAVE Megaman's life, which is pretty sweet. (I kinda ship them together for that reason.) So that's why I made this stage as a homage to him.
The central mechanic of Quickman's stage is the "force beams", a network of deadly lasers that shoots through each room shortly after Megaman enters it. One touch from the lasers, and Megaman is toast. This makes it so Megaman always has to drop through to the next room quickly. That's why the stage is considered very difficult. In my version, I use fireball streams to simulate the force beams. They're triggered by the brown buttons, each of which sets off a long and complicated mechanism to start continuously cloning fireballs after a set time.
In the Megaman version of this level, you don't have to collect any items (thank goodness!) but in the CC version you have to collect keys since the fireballs are only as fast as Chip and it'd be trivial to outrun them otherwise.
I'm pretty proud of managing to fit all the machinery needed for this level to work. With each brown button you press, you free a ball or fireball, which in turn frees some gliders from traps after a time delay, and each glider gets stuck in a 1x3 vertical shaft where it clones a fireball every other tick. (The ideas of the 1x3 shaft and having each glider deflect off the next unreleased glider were critical for getting this mechanism small enough.) There are a couple exceptions to this, however--for example, the cloner at (30, 17) is started by a ball and then the fireballs start cloning themselves. The reason there's a set of toggle walls that stop the initial cloning mechanisms is because I was afraid that if too many monsters were in the level at once, then the cloners in the right half of the level would stop working. It also serves as a visual representation of the halfway point of the level, which is nice I guess.
As a callback level, it's packed full of callbacks to the source material:
1) The title includes both part of Quickman's name
2) The password "ROCK" refers to Megaman's Japanese name, Rockman
3) The number of total keys in the level (28) is equal to the number of HP units Megaman and each boss has in Mega Man 2
4) The time limit (120) is a permutation of 012, which is Quickman's serial number according to the official lore
5) The level concept is based off Quickman's stage, as described above, and uses the same terminology for the giant lasers ("force beams")
6) The series of locked doors at the end is shaped like a boomerang, Quickman's weapon
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NES version of Chip's Challenge |
Posted by: Eric119 - 28-May-2016, 9:06 PM - Forum: General Discussion
- Replies (1)
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Has anyone else seen this? It seems back in the day work was done on an NES port of CC, but it was abandoned:
http://www.lostlevels.org/wordpress/2015...r-the-nes/
As mentioned in the article, this version contains a level unique to it. (It is actually the last nonsecret level.) I have ported it to .dat format here:
http://cczone.invisionzone.com/index.php?/files/file/572-exclusivedat/
Note that the above article shows a map of the level which isn't completely accurate, and in particular I don't think the level is solvable as depicted. (The real level is, though.)
Some more notes about the NES version:
The NES behavior is similar to Lynx, including the presence of block slapping.
You can press Start to pause/unpause, and Select to restart a level.
The article mentions that you can press A to skip to to the next level (when the level is shown but before you start playing). Pressing B lets you go to the previous level.
The decade messages do not generally show up at the end of decades, and the levels following them are not necessarily the usual ones.
The typo in the hint for Open Question is fixed.
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J.B.'s Custom Set Scores |
Posted by: jblewis - 27-May-2016, 6:40 PM - Forum: High Scores
- Replies (4)
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All posts in this thread will be for scores in the MS ruleset unless indicated otherwise.
JBLP1
#81 (Exchangement Palace): 401 (nr)
JoshL6
#81 (Themeless): 582 (+16, nr)
2,388,800
<strong>TS2</strong>
#22 (Monorail): 513 (nr)
<strong>Ultimate Chip 4</strong>
#57 (Dumping Grounds): 205 (nr)
#75 (Postmodern Temple): 754 (+3, bc)
#82 (Round and Round): 621 (+11, nr)
#90 (Spiderweb): 310 (+1, bc)
<strong>Ultimate Chip 5</strong>
#20 (Non-Dimensional Layer): 277 (nr)
#30 (Connections): 368 (nr)
#50 (Diametric Opposition): 403 (nr)
#51 (Infested Mines): 464 (nr)
#53 (Coil): 326 (nr)
#56 (Cell Station): 354 (nr)
#61 (Intuitive Inuit): 276 (nr)
#72 (Snow Big Deal): 480 (nr)
#86 (Restrictive Argyle): 90 (nr)
#103 (Zipper): 470 (nr)
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