June 2025 Create Competition - CC2 10 Year Anniversary - quiznos00 - 23-May-2025
Chip's Challenge 2 was released nearly 10 years ago on May 28, 2015. Let's celebrate with another CC2-centric create competition! 
The goal of this competition is to create a level which focuses on new CC2 tiles while having restricted access to CC1 tiles. Specifically, you can use all of these tiles from CC1:- Floors, walls, thin walls, computer chips, sockets, exits, hints, Chip
But for the rest of the CC1 tiles, you are only allowed to use tiles from your choice of 2 of these 9 groups- Invisible walls, hidden walls, real/fake blue walls, dirt, gravel, recessed walls
- Water, fire, flippers, fire boots
- Ice, ice corners, force floors, random force floors, ice skates, suction boots
- All keys and locks
- Dirt blocks, blue teleports, boot thieves, red bombs
- Green buttons, open/closed toggle walls, blue buttons, blue tanks
- Red buttons, clone machines, brown buttons, open/closed traps
- Fireballs, gliders, bugs, paramecia
- Balls, walkers, teeth, blobs
The rest of the level should consist of CC2 elements. This restriction only applies to the starting map. It's okay if a restricted tile shows up in the level after the level begins, e.g. turtles turning into water. Using ktools to set the inventory at the start of the level to a restricted tile is not allowed. Levels will be ranked more highly if the focus is on CC2 tiles rather than the CC1 tiles you chose and less highly if you try to cheese the restrictions, e.g. having monsters start on all turtle tiles to immediately turn them to water.
Send your submissions to me via forum message or Discord (my username there is quiznos00) by 2025-07-01 4:00am UTC. You may submit up to 3 levels which should all be solvable.
RE: June 2025 Create Competition - CC2 10 Year Anniversary - quiznos00 - 07-Jul-2025
Thanks to everyone who entered! Here are the levels and rankings:
4th place
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CC2 TILE DUMP - ChosenID
This is a proof-of-concept level where a 7x7 square is filled with unique tiles introduced in CC2. However, the solution ends up being pretty simple: observe the path of the rover and item swap for the hook which will allow you to clear a path to the end with the ice block. Most of the rest of the tiles in the level are irrelevant to the solution. I can appreciate the use of some very explicitly CC2 features like item swapping and the hook but a 15-second level is not long enough to impress.
3rd place
[Click to Show Content]
Trains Up in the Sky - geodave
(unranked: Trains in Heaven)
Both of Dave's submitted levels were itemswappers where dodging blue tanks on train tracks is the main obstacle. Aesthetically and thematically both remind me of original CC2 level designs (like #52 "Confusion") and felt charming. I ultimately preferred "Trains Up in the Sky" since there was a greater emphasis on dodging and navigating through the tanks whereas the tanks felt more passive in "Trains in Heaven", and it included a minor directional block puzzle. Nothing groundbreaking here but still a relaxing and casual level.
2nd place
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MELINDA'S TEN YEAR JOURNEY - chipster1059
Other than the exit tile, this level includes no CC1 tiles  Despite this, of the five sections in this level I would say only one feels distinctly CC2. The starting section with the blue teeth and orange buttons is no different than the common CC1 trope of guiding a teeth monster through water. The train track section is 30 sections of walking without any interactivity, which is unfortunate since I believe railroads have the most diverse applications of any CC2 tile. I would be fine with the green wall section but the black button at the end doesn't do anything. Thankfully the bottom left section of this level is a top-notch directional block and hook puzzle which chipster has a knack for. The level is overall decent but lacks inspiration in some places.
1st place
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Devil's Trap - Flareon350
This is a unique level from Josh focusing on blue teeth. Josh stated in the level comments that he wanted to create a follow-up to My Antisocial Friend. That level and most other levels involving blue teeth rarely required precisely luring blue teeth around since it's usually difficult to manage. I was frustrated with this level when I initially started playing, but I soon realized that the six items provided was the perfect number required to manipulate the blue teeth. There are setups where you can consistently get the blue teeth to move in a straight line of any length or move one space diagonally. The blue teeth-only red key spots prevent planning these setups from being too trivial so they're a good touch too. A great level with lots of opportunity for discovery.
RE: June 2025 Create Competition - CC2 10 Year Anniversary - chipster1059 - 08-Jul-2025
Congrats Josh!
Thanks for the quick judging Tyler!
I appreciate your comments on my level, they are overall fair, and I'm glad you liked the bottom left section. What you said about the green wall section makes me realize that the level is busted: the button wasn't linked to its intended target The intended solution was to use the helmet to guide the yellow tank onto the button, and drop the hook in front of it to keep the tank in place.
Otherwise, the track section was mostly filler, could definitely have been better. The bleeth section is indeed bland, especially compared to Josh's amazing concept.
I'll be looking forward to the next contest.
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