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"
A little bit of insomnia has me up and playing more into Mobius' excellent level set.
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.
.
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.
Concept: (3/5) Nothing new here conceptually. As the first entry in the set that shouldn't be surprising. The concept involves pushing 11 dirt blocks from one room into the next and bridging across the water to four chips. The title presumably comes from the fact that, despite the four chips, you can only make three bridges, and so you need to conserve blocks.
Design: (3/5) I like the color scheme with the camo walls. I wish the block puzzle was more interesting to solve. I liked building the bridges. I only needed 10 of the 11 blocks, not sure if an extra block was intended.
Action Difficulty: (1/5) Plenty of time and no dodging
Puzzle Difficulty: (2/5) The only mild challenges are figuring out the first move in the block room and deciding where the bridges should be built.
Fun: (3/5) I think it's a decent introductory block-pushing level for beginners. It's also short enough to be enjoyable as an early level in the set.
Hey everyone. This is chipster1059 here. It's been a while, hasn't it? I haven't done many CC-related things recently except release C1059-CC2 in 20-level batches. Sure, there was that Create Competition in December, but the levels had been made a while before the competition, just unreleased. I just renamed them, changed the hints and removed a small bust. So where have I been all this time?
Firstly, I wish to apologize to Jacques Smith, Elizabeth Brockway and Tyler Sontag for not finishing the LPs of their sets, Jacques.dat, LizzyB1.dat and TCCLPRejects.dat. I haven't updated any of these LPs for a long time.
Secondly, I wish to apologize for my handling of C1059-CC2. The download link for the soundtrack has been broken for a while. The set was supposed to contain 200 levels, but instead I just stopped at 100 levels, which caused various problems. Per example, "149 is a meaningless number" (level 99) was a tribute to Special and was supposed to be simply called "Meaningless Number" and be in the 149 slot (meaningless because CC2 has 200 levels instead of 149). "Sisters in the Maze" (level 97) was supposed to be in the 147 slot. "Clover" (level 86) was supposed to be in slot 100 and "Holly" (level 96) was supposed to be in slot 150, so that one in every 50 levels would be named after a plant. I really should have done better than that.
But all these are merely the visible consequences of my absence. I haven't explained why I was gone, or what will happen now. In fact, a few weeks ago I didn't even consider writing this. I was convinced that nobody had noticed that I didn't visit CCZone as often as I used to. It was only earlier this month that I realized how inactive CCZone had become, with the only discussions being a few people leaving feedback on levelsets and the sets' creator replying. I posted about this in my status and Josh said " We miss you chipster!" This was rather unexpected, so I thought I might provide an explanation for my absence.
Don't worry, I'm fine, I haven't been sick or anything. I was just very busy in real life. Busier than usual. Real life is obviously more important than other things, so I needed to get rid of certain aspects of my life which took too much time.
Now a confession. Some of you may have already figured this out, but for those who didn't: CC is pretty much the only video game I play. There used to be a note in my profile (with an embarrassing typo the went unnoticed for months until Tyler pointed it out) that said how I discovered CC: I researched old computer software and found some old WEP floppy disks in my basement. That's it. I don't play any other games on a regular basis. The reason behind this is simple. In CC, the possibilities are endless. There are almost 800 official levels, around 25 000 others and several editors that allow you to make your own. It can just keep going forever. (Also my computer is an older machine and can't handle any games with 3D graphics and stuff)
Anyway, CC was pretty much the only thing I could cut. The LPs were one of the first things to go, so I just uploaded everything that had already been filmed and got it over with. I also had to reduce the number of custom sets I played. Great sets had been released, The Other 100 Tiles and JCCLP2 for example. I just had to ignore them, I didn't have enough time to play them.
Also, the timing sucked: this was around the time where CC2 was released. I originally planned to wait until a Linux version was available to play it (as of this posting, no Linux version has been released, although the Windows version works fine in WINE if music is disabled). That would have given me enough time to sort out real life problems. However, Tom wanted me to LP CC2. So I just dug into my basement some more and installed Windows Vista in a virtual machine and played the whole thing. It was tough. But I pulled it off, because it's a great game. Around the same time, I worked on C1059-2, and only succeeded in releasing a decent set with Cyberdog's help. If he hadn't playtested it, it would have only been released much later and several good levels would have been much worse.
As October came to an end, I had managed to solve most of the real life problems. Pretty much the only two sets I had played recently were Flareon1 (Josh requested feedback, I spent an evening playing it so I could give some) and C1059-CC2 (mostly verifying for any busts introduced by CC2 mechanics, mainly item dropping). I could have started playing more CC again, but did I? No. Instead I wrote a novel. I'm editing and posting it on the Internet at a rate of one or two chapters a week now. Here's the link in case anyone's interested, but I must warn you that the basic idea is rather stupid. CLICK AT YOUR OWN RISK. Either way, writing that took nearly all my free time for November and early December.
So what now? Balance has been restored in real life, although I remain slightly busier than I used to be. I guess I can safely come back to the community in a "normal" way, but things will change. I will continue the LPs I started, but I won't begin any new ones, and there probably won't be videos every week. I will also resume designing and make more CC2 levels, but it may take a while for them to get released (send me a PM if you're interested in playtesting).
I don't know if any of you are still reading this, but if you are, I would like to thank you for doing so. There aren't many people in the CC community, but those who are there really make it a good community.
CCLXP2. I recently finished playing through this set and to say the least, it was a different experience than back when I let's played the MS version. Not by much, but different enough to call it out.
The CCLXP2 project dates back to as early as late 2011. As we all know, CCLP2 was not crafted with the lynx ruleset in mind, due to the fact people were far more aware of the MS port instead of the original version. Over the years and especially after CCLP3's release, Lynx compatibly became more common of a ruleset, with many more designers crafting levels with both MS and Lynx rulesets in mind, instead of just the former. Because of this, various community members, including myself, took it upon themselves to make CCLP2, Lynx-compatible. For players who prefer the Lynx ruleset over the other to enjoy the first offical level pack (at the time at least). I was once part of this project in its early days, since I am a big fan of CCLP2. But as time went on and going through many hiatus periods, eventually I disbanded from it due to other reasons.
Despite the fact it has been released for quite some time now, I finally found myself to take the time to play through it. I was very tempted to LP this, to go along with my old out-of-date MS run back in 2011 but I decided against it.
As far as feedback goes, I will leave some for any level I found particularly interesting or more of a challenge. This includes the fixed levels and even some where the gameplay was slightly different but was still Lynx-compatible from the start.
Warning, spoilers. (I mean if you never played the original CCLP2 at least?)
--Feedback--
14. The Parallel Port
This was the first level in CCLP2 to use invalid tiles. Originally, every collectable item was under a fake blue wall and the path to the exit included an ice corner, which can't be passed through in Lynx. The fix to this was shifting all items to the upper layer and over some to require close to the same amount of time to obtain as it would in MS. While the level itself wasn't really interesting even in the original, I found it enjoyable to finally play it in Lynx.
15. Debug File
I always choke myself up whenever I go back to watch Rock's run of this level and dying hilariously. This level went under very little fixes actually. Aside from the monsters not being on top of blocks, the way to collect chips was interesting. This was possibly the best (and only) fix for this and it was much appreciated. Got the bold on my first try too, without trying!
17. Double Trouble
The fix to this was simply making it possible to move at the start. Originally, the glider would kill you instantly in Lynx. Not that this mattered because the level was unplayable anyway due to the thin walls being under some fake blue walls and normal walls under chips. I found it a little amusing that the pop-up walls in the fixed version aren't necessary.
19. A Sample of Things to Come
I never was a big fan of this level but the fix to it was pretty simple. I like the new mechanism that replaced the original buried pop-up walls under the red locks at the start.
20. Ranger Denmark
This level was always silly to me, but this version is very obviously different. Such that the fire was replaced by water and most the monsters were swapped with their counterparts. Still was simple as ever to solve though.
21. Block Away!
I hated the original version but this one did it some justice, though not that much. I remember looking at this level upon this project's early days, figuring out what could be done if the wrong red buttons were pressed. That fix was clever, I never thought of it. The fact the blue keys next to the tanks were still there when viewing in the editor was nice to see, though me personally I would have swapped through some keys as to not add some like the lower right did.
Finally, the way to exit. Great change. I disliked the original with traps under locks. Even though I didn't trapped in this run, had I done so I wouldn't have minded as much.
22. How Goes?
Pretty good. (see what I did there?)
I remember this change being brought up and it is indeed a great one. Does not affect MS's solution at all, which was part of the goal whenever possible.
26. Work Fast
Surprisingly, I had a hard time at this one. I was so used to the way monsters moved in MS that it's completely different in Lynx. The glider section below was also a challenge to go through since splash delay is a thing. Overall, I enjoyed it but I probably won't replay it ever.
28. Madness I (LX)
So this was the first level that had to undergo a big change. While it's appearance is quite similar compared to viewing the original, the gameplay is slightly different. Blocks moving against each other while on traps is actually a pretty clever concept and I liked it. I did get killed by the first attempt though, since I didn't pay attention to the display message before.
31. Well of Wishes
While this level was already compatible with Lynx to begin with, I felt the gameplay was different enough to review it - notably, the glider part at the start.
For the longest time, I kept thinking it was possible to go through it the same way in MS but I don't believe it is. Until I realized the flippers can be used to collect those chips. Even though it's possible to do that in MS as well, I never noticed that and I really liked that it was used here.
47. Tele-Rooms
I really found it fun that I was able to obtain all the first chips in the east fireball room without stopping. A lot of levels in this ruleset do this and I found it nice.
The only other difference I found cool was the blobs on ice. The timing to get past them a few times was a good challenge.
48. And Then There Were... Four?
Of course those fire boots are still in the third column.
I liked this fix, I remember it being brought up and it was well-received. Though, I don't think all the other red buttons needed to be there.
59. Lot of Danger
The beginning was much more difficult, since you have no control over the random force floors. I honestly really dislked the paramecium part after this. I felt it could have had more wiggle room and less of a chance of dying by it. Other than that, this level was pretty good.
68. Madness II (LX)
I just realized both Madness levels changed in this set.
Anyway, the only changes were the hidden items and the force floors underwater right at the beginning. Mostly everything else is the same. It was a good level to play again.
70. Killer Spiral
One of the few levels that I actually suggested the fix for (The other being Frost Swirl)! And a different style gameplay, since I couldn't rely on boosting like I could in the original.
82. The Block Stops Here (LX)
The bomb section at the bottom was a well done fix. It was appreciated that I could actually kill off some of the gliders, if I really needed to.
85. Follow the Glacier Brick Road
It was sad to see the original level's concept go but there was no way to replicate it for Lynx. So arguably this one was a lot, lot easier to solve.
87. The Walker Machine (LX)
An actual level that requires you to erase blue keys? This may be my favorite level in this Lynx version. It was just a ton of fun to playand has so much replay value. I loved it, well done to whoever's idea this was!
92. Abandoned Mines
The blob section was a lot more challenging here, since blobs act weird in Lynx. The force floors at the end gave me a headache. That's mostly the animations fault but still it was a pain collecting the chips there. Was still fun to play again regardless.
93. Exit Chip
Okay. This level wasn't nearly as evil as the original. I actually kind of liked it? That's kind of hard to say though!
Thankfully I didn't die by any ball on that ice slide, though I did almost get killed by the block containing suction boots in the NE.
94. Checkerboard II (LX)
A good fix to the level but I didn't enjoy playing it. I found it easier to mess up guiding blocks in this version. I might have been impatient though.
96. Glider and Fire
I remember there being debate on whether this level should stay or be replaced by a mirrored version that I made back when this project was first starting out. I'm honestly a little disappointed the mirrored version didn't get used here, it would have been much easier in my opinion.
Anyway I had to watch Miika's lynx solution to this level to solve this. I especially hated the ending that requires nearly perfect timing to exit or you'd get killed by a glider, which is completely out of your control. I wish some were removed at least but oh well.
In general I can't say I liked it, but it was definitely a challenging level.
99. One-Block Sokoban
Lol I accidentally erased the blue key on the first attempt.
Backtracking to get the green key before pushing the block was not fun. It couldn't be helped though. What could have been helped though was the teleport/splash delay cook at the very very end. That wasn't very nice, Lynx.
105. Yet Another Puzzle (LX)
Still remained just as fun as the original, despite the change. It was a little harder to outrace the glider before getting stuck.
107. Joyride I
I recommended a time limit increment for this level but unfortunately it didn't receive one. So the bold time is 2, which I find funny.
108. Tricks
Block slapping made this level a lot easier.
112. After the Rainstorm (LX)
Even though its not required here, I love the fact the force floor remains in that once called "Ram" section. Nice touch.
113. Oorto Geld II
This is the true definition of a lame sequel. And the walkers didn't do it any better. Did not enjoy this one.
119. Teeth
I never did play the version that required odd step but this was a good level. I appreciate the teeth in NE no longer releases out of it's trap.
120. Frost Rings (LX)
Even though it's concept couldn't be retained, it was still enjoyable. Nothing beats the original though
123. BlockSlide
No changes but because slide delay does not exist in Lynx, this level played sooooo much smoother. Loved it.
130. Frozen Birdbath (LX)
I raged on this level in my MS run. I despised the original so much, it's my top least favorite CC level. BUT.
This version did it so much justice. I loved it. Considering to replace my #1 least favorite level now.
131. Time Bomb (LX)
I'm surprised this was mirrored and Glider and Fire wasn't. But it makes sense with this level, since the original had fire all over the place.
The level was great. I don't know if it's the same gameplay just mirrored but it seemed harder to me. Great fix (or replacement I guess?).
132. Captured (LX)
This one wasn't as annoying as the original. Quicker to solve as well!
136. Switch Hit
I'm surprised the AVI for this level claims this to be unsolvable in Lynx. It was definitely more interesting here though, it had me stomped on how to exit since the way to in MS couldn't be done.
139. Frostbite (LX)
I found this to be a little more timing based. Enjoyable to play though was never much of a fan of the original.
140. Keep Trying
Moving with random force floors everywhere was more difficult than it should have been. But still fun to play!
143. Trapped
The fact there still resides a bust here makes this level better. Didn't catch it until I completed it the first time, so I went back and executed that bust.
145. Gauntlet
I don't know if it's possible to collect all 15 chips in the teeth corridor, but I didn't chance it. Thankfully the 2 at the end were useful for something! The walker clone machines also acted out with me and caused me to die several times.
146. Run-a-Muck
Hated the original. Hated this version even more. I especially hated that a fireball in the west room goes in the ball/chip room which only made it unnecessarily harder. Sorry.
147. Cloner's Maze
Just because gliders don't die in fire here, I went all out with the cloner and spammed it for a good 30 in-game seconds. Don't do that, it ain't a good idea.
Anyway I had to watch chipster1059's video of solving this in Lynx because I was at a complete loss on some parts. While I'm pretty sure it's possible otherwise, I relied on collisions to collect the yellow key and one of the chips. I hated one collision but loved the other. Thanks chipster for the video assistance!
148. Neptune
Liked the fact the traps made getting blocks in those spots for gliders to destroy the bombs much easier. I didn't enjoy this level that much unfortunately.
--Final Review--
Overall, playing this was very interesting and most, if not all, the fixes were excellent. Thank you to those who worked hard on completing this project and I apologize for disbanding in the middle of it. You did CCLP2 some justice with this. I highly recommend playing this, even if you weren't a fan of the original.
Concept: (5/5) AXIS is a medium-sized itemswapper based on a simple concept: Chip can only move horizontally, and Melinda can only move vertically. Break either rule, and the tank button is pressed, causing tanks to nail themselves against the four chip sockets and making the level unsolvable.
Design: (5/5) The level is arranged in a very pleasing symmetrical layout, as is common in J. B.'s levels. The items and tiles of interest are laid out in a pound-sign (#) shape, with the teleports adding some real interest to the otherwise linear gameplay (causing there to be four intersections between Chip's world and Melinda's world instead of only one). Additionally, four purple balls bounce across the level, adding just enough minor dodging to break up the player's concentration.
Action Difficulty: (2/5) Simple ball dodging.
Puzzle Difficulty: (3/5) In addition to the itemswapper, there is some added interest with the hook/block interaction, ensuring the correct character opens the green doors, and managing five inventory items.
Fun: (5/5) A really enjoyable level and the perfect length for the concept. It took me four or five tries but it was always my own fault. Focusing on which axis you are allowed to move on took some learning, and those pesky pink balls definitely surprised me a couple times. I didn't get all the bonuses but it looks interesting for the optimizers out there.
Here are the levels submitted to the December 2015 Create Competition - First Impressions.
The levels included here are:
<span style="color:rgb(0,0,255)"><span style="font-family:courier new">Do you even lift? <span style="font-family:courier new"> by random 8
<span style="color:rgb(0,0,255)"><span style="font-family:courier new">Infiltration and Escape <span style="font-family:courier new"> by chipster1059
<span style="color:rgb(0,0,255)"><span style="font-family:courier new">No Refunds <span style="font-family:courier new"> by RB3ProKeys
<span style="color:rgb(0,0,255)"><span style="font-family:courier new">Diametric Opposition <span style="font-family:courier new"> by Ihavenoname248
<span style="color:rgb(0,0,255)"><span style="font-family:courier new">Waltz of the Kerosene Fire Fairies <span style="font-family:courier new">by Cyberdog
<span style="color:rgb(0,0,255)"><span style="font-family:courier new">Holiday Trail <span style="font-family:courier new"> by Flareon350
<span style="color:rgb(0,0,255)"><span style="font-family:courier new">Walk in the Part <span style="font-family:courier new">by Syzygy
<span style="color:rgb(0,0,255)"><span style="font-family:courier new">The Emperor's New Level <span style="font-family:courier new"> by random 8
<span style="color:rgb(0,0,255)"><span style="font-family:courier new">Connections <span style="font-family:courier new"> by Ihavenoname248
<span style="color:rgb(0,0,255)"><span style="font-family:courier new">The Hills in Winter <span style="font-family:courier new"> by chipster1059
Concept: (5/5) SHEFFER is a puzzle level based on a simple concept: solve logic circuits in three rooms such that each room functions as a single given logic gate. That is, one room must function as a NOT gate, one as an OR gate, and one as an AND gate. When you think you've solved them all, you take a one way trip towards the exit, and if you were right, a door opens and you win the level.
Puzzle Difficulty: (4/5). The NOT room is fairly easy (due to only 4 possible combinations), but the AND and OR rooms each have 25 possible combos and definitely require some logic know-how. The upside is that the AND and OR rooms have identical structure, so once you figure one out, the other solution comes much easier.
Action Difficulty: (1/5). 999 seconds is more than sufficient, and there are no monsters or obstacles.
Fun: (4/5). I thought it was a really neat level. I solved it on-screen without paper, but was definitely drawing on screen with my finger and talking it out ("if that turns on, this turns off, so the output will be on..." and so forth). My first two solutions failed (I like that you don't get to see the output of your failures), but the third try was the charm.