Posted by: geodave - 02-Jun-2015, 3:53 PM - Forum: Blog Station
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Okay, so for the last few days y'all have been making me look bad because, oh wait, I HAVE A LIFE. Well, a job anyway.
Chip's Challenge 2 is pretty fun so far, but I'm only about a third through so we'll see.
I would imagine that the call for new level packs will come in time. Some of you have already finished all 200 levels. WHAT IS WRONG WITH YOU?
I really hope we see some way to import levels into the editor, or make complete level packs in another tool.
In the meantime, there is no reason to drop CCLP4. It might, in fact, play a supplementary role to CC2. People play all the level packs and say "isn't there more than this?" YES THERE IS.
The concept is somewhat annoying at first, but makes an excellent lesson in inventory management. Getting the bonus just means planning ahead. Extra 1K bonus flag in bottom left corner.
02 PUSH AND PULL (based on LESSON TWO)
Again, the concept is annoying at first, but (as with FLEA MARKET) you start to get the hang of the hook after a bit.
03 ONE LESS'N BEFORE (based on LESSON THREE)
The trick here is a little tougher to duplicate than I'd like. The bonus is obtainable only by 'unfair' information.
04 THOUGHTFUL (based on LESSON FOUR)
I like the `set yourself up for success' theme here. I have NOT verified the bonus is obtainable on this one.
05 POOL OF THE ACCURSED (based on LESSON FIVE)
Keeping the blue teeth out of trouble on this one was so difficult that I had to give the player more options. The `surprise' in the lower room is unfair, but I like the concept.
06 SPIRIT PORTAL (based on LESSON SIX)
I'm really proud of this one. A tight little puzzle that fits perfectly into the walls of the original level. Very instructive on the ghost/yellow teleport interaction. Secret out-of-sight bonus available.
07 IF WALLS COULD SPEAK (based on LESSON SEVEN)
Neat concept made possible by the new thin walls.
08 SHE'S GOT A TICKET (based on LESSON EIGHT)
Simple RR level, more filler than anything, all trap routes should be visible in advance.
09 OL' STUNT BANDS (based on NUTS AND BOLTS)
Name is an anagram of course. Collection of unrelated concepts. I'm pretty happy with the whole northwest corner, particularly the creative one-way bouncing ball room (using a series of 12 x+20n repeaters) and the red teleport puzzle. Bonus puzzle looks more complex than it is.
10 PROBING ACTUALITY (based on BRUSHFIRE)
Easy and satisfying concept level in my opinion.
11 AROUND THE CORNER (based on TRINITY)
Another puzzle I'm really proud of. Spent several hours working on iterations of this. The walls of TRINITY make the upper right tank impossible to extract using the intended mechanism, hence the 2-chip requirement instead of 3-chip. However, you can get sneaky by quickly moving the yellow teleport while the tank is in the RR room and extract it that way for the full bonus.
12 HASHTAGS (based on HUNT)
Mostly a filler level. Not all bonus flags are currently achievable. Maybe someday I'll fix that portion.
13 GREAT TRAIN ROBBERY (based on SOUTHPOLE)
My personal favorite level of the set. All fire routes are marked, and thus the only threat to a careful player is the clock. But training (pardon the pun) my brain to think in these terms definitely took a while.
14 TELEBLAST (based on TELEBLOCK)
My second favorite level, and probably the hardest of the set. Thinking in terms of three yellow teleports is pretty challenging, plus the whole bomb placement thing. I got the complete player experience here by constructing a level and figuring it out without knowing in advance it was even possible. One secret bonus flag exists.
15 FORCE ANXIETY (based on ELEMENTARY)
Pretty straightforward concept level. I have noticed a game bug while playing that lets you re-enter a pop-up wall with the no-green-key sign, that might allow a minor bust.
16 CAREENING (based on CELLBLOCKED)
I think this one is easy and quite fun. Bonus is obtainable, but note that the hook can't pull a sliding block perpendicuarly away from a wall. My method is to push the block into the wall instead, that seems to stop it in place and then you can pull it.
17 DEADLY SMILE (based on NICE DAY)
Concept level based on rapid toggling. Basically requires you to collect some of the chips while travelling in 3-step, and others while traveling in 9-step. The hint explains which toggle walls are in sync with which green chips.
18 DUNGEON QUEST (based on CASTLE MOAT)
Untimed level with plenty of extra bowling balls. Playable to the patient player, but also extremely unforgiving. I *think* it's fun, but it can also be incredibly frustrating. I haven't verified the bonus on this but it should be obtainable.
19 ROVER SWAPPER (based on DIGDIRT)
Speed boots for both player and rover makes the experience much more enjoyable than it would have been otherwise. I think it's the most fun level in the set, and pretty easy. I think all the bonuses are obtainable but I haven't verified.
20 MISBEHAVIOR (based on TOSSED SALAD)
I was going to turn TOSSED SALAD into the ultimate yellow teleport level, but then the starting puzzle turned out to be so difficult that I cordoned off the area and decided I'd ask no more of the player. The rest of the level contains bonus flags and is accessible by the same secret mechanism as I put in TELEBLAST and SPIRIT PORTAL.
21 INTERNET FREEZE (based on ICEBERG)
Pretty straightforward maze using wired blue teleports. It's impossible to get stuck but there are two `one way' sections which could be confusing. Secret bonus flags exist.
22 EVER PASSING MOMENT (based on FORCED ENTRY)
Whew! This one took forever both to design and to record. I originally had double the number of monsters but it was too difficult for my taste. I have not verified the bonuses on this level. Getting them will interrupt the monster pattern and require the player to make it back alive across a room full of chaos.
23 REDEMPTION LEVEL (based on BLOBNET)
Purely a bonus level, although the mechanism by which you automatically win the level is pretty cool. I covered it with canopies in-game, but it relies on a possible bug that allows the game to clone semi-functional copies of the player. You can't switch to them, and in this level you'd never know they existed, but when that timer hits zero it releases one right into the exit.
24 AUTOMATIC MINING MACHINE (based on OORTO GELD)
The mechanism on this level is really fun. A single yellow teleport shoots bowling balls in whichever direction the player is facing, and must be moved around the level to collect all the chips. The level might feel slightly long but I think the concept is worth it.
25 CONSTANT COMPANION (based on BLINK)
Pretty easy filler concept level. Working with the doppelganger to get the bonus is pretty fun, as you get to push and pull a dirt block down tight passageways and around corners. It's practically impossible to get stuck or die except by running out of time.
26 PROCESS IMPROVEMENT (based on CHCHCHIPS)
Three concept puzzles, one involving bowling balls on railroad and two involving electricity. Not too difficult and I think the concepts are pretty cool.
27 DETECTIVE STORY (based on GO WITH THE FLOW)
I really want to hear your feedback on this level. Is it fair or unfair? Easy or difficult? Fun or frustrating? I'm having a hard time gauging what the experience would feel like to the casual player.
28 FACES IN THE MIRROR (based on PING PONG)
The yellow tank mirrors your every move! This was a tough one to construct because the player can desync the yellow tank by pressing on a wall and then moving away. So, I made all the walls deadly.
I started an ambitious CC2 level design project, all based around placing new puzzles within the walls or general level layout of the CC1 levelset.
I do not know if I will ever complete it, but here are the first 67 levels. They are in the original order based on their CC1 counterparts, and thus are not in order of difficulty.
My personal favorites are:
GREAT TRAIN ROBBERY (based on SOUTHPOLE),
TELEBLAST (based on TELEBLOCK),
SPIRIT PORTAL (based on LESSON 6),
AROUND THE CORNER (based on TRINITY),
DETECTIVE STORY (based on GO WITH THE FLOW),
and UNDERSTUDY (based on DEEPFREEZE)
Please share busts, recommended changes, and all other feedback. Thanks!
-Joshua Bone
What's New in Version 1.3.0
Removed bonus from Level 22 EVER PASSING MOMENT
Replaced Level 23 with PERFECT SAFETY RECORD (easy)
Remade Level 31 PRETZEL so chips don't hide information
Many of you have had the chance to play CC2 and I would love to hear your initial reactions. I haven't played it yet myself, but it would be great to hear which mechanics you've liked and maybe what your favorite levels have been so far
Posted by: jblewis - 28-May-2015, 9:30 AM - Forum: Other
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File category: Programs and Editors
For anyone who'd like to see all of CC2's levels from the top down or jump into optimization on Day 1 - here is the complete collection of maps for CC2 levels.
This is my 6th levelset of the JoshL series. Originally first released at 40 levels then updated to have a total of 90 right before CCLP4 submissions ended. And now after many months of constant inspiration and even more level ideas, it now contains a grand total of 149 Lynx-compatible levels all rearranged mostly by difficulty once again!
A recurring theme in this set is monsters placed on top of unusual tiles (i.e., pink balls on top of sockets, etc.). You will be seeing this a lot throughout playing. Another theme I've used is using wall layouts from preexisting levels to create new levels out of them. Many thanks to all the various community members for providing great wall layouts! All of them were fun to use.
In the downloads, you'll find three files:
The fully rearranged 149 level version, which will be the official version from here on and any updates needed will be made only to this one. This is also the one to report times for, if you wish to do so.
A set containing the 59 newest levels are included for those who wish to only play the new stuff, however, this does not have a proper curve of any kind as they are in the order they were designed and will not be further updated.
Version 1.0+ with the original 90 levels is also included and this will no longer receive updates as well.
A detailed level listing and updates made to any older levels can be seen here. This will also be used to add and explain any further updates, if any are to occur. No major changes have been made to any of the older levels so any times submitted for these levels are still valid.
As always, any feedback or review/comments are more than welcome, as well as bust reports, if there are any!
The scoreboard for this set can be viewed here. Please feel free to submit your scores if you wish! You can also read up on the various fun facts/trivia to all the levels I've created for this set, old and new! Including which walls I've used from other levelsets.