Longbow Pack - Discussion
#11
Quote:4. Not really. Buried (in another pack) took Lesson 1 as a base. I think Rock has Torn Down in Flames (burned version of Nuts and Bolts) in a pack later as well, but I may be mistaken. Many other levels adapted sokobans from various other sources, including Oracle and Oracle II in CCLP2, which are both exact copies with no gameplay changes or additional content to the level of levels from Jewels of the Oracle. If those got through, one small room won't be an issue, like in Everybody Get Dangerous.

12. This was designed by Eddy, not me.

19. Designed before CC2 was released. Really, level names matching another level somewhere doesn't matter. If the level does well with a duplicate name it'd be renamed for CCLP4, like "Fire Flies" was to "Fire Bugs" and "Fire Trap" to "Fire and Water" for CCLP2. Also, the CC2 level is named Bombs Quad instead of Bomb Squad, so that's not even accurate!

47. Kind of surprised that didn't get the "BUSTED:" treatment... the toggle walls allow the player to get the gliders out of the way while moving blocks and nailing, and also reverse the rotation direction at the end, preventing a possible cook.


4: All right. I didn't know about Everybody Get Dangerous.

12: Sorry for this mistake.

19: I know it was made before CC2 was released, I'm just pointing it out so that it gets renamed if it gets in the final set.

47: I'm not sure what cook you're talking about. You do have a point about getting the gliders out of the way using the toggle walls, but the gliders don't really pose a significant threat and can be used in the nail.
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#12
Quote:47: I'm not sure what cook you're talking about.

My guess is, if you use both blocks on the bombs and the gliders are still moving counterclockwise, you have no way of sending a glider into the last bomb without the toggle walls. That wouldn't matter, though, because the level would be cooked anyway.
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#13
1. Ravaged

Not much to say but as the designer of this, I'm really surprised and happy with how many people actually like this level! I honestly thought I overdid it with the design of it but I'm glad everyone has enjoyed this level. Thanks for all the compliments! Slight smile

6. Hurricane Melinda

My only complaint with this level was the rigidity of getting enough blocks to reach the other pair of flippers in the lower left. Everything else though is pretty solid, especially the path to reach the initial flippers to start you off. Definitely a level I wouldn't mind seeing in CCLP4.

15. The Pace Quickens

Cool concept that hasn't exactly been done before but I think using it for the whole map didn't do it justice. Had it been scaled down and maybe with less gliders, I would have rated it higher.

20. Estranged for a Season

This level completely threw me off for the longest time and for that reason I never really liked it initially. However, after finally figuring out the trick to solve this level, it easily became a level I would love to see in CCLP4. Really well designed and clever all around.

24. Turning Stones

CCLP1 had more than enough levels like this and I'm not exactly in favor of CCLP4 having these types of levels... but if it must, this would probably do. Despite that, I didn't rate this one too high.

33. Shuffling

If I had to pick one level I absolutely wanted in CCLP4 this would be it. This has to be my favorite level not only in this pack but in the entire voting pool and that is no exaggeration. It's a well designed level that revolves around a series of block puzzles but the catch is they all come together to unravel the solution, which is hands down brilliant. While the level is not exactly simple, the solution itself is so clever and figuring it out was such a joy, I went back to play it again. I can't say that about a lot of levels of this difficulty! Kudos to the designer for making this such an epic level. My only complaint is the time limit but that can always be adjusted later on. I will be so upset if this isn't in the final set.

35. 24 Queens

I think the fact the sokobans were so easy is actually a good thing, since that did play with my expectations. I was expecting the sokobans to be a lot harder but I enjoyed that they were easy.

39. Poly-Gone

I can easily see this as an early blue wall level for CCLP4, it's well designed and very fun to play. Slight smile

43. Toggle Task

Personally, I think CCLPs are due for a level like this and for that reason, I gave this level a high rating. But this level is still a lot of fun to play and the block pushing segment believe it or not, is a nice relief from all the toggle mazes. Level like this are in my opinion, hard to design so to the designer of this one: nice work. Thumbs up

Favorite level: Shuffling (33)

Least favorite level: Patterns (17)
CC1
JoshL1 / JoshL2 / JoshL3 / JoshL4 / JoshL5 / JoshL6 / JoshL7 / WoCCLP3 / TradingPlaces / WoCC1 / JoshL8(?)
JCCLP1 / JCCLP2 / JCCLP3 / JoshL0
JoshL / JCCLPRejects

Total: 1,463 (with no repeats)

CC2
Flareon1 / Flareon2
FlareonRejects

Total: 85+

Flareon Flareon Flareon Flareon Flareon
#14
I better post my notes so far on this one awhile in case I never actually get to finish a single voting pack before CCLP4 Tongue

#1 (Ravaged) - Interesting concept. I liked how even though it was sometimes overwhelming planning which way to go, if I took my time and looked carefully I could determine which way to go. Actually after a few initial attempts at getting out of the first section, beyond that I was able to solve it in one go.

#4 (Cross-Stitch) - One of my favorites of the set...one of the only things I'm not sure about is pushing that block up at 18,5 onto the clone block, and having only 0.2 seconds to move up one square. I can see how it would probably be obvious since you can see the clone button, but still I wonder if such a setup should be this late in the level.

#11 (Sinking Swarm) - This level might be disliked for obvious reasons, but hey, even CC1 had the original Jumping Swarm. I think it's an interesting enough twist, and there's only 3 blocks to push. I think I solved it on the first attempt if I remember correctly.

#19 (Bomb Squad) - Great twist on the ice maze concept.

#20 (Estranged for a Season) - Great level - since I played without looking in the editor, I was racking my brain for a while figuring out how to get both the red and green key...

#21 (Shimmer Glimmer) - Good level, although unfortunately a total guessing game if you tried playing it like I did, trying not to look in the editor and using MSCC, which cut the hint off. I had to look up the hint in the editor to make sure I didn't mess up which traps went to which key.
Mike L

My level sets:
MikeL2 - 200 levels, updated 1/22/2017
MikeL2-fix - Lynx compatible version of MikeL2
MikeL3 - 86 levels, updated 1/22/2017 - a best-of set with levels from MikeL2, MikeL4 or my now-hidden rejects set
MikeL4 - 27 levels, updated 1/22/2017 - home of any new post-2009 levels I make
MikeLrejects - 351 levels, updated 5/16/2013 - all my older/experimental/not as good levels
#15
Quote:#21 (Shimmer Glimmer) - Good level, although unfortunately a total guessing game if you tried playing it like I did, trying not to look in the editor and using MSCC, which cut the hint off. I had to look up the hint in the editor to make sure I didn't mess up which traps went to which key.


As the designer of this, I apologize for that. However, I don't think it should voted on based on that mishap as I myself did not have access to MSCC at the time to know the hint was too long, so it's technically no fault of either designer or player. (I didn't think there were still people that use MSCC, besides James).

I will try to shorten the hint as best as I can, if the level is considered for the final product.
CC1
JoshL1 / JoshL2 / JoshL3 / JoshL4 / JoshL5 / JoshL6 / JoshL7 / WoCCLP3 / TradingPlaces / WoCC1 / JoshL8(?)
JCCLP1 / JCCLP2 / JCCLP3 / JoshL0
JoshL / JCCLPRejects

Total: 1,463 (with no repeats)

CC2
Flareon1 / Flareon2
FlareonRejects

Total: 85+

Flareon Flareon Flareon Flareon Flareon
#16
Quote:As the designer of this, I apologize for that. However, I don't think it should voted on based on that mishap as I myself did not have access to MSCC at the time to know the hint was too long, so it's technically no fault of either designer or player. (I didn't think there were still people that use MSCC, besides James).

I will try to shorten the hint as best as I can, if the level is considered for the final product.


Yeah no problem, I didn't consider that in my vote...and I know it can probably be counted on one hand those of us still playing in MSCC. Just thought I would mention it in case anyone cared Slight smile

#27 (Helper) seems busted - I'm not quite sure what the intended route is here, but I didn't need to do anything with the north fireball, and I only had to go through one column in each of the tank sections...

#32 (Blockorama) - Great level, but is it solvable in Lynx? It seems you have to slide to the trap at 1,24 to let the teeth hit the other button so you can get the key, but in Lynx you'll slide over it and get stuck behind the red door...
Mike L

My level sets:
MikeL2 - 200 levels, updated 1/22/2017
MikeL2-fix - Lynx compatible version of MikeL2
MikeL3 - 86 levels, updated 1/22/2017 - a best-of set with levels from MikeL2, MikeL4 or my now-hidden rejects set
MikeL4 - 27 levels, updated 1/22/2017 - home of any new post-2009 levels I make
MikeLrejects - 351 levels, updated 5/16/2013 - all my older/experimental/not as good levels
#17
Helper seems to require the upper room in Lynx but not MS, due to being able to slip through the trap after redirecting the left fireball.

Blockorama is solvable in Lynx- the trick to the section you described is to move the new block off the trap button, push the starting block onto the trap and use that to bounce off of.
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#18
Quote:Blockorama is solvable in Lynx- the trick to the section you described is to move the new block off the trap button, push the starting block onto the trap and use that to bounce off of.


Ah I see...didn't think of that. Great trick, now I wish that was the intended solution for MS too...
Mike L

My level sets:
MikeL2 - 200 levels, updated 1/22/2017
MikeL2-fix - Lynx compatible version of MikeL2
MikeL3 - 86 levels, updated 1/22/2017 - a best-of set with levels from MikeL2, MikeL4 or my now-hidden rejects set
MikeL4 - 27 levels, updated 1/22/2017 - home of any new post-2009 levels I make
MikeLrejects - 351 levels, updated 5/16/2013 - all my older/experimental/not as good levels
#19
Quote:Ah I see...didn't think of that. Great trick, now I wish that was the intended solution for MS too...


That is the intended way to do it in MS, I just hadn't noticed the bust Smiley
You should probably be playing CC2LP1.

Or go to the Chip's Challenge Wiki.
#20
#37 (The Irregular Guard) - I know this should be "fair" since you get to see the teeth/tank button pattern in the beginning, but I didn't totally remember it once it was out of sight, so it still felt like luck by the second tank section...

#41 (Missing Level) - Even though the Joyride concept has kind of become unpopular since the "original", I like the added twist of having to find the unobstructed paths to push the blocks through.

#45 (Lather, Rinse, Repeat) - A fun, much more simple take on the "triple maze" concept.

#46 (Ocean Currents) - At first I wasn't so fond of this level, but after I got the solution worked out, then solved it...then had to solve it again due to a permissions error of some sort where my INI file wasn't updated...it actually grew on me and became one of my favorites of the set.
Mike L

My level sets:
MikeL2 - 200 levels, updated 1/22/2017
MikeL2-fix - Lynx compatible version of MikeL2
MikeL3 - 86 levels, updated 1/22/2017 - a best-of set with levels from MikeL2, MikeL4 or my now-hidden rejects set
MikeL4 - 27 levels, updated 1/22/2017 - home of any new post-2009 levels I make
MikeLrejects - 351 levels, updated 5/16/2013 - all my older/experimental/not as good levels


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