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| Mods chat level |
Fri 28 Jun 2013 15:36 |
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<mark> Hi Dave , i was really reluctant to play with various models 2.
IMO it was the best first mod we ever had,it was no walk in the park.
But saying that its not a complete level, no one else was having a go so i have.
I could not put anything loose inside so I played with the bots instead. |
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| Just mod blocks 12 |
Fri 28 Jun 2013 01:21 |
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<Dave> (SPOILER) Added speedrun: 2075 moves (old: 2153).
First solve, sorry about the mess |
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| Mods chat level |
Thu 27 Jun 2013 22:48 |
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<mark> (SPOILER) Very nice mod JIm,
I think the level was going a bit stale so this mod more than welcome.
I've just changed one block to rectify a mistake i made earlier.
My solution is very scruffy once again.you should easily take 400 off it.
<Dave> I don't see how you could have made that work using green either. I'm happy if the series continues from here, but will wait to see what the others think. This procrastination is partly due to my deep-rooted democratic principles and mostly due to the fact that I can't think of a good way of modding it yet :)
FYI. I did solve as intended.
<Jim> (SPOILER) I really wanted to keep Green, but couldn't figure out a way for it to work without changing it to Red.
<Dave> Came back after a couple of days to find three new mod blocks levels, and a solution length which has doubled... Consequently, decided to go straight from 9 to 11. Jim, I'm not sure about some rules, I think you broke them all! However, 11 adds something which gives those 2000+ first solve moves some point, so who cares about rules :) |
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| Various Models 2 |
Wed 26 Jun 2013 00:32 |
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<Jim> (SPOILER) Added speedrun: 236 moves (old: 242).
I was expecting this to be a 5 minute thing since it was the 1st Mod, it turned out you already made it interesting and also fixed Mark's bot ending. Excellent job Dave.
<Dave> Hopefully this should force a very different development path. Tons of ideas but I've used up my quota. |
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| Mods chat level |
Mon 24 Jun 2013 22:46 |
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<Dave> Finally got around to playing some blocks levels... Sorry Mark, couldn't leave your switches and lights alone!
<Dave> Ha ha, nice one Jim. A few of the things I was playing with in MT14b prototypes have turned up in 17c. I also totally bypassed the intended solution in 17b. Will need a rethink now.
Kirima, if you want to roll back VM and maybe take out some of the bizarro stuff, go for it.
<mark> Ps forgot to mention in my last post,which is the reason why i even posted.
Kirima i'm easy with Mods levels i'll always go with the flow ,I dont mind what anyone does.
Thanks.
<mark> Hi Kirima, dont worry about cooking VM5 i knew that would pobably happen anyway.
I spent my time more trying to get a clever ending to the level,but could not make that work either.
Anyhow i've once again fell behind on the other mods thinking levels.(not even tried them yet).
After cracking the single file levels i've spent most of my spare time just playing Max's levels,most of them are devilishly good.
Well I got about another 10 that i could not do before and i've pushed my triage to over 1700 with them.
Try and catch up with MT levels this week some time if I can.For me it just seems harder to go back to levels once i've been playing others.
Getting to the point now where levels to play are going to be serious thinking jobs that take way to much time.
1800 maybe six more months if lucky.
Good luck everyone,by for now.
<mm> (SPOILER) The Variable Modelling series is more and more confusing me, i.e. those tiles that are not visible on the playground, things are hidden and it's not possible to understand what is meant to be done. When I made the template, I've had in mind that finally maybe 3 or 4 of the tiles I had placed in the bizzarro world would be activated. The tiles had been an OFFER, and I've never ever had the intention to force the use of those tiles. I wish we could go back a few steps!? What do you think? |
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| Variable Modelling 5 |
Sun 23 Jun 2013 12:54 |
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<mm> (SPOILER) Added speedrun: 679 moves (old: 819).
Mark, I'm sorry for cooking it right away...
<mark> (SPOILER) Tried to fix the level as best as i could,i know the bots ending does not work as i've intended it to but just throwing in an idea. |
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| Modular Thinking 17b |
Sat 22 Jun 2013 13:03 |
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<Jim> (SPOILER) I already had a mod almost completed when you submitted this one Kirima, and it was going to force a solution almost identical to yours. I did also solve this a different way however, so there might be another mod coming if I get around to making it. |
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| Single File |
Sat 22 Jun 2013 11:52 |
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<mark> (SPOILER) Added speedrun: 35 moves (old: 41).
All the singles done,legit speedrun spoils nothing. |
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| Mods chat level |
Fri 21 Jun 2013 21:21 |
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<mm> (SPOILER) Dave, I did upload what I had had so far, maybe we can work it out?! Thank you for describing what you had intended, but I didn't really get it as it sounds pretty abstract in my ears!
<Dave> ... You will also notice that a blue block in bizarro has changed to green. Still wont let you through the portal, but gives top access to the switch... part of a planned mod along similar lines which never happened, so I left it in as a bit of a teaser.
<Dave> ... This forces you to use the cook on the disappearing tile but takes the transponder out of play anyway. Hope it makes a bit of sense.
<Dave> I have got a non-cookable fix for the disappearing tile... it involves introducing a green lamp near the heart and locking the transponder to it by using red floor underneath. Unfortunately, I can't upload it as that mod is sitting on the computer at work.
<mm> I totally forgot about the "i", thanks for reminding me, so I did install a mouse and did configurate it properly and the mouse does draw rectangles, that's all I do know so far. (It didn't work my usual mac-way pressing ctrl as a substitute for windows right mouse.)
<mm> (SPOILER) Thanks, Dave! :) I've solved 20 right away, and afterwards I've been trying to find a mod for something like a combination of 14a+19 as well... What I've found so far is cookable, same problem as 14a which can easily be cooked, i.e. the other solutions do still work. (I haven't been aware of that fact & no-one told me, but then I did realize it myself.) -> I haven't found a better decent solution to let disappear that tile yet.
<Dave> Congratulations! 20 is only 18 the way I should've done it in the first place, I'll delete 18 soon. Plenty of scope for turning the screw further.
I spent a while making mods for 14a, that's why I haven't even played, let alone modded, the 'blocks' series yet. There are plenty of options, but failed to find a satisfactory one which shut out all the tricks used later in the main series.
Did you get a chance to play with 'i'?
<mm> (SPOILER) Noname's 19 requires more or less my 18 solution. -> Off to take a look at Mark's 20 where my solution won't work... |
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