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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)

[Image: bMfk8i6.png]

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)

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 Slight smile 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 Tongue

-Miika

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  January 2016 Create Levels Packaged
Posted by: Ihavenoname248 - 14-Feb-2016, 12:13 AM - Forum: Competition Level Packs - No Replies

File category: Archived


The submitted levels for the January 2016 Create Competition.

More details in the thread here: http://cczone.invisionzone.com/index.php?/topic/1185-january-2016-create-competition-palettes/



What's New in Version Ranked!
  • Levels reordered by palette with the results.



Attached Files
.dat   CCZoneJanuary2016CreateLevelsPackagedRanked.dat (Size: 37.75 KB / Downloads: 408)
.dat   CCZoneJanuary2016CreateLevelsPackaged.dat (Size: 37.35 KB / Downloads: 401)
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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)

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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  TEAMWORK? Review (gm5 Level 37, by _H_)
Posted by: Joshua Bone - 08-Feb-2016, 8:52 PM - Forum: Blog Station - Replies (1)

[Image: 5nhpgQl.png]

Level: TEAMWORK?

Levelset: gm5 ("High five") by _H_

Level #37

Time: 350

Chips: 8

Size: 10x10

Concept: (4/5)

It's a tiny-sized teamwork level with Chip and Melinda working together. Unlike other similar levels like SAUCE FOR THE GOOSE, this level feels much less rigid. The major puzzle is right at the start, figuring out how to use three dirt blocks to clear the slime out of the center of the room to make the other puzzles accessible. You then need to bring Chip to the green key and Melinda to the yellow key, collect the chips, and figure out the small but clever railroad puzzle at the end.

Design: (3/5)

I really liked how difficult it was to start this level. The opening puzzle is solid. The sea turtle/water/flipper combination looks much more complicated than it is and definitely adds to the mystery. Once I figured out the opening I was mildly disappointed with the followup, as many of the elements didn't seem particularly intentional. I didn't understand how the flame jet fit into the level. Half of the railroad tracks at the top seemed useless. The green toggle doors and bear trap puzzles were okay but it felt looser than I might have liked. Also I didn't really understand the title.

Action Difficulty: (1/5)

Plenty of time and no dodging.

Puzzle Difficulty: (3/5)

The opening puzzle is really nice and had me mystified for quite a few attempts. The middle game is a fairly simple back-and-forth to get the chips. The railroad puzzle is easy but getting the bonus took me a few more tries.

Fun: (4/5) I had a lot of fun figuring this one out. The slime and block puzzle at the beginning offers quite a number of starting possibilities that all seem to lead nowhere at first. The bonus at the end was clever and made a nice added challenge. And it's always fun combining Chip and Melinda's special abilities.

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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)

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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  Cybersmack's CCLP4 Submissions
Posted by: cybersmack - 06-Feb-2016, 11:48 AM - Forum: CC1 Level Packs - No Replies

File category: CC1 Levelsets


These are the levels I submit to CCLP4. They all feature in Cybersmack I, although some of them have been edited for compatibility or other reasons. The levels aren't in any particular order, so don't expect a difficulty curve.

Enjoy, thanks!



What's New in Version 1.8
  • 1.8:
  • Sunken Treasure:
  • - Changed time limit to 500
  • Pearl Harbour:
  • - Changed fire to bomb to kill glider in Lynx
  • A Counting Puzzle:
  • - Added red door at the exit
  • - Replaced water with bomb
  • Waterways:
  • - Changed final part of level slightly
  • 1.7:
  • Turmoil:
  • - Removed Pop-up wall at start area (to prevent MS bust)
  • - Added Pop-up wall at start area (to allow Lynx compatibility)
  • 1.6:
  • Menace:
  • - REMOVED
  • 1.5:
  • Floccinaucinihilipilification:
  • - Added some features which will *hopefully* prevent the Lynx block-slapping bust
  • 1.4:
  • Beehive:
  • - ACTUALLY (slightly) increased the time limit to 60s :)
  • 1.3:
  • Firewalking:
  • - REMOVED
  • Beehive:
  • - (Slightly) Increased time to 60s
  • Floccinaucinihilipilification:
  • - Moved suction boots
  • - Changed ice paths
  • - Removed 2 walkers, 2 blobs
  • (To clarify, boosting at 24,31 isn't necessary for completion - sounds like you're floccinaucinihilipilificating ;) )
  • 1.2:
  • Menace:
  • - Swapped positions of yellow and blue keys
  • - Swapped positions of yellow and blue doors
  • 1.1:
  • Floccinaucinihilipilification:
  • - Added Chip to level
  • Blueprints:
  • - Changed all blue keys to red keys
  • - Changed level name to Blueprints?



Attached Files
.ccl   Cybersmack CCLP4 (1) (1) (1).ccl (Size: 31.91 KB / Downloads: 427)
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  CCLP3: Walls-only Edition
Posted by: random 8 - 03-Feb-2016, 7:40 PM - Forum: CC1 Level Packs - No Replies

File category: CC1 Levelsets


See the competition thread for details.

NOTE: I recommend that when you decide to use one, you should recreate the template from the original CCLP3 set, in case i made errors. The general appearance should be the same, but please let me know if you find out otherwise.



What's New in Version v2
  • missed some non-wall tiles in Mouth-Watering, Bustin' Out, and Color Wheel
  • decided to keep the water in Lazy Hourglass and the bombs in Triple Maze



Attached Files
.dat   CCLP3 walls.DAT (Size: 73.18 KB / Downloads: 293)
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  February 2016 Create Competition - Walls of CCLP3
Posted by: M11k4 - 03-Feb-2016, 1:15 PM - Forum: Competitions - Replies (19)

Does the title of the thread give it away? If not, then this will:

Your task is to pick a level from CCLP3 and use its arrangement of walls to create a new level. You can pick any level from the range #1-#149, then delete anything you want except for any walls, and finally rebuild it into a new level. If you wish, you can also pick another prominent tile in the level and replace it with some other tile exactly.

We continue our fun series that was started two years ago. As was the case before, by 'walls' I specifically mean the normal wall tile, but you can choose to keep other walls intact too, particularly in levels where the walls mainly aren't the basic ones. You may add new walls, but I would rather you didn't. I will judge the submissions myself during of March 2016. I enjoy it when the new level takes the existing wall configuration and does something different with it than the original. For example, that is probably easier to do if you don't use a level that doesn't have many walls. There are many interesting levels to choose from, so I can't wait to see what you guys come up with!

Notes:

-Submissions are open through March 6th
where you live!

-Do not make a overly difficult level. A moderate difficulty is fine but then it would be nice if it wasn't too long.
-The level must be solvable, but does not need to work in both MS and Lynx. You may even use invalid tiles if you wish.
-The level must be new; it must not have been released earlier. Don't share the level before the competition is over.
-Please give the level a new name, time limit and set a new password. Don't forget!

-You may submit more than one entry, but please keep the levels distinct from each other. Your best two entries is recommended.
-Points may be deducted for late entries, but will be accepted until I judge the 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. You may also check the previous competitions if similar situations were already discussed.


Email and attach your submissions to valeosote at hotmail dot com. I will strive to reply with a confirmation that I have received your entry. I prefer if you use your username and this competition in the subject. Keep it short and simple, something like: "February Create - Jude"


Everyone is welcome to join! Slight smile

-Miika

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  THE NIGHT WOUNDS TIME and CUBICLES Review - Mobius I
Posted by: Joshua Bone - 29-Jan-2016, 4:44 AM - Forum: Blog Station - No Replies

A little bit of insomnia has me up and playing more into Mobius' excellent level set.



[Image: GJfH5HF.png]

THE NIGHT WOUNDS TIME - Mobius 1 - Level 9 - Mobius/Markus

Time - 0 Chips - 3 Size: 30x30

Concept: (2/5) This is a level that shows how quality design can redeem an otherwise uninteresting concept. Chip starts in a 3x3 square room with four water-filled hallways leading outwards in the cardinal directions. Clone machines periodically create dirt blocks at the start of each hallway allowing the player to fill in the water, collect the three chips, and exit.

Design: (5/5) The real interest to the level is in the four Rube Goldberg style mechanisms that trigger the clone machines at periodic intervals. Each mechanism is inaccessible to Chip but is partially viewable during gameplay. These totally unnecessary additions are quite interesting to watch! I like that the four water hallways have lengths corresponding to the frequency that each dirt block is cloned. I also like the very pleasing color scheme.

Action Difficulty: (2/5) No significant dodging, but the possibility exists of having a block cloned on top of you if not careful.

Puzzle Difficulty: (2/5) The central 3x3 room allows you some forgiveness if a block clones while you're in a hallway. The hallway leading to the exit could lead to an easy cook if you filled in all the water without having all the chips yet, and then had a block clone between you and the exit.

Fun: (4/5) The gameplay by itself would make for a pretty flat level, but the pace of the block cloning is perfect (just enough to keep you busy) and the four timer mechanisms are very clever and fun to watch.

.

[Image: gdq5jQp.png]

CUBICLES - Mobius I - Level 10 - Mobius

Time: 300 Chips: 1 Size: 20x20

Concept: (4/5) It's an nice compact puzzle with some creative item swapping and some easy bonuses.

Design: (4/5) The layout is a central crosshairs with 3x3 square rooms at each corner. The vertical hallway has a tank puzzle which needs to be put into several states throughout the level. The horizontal hallway has a fireball which can toggle the green button when the tanks aren't blocking it. Each of the four square rooms contain standard itemswapping puzzles.

Action Difficulty: (2/5) The fireball in the horizontal room presents a minor dodging challenge.

Puzzle Difficulty: (3/5) It's probably worthy of placement in the 50's or 60's of the main game.

Fun: (5/5) It's really a great little level. Solvable on the first try and difficult to cook, but I found there was plenty of variety and interest.

.

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