« homeBrowsing all comments (spoilers: on | off) (info: on | off) next 25
No mod cons 27b Tue 30 Apr 2013 10:26
<mm> I think uploading speedruns or cooks will help increase the learning curve concerning the creation of future variations, at least for the author of such a (cooked) level and of course also for everyone else who's solved the level.

Thanks everyone for defining ".b" or ".c" again, it helps me identifying levels.

It's nice that the author of all the mods is just called "the mods", but still I'd love to see who in fact uploaded the level without being forced to read this in my browser. How about writing "the mods (Dave)" or "the mods (noname)" etc., this also could help remembering which level is which.
 
No mod cons 27c Tue 30 Apr 2013 01:53
<Dave> Thanks! This is exactly the mod I intended (assuming it's not a cook) but couldn't make it work before I ran out of time. Guess I'll have to solve it now... this may take a while... but not tonight.
 
No mod cons 31 Mon 29 Apr 2013 23:53
<Dave> Hi Mark.
Looking back at them, all Henri's levels were good. Always puzzled by the extreme high ratings for Too Many Lasers, but it spawned a mod by noname which is undoubtedly my favourite level of all time. The one that had me stumped for the longest, and it was a long time, was Halved Arena, somehow I just couldn't see it!
 
Autoswitch Mon 29 Apr 2013 22:32
<Dave> You might want to delete this and do a quick fix.
<Dave> (SPOILER) Added speedrun: 187 moves (old: 243).
The trouble with bots is...
 
No mod cons 27b Mon 29 Apr 2013 20:32
<Dave> (SPOILER) It's a shame we lost 25. Even if I never actually solved it the proper way, the intended solution was the most elegant so far. These still don't (...yet) fully utilise all the mechanisms.

I think the lesson learnt was don't hang on to speedruns too long. If it wont fit into a decent mod quickly, stop flogging a dead horse and post it. Sorry folks!
 
Microfantasy Mon 29 Apr 2013 19:35
<noname> (SPOILER) Added speedrun: 46 moves (old: 58).
Nice one. Quite tricky to find the solution, even though the solution itself is not that tricky.

By the way, Gary, have you solved my mod of your "Grab the Dalek"? Some of the tricks in this level may work in that level (Hint:)).
 
No mod cons 26 Mon 29 Apr 2013 18:08
<mm> (SPOILER) Added speedrun: 945 moves (old: 1259).
Uploading this cook seems reasonable after all.
 
No mod cons 31 Mon 29 Apr 2013 12:44
<mm> (SPOILER) I've been talking of noname's mod! Sorry, but all these numbers are not easy to keep in mind, especially when the mods only differ in one or two small detail. Last time we had numbers like 12.1 or 12.a, for me that had been much easier to remember and I could better keep in mind where the mods refer to.
<mark> Hi mm no problem at all, things sometimes dont work out as well as planned.
When you say Henri's mod do you mean Henri K, as i have done about 75% of those levels and they are some of the best fun hard levels on here.
<mm> (SPOILER) Error, I did change it for level 28! It's really difficult to remember which number is which mod...?!

<mm> (SPOILER) Mark, I did change this for level 25 because I thought it would be nice to make some more elegant ways to solve it possible. I didn't want to force my cooked solution of Henri's mod becouse that looked kind of ugly, but this might have been a bad idea and finally contributed to even more cooking excesses. I thought it would be nice that green electricity / teleport still could be used. Right now I do think that maybe I should have uploaded my speadrun so everyone could see the cook right away? New mods for each cook seem kind of redundant and add to some infinite number for re-cooking?
<mark> (SPOILER) Moved it back to 27, i did not notice at first but the blue teleported changed positions.
 
No mod cons 30 Mon 29 Apr 2013 03:44
<Dave> (SPOILER) PS. I'm not sure. 25, 27, and 30 are the only ones that forced me to do any work. Last time we kept 12a as a middle-of-the-range level, this time, at least for me, 25 stands out as the level that changed the game.
<Jim> Yes, I agree they should stay up temporarily to let players have fun trying to solve them. I'm actually really pleased that we were able to get hard levels from all these mods, 4 days ago it was just too easy for my liking.





<Dave> (SPOILER) Funny thing is, I had been sitting on the 29 solution for ages, but didn't use it because I didn't like it. I had actually been working on ways to incorporate parts of it without destroying the idea behind the solution it cooks... and totally failed.

Once 28 was posted, the game was up anyway, so I just did 29, ctrl-zeroed and uploaded whatever came out. I think these cook levels (28-31) need to stay up temporarily, just so that everybody can see them otherwise the same cooks will come around again.
<Jim> I'm starting to get the levels mixed up, but I think 28-30 should definitely get deleted. I just made 30 to show the problem with 28 and 29 and let the others try to find the shortcut. I don't intend to keep it. Its amazing to me how many different ways we have found to solve these, each new mod had me stumped for a period of time, so they have been fun to play. 25, 26 and 27 may all be keepers, from what I remember they all had unique solutions that used most of the resources. Maybe we just need to make sure they are cook-free.
<Dave> PS. Kirima, I was looking back through comments and it seems I missed your earlier post. Can we put it down to miscommunication and cross-posting? Sorry, I must have misunderstood.
<Dave> (SPOILER) To be fair Jim, and I assume the same applies to you and pretty much everybody else, I don't think I've solved any of these recent levels, apart from my own (and they were only to highlight cooks anyway), without cooking them.

This is getting to the point where half the level is redundant (see 31). Believe me, I have spent a lot of hours trying to create a mod which uses all of the resources, but every time I cook myself and another one goes on the scrapheap.

Wondering if we need to go back to 25, make it more rigid (which will necessitate making it more obvious) and rebuild from there.

Any thoughts?
 
No mod cons 28 Sun 28 Apr 2013 20:32
<mm> (SPOILER) Added solution "More elegant":
This seems to look better, even if it's way slower.
 
No mod cons 26 Sun 28 Apr 2013 01:59
<Dave> (SPOILER) This longer but much more sylish than my solution. Back to the drawing board.
<Dave> (SPOILER) I was working on a mod when this popped up. Ctrl-zeroed, but different solution... interesting
 
Wire Wool Sat 27 Apr 2013 21:36
<N7DOT 3> (SPOILER) Argh, that will need an increase in the level size to fix!
<devin> (SPOILER) Cook: Way different from the original speedrun.
 
Mini mods 3 Sat 27 Apr 2013 11:39
<N7DOT 3> (SPOILER) Added speedrun: 199 moves (old: 203).
yay, speedrun :)
 
« homeBrowsing all comments (spoilers: on | off) (info: on | off) next 25