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All mod cons 12 Mon 06 May 2013 20:39
<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.
 
Re-Autoswitch Mon 06 May 2013 10:38
<mm> Silly, sorry, thanks!
 
All mod cons 9 Mon 06 May 2013 02:59
<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.
 
Re-Autoswitch Sun 05 May 2013 22:31
<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... .=)
 
All mod cons 8 testing the water Sun 05 May 2013 21:07
<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.
 
All mod cons 9 Sun 05 May 2013 19:41
<mm> Thanks, Dave, for re-introducing the lost tiles. Hopefully this time I'm commeniting on the right place...?!
 
Re-Autoswitch Sun 05 May 2013 19:38
<mm> Sorry, this comment had ment to be elsewhere.
 
Electric Field (Fix) Sun 05 May 2013 19:37
<mm> Thanks for re-introducing the "lost" tiles!
 
All mod cons 8 testing the water Sun 05 May 2013 17:19
<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".
 
All mod cons 8 Sun 05 May 2013 17:03
<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?!








 
Electric Field (Fix) Sun 05 May 2013 13:12
<mark> (SPOILER) Added speedrun: 17 moves (old: 40).
sorry devin
 
All mod cons 8 Sun 05 May 2013 09:29
<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.
<mark> (SPOILER) Added speedrun: 250 moves (old: 260).
Added speedrun to show what i was trying to make the solution.
 
All mod cons 7 Sun 05 May 2013 00:39
<Dave> (SPOILER) Added speedrun: 31 moves (old: 50).
Missed that one...
<Dave> (SPOILER) Added speedrun: 50 moves (old: 82).
This is the cooked version. I'll leave it for the next Mod to choose what to do with it.
 
Electric Field Sat 04 May 2013 21:29
<Dave> (SPOILER) Even funnier is the 15 move version which leaves no bots on the screen at all :)
<mark> (SPOILER) Added solution "Untitled":
slightly different way
<mark> beat me by about 10 seconds ,it said upload speedrun failed after it told me i had speedrun.
 
All mod cons 3 Sat 04 May 2013 09:49
<devin> (SPOILER) Cook: Didnt use the red switch.
<mm> BTW: spin-offs are certainly welcome! ;)
 
All mod cons 1 Sat 04 May 2013 08:49
<mm> A new rule seems necessary: we are allowed to place only one bot/remote/bomb per mod, i.e. we can choose either a bot or a remote or a bomb.
 
All mod cons 3 Sat 04 May 2013 08:41
<mm> As this level number 3 is - implicated by the timer - excessively and completely cooked and as the cooks seem very complicated to get fixed (cf. subsequent mods in the graveyard), AND as we seem to be hopelessly stuck... -> I think the best thing to do at the moment is to re-do number 3.

Plus: from now on we're only allowed to apply one bot or remote or bomb per mod, I mean we'd have to chose between them, we can not have one of each. Either bot or bomb or remote.

I hope this will help to get un-stuck now! And I hope you don't mind, N7Dot, I'm really sorry for all the missunderstandings!
<Dave> Sorry about the double post. I got a server refusal on the first one which crashed the app, so had to start from scratch, but it seems it got through anyway... Tom7!?
 
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