A new Time Trial is upon us! Well, almost, as I'm having trouble uploading the file to play I'll announce it anyway and type out the rules, and then add in the link later.
Your task, should you accept it, is to solve up to three levels from the soon to be updated CCZoneTT.dat. The levels are #62, #63, and #64. They are called
14.2 A - Block Me to the Moon (time limit of 150; built by Miika)
14.2 B - Braintime (time limit of 200; built by Miika)
14.2 C - Shambles (time limit of 400; built by J.B.)
EDIT:
the file is now
available
!
It's always a bit tricky to build the right level for a time trial. A good level is not too easy to optimize and it is not overly complicated either. It's fun to figure out what the best approach to a level is without it being too obvious, and on the other hand it is important to have some sense of security that one is on the right track. Random levels are annoying, because it takes the focus of the task away from figuring out the path to take, to one of executing a route with the most luck the quickest. Chaotic levels with tons of creature collisions are not fun either, as it feels like one needs the help of a computer to actually find what should be done. Boosting levels can divide opinions, so not every time trial level should be heavy on boosting, though it is a theme that can be visited. Levels where the solution is mapped out for the player feel like there is nothing to actually compete about. Sometimes a designer can come up with a nifty trick to save time on a level and build it into the level, but if this trick is too obvious and saves too much time, even that can feel like it is too easy. There are so many lines that should ideally be avoided when making a time trial level, that it's a wonder that any levels end up working well. Luckily, a time trial level can also take some paths that some levels can't, as the audience is not so wide. For example, a maze with chip collecting might be dull to play otherwise, but with the right topology it can become one of the most exciting time trial levels.
All of that is a preface for me to say that I have usually avoided block pushing in the time trial levels I have made. It is not simple to make an engaging block pushing area that actually has many approaches that might work well. On the other hand, if you just create a complex sokoban, there are programs that can do all the work for the player and the level fails to create any meaningful competition. This month though, I thought I'd take a crack at a couple simple block pushing levels. I made a couple simple ones but was a bit worried if the challenge would be too basic. Luckily, J.B. submitted a level for the February Create Competition that I felt would partner up well with my levels and provide a nice final challenge. A prefect time trial is one where several skilled participants can challenge each other without too much effort and still not end up in a tie, while at the same time more casual participants can still enjoy the levels. Let's see how this month turns out!
The usual rules apply in this form:
1) The person with the highest combined remaining time on these three levels wins! You may enter in either Lynx or MS, with the latter being the primary rules (meaning that any Lynx solution times that exceed the best MS solution time will be considered equal to that MS time, but otherwise all the times will be compared together in one category). Ties in overall score won't be broken.
2) Please send your solutions (either the tws file or avis) to me at valeosote at hotmail dot com. Do not post your solutions or solution times or share them with others. All times will be published at the same time, and the quickest solutions will eventually be released. I will strive to respond to your message by a confirmation that your score has been recorded.
3) The levels shouldn't be too hard to solve. Don't be afraid to send in your solutions even if you sense they aren't perfect, and simple casual solutions are also appreciated. You may enter even if you do not solve all the levels.
4) This is part of the current 2014 season of the Chip Cup. Winner will be awarded 15 points, second place 12, third 10 points, and so on. If you win a competition here for the first time, you receive the "You're Winner!" award. All participants who haven't participated in a time trial earlier receive the "Run, Chip, Run" award. If your name is Tom, I will mention you in a comic I will draw.
5) Submission deadline is midnight on<span style="color:rgb(255,0,0);"> Monday, March 31st where you live. I will be a little bit stricter than usual with this deadline as I want to release the results before the release of CCLP1. You can send in improvements while the competitions is running, so there is no downside to sending in something you know might not be your best effort if you had forever to work on it.
6) I reserve the right to update the levels within the first week of release. If you find any odd things about the levels, please give me a nudge. I will only apply changes that make the competition better, which means I might fix a ridiculous bust or some other aspect that is obviously meant to work in some other fashion. If any updates are made, I will alert you in this thread. However, no updates will be made after March 12th in any case.
Report any problems or ask any questions here!
I would really love to see as many submissions as possible this time around. Most importantly, please enjoy!
-Miika
http://cczone.invisionzone.com/index.php?/files/file/360-%7B?%7D/
Your task, should you accept it, is to solve up to three levels from the soon to be updated CCZoneTT.dat. The levels are #62, #63, and #64. They are called
14.2 A - Block Me to the Moon (time limit of 150; built by Miika)
14.2 B - Braintime (time limit of 200; built by Miika)
14.2 C - Shambles (time limit of 400; built by J.B.)
EDIT:
the file is now
available
!
It's always a bit tricky to build the right level for a time trial. A good level is not too easy to optimize and it is not overly complicated either. It's fun to figure out what the best approach to a level is without it being too obvious, and on the other hand it is important to have some sense of security that one is on the right track. Random levels are annoying, because it takes the focus of the task away from figuring out the path to take, to one of executing a route with the most luck the quickest. Chaotic levels with tons of creature collisions are not fun either, as it feels like one needs the help of a computer to actually find what should be done. Boosting levels can divide opinions, so not every time trial level should be heavy on boosting, though it is a theme that can be visited. Levels where the solution is mapped out for the player feel like there is nothing to actually compete about. Sometimes a designer can come up with a nifty trick to save time on a level and build it into the level, but if this trick is too obvious and saves too much time, even that can feel like it is too easy. There are so many lines that should ideally be avoided when making a time trial level, that it's a wonder that any levels end up working well. Luckily, a time trial level can also take some paths that some levels can't, as the audience is not so wide. For example, a maze with chip collecting might be dull to play otherwise, but with the right topology it can become one of the most exciting time trial levels.
All of that is a preface for me to say that I have usually avoided block pushing in the time trial levels I have made. It is not simple to make an engaging block pushing area that actually has many approaches that might work well. On the other hand, if you just create a complex sokoban, there are programs that can do all the work for the player and the level fails to create any meaningful competition. This month though, I thought I'd take a crack at a couple simple block pushing levels. I made a couple simple ones but was a bit worried if the challenge would be too basic. Luckily, J.B. submitted a level for the February Create Competition that I felt would partner up well with my levels and provide a nice final challenge. A prefect time trial is one where several skilled participants can challenge each other without too much effort and still not end up in a tie, while at the same time more casual participants can still enjoy the levels. Let's see how this month turns out!
The usual rules apply in this form:
1) The person with the highest combined remaining time on these three levels wins! You may enter in either Lynx or MS, with the latter being the primary rules (meaning that any Lynx solution times that exceed the best MS solution time will be considered equal to that MS time, but otherwise all the times will be compared together in one category). Ties in overall score won't be broken.
2) Please send your solutions (either the tws file or avis) to me at valeosote at hotmail dot com. Do not post your solutions or solution times or share them with others. All times will be published at the same time, and the quickest solutions will eventually be released. I will strive to respond to your message by a confirmation that your score has been recorded.
3) The levels shouldn't be too hard to solve. Don't be afraid to send in your solutions even if you sense they aren't perfect, and simple casual solutions are also appreciated. You may enter even if you do not solve all the levels.
4) This is part of the current 2014 season of the Chip Cup. Winner will be awarded 15 points, second place 12, third 10 points, and so on. If you win a competition here for the first time, you receive the "You're Winner!" award. All participants who haven't participated in a time trial earlier receive the "Run, Chip, Run" award. If your name is Tom, I will mention you in a comic I will draw.
5) Submission deadline is midnight on<span style="color:rgb(255,0,0);"> Monday, March 31st where you live. I will be a little bit stricter than usual with this deadline as I want to release the results before the release of CCLP1. You can send in improvements while the competitions is running, so there is no downside to sending in something you know might not be your best effort if you had forever to work on it.
6) I reserve the right to update the levels within the first week of release. If you find any odd things about the levels, please give me a nudge. I will only apply changes that make the competition better, which means I might fix a ridiculous bust or some other aspect that is obviously meant to work in some other fashion. If any updates are made, I will alert you in this thread. However, no updates will be made after March 12th in any case.
Report any problems or ask any questions here!
I would really love to see as many submissions as possible this time around. Most importantly, please enjoy!
-Miika
http://cczone.invisionzone.com/index.php?/files/file/360-%7B?%7D/