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  CC2 elements
Posted by: uyjulian - 22-May-2015, 7:23 PM - Forum: Chip's Challenge 2 - Replies (1)

This comes from my CC2 elements page: https://sites.google.com/site/awertyb/ch...nformation

Original source: http://web.archive.org/web/2001021611234...ements.htm



Alphabet tile

[Image: l8xmh.png]
This tile can be used to write messages on the floor.

These tiles act like regular floor when a player steps on them.

AND Gate

[Image: qtNCe.png]
This gate has two inputs. If both of the inputs are TRUE, the output will be true. If either or both inputs are FALSE, the output will be FALSE. This is like the statement "I will go to the movies if I have the money AND I have the time." One of the inputs is whether or not I have the money, and the other input is whether or not I have the time. The output is whether or not I go to the movies.

Angry Teeth

[Image: f9mzg.png]
This monster is attracted to the nearest Chip player and moves towards him. It runs away from the nearest Melinda player.

Special Walls

Appearing Walls and Invisible Walls


[Image: ym15o.png] [Image: jgmxh.png]

Appearing walls and Invisible walls both look like floor in the game. When a player tries to step here, the appearing wall turns into regular gray wall, but the invisible wall appears for just a second, then disappears again.

Blue Walls


[Image: vitns.png] [Image: kg47q.png]

Solid blue walls and false blue walls look the same in the game. When a player tries to enter the wall, however, the solid blue wall turns into regular gray wall. The false blue wall, the flat looking one, turns into floor.

Custom Walls


[Image: dQBdP.png][Image: TEGPV.png][Image: zEzpD.png][Image: nih4L.png][Image: 1Hi12.png][Image: Zlahh.png][Image: 0aOq4.png][Image: XLu5d.png]

These behave just like regular walls. They are only used for decoration. There are eight custom walls in the CC2 editor.

Panel Walls

[Image: 7c2t9.png]
These thin panels can go just about anywhere between two map squares. They are useful for making mazes.

Pop Up Wall

[Image: 1ho4q.png]
These pop up to become real gray walls when something steps off of them.

Steel Walls

[Image: nhcht.png]

These cannot be destroyed by the time bomb.

Ball

[Image: huxke.png]
This monster bounces along in a straight line until it hits an obstacle, then reverses direction.

The ball is most often used in combination with other balls. When the path of balls intersect at right angles odd bounces can occur.

Basic Elements


[Image: ueekh.png] [Image: 9hhxc.png] [Image: vtqfr.png]

The floor, various kinds of walls, and the exit. With these three elements, and at least one player, simple maze levels can be created.

Brown Button and Bear Traps


[Image: 9m8kq.png] [Image: vqstv.png] [Image: X1khb.png]

The brown holds the bear trap closed. Brown buttons are linked to bear traps in reading order. If there are two brown buttons in reverse reading order of the bear trap, both will be linked to the same bear trap.

Black Button

[Image: gqp38.png]
This is the reverse of a logic switch. When left alone it will send a current through the wire, but when stepped on will turn the wire off.

Blob

[Image: rw1ve.png]
This monster picks a random direction each time it moves. Its behavior is totally random. The blobs move at half the speed of the players. Blobs can travel on slime, and make slime grow as the blob leaves the slime to go to the floor. Regular floor is the only thing it can grow onto.

Dirt blocks and Ice blocks


[Image: vuxhr.png] [Image: au23t.png]

Chip and Melinda can push these around. Only one dirt block can be pushed at a time, but many ice blocks can be pushed at a time. When dirt blocks are pushed into water, they turn into dirt floor. When ice blocks are pushed into water, they turn into ice floor. When ice blocks are pushed into fire, they melt and turn into water. If a fire box hits an ice block, it will also melt. When ice blocks and dirt blocks are covering something you can see what it is when you are in the editor.

Blue tank and Blue buttons

[Image: rios2.png][Image: 3q2K9.png]

The blue tanks move forward unless blocked by an obstacle, and otherwise wait. When the blue button is pressed, all the blue tanks reverse direction. If two buttons are pressed at the same time, the effect is canceled. If three buttons are pressed, they change direction and so on.

Bonus Flags


[Image: 8viec.png] [Image: 1ev1a.png] [Image: njlx2.png] [Image: gm4g9.png]

These give the player 1000, 100, or 10 points respectively. The two times flags doubles the bonus points.

Bowling Ball

[Image: nf84t.png]
When the player drops this, it rolls along until it hits something, then shatters. If it hits a monster, it kills it. It can also pick up tools along the way. If it hits a <a>Chip</a>, it will pick it up and add it to the player's chip count.

Bribe

[Image: 9bnlu.png]
The bribe lets Chip get by the thief without losing anything.

Chips and Sockets


[Image: qztqw.png] [Image: n2qyt.png] [Image: mb90o.png]

In order to open up the IC chip socket, the players must collect enough IC chips. There are two different types of IC chips that can be placed in a level. The normal IC chips, and the extra IC chips. The extra IC chips have a little + symbol on them in the editor. They look and behave exactly the same in game play. To tell how many IC chips need to be collected to open the IC chip sockets, count only the normal IC chips. There is no score bonus for collecting extra chips. In fact, it slows the player down and takes away from any time bonus. The socket is usually placed to block the exit and thereby prevent the player from reaching the exit until he/she has collect the required number of chips.

Green toggle chips and toggle bombs also count towards chips needed to get past the chip socket.

Canopy

[Image: m8Ll1.png]
The canopy doesn't let you see what's below it.

Centipede

[Image: Scq80.png]
This monster hugs the right wall. When it runs into an obstacle, it will always try to turn right, then it will try to go straight, then it will try to turn left, and finally it will go back the way it came.

Cherry Bomb

[Image: 0k2ua.png]
If anything steps on this square, it blows up.

Clone Machine and Red Button


[Image: 8sve0.png] [Image: crsm1.png]

Clone machines make copies of monsters and blocks. Basically anything that moves will be copied and ejected if the exit is available. Note the direction of travel of the monster as indicated by the small red arrow in the four clone machines shown in the picture above. Red buttons are linked to clone machines in reading order. If there are two red buttons in reverse reading order of the clone machine, both will be linked to the same clone machine.

Clue

[Image: BUx9t.png]
This displays the clue for this level.

Counter gate

[Image: WHhim.png]
This gate has two inputs and two outputs. When the ADD ONE input goes from a FALSE state to a TRUE state, the digit is incremented by one. This is known as a positive edge trigger. If the digit wraps from 9 to 0, the OVERFLOW output will pulse TRUE for one clock cycle. This can be used to trigger some device, or it can be fed into another counter. When the SUBTRACT ONE input goes from a FALSE to a TRUE state, the digit is decremented by one. When the digit wraps from 0 to 9, the UNDERFLOW output will pulse TRUE for one clock cycle.

Directional Blocks


[Image: teku2.png] [Image: mzt18.png] [Image: fdcjn.png] [Image: 9yph8.png] [Image: im2n8.png]

These blocks can only be pushed in the directions that have little orange arrow tags. They can only be rotated on train tracks. When they fall in water, they turn into floor. More than one block can be pushed at a time. Since they are just the frame of a block, the player can see what is under them.

Dirt, Gravel, and the Boot


[Image: bzydl.png] [Image: oklqg.png] [Image: n0wsg.png]

Dirt and Gravel both stop monsters. Melinda needs the boot to step on dirt. When dirt is stepped on, it becomes regular floor.

Doors and Keys


[Image: 77d4u.png] [Image: 7sp64.png] [Image: g3ypt.png] [Image: nk9pb.png] [Image: lk71z.png] [Image: 00g43.png] [Image: foj18.png] [Image: zvqqs.png]

The doors need matching colored keys to enter. When Chip opens a green door with a green key, he keeps the key. All other doors that Chip opens, he will need one key for each door. Melinda on the other hand, keeps the yellow key. The red key and the blue key are unique as well. Monsters can walk over red keys, and will eat blue keys.

Secret Eye

[Image: bynut.png]
The secret eye is a tool that allows the player to see all the secret information in a level, like what is under blocks, and where the mimics are.

Fire and the Fire Boots


[Image: h2dyb.png] [Image: 754ul.png]

Players burn up in fire if they don't have the fire shield boots. Most monsters also burn up in fire.

Fire Box

[Image: f8134.png]
This monster travels in a straight line. When it can't go forward anymore, it first tries to go right, then left, then back the way it came. It can also travel through fire.

Orange Buttons and Fire Jets


[Image: ju3gz.png] [Image: 4uyra.png] [Image: gp79a.png]

Orange buttons control fire jets. If a fire jet starts on, then holding the button down will turn the jet off. If the jet starts off, then holding the button down will turn the jet on. Orange buttons are linked to fire jets in a diamond grow pattern.

Foil

[Image: liqsl.png]
A tool that is picked up to change regular walls into steel walls.

Force Floors and Magno Boots


[Image: jnf76.png] [Image: 80idz.png] [Image: 7utdc.png]

Players will be carried along on force floors unless they have the Magno Boots. Of special note is that a player is carried along one square before regaining control. This means that a player is trying to cross a strip of force floors will be carried along for one tile before stepping off the other side.

The random force floors are really not so random. Each time one acts on an object, it is forced out in the next direction in clockwise order, North, East, South, West, North, etc. All random force floors share one common direction variable, so stepping on one will affect all of them. Of course, the force floors also affect monsters.

Gender Blockers


[Image: rtwku.png] [Image: ko1p7.png]

Chip can't step on the female tile and Melinda can't step on the male tile. Monsters can step on both of them.

Ghost

[Image: 0anau.png]
This monster moves counter-clockwise and can travel through everything but steel walls and water. Ghosts can pick up tools and keys, except the red key. If the ghost has a tool or a key, it will use it. For instance, if the ghost has a yellow key and passes through a yellow door, it will open the yellow door on the way through. If a ghost picks up the lightning bolt, it will trigger wires in the floor while passing over them. If a ghost becomes overloaded with tools, it will drop them, just like Chip. If a ghost picks up foil, it will start turning normal walls into steel walls. The ghost also avoids custom floors and custom walls.

Gray Button

[Image: wfmpj.png]
This is an "area of effect" button. It activates tiles within a 5x5 square around it.

Helmet

[Image: z2wr9.png]
The helmet protects the player from monsters.

Hook

[Image: a8969.png]
The hook allows Chip or Melinda to hook onto a block and pull it.

Ice and Ice Cleats


[Image: beho8.png] [Image: o2nu4.png]

All monsters and Chip slide out of control on ice. Melinda does not slip on ice. Chip can walk without sliding if he has the cleats.

Ice Corners

[Image: ztj9e.png]
They have two solid sides that can't be passed. Things that slide into them are redirected around the corner.

Inverter

[Image: IEKkS.png]
This is the only gate that has just one input. The output will be the opposite of the input. If the input is TRUE, then the output will be FALSE. If the input is FALSE, then the output will be TRUE.

Key Thief

[Image: p39nx.png]
This thief with the blue bandanna acts like a tool thief (the one with the red bandanna) except that he steals your keys but not your tools. He will also take one half of the player's current bonus flag points.

Transparent Latch

[Image: vxo0n.png]
As long as the latch input is TRUE, the output will be the same as the data input. When the latch input is FALSE, the output will stay the same as it was when the data input was last TRUE. This is a combination data flow valve and one bit memory. It's like the statement "As long as I can see you, I will follow your lead. When I can't see you, I'll do the last thing I saw you do."

Latch 2

[Image: 9oho4.png]
This latch is a mirror image of the first latch, used to keep the game elements symmetrical.

L Doors

[Image: 8zwi2.png]
These can only be entered from an open side, and rotate 90 degrees when a panel is stepped through.

Lightning Tool

[Image: okll3.png]
If the player has this tool when he/she steps on a logic wire, it will force the wire node to be TRUE.

Mimic

[Image: 8yo1c.png]
This sneaky monster looks like the floor. It moves about 1/4 the speed of other things. It can be clearly seen when it's moving. It's real easy to see when it is not hiding on regular floor.

Mimic Chip

[Image: yjh9y.png]
This monster looks like Chip, but has the red background. If the nearest player is Chip, it will mimic his movements.

Mimic Melinda

[Image: wORXu.png]
This monster looks like Melinda but has a red background. If the nearest player is Melinda, it will mimic her movements.

NAND Gate

[Image: 4ev2V.png]
This gate has two inputs. It is also called the NOT AND gate. It is the same as an AND gate with an inverter on the output. If both inputs are TRUE, the output will be false. If either or both inputs are FALSE, the output will be TRUE. This is like the statement "I am not going to the movies if everyone else has a date AND I don't have a date." One input is whether or not every body else has a date, and the other input is whether or not I don't have a date. The output is whether or not I DON'T go to the movies.

Not Symbol

[Image: z6r2t.png]
This can be combined with keys and tools to create a floor tile that can't be entered if the key or tool is in inventory.

Off and On Switches

[Image: ddg72.png]
When circuit wires are run through these switches you can send current through the wire or turn off the current by walking over the switch to reverse its status. These are toggle switches.

OR Gate

[Image: kImxO.png]
This gate has two inputs. If either or both inputs are TRUE, the output will be TRUE. If both inputs are FALSE, the output will be FALSE. The is like the statememnt "I will go to the movies if I have the money, OR someone else pays my way." One of the inputs is whether or not I have the money, and the other input is whether or not someone else will pay my way. The output is whether or not I got to the movies.

Players


[Image: p29zq.png] [Image: d0lwv.png]

Chip and Melinda. They are not the same. They have slightly different abilities as described later. A level can have as few as one player, or as many as will fit. To complete the level, all players must make it off the level. If there is more than one player in the level, the level will be displayed as a split screen with one view on the left, and the other on the right. There are two sets of controls, one for the left, and one for the right. If there are more than two players, there is a control to step each view through all the other players in the level. If this two screen, two control setup is used with just two players, it can make some very interesting cooperative levels.

If there is more than one player in the level, the active player in each view is highlighted to make it more visible.

Purple Button

[Image: 8v1ww.png]
This can be used to activate wires. This is useful to control logic circuits.

Rover

[Image: gfzb0.png]
This is the nemesis monster. It can go on dirt, gravel, and just about anywhere the players can go. It picks up keys and tools. Its movement mimics that of other monsters (i.e. the ant, centipede, fire box, etc.) and changes periodically from one type of movement to another. Rover's appearance changes with his behavior. When he is red and yellow he's going his own way. When he is blue he turns into teeth, chasing Chip and running from Melinda. When he is purple he turns into timid teeth, chasing Melinda and running from Chip.

Ship

[Image: crecp.png]
This monster travels in a straight line. When it can't go forward anymore, it first tries to go left, then right, then back the way it came. It can travel over water as well.

Speed Boots

[Image: vkkkt.png]
Speed boots help Chip go faster.

Spider

[Image: r6ey2.png]

This monster hugs the left wall. When it runs into an obstacle, it will always try to turn left, then it will try to go straight, then it will try to turn right, and finally go back the way it came.


Slime

[Image: h811d.png]
This stuff kills players. Monsters, except for the blob, refuse to go in it. The blob is fine in it. In fact, if a blob moves off of slime onto regular floor, it spreads the slime along onto the floor making it grow. When blocks are pushed into slime, they wipe the floor clean and make it back into regular floor.


Teleports

[Image: vbloa.png]
Blue Teleport

When an object steps into a teleport, it exits at another site. Blue teleports are linked in reverse reading order. If the exit of the next teleport is blocked in the direction of travel, it is skipped and the teleport after is used. If all teleports are blocked, the player stops on the teleport and may walk across it without being teleported anywhere.

[Image: nzjsr.png]
Red Teleport

When an object steps into a teleport, it exits at another site. Red teleports are linked in reading order. If the exit of the next teleport is blocked in the direction of travel, it checks other exits in a clockwise order, then it tries the next teleport. If all teleports are blocked, the player stops on the teleport. You can go in any direction with red teleports. Hit the arrow key right after you enter the teleport and you will go in that direction.

[Image: f8k6p.png]
Green Teleport

When an object steps into a teleport, it exits at another site. Green teleports will send the object to another teleport in a random direction.

[Image: 0tra0.png]
Yellow Teleport

When an object steps into a teleport, it exits at another site. Yellow teleports are linked in reverse reading order. If the exit of the next teleport is blocked in the direction of travel, it is skipped and the teleport after is used. If all teleports are blocked, the object can pick up the yellow teleport. This means that it can be put down somewhere else.

Thief

[Image: 1bbkf.png]
This guy removes all tools from the player's inventory. He also takes one half of the player's current bonus flag points.

Time Bomb

[Image: 4k0mp.png]
When the player drops this, it will delay for five seconds, then explode. It will destroy everything within this blast pattern and leave a fire in the center. Monsters caught in the blast are replaced with fire. Note that the time bomb can be used to destroy water guarding an exit square or regular walls on the back of exit squares, providing access to the exit.

Time bombs do not destroy chip sockets, logic gates, wires, or steel walls.

Timid Teeth

[Image: htcg0.png]
This monster runs away from the nearest Chip player, and is attracted to the nearest Melinda player.

Toggle Doors


[Image: o03nb.png] [Image: drwy2.png] [Image: ghk9g.png]

The green button toggles the green toggle doors. This means that when a green button is pressed, all of the open green toggle doors close, and all the closed green toggle doors open. If two green buttons are pressed at the same time, the effect is canceled. If three are pressed at the same time, they change, etc.


[Image: zRoKA.png][Image: EhtW1.png]
The Green Button also toggles between the green toggle bomb and the green toggle chip. Both of these count as chips needed to get past the Chip Socket.

Tracks and the Crossing Sign


[Image: r2iy.png] [Image: f0qy3.png] [Image: usiv0.png] [Image: s3pdp.png]

Railroad track can only be entered and exited from an open end of the track. A player cannot step onto the track from the side, or step off once he/she is on. Plus, you can't turn around, you have to keep going forward. Any attempt to move will take you forward. The Rail Road crossing sign can be picked up to allow the player to ignore the track and walk on it like regular floor. Track can be layered to make track crossings and junctions.

Junctions can any combination of the six track pieces. The last one traveled on will be displayed on the top of the junction stack.

Track junctions can be converted to track switches by adding the switch marker. This will cause only the top track piece to be available. All others will be shown in red. When this top piece is stepped off, it is moved to the bottom and the next piece in the pile is brought to the top. If only two pieces are layered, this has the effect of just switching bewteen the two parts. With more, it gets more complicated. The order of rotation is:

vertical, horizontal, 1-o'clock, 4-o'clock, 7-o'clock, 10-o'clock

Whatever piece is put on last in the editor is the one on top at the start of play.

Transmogrifier

[Image: edryg.png]
This changes things into other things:

Chip <-> Melinda

Mimic Chip <-> Mimic Melinda

Blue Tank <-> Yellow Tank
Angry Teeth <-> Timid Teeth
Ball <-> Walker
Dirt block <-> Ice block
Ship -> Centipede -> Fire Box -> Spider -> Ship
Blob -> Ship, Centipede, Fire Box, Spider, Walker, Ball, Timid Teeth, Angry Teeth, or Blue Tank

Turtle

[Image: enahl.png]
Chip or Melinda can step on a turtle's back to move safely across water. But the turtle goes underwater once stepped on, leaving only open water behind. Monsters can also step on the turtles safely.

Time Bonus, Time Penalty, and Time Toggle


[Image: m1hgf.png] [Image: zaaev.png] [Image: h6pkf.png]

The time bonus adds 10 seconds to the game clock when it is stepped on. The time penalty subtracts 10 seconds. The time toggle starts and stops the clock.

Walker

[Image: i62g6.png]
This monster travels in a straight line. When it cannot go forward, it picks a random direction. If everything else in the level happens in the same order from one play to the next, then the walkers will always behave the same. In other words, if none of the random monsters are interfered with, their path is predictable.

Water and Flippers


[Image: g70ae.png] [Image: ptabs.png]

Players will sink into the water if they don't have the flippers. Most monsters also die in water.

Circuit Wire

[Image: IIBf0.png]


This tool allows you to (in the editor) run circuit wire on floor, into devices, and through steel walls.

Wire tunnels

[Image: iksGJ.png]
These are used to run wire under the floor. They only connect on the same row or column, and are paired the way parentheses are.

XOR Gate

[Image: 0Spya.png]
This is an exclusive OR gate. This gate has two inputs. If one, but not both, of the inputs is TRUE the output will be TRUE. If both inputs are TRUE, or both inputs are FALSE, the output will be FALSE. This is like the statement "I will go to the movies if Chip OR Melinda goes to the movies, but NOT BOTH." One input is whether or not Chip goes to the movies, and the other input is whether or nor Melinda goes to the movies. The output is whether or not I go to the movies.

Yellow tank and Yellow Remote Buttons


[Image: on4g5.png] [Image: c6b2u.png]

Yellow tanks stand still until a remote button is pressed and then travel one square. They go the same direction as the object was going that stepped on the remote button.

OTHER:

Logic circuits

Using the wire tool , circuit wires can be laid on normal floor and through steel walls. Wires can control many of the map elements, like the toggle doors, and the traps. The purple button is used as a circuit input.

Each wire is called a node, no matter how long the wire is, or how many times it branches. If it is continuous, it is one node. In the example above, there is one wire node between the purple button and the purple toggle door. Each node is either on or off at any given time. When it is on, it looks purple, and we call it a logical TRUE. When it is off, is looks dark blue and we call it a logical FALSE. This leads us into our discussion on logic gates.

Logic gates

Each of these gates has either one or two inputs, and one output. To use an input or output, attach a wire to it. The gate will read the states of the inputs and use them to determine the state of the output. Each time this is done is called a clock cycle.

All logic gates except the counter can be rotated.

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  547
Posted by: geodave - 21-May-2015, 3:52 PM - Forum: Other - No Replies



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  15 Teasers to Prepare You for CC2
Posted by: jblewis - 20-May-2015, 3:08 PM - Forum: Blog Station - Replies (3)

Over the past couple of weeks, I’ve had the opportunity to playtest the forthcoming CC2 for bugs and other issues before its May 28 release. As part of that, I recorded a blind Let’s Play of the stock game and its 200 levels, which will go live on YouTube starting on release day. What can you expect to see in the game? Here are a few hints…

WARNING: Minor spoilers!

<ol style="list-style-type: decimal">
[*]There’s quite a decent difficulty curve and plenty of variety to satisfy players of many tastes, with many levels of different sizes and gameplay styles.


[*]If you’ve played Chuck’s Challenge, it’s worth noting that quite a few of its levels were based on CC2 compositions.


[*]There are at least three levels that reference CC1 in some way. There are also plenty of level titles that would later be used again in custom and official CC1 sets.


[*]A few level titles: CHAMBER BOMB, SMUGGLER, PATTERN BUFFERS, IN THE SLIME, SAUCE FOR THE GOOSE, CHAOSLANDS, IDENTITY CRISIS.


[*]No worries - there aren’t any levels that are quite as long as ON THE ROCKS or PAIN here!


[*]One level is an early version of a level that would later appear in CCLP3. Speaking of CCLP3, some of the late game arguably approaches its difficulty, at least in the early triple-digit range.


[*]You can place doppelganger versions of yourself or Melinda on the map to do your bidding (defined by a red, opaque background), but you can also place multiple copies of yourself or Melinda as well. In the latter case, you’ll have to get everyone to the exit, making for some interesting puzzles that involve switching between characters.


[*]Want all the collectible bonus flags in the game? You may have to wait a while.


[*]The levels were designed before the turn of the century, so if you’re familiar with the level design techniques commonly used back then or in CCLP2, you know what to expect here.


[*]Before it was ever used in “Chance Time!” or anywhere else, the “choose your own adventure” level layout was first introduced in CC2, as shown in the level pictured below.


[*]There’s a level with 207 teeth.


[*]Get ready for a lot of strictly timed levels.


[*]Using other items or enemies to pick up and drop items will really mess with your head.


[*]There’s a level with 900 chips, and yes, they’re all required.


[*]The yellow teleports truly are a precursor to Portal. Not only do you have to think about where to place them, but in some cases, you have to place them in such a way that you can later partial post and pick them up for subsequent uses.


</ol>


[Image: Q3hzVhx.png]

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  ZK3: Abandoned
Posted by: IceyLava108 - 17-May-2015, 1:39 AM - Forum: CC1 Level Packs - No Replies

File category: CC1 Levelsets

This is the second set of forty levels of my third (two-part) levelset, ZK3. In the spring of 2017 this levelset was
<span style="font-family:helvetica;"> revamped to improve overall level quality and become much more pleasing to play. This levelset in particular was originally designed to be very difficult and unforgiving, and while that is still a trait of the new version, the remake's difficulty has been adjusted to provide a more enjoyable and fun experience for all.


<span style="font-family:helvetica;">Unlike the older sets, this one in particular has received the lightest change thus far. Many of these levels were not in need of heavy edits.


If you wish to play the original version, it can be found under the oldest version below. It is quite similar to the new version, but may have a few errors.


Confirmed solvable? Yes


What's New in Version 2.0

major changes to levels 21 and 33, other minor edits



Attached Files
.dat   ZK3A.dat (Size: 29.66 KB / Downloads: 456)
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  Chips Challenge 2 Page
Posted by: Nickcc - 16-May-2015, 4:01 PM - Forum: Websites - No Replies

I know there is already a Chips Challenge wiki, but I decided to start one for Chips Challenge 2. I am basically moving over all of the info from Richard Fields archived page

http://web.archive.org/web/2001021611234...ements.htm

and adding back in the images along with the new videos that have been released.

Find it here

http://cc2help.wikia.com/wiki/Chips_Challenge_2_wiki

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  CC1 MS TWS
Posted by: chipster1059 - 15-May-2015, 10:36 PM - Forum: Tile World Save Files - No Replies

File category: TWS Files

This TWS file proves that I have solved all 149 levels of CC1 in the MS ruleset. It has not been optimized.


What's New in Version 1.0
  • 1.0: Original upload on 15 May 2015.



Attached Files
.tws   CC1-ms.dac.tws (Size: 65.58 KB / Downloads: 198)
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  CCLXP2 Beta TWS
Posted by: chipster1059 - 15-May-2015, 10:30 PM - Forum: Tile World Save Files - No Replies

File category: TWS Files

This TWS file is not to claim any award. It is simply a solution guide for CCLXP2 Beta. All 149 levels have been solved, but not optimized.


What's New in Version 1.0
  • 1.0: original upload on 15 May 2015.



Attached Files
.tws   CCLP2 Lynx.dac.tws (Size: 60.45 KB / Downloads: 224)
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  Hurt & Heal - Skype People
Posted by: geodave - 15-May-2015, 1:50 PM - Forum: Games and Trivia - Replies (20)

Ok here goes:

+1 to heal, -2 to hurt

Dave [10]

J.B. [10]

Zane [10]

Shane [10]

Tyler [10]

Michael [10]

Andrew [10]

James [10]

Josh [10]

Trevor [10]

Tom [10]

Wait for one other post before posting again.

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  Rock-Gamma
Posted by: rockdet - 12-May-2015, 6:19 PM - Forum: CC1 Level Packs - No Replies

File category: CC1 Levelsets


You are staring at rockdet's third level set, an unfinished piece of work where I pushed even farther my search for a perfect balance of concepts, made with exploration-based designs and aesthetics.

Designed mostly to play without maps, for they would spoil a lot of the surprises.

40 levels in that release while I wanted 50, maybe I'll finish it eventually. Can't guarantee Lynx compatibility yet, and some levels have yet to be tested too, so some flaws may or may not be included.

Have fun!

rockdet signing out



What's New in Version 1.5
  • 1.4
  • -Made 15 solvable (flippers, thanks to Jeffrey)
  • -Made 25 solvable (chip count, thanks to Michael)
  • 1.3
  • -Changed monster order in 38 which made it solvable in MS (thanks to Michael)
  • 1.2
  • -Corrected 2 passwords that made the levels impossible to be played (thanks to Jeffrey)
  • -Corrected some wrong button connections (14-15-35-38, thanks to Tyler)
  • -Corrected 39's ending to be Lynx-compatible (thanks to Jeffrey)



Attached Files Thumbnail(s)
       

.dat   Rock-Gamma.dat (Size: 27.31 KB / Downloads: 522)
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  funfair0
Posted by: M11k4 - 08-May-2015, 10:04 PM - Forum: CC1 Level Packs - No Replies

File category: CC1 Levelsets


Welcome to enjoy the pain that is funfair0!

This set contains 25 (plus one) new levels and a bunch of bonus levels that I've made for CC Zone over the years. I do not recommend this to be played in order and blind, so sneak a preview in the editor to pick which level you might like to try. I'm pretty sure there is something here for everyone, though I think not all the levels are for everyone.

There are many levels with pop-up walls. There are some mazes. There are lots of puzzles. All the main levels work in both MS and Lynx, though sometimes with different solutions. I also enjoy sequels, so there are a couple in here and more in the works.


This set is about half done compared to how I envisioned it originally. I also started a competition that involves solving some of the levels. The first 26 levels may be used for CCLP4, and if someone likes some of the other levels, I will not mind if they are used too, but they should be nominated by someone first (or however that may work). (I actually think some of the later levels are some of my best work, but they have already been featured in the competitions in some way, so I am not sure if they are the right levels to include in a CCLP4, so that's why I'm not making that call myself.)

I love to hear any feedback and reactions to the levels. Thank you in advance!


Enjoy! Glider

-Miika



What's New in Version (0.51)
  • Moved Appliances from #6 to #26 and changed some stuff. In its place, added older, easier, busted version of Appliances at #6.
  • Added hint tile to Heads and Tails (#7).
  • Made Ordinary Measure? (#8) quite a bit easier.
  • Added teeth for visual effect in Seven Nine Thirteen (#13).
  • Changed a few things to help the player not make a bad mistake quite so easily in The Hatfield Recalibration (#18).
  • Did nothing on My Blue Friend (#23) even though it's kind of busted and not really good otherwise either. At least it's solvable.



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.ccl   funfair0.ccl (Size: 52.33 KB / Downloads: 492)
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