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All mod cons 3 |
Sat 04 May 2013 09:09 |
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<mm> BTW: spin-offs are certainly welcome! ;) |
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All mod cons 1 |
Sat 04 May 2013 08:49 |
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<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. |
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All mod cons 3 |
Sat 04 May 2013 08:41 |
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<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!?
<Dave> Hi Kirima,
You cannot let this die, it's too good a template.
I only made 4 to counter the timer issue, but tried to do it in a way that opens up more possibilities. I am looking at using the right side to force sequentiality on the main puzzle on the left.
I deleted dozens of mods before I was happy with v2 because the first mod has so much effect on the future of the level. Please mod as you see fit from whichever version to get back on track.
<Dave> Hi Kirima,
I played with dozens of ideas before making the first mod: It wasn't easy to make a decision because the first mod sets the style of the level more than any other.
So, just to explain, my thinking was to use one portion of the right-hand side to force some sequentiality on the left-hand side solutions in a way that could be adjusted as and when necessary.
Unfortunately, the timer issue forced another mod to to take it out of play for the time being.
Please fix from whichever version you think appropriate. This will NOT get stuck, it's too good an idea!!!. It will get spin-offs though :)
Your move, I've run out.
<mm> The purpose of the introduction of bots on the right side had been to support the player playing his things - whereas conducting bots from kind of far away might be interesting, too, but maybe that theme is not really adapted to the rules we had defined for your teamwork? As Dave already mentioned I'd also love seeing more stuff to actually play with on the left side to lots of dancing bots on the right.
Mark had suggested earlier to allow bots to just press a botton instead of totally exclude bots, and that's what I've tried to do when I uploaded the first of these levels. A suitable new rule could be to allow only one new bot/bomb/remote per mod? Don't get me wrong, I'm just trying to prevent further missunderstanding and I hope we're not stuck again already at such an early stage of the teamwork! |
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All mod cons 5 |
Sat 04 May 2013 04:05 |
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<Dave> No worries, it will all sort itself out in the end. I'm not modding again to correct it, because if I do I will add more, and I think I've had my fair share of input for the time being.
I just get a bit scared that if we don't introduce enough to play with at the early stages we will end up getting stuck again like we did with the last two series. |
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Imposter v1 |
Sat 04 May 2013 01:22 |
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<Dave> (SPOILER) Added speedrun: 34 moves (old: 38).
Silly me... |
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All mod cons 5 |
Fri 03 May 2013 23:50 |
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<Dave> I don't understand, N7DOT. How can deleting a mechanism before the other players have had a chance to even see it be a good idea. It's was there to be fixed and re-incorporated later in the same way your timer will be.
On the other hand, the sliders are a good addition. |
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Mini Mods 1a |
Fri 03 May 2013 23:14 |
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<N7DOT> Also, this is level 3500, beleive it or not. Mod levels have definetly boosted the level supply, even if many are in the graveyard. |
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All mod cons 5 |
Fri 03 May 2013 22:39 |
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<N7DOT> Also I'm going to wait out a few rounds, as I don't want to just ping-pong the level back and forth in the very first few level of this chain. |
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All mod cons 4 |
Fri 03 May 2013 22:14 |
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<Dave> There are meant to be multiple solutions, this is the ideas stage, it's way too early to make it rigid.
<N7DOT> (SPOILER) The blue light and red sphere are not needed as used in the original solution. I'm not sure though if deleting one or the other would contribute anything. |
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All mod cons 3 |
Fri 03 May 2013 21:35 |
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<N7DOT> (SPOILER) Oops. Obviously that should be fixable in the next mod, but I have to wait until someone else mods it to contribute again. |
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Mini mods 11 |
Fri 03 May 2013 19:55 |
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<mm> Dave, I think it's a pity that you've deleted this one! |
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Mini mods 14 |
Fri 03 May 2013 19:41 |
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<Dave> This one does seem pretty rigid and uses all resources. To crank this much further would require new pieces and a substantial change to the basic solution, so this is probably a keeper whether we continue or not.
If you want to start a new one, I'm happy to call it a day on this series.
<mm> (SPOILER) Added speedrun: 663 moves (old: 682).
Should we stop working on these now? What do you think, folks? (IMO the two that are in triage right now are worth keeping & further "modding" might lead to already well known chaotic cooking sessions...?!)
<mm> (SPOILER) Added speedrun: 682 moves (old: 687).
Great teamwork, these turned out to become more and more finicky.
<noname> (SPOILER) Added speedrun: 726 moves (old: 754).
Somehow I missed this solution when I made Mini mods 13... |
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No mod cons 25b |
Fri 03 May 2013 00:14 |
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<Dave> (SPOILER) Thanks for bringing this series back. I thought we needed to keep a version without the 'yellow' bug. Will have a crack at 25c later. |
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Mini mods 11 |
Thu 02 May 2013 22:39 |
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<Jim> Nice mod, this series is starting to get challenging.
<Dave> Once upon a time (in a galaxy far...) it was really quiet around here. So, for something to do, I went back through all the deleted levels to get a tick next to the folder. Now, I have 40 marked as unsolved, some of which I hold the speedrun on but the solutions have got lost in the melee. I only started playing in 2009 and in that time I have never seen the game so alive, thanks everybody. |
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No mod cons 25b |
Thu 02 May 2013 18:41 |
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<mm> (SPOILER) Added solution "Slowrun":
Sure I can do this.
<Jim> (SPOILER) Can you show me that in a speedrun MM so I can attempt to fix it? The way I solved it, I think I couldn't turn off yellow right away. |
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