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  QBert Award?
Posted by: geodave - 02-Jun-2015, 4:25 PM - Forum: Awards - Replies (4)

Am I mistaken, or should I not have the Qbert Award?

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  Has the buzz worn off yet?
Posted by: geodave - 02-Jun-2015, 3:53 PM - Forum: Blog Station - No Replies

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.

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  CC2 Scores
Posted by: AdrenalinDragon - 01-Jun-2015, 5:50 PM - Forum: High Scores - No Replies

#1 (LESSON 1): --- | 950

#2 (ALL ICE): --- | 1000

#3 (KEY MANIA): --- | 1500

#4 (ALL SHOOK UP): 13 | 2130

#5 (DOWN AND OUT): 192 | 4420

#6 (DOOR WAYS): 166 | 4667

#7 (TURTLE BLOCKS): 169 | 5190

#8 (SWIVELS): 119 | 5190

#9 (LESSON 2): --- | 4500

#10 (ALONE): 96 | 5960

#11 (TUMBLERS): 2 | 6730

#12 (FORCE PERIMETER): 136 | 7360

#13 (SEVEN UP): 65 | 7150

#14 (RUN-AROUND): 3 | 7030

#15 (WATCH YOUR STEP): 83 | 8330

#16 (SEA TURTLES): 195 | 9950

#17 (FROZEN): 184 | 10340

#18 (NO TURNING BACK): 87 | 9870

#19 (LESSON 3): --- | 9500

#20 (COBBLER): 56 | 10560

#21 (EIGHT WAYS): 159 | 12090

#22 (MIND GAME): 86 | 12860

#23 (TRICKED YA!): 229 | 14790

#24 (JAY WALKER): 78 | 12780

#25 (TRIATHLON): 226 | 14760

#26 (CHAMBER BOMB): 136 | 14390

#27 (CLIMBING): 81 | 14310

#28 (SAPPER DO): 59 | 14590

#29 (LESSON 4): --- | 14500

#30 (INLAY): 65 | 15650

#31 (ICE DANCING): 87 | 16470

#32 (REVELATIONS): 158 | 17580

#33 (IDENTITY CRISIS): 129 | 17790

#34 (GLOBS): 112 | 18120

#35 (CHIPS?): 29 | 17790

#36 (SPRING MINES): 46 | 18460

#37 (HOTKEYS): 70 | 19200

#38 (QUICK TIME): 88 | 19880

#39 (QUICK TIME II): 7 | 19570

#40 (QUICK TIME III): 4 | 20040

#41 (FREEZE FRAME): 57 | 21070

#42 (YOU MUST BE JOKING): 5 | 21050

#43 (RETICULATING SPLINES): 85 | 22350

#44 (SILO BOMBER): 202 | 24020

#45 (MIDDLE SCHOOL): 87 | 23370

#46 (LONG LOST FRIEND): 310 | 26100

#47 (DESERT OASIS): 161 | 25110

#48 (TRIAL OR ELEMENTS): 253 | 26530

#49 (CAITLYN'S MAZE): 130 | 25800

#50 (LESSON 5): --- | 25000

#51 (MAZES): 111 | 26610

#52 (CONFUSION): 163 | 30740

#53 (QUICKCHIP): 10 | 26600

#54 (SAUCE FOR THE GOOSE): 54 | 27540

#55 (T-N-T TIME): 63 | 28130

#56 (QUICK THINKING): 142 | 30420

#57 (MONTY HAUL): 378 | 32280

#58 (GOLD RUSH): 53 | 32530

#59 (TRIAL AND ERROR?): 370 | 33200

#60 (LESSON 6): --- | 30050

#61 (FEEDING TIME): 90 | 31400

#62 (GRAB BAG): 19 | 31190

#63 (DISCIPLE): 68 | 32180

#64 (PRACTICE): 23 | 32230

#65 (CHIP HIMSELF): 123 | 33750

#66 (ELECTRIC TRAP): 13 | 33130

#67 (GHOST TRAP): 166 | 35160

#68 (LIGHTS OUT): 247 | 37470

#69 (LOOKALIKE): 211 | 36610

#70 (RAIL BOWLING): 8 | 35080

#71 (LESSON 7): --- | 35500

#72 (ON AND OFF): 197 | 38470

#73 (GHOST BRIDGE): 39 | 36890

#74 (MUSH): 54 | 37540

#75 (DRESS CODE): 29 | 37790

#76 (THAW): 49 | 38490

#77 (THE ROVER ROOM): 179 | 40290

#78 (STRICT PROCESS): 17 | 39170

#79 (ONION): 78 | 41280

#80 (CHIP PALACE): 121 | 42210

#81 (CAMPFIRES): 196 | 42460

#82 (AVALANCHE): 27 | 41270

#83 (DOUBLE DARE): 181 | 43310

#84 (OFF KEY): 199 | 44090

#85 (SCRAMBLED EGGS): 2 | 42520

#86 (TANK HELP): 19 | 43190

#87 (X MARKS THE SPOT): 137 | 45218

#88 (ESCAPE): 250 | 47000

#89 (CLOSET): 6 | 44560

#90 (EVIL TWIN): 41 | 45410

#91 (MONSTER RACE): 31 | 45810

#92 (TRIPWIRES): 124 | 48240

#93 (APARTMENTS): 8 | 46580

#94 (DECISIONS): 235 | 49450

#95 (OUROBOROS): 66 | 48160

#96 (EASY?): 1 | 48110

#97 (THINK FAST): 55 | 49050

#98 (SIBLING RIVALRY): 209 | 51090

#99 (BINARY): --- | 49500

#100 (CRAZY): --- | 54000

#101 (TANK BLOCKER): 114 | 51640

#102 (OBSTACLES): 368 | 54680

#103 (RUNWAY): 56 | 52060

#104 (PIECES OF EIGHT): 183 | 53830

#105 (ALL-IN-ONE): 95 | 53450

#106 (MAZE OF THE OBEYOR): 156 | 54560

#107 (WING AND A PRAYER): 35 | 53850

#108 (REPAER MIRG): 323 | 57480

#109 (SAY "CHEESE): 95 | 55450

#110 (FLEA MARKET): 70 | 55700

#111 (SDRAWKCAB): 40 | 55900

#112 (BOWL TO FREEDOM): 3 | 56030

#113 (TEETH ATTACK): 57 | 57070

#114 (IN THE LONG RUN): 7 | 58070

#115 (DOUBLE TROUBLE): 74 | 58240

#116 (GHOSTBOMBS): 80 | 58800

#117 (ROOM #9): 171 | 60210

#118 (SHIP AHOY): 149 | 60490

#119 (GHOST): 60 | 60100

#120 (FOURSOME): 134 | 61340

#121 (FLIP-FLOP): 79 | 61290

#122 (FIRE AND ICE): 461 | 65610

#123 (CHAOSLANDS): 25 | 61750

#124 (YELLOW BRICK ROAD): 4 | 62040

#125 (WOLFPACK): 28 | 62780

#126 (ICE THREAT): 19 | 63190

#127 (BOMBER MAZE): 97 | 64470

#128 (WINTER IN THE MARSH): 177 | 65870

#129 (FIRING RANGE): 86 | 65360

#130 (NONSENSE): 81 | 66810

#131 (JETLINE): 225 | 69750

#132 (BREAKING IN): 198 | 67980

#133 (PANIC CHIP): 185 | 68350

#134 (RE:THINK): 78 | 67780

#135 (CLUELESS): 268 | 70190

#136 (BIG HOUSE): 39 | 68390

#137 (ON THE RUN): 27 | 68770

#138 (CONSTRUCTION ZONE): 143 | 70430

#139 (RE:THINK II): 55 | 70050

#140 (REBEL): 146 | 71460

#141 (LOGIC PRISON): 73920 | 342

#142 (FISH AND CHIPS): 7 | 71070

#143 (CAVERNS): 259 | 74090

#144 (THE VILLAGE): 26 | 72260

#145 (TURNING POINT): 212 | 74620

#146 (BARRICADE BRIGADE): 14 | 73140

#147 (FACTORY): 18 | 73680

#148 (TANK RUSH): 11 | 74110

#149 (BANQUET HALL): 235 | 76850

#150 (RUSH): 18 | 75180

#151 (MINEFIELD): 78 | 77280

#152 (PATTERN BUFFERS): 11 | 77110

#153 (DEATHTRAP): 54 | 77040

#154 (PIGEON HOLES): 343 | 80430

#155 (VENICE): 403 | 81530

#156 (IN THE SLIME): 165 | 79650

#157 (SWIVEL MOTEL): 201 | 80510

#158 (NO EASY TASK): 168 | 80680

#159 (IN & OUT): 268 | 82180

#160 (ANTARCTICA): 283 | 82830

#161 (DODGEBALL): 3 | 80530

#162 (ICE CASTLE): 156 | 82560

#163 (BLOX): 112 | 82620

#164 (CROSS-CIRCUIT): 1 | 82010

#165 (MELINDA 911): 371 | 86210

#166 (QUADRO): 107 | 84070

#167 (PREY): 300 | 86500

#168 (PHASE FOUR): 297 | 86970

#169 (BOMBS QUAD): 164 | 86240

#170 (PRACTICE TO PERFECT): 195 | 88150

#171 (HAUNTED CASTLE): 672 | 92220

#172 (CAMPGROUNDS): 131 | 87310

#173 (CLEAR OUT): 329 | 89790

#174 (BLOCKY TROUBLE): 238 | 92490

#175 (THINKTANK): 91 | 88410

#176 (LINE AND SINKER): 183 | 89830

#177 (MINE CHALLENGE): 6 | 88560

#178 (BREAKING THE ICE): 381 | 93010

#179 (IN & OUT II): 329 | 92790

#180 (SMUGGLER): 213 | 92130

#181 (DEADMEAT): 98 | 91480

#182 (SEA QUEUE): 466 | 95660

#183 (HIRED HAND): 50 | 92000

#184 (GEARS): 63 | 92630

#185 (SLAMBAM): 188 | 94380

#186 (DA BOMB): 123 | 94230

#187 (ENDANGERED SPECIES): 421 | 97710

#188 (CLONE): 190 | 95900

#189 (ISLAND): 1 | 94510

#190 (DYSPHORIA): 69 | 95690

#191 (PUSH UP MAZE): 218 | 97680

#192 (BOILER ROOM): 64 | 96640

#193 (TANK WAR): 157 | 102070

#194 (MEMORIES): 87 | 101870

#195 (SPARE ME): 26 | 98760

#196 (SWAMP): 238 | 100680

#197 (BLOCKCOMBO 4): 120 | 99700

#198 (CHIP OFF THE BLOCK): 45 | 99450

#199 (ROOM TO BREATHE): 272 | 103220

#200 (CRAZY): --- | 104000

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  Joshua Bone's level design feedback thread thingy
Posted by: Joshua Bone - 31-May-2015, 9:07 PM - Forum: Level Discussion - Replies (38)

Please use this thread to provide feedback on level playability, fun, difficulty, busts, etc. from any of my levels.

I'm particularly interested in hearing about my 28-level CC2 custom set based on the first 28 levels of CC1.

http://cczone.invisionzone.com/index.php?/files/file/466-jbonewocc/

Here's the designer notes:

01 HOARDER (based on LESSON ONE)

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.

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  Walls of Chip's Challenge
Posted by: Joshua Bone - 31-May-2015, 3:24 PM - Forum: CC2 Level Packs - No Replies

File category: CC2 Levelsets


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
  • Fixed major bust in Level 51 WALKING ON EGGSHELLS
  • Added Levels:
  • 44 NEW YORK FASHION SHOW (annoyingly difficult)
  • 52 UPTOWN DECISIONS (moderate)
  • 53 DISTURBING THE PEACE (moderate)
  • 54 RULE OF TINCTURE (moderate)
  • 55 OBFUSCATED AND INTERRED (extremely difficult)
  • 56 UNDERSTUDY (moderate)
  • 57 GREEN INVERSIONS (easy)
  • 58 DOWNTOWN HESITATION (moderate)
  • 59 PART AND PARCEL (easy)
  • 60 SEPTIMAL MINOR (easy)
  • 62 I MOVE YOU MOVE (easy)
  • 63 SLIMEYARD (easy)
  • 64 PHOENIXVILLE PENNSYLVANIA (moderate)
  • 65 CENTRAAL STATION (moderate)
  • 67 BEFORE MY VERY EYES (easy)
  • 85 MULTICHIP (difficult)



Attached Files Thumbnail(s)
       

.zip   WOCC_130.zip (Size: 119.78 KB / Downloads: 505)
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  Initial reactions to CC2
Posted by: M11k4 - 30-May-2015, 9:30 AM - Forum: Chip's Challenge 2 - Replies (20)

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 Slight smile

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  CC2 Maps
Posted by: jblewis - 28-May-2015, 9:30 AM - Forum: Other - No Replies

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.


What's New in Version 1.0.1
  • Map of #117 (ROOM #9) fixed.



Attached Files
.zip   CC2 Maps.zip (Size: 5.97 MB / Downloads: 385)
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  Cybersmack I
Posted by: cybersmack - 25-May-2015, 11:09 AM - Forum: CC1 Level Packs - Replies (1)

File category: CC1 Levelsets


My first levelset, Cybersmack I.

Please leave any feedback you have about the set, especially anything you expect to be a bug.

Enjoy Slight smile

------------------------------------

I consent to any of these levels being used in upcoming community CC1 levelsets.



Attached Files Thumbnail(s)
               
   

.ccl   Cybersmack I.ccl (Size: 63.35 KB / Downloads: 616)
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  JoshL6
Posted by: Flareon350 - 23-May-2015, 4:17 PM - Forum: CC1 Level Packs - No Replies

File category: CC1 Levelsets

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.

Discussion thread:

http://cczone.invisionzone.com/index.php?/topic/1187-joshl6-discussion/

Special thanks to chipster1059 and J.B. Lewis for their cooperation with this set. Slight smile

Have fun and enjoy!

Flareon


Confirmed solvable? Yes


What's New in Version 2.2
  • Removed somewhat major bust in level 105.



Attached Files Thumbnail(s)
               
   

.dat   JoshL6-newlevels.dat (Size: 52.33 KB / Downloads: 691)
.dat   JoshL6.dat (Size: 136.08 KB / Downloads: 738)
.dat   JoshL6-original.dat (Size: 83.76 KB / Downloads: 700)
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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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