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START BUTTON - Chipster1059 - C1059-CC2 - Level 1 |
Posted by: Joshua Bone - 15-Feb-2016, 2:38 PM - Forum: Blog Station
- Replies (1)
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START BUTTON - Chipster1059 - C1059-CC2 - Level 1
Size: 52x26 Time: 100 Chips: 4
Designer comments: "Taken from C1059-2 with an added section featuring the CC2 buttons."
Concept: (4/5) The level actually consists of 8 separate levels, ranging from extremely easy to moderately difficult. Each level provides a completely separate path to the exit, similar to MONTY HAUL. The player starts as Melinda but has the option to play as Chip also. The initial room has four 'start button' paths, each of which has a button from the original CC1 lineup (green toggle, red clone, blue tank, brown trap). Pressing the button trivially clears the way into the chosen room. You can't see in advance which room you are choosing. Additionally, a red teleport takes you into a second starting room which also contains four 'start button' paths, this time using four CC2-only buttons. (pink, black, orange, grey - the yellow tank button and light switch are left out.) Rooms: Key/Door room: a simple key/door maze with a few ways to cook the level. Blob Room containing a bunch of blobs and some gravel spaces. Chip room: A maze where you must not collect more than 3 chips. Blue/Invisible room: a simple maze. Turtle/Water room: a simple chips-on-turtles puzzle with a few dead ends. Light switch room: a simple electricity puzzle. Yellow teleport room: a surprisingly involved yellow teleport puzzle. Mimic room: four mimics in a room of green floors with a few green walls.
Design: (2/5) The level arrangement felt a little sloppy. First, I didn't even notice the red teleport was an option until I opened the level in the editor. I'd like to see the 8 starting paths all leading away symmetrically from one single central room. The transmogrifier is trivial since there is no need to play as Chip. It's nice that the 8 buttons were all used, but they are used in such a trivial way that it doesn't add much to the level (The pink button doesn't even serve a function in its context.) A few of the individual levels held interesting concepts but the majority felt trivial and poorly executed. I thought there was a lack of consistency between the rooms in both difficulty and style. The electricity puzzle and chip maze puzzle both have potential to be interesting, but instead feel hodgepodge. The wire/lightning bolt maze feels pointless. The yellow teleport puzzle is good but feels very out of place compared to the rest of the level (it also takes a good 3-4 times as long to solve as any other room). There's also a continuity gap where it comes to design simplicity. Most of the level feels aimed at a brand new 7-year old player, but then the FF tack in the chip maze and the entire yellow teleport puzzle are advanced concepts, and that blob room dodging is HARD.
Action Difficulty: (range from 1/5 to 3/5) The blob room and the mimic room involve some dodging while the other six rooms do not.
Puzzle Difficulty: (range from 1/5 to 3/5) The key/door room and chip maze room have mild puzzle elements. The yellow teleport room is a clever and interesting multi-step puzzle.
Fun: (3/5) Design flaws aside, I did enjoy playing through all the solutions. The yellow teleport puzzle was the most enjoyable. There's a lot of replay value in levels like this. It would be nice to see a little more work put into either this level or another similar concept.
My
(for all 8 rooms).
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Valentine's 2016 Mini Create Challenge |
Posted by: M11k4 - 14-Feb-2016, 3:44 AM - Forum: Competitions
- Replies (2)
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Happy Valentine's Day!
We already have a create competition going on centered around CCLP3, but let's start another smaller one! You may have noticed that the wiki has great information on CC1 and CCLP2, but many of the pages for CCLP3 are lacking by comparison. Let's help our friends out and do something about this! And maybe at some point we can do the same for CCLP1.
Your task, should you accept, is to improve the individual level pages of CCLP3.
For each level you substantially improve, you will receive 1 Chip Cup
point as thanks, up to five points. The edited pages do not need to be perfect, but useful. You can come up with your own approach and voice if you feel, but the main point I think is to make the level page useful for someone working on the level. This may include hints on how to solve the level, or how to optimize it, or just generally interesting tidbits about the level or its history (or scoring history). You can include pictures, maps, videos, links, and even comics if you want to go all out! Don't stress it though, as just getting the basic information out there will often improve the pages a great deal.
Deadline for this task, if you want credit for it here, is the end of February. Post your progress below so we know what's been going on I will figure out the Chip Cup points and awards for participating in March. If you wish, you can even use the hashtag #Valentine in your reason for updating the page
-Miika
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CCLP1/2/3 in Chips Challenge 1/2? |
Posted by: keiya - 12-Feb-2016, 11:28 PM - Forum: General Discussion
- Replies (16)
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Is there a way to play CCLP1 in the Steam release? I'm used to moving with WASD... and I can't get over how terrible some of the sprites in Tile World are after playing it for a while, especially the boots. How on earth are those supposed to be flippers!?
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[TW] Error loading levelset : read past end of stream |
Posted by: ChocophileBenj - 08-Feb-2016, 6:44 PM - Forum: Programs and Editors
- Replies (5)
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Hi ! I was making a levelset on Tile World, that already had ~10-15 levels and, after hours trying to beat one (that is really tight or I have no reflexes) I went back on the editor, pressed some combination of keys (I forgot which), which closed the editor and whenever I try to open that set again I can't, and I have a pop-up window with "Error loading levelset : read past end of stream" .
Do you have any idea about how I could restore my set ?
If not, then I can advise you : make regular copies of your level sets.
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