Overview Before all of this, I started drawing levels on paper, like everyone else did. I think I only created four levels, but I lost them. But it doesn't really matter because they all didn't follow the Chip's Challenge laws of physics. My first level I made pairs of teleports (I could make this level in Challengo though). The second level was too big for the editor. The third level had a thief that steals your keys. The fourth one just wouldn't work. Then, one day when I went to yahoo.com and searched Chip's Challenge. There was one page about a Chip's Challenge Editor. I was extremely shocked and downloaded it. My first ever level was simple. It was just a sequel of 'Victim' from CC1(you can download it
here!). I created 63 more levels (some of them were unfinished though). Then I stopped playing Chip's Challenge for a while. When I started playing CC again, I lost the level set! So I started all over again, which was when I created TCCLP. The first level I made in TCCLP was probably Learning About Blocks. I was aiming for a level set with 149 levels, and other similar properties to CC1. For example, the first 8 levels used to be lesson levels. Also, level 25 is the original 'Thanks To...' level, 145 was a real thanks to level, and 149 was supposed to be a special level. When I finally created 149 levels, I didn't want to stop making levels, so I kept on making them. And at about that time, I finally figured out how to playtest levels. Also, I made TCCLPRejects.dat, which I put the levels that I just truly hated or made for fun, which contains 29. About now I've created only (
only?) 432 levels. For TCCLP, I'm aiming for 350 levels, then I may rest from making levels.
My Level Designing
A long, long, time ago (actually like a year ago), I divided levels into two groups: The real levels and the fake levels. A real level is a level with a series of steps or segments that do not have much relation with each other. A example is 'Nuts and Bolts' is a real level. The first segment is part with the two fireballs and the yellow key. Next is the force floor part, then the blocks. A fake level are every sokoban, maze, levels with only one goal, and wide open levels. An example of this level is 'Hunt' is CC. You have one goal, get all the chips, and it's a wide open space. I usually prefer real levels, but I've recently tried to design more fake levels.
TCCLP is a big variety of levels, mostly because there are about 350 levels. I really think most of my level 1-149 aren't very challenging, but some are still good. 150-mid 200's are just really weird levels. I think I ran out of ideas. Then, my levels somehow became more exciting, especially the 300's. I'm just really amazed how much my designing improved. Here is a list of my favorite levels in TCCLP:
-24 Civilization of Creatures: It's just great. It's only a step-by-step level with an old-school CC feel.
-36 Monster Factory II: It shows a lot what you can do with monsters.
-40 Multi-level: A combination of CC1 levels. A classic feel is a key ingredient to good levels.
-70 Block-o-rama: This shows the endless possibilities for sokobans.
-88 Trapped II: I love that it's annoying.
-128 Follow the Leader: It takes reflexes and brainpower because you have to move fast, but observe your surroundings to see which way to go.
-144 Maze of Tricks: This is also annoying.
-155 Brainteaser: This is also a level with brainpower and reflexes.
-201 Coal Mine: An enjoyable level with challenging parts.
-253 Stranded: Shows that small levels can be challenging.
-257 Traffic Jam I- Just a good 'real' level.
-287 Invisible Sokoban: A pure original.
-297 Clone Machine Rage: A challenging level that's really annoying. I LOVE ANNOYANCE!
-301 Wrenches and Screwdrivers: A classical level that's 'real'.
-307 Check The Time: I like unknown goals. They work the mind.
-310 Trapped, Again: Same comment as 88.
-311 Trail Master: A level where you must really understand teeth.
-317 The Great Escape: Another good 'real' level.
-319 Ordontophobia: Same comment as above.
-324 Parallel Dimension: It's an insane extravaganza filled with asinine flapdoodle.
-328 Soko-City: Yea for sokobans.
-330 The Solution Couldn't be Anymore Obvious: Yea for unobviousness.
-333 Cloned: My comment is the same as the hint for 'Clone Maze'.
-336 Morton Jr.: Combines the goodness of Sokoban with modern games
-337 Tacoban: I'm obsessed with Sokobans
-339 A Rail, Pane, Bell, & Fir: Same comment as 307.
Remember, this is my opinion and you can feel free to think differently.
What Makes a Good Level
What makes a good level... well, for a level to be good, it always must have some sort of challenge, or, it's relaxing. Relaxing level are levels that are sort of easy, but it let's the player explore and discover. For example, level 185 of MikeL2 'Quintuple Point' is a relaxing levels. It's easy, but let's the player discover the properties of different CC programs. But challenging levels are more complex, and definitely hard to design a good one. Levels all with reflex testing isn't a good level. Take my level "Are You Good Enough". It is challenging, but not good. Perplexing levels that take time to think through people usually enjoy. computer.dat is a very good example, because it's all sokobans. Also, undefined goals are usually fun. To make an undefined goal, you have to make the level very mysterious like TCCLP level 339, or JimmyV1.dat level 29 (A somewhat weird application of a neat little trick). Also, good levels are not too challenging, but still challenging and fun. That's all.
My Favorite Level Sets
BillR1.dat
BlakeE1.dat
CharlesH1.dat
JimmyV1.dat
MikeL2.dat
pi.dat
pi^2.dat
TCCLP.dat (of course!)
TomR1.dat
Xaser1.dat