Hey everyone. With submissions closed, testing still underway and the fact there aren't many CCLP4 topics here, let's get a topic started!
While it's been unofficially established that CCLP4's difficulty would not surpass CCLP3's and would instead be a mix of it's predecessors, it would be helpful to know what exact other community members expect out of this project, in terms of difficulty.
Recently, the staff and I have discussed topics in regards to the difficulty of CCLP4 and how it should start off, preferably with it's first 10 levels. We arguably focused on what a potential level 1 would consist of, but the first 10 levels of any set really show it's starting difficulty.
Every official community pack has started off in a different way - CCLP1 with it's tutorial levels, CCLP2 with it's busted and short levels that required little to no effort to solve, and CCLP3 with it's direct jump into challenging yet still moderate* levels. While nothing is official, I am curious to know other people's opinions and maybe this will shed some light on what the community expects out of CCLP4.
Me personally... I'd like to see the start of CCLP4 ease into levels that are challenging - basically levels that I wouldn't expect to solve on the first try. Stuff like tutorial levels I feel are unnecessary for this set's start as well.
I finally officially beat cclp3 in its entirety, something I thought that I had already done, whoops! (I only had four unsolved levels left in wills world that I had figured out the solutions to but never actually made it to the exit in to call them officially solved because I kept making dumb mistakes on the way there and never went back to finish them, as for tileworld I have some here and there solved but I only had time to play cclp3 in wills world at the time that it came out because of my schedule)...
How did stress fracture only take me three tries to solve, yet lazy hourglass took me 103 tries? Somehow I find that rather hilarious and sad... (though some of the attempts might have been accidental ones when I wasn't intending to play it but were counted as such anyways).
How did lazy hourglass take me 103 tries to solve, yet stress fracture only took me 3? Somehow I find that rather hilarious and sad... (though some of the attempts might have been accidental ones when I wasn't intending to play it but were counted as such anyways).
A tileset made by Scutilla on the Steam Workshop website found here.
Some of the tiles here, however, are different compared to the download there. I went ahead and swapped out some tiles such as the ice block and blue teeth, and replaced them with ones that were made by Tyler Sontag, to make it look a little nicer.
Ice block, blue teeth, yellow tank controller, green walls, bowling ball, and the extra chip tile were made by Tyler Sontag. Everything else is either from the original game or was made by the original uploader.
As noted on the link, to use simply place it in C:Program FilesSteamSteamAppscommonChip's Challenge 2datamp (The exact file path may vary depending on where you installed Steam, but you get the idea.) It is recommended to back up your original chips2.bmp first though.
When using this, keep in mind that the thieves are switched here; the cyan thieves are the actual boot stealing ones like in the original CC game and likewise the red thieves are the key stealing ones. Another thing is because of the lack of a upward facing teeth tile, when teeth chase you going north they will be facing downward. It's silly I know but it can't be helped. Also if it's not obvious already, not many of these tiles are animated, though some are still like the force floors and water.
After some downtime for a week or two due to some bandwidth issues with my site, I am finally back online, with a different provider...sort of (still using Parcom for my domain name). Due to these issues (and to be able to use a free host ) I am now using Dropbox to host all files for my site...which makes the AVI pages not as friendly as I'd like (both due to the 2-click download process from Dropbox, plus since I didn't feel like generating an URL for all 500+ AVIs, I am just directing the link to the folder view list containing the AVIs)...but then again, not many are using AVIs anymore anyway...well, except for the few that decided to download as many of them as they could in the last week or two and crashed my site
My email is currently not working yet; not sure why that is, but hopefully that will start working soon. Everything else should be operational again, I think...
Hello, does anyone know how to access a picture/map/screenshot of an entire level? I swear I've done it before with a level from the main game (one of the two levels with all of the sokobans in them that you can either choose to solve or only solve the minimum required to reach the exit) but I do not remember how I did it, or if I'm only imagining things and think I did. I can't seem to find anything anywhere that tells you how but I feel like its a press of a simple button combo on the keyboard or something from my vague memory. Thanks!
Submissions for CCLP4 are officially closed! With a total of 3,970 levels to consider, we have a lot of work ahead of us and would like to thank you all for your submissions! With submissions closed, this means no new levels can be considered unfortunately. However, this means now is the time for the designers who have submitted to go through the spreadsheet here regularly to check for any notes regarding any issues, if any apply.You can, however, make updates to your levels if they fall under the following criteria:
Incompatible between rulesets
Unsolvable
Busted
Regarding difficulty/low time limits
All of the above
Please note that no major changes that gratefully affect a level are allowed. If any are made, the said level would then become ineligible. Keep in mind as well that while it is not necessary, any fixes to levels within the above criteria would make for stronger candidates, especially the incompatible ones! If you make any updates to your levels, please notify the staff by posting about it here, or on the newsgroup. You can also e-mail your updates to either me at pkmndiamond493 AT live DOT com or Jeffrey Bardon at jbardonjr AT charter DOT net. Please also notify us if you choose not to make any updates.
As of now, a close off date for necessary fixes has not been set so there is no rush to this.
Once again, thanks to everyone who has submitted and keep a look out for future updates!