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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...
<mm> (SPOILER) Happy dancing lady! :-) Thank you all! My solution of 18 is slightly different, so now I'll have to take a look at 19 & 20, but probably my solution is already modded? |
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| Variable Modelling 4 |
Fri 21 Jun 2013 07:59 |
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<mark> (SPOILER) Added speedrun: 593 moves (old: 643).
Not so much a speedrun , but lets share solutions fix me run.
Got to go to work now,so not me.
Then i'm out for weekend as always,have internet connection but no game.
See you all soon. |
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| Mods chat level |
Fri 21 Jun 2013 07:25 |
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<mm> (SPOILER) Dave, concerning illegal bookmarks: I might have seen that, but I'm not totally sure if this is what you had meant: the editor does bookmark illegal things all the way up to that illegal step, when you watch the bookmarked play, the player will just stop there and it will tell you that the next step is illegal.
<mm> (SPOILER) I've placed a break underneath the bomb, so now it can't be touched for the moment, but we'll still be able to see its original timer set to 9! ;)
<mark> Yes Dave you are right i was just typing a comment to say ignore that comment about black,if the level gets tricky and clever enough the bomb might not help anyway.
<Dave> I don't think that is a good idea. What if the key to level is opening the bot release point at a specific point in the wall? Not much point if you put a sign up saying 'place bomb here'. Just thinking ahead... |
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| Variable Modelling 3 |
Fri 21 Jun 2013 06:21 |
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<Dave> Who's going to actually abuse it by using it in an intended solution in a mod? Besides, there are no rules to Escape, anybody can mod anything, all you can do is hope people play in the spirit of the game. If it does happen all we can do is ignore the mod and carry on from the previous one.
Anyway, thanks for locking it, I meant to do that but forgot. I will get round to modding the other series too, just not tonight. |
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| Mods chat level |
Fri 21 Jun 2013 05:51 |
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<mark> (SPOILER) Ha Ha Kirima we were playing at the same time,i really like your new level but see dangers with bomb ahead.(its already been abused).
If the purpose of the bomb is to maybe free the bots later ,how about turning the walls black then whoever wants to release bots can add a blue tile.
<Dave> I would almost be inclined to make inclusion of the bizarro world 'stuff' compulsory. It would add a bit of a new twist to the way we have to develop the level.
I so want to blow up a wall, that bomb is just too tempting!
PS. Kirima, you may find going round in circles quite useful... hint.
PPS. When I made VM2 I saved and it auto-recovered an earlier bookmark, even though the edits meant the bookmark has illegal moves in it. Never seen that bug before, has anybody else come across it? I re-saved the level with a different name to keep the insane version on file. |
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| Variable Modelling 1 |
Thu 20 Jun 2013 21:21 |
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<Dave> Didn't spot your comment about bizarro world until after I played the level, so I wasn't expecting that at all. Very pretty, reminiscent of Escape Vomit :)
As they are there as part of the template, it seems silly not to try and develop the level in some way that uses them all...
<Dave> (SPOILER) Added speedrun: 68 moves (old: 70).
Ooh, a speedrun! :) |
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| Mods chat level |
Thu 20 Jun 2013 19:44 |
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<mm> (SPOILER) Dave, I actually did get a glimpse of a feeling that the main problem is sitting up there in that upper right compartment! I'm always missing one tile somewhere... -> same problem as usual, one tile is missing. I can easily get them all out there when I put the slider the other way! ;) I'll certainly continue trying to find the solution, but right now my brain is turning around in circles, I bet I urgently need a break from any modular thinking at the moment, hopefully some distance will help to see clearer?! Good night!
<Dave> PS. re MT18. I don't know how far you have got with this level. Have you worked out how you can get all the yellow blocks out of their room without changing the slider direction?
<Dave> Hi Kirima. Quick 'i' tutorial:-
Get the MD5 of a SOLVED level (e.g. Modular Thinking 16). Go into Modular Thinking 18. Do not move from the start position. press 'i' and enter the MD5 of 16 (2fd717f4600478982e44d7461ea9856e). If it works the move counter will change from '0' to '0/xxxx' where xxxx is the length of your default solution to MT16 (e.g. '0/1473') as if you had done those 1473 moves and then undone them or pressed 't'. You can then use 'o' or 'p' to play through the old solution inside the new level. It will stop at the first illegal move, in this example it should be about 500 moves in. Press enter when the illegal move prompt comes up and you can continue playing from that point as if you had just done those 500 moves.
This is NOT a hint, just a quick example! I'm not suggesting your first 500 moves of 16 will help with 18.
As I said, it can be used in slightly different situations, but I won't go into that now.
<mm> (SPOILER) Jim, thank you, I've already explored almost everything, 14a might count as a proof?! The only thing that I have not been able to spot yet is the proper way to solve those last levels..... ;( It is always the exactly same thing: I can fallow you guys to more or less exactly one step before the end or final level! I have no clue why this happens all the time, so in the meantime I'm wondering if this could be a question of my female brain that certainly is working a little bit different?! ;) (Isn't this a nice excuse?!)
<Jim> (SPOILER) For Modular thinking MM, make sure you use that 5th dot properly to help you use all the resources that are available to you. |
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