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| All mod cons 15 |
Thu 09 May 2013 08:51 |
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<mm> (SPOILER) Dave, I didn't mean it that way and certainly not unfair or even negative at all, I did write it with a -> ;-) and just wanted to share my (unexpected) found with you folks. I guess I shouldn't have done this, as it obviously resulted in new missunderstandings... :( I am sorry that I had not been able to express myself properly.
<Dave> (SPOILER) I'm not sure describing the original solutions as a 'cook' is entirely fair. I think Jim introduced the 'cook' part for later use but utilised it very well for a minor misdirection in the meantime, hence my 'well planned' comment.
I think this policy is a good counter-measure to the totally-stuck-cooking fiasco we got into before where the level got ten times easier with each mod rather than harder and every one could be solved in ten minutes rather than ten hours. |
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| All mod cons 16 |
Wed 08 May 2013 19:35 |
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<Jim> (SPOILER) Added speedrun: 1163 moves (old: 1289).
Nice additions, that took me longer to solve than I care to admit to. |
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| All mod cons 15 |
Wed 08 May 2013 14:03 |
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<mm> (SPOILER) (note: speedrun of 930 moves didn't break record; not added)
I had been sure, positive, that this would be the one and only right solution! ;) I'd say your solutions are cooks...?
<Dave> Jim, this was very well planned. Have tried to cook it but, so far, failed, minor shortcuts only. Uploaded 16 which, hopefully (only time will tell), forces a more tricky solve of this. Thanks. |
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| All mod cons 16 |
Wed 08 May 2013 03:56 |
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<Dave> (SPOILER) Obviously the extra stuff is intended only as a seed to a new sub-puzzle in an unused compartment, we have lot of level to fill up yet before it gets too hard. The main solution is just a tighter version of Jim's and will work on 15. |
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| All mod cons 13 |
Tue 07 May 2013 06:30 |
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<Dave> (SPOILER) I really like the idea behind this mod. Jim, I hope we can force some of these ideas. Have uploaded 14 just to demonstrate weaknesses in both our levels. Need to think of way of getting a proper function for that portal. |
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| All mod cons 14 |
Tue 07 May 2013 06:19 |
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<Dave> PS. One day I'll learn how to write a sentence properly ;) |
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| Electric Field (Br) |
Tue 07 May 2013 01:09 |
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<Dave> (SPOILER) Added speedrun: 37 moves (old: 42).
Different method. |
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| All mod cons 12 |
Mon 06 May 2013 22:10 |
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<Dave> (SPOILER) I also wanted to finally force the portal but alas no. Does this probelem remind you of another level?
There is a quick fix to block your shortcut, but I am sure there will be ways to beat that too, so I don't see much point. Hopefully, a somewhat more creative fix comes out of this.
<Jim> (SPOILER) Added speedrun: 514 moves (old: 579).
I almost had another mod completed that closed the hole I opened up on 11, but I like your mod better anyway.
<Dave> PS. Other than bringing a new room into play it's pretty much unchanged.
<Dave> Think that might be 12 changes! Had to add a couple extra to stop it being ludicrously cookable, sorry. |
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| Re-Autoswitch |
Mon 06 May 2013 10:38 |
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<mm> Silly, sorry, thanks! |
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| All mod cons 9 |
Mon 06 May 2013 02:59 |
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<Dave> Cheers. I think we've now got back all the pieces N7DOT and I put in before, except the timer.
Obviously there is no benefit to a beat the clock section in a level like this, but there are other uses for a timer. This is why I originally tried to force it out of the solution but leave it intact. Probably best left out though, because it is too open to misuse. |
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| Re-Autoswitch |
Sun 05 May 2013 22:31 |
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<Dave> I just thought I should post a comment to point out that your posted comment explianing that your previous posted comment was posted in comments on the wrong level is posted in the wrong level's comment posts.
Just thought you should know... .=) |
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| All mod cons 8 testing the water |
Sun 05 May 2013 21:07 |
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<Dave> (SPOILER) Added speedrun: 188 moves (old: 232).
Maybe we should put this idea on the back burner for now. It should really start from a blank template as the stuff already there was all influenced by the original template so is not relevant any more.
My main fear with this idea is spaghetti: we will end up with an indecipherable jumble of destination paths and will need to resort to the editor to navigate the level. |
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| All mod cons 9 |
Sun 05 May 2013 19:41 |
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<mm> Thanks, Dave, for re-introducing the lost tiles. Hopefully this time I'm commeniting on the right place...?! |
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| Re-Autoswitch |
Sun 05 May 2013 19:38 |
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<mm> Sorry, this comment had ment to be elsewhere. |
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| Electric Field (Fix) |
Sun 05 May 2013 19:37 |
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<mm> Thanks for re-introducing the "lost" tiles! |
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| All mod cons 8 testing the water |
Sun 05 May 2013 17:19 |
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<mm> Mark, for me, this is seems to be a totally different concept. I had defined some black floor for the bot-window on the right on purpose because I didn't want the bots to freely walk around there and to fallow the player. I wanted those bots to more or less stay where they are, and I thought one could always introduce a transporter if ever it would become necessary to get one of the bots to appear somewhere else within that "cave". |
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| All mod cons 8 |
Sun 05 May 2013 17:03 |
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<mm> Mark...! ... -> ...?!!?! ;)
I feel kind of clueless at the moment and don't really know what to say... We're playing the game based on those rules YOU had defined some time ago, cf. level number 3380, and your own first rule sais: "1. Add up to around 10ish tile" (not around 40ish tiles!)
Breaking the rules a little bit once in a while seems o.k. to me if ever it helps to add any substantially important things to the progression of the teamwork. But on the other hand, I think that we should try to play based on the rules we had defined, otherwise the game itself could loose it's purpose and also the team-play could become kind of unfair towards the others who desperately try to respect the rules and for this reason take certain decisions that are defined by those rules.
I do agree that a bot-window on the bottom can add some very interesting possibilities to this "All mod cons" concept. So I think we should keep it.
I'd vote for keeping this mod number 8. But from now on, folks, please try to at least kind of respect the rules more or less, ok?
I hope this helps and will clarify enough things so we can continue?!
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| Electric Field (Fix) |
Sun 05 May 2013 13:12 |
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<mark> (SPOILER) Added speedrun: 17 moves (old: 40).
sorry devin |
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| All mod cons 8 |
Sun 05 May 2013 09:29 |
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<mark> Sorry i did not remember that,had so many comments and levels to play slipped my mind.
Maybe because its not roaming free it might be ok.
I just been working on a big mod (very outside the rules) but it simplifies the right and brings in endless possibilities for further sequencing and cooking,without changing the puzzle.
i will load it and to see what is said and then delete both if not wanted.
<Dave> (SPOILER) Added speedrun: 217 moves (old: 250).
That works. Only one problem Mark, the rules for this one (see Kirima's v1) were strictly no bots on the left-hand side. |
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