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| No mod cons 18 | Thu 25 Apr 2013 03:13 | 
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  |  | <Dave> I'm a bit busy to work on a mod right now, but I am still checking in and will come back in as soon as I get the time to do so. As there only appears to be the two of you left in the loop at present, whatever you guys decide is fine with me. <Jim> (SPOILER) Hi Mark, I was able to modify this level to make use of both the blue and yellow, but it must have taken me about 30 changes to do it so I haven't submitted it.  Let me know if you want me to anyway, thanks.
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| Mini Mods | Wed 24 Apr 2013 00:34 | 
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  |  | <N7DOT 3> Also, I would prefer no bots in this one either, but bombs are okay because they don't go off on their own rampage and make things complicated. |  | 
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| Mirages | Wed 24 Apr 2013 00:07 | 
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  |  | <N7DOT 3> (SPOILER) I just went back to look at old levels and played this one. Great level. |  | 
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| Grab the Dalek (noname's mod) | Tue 23 Apr 2013 22:32 | 
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  |  | <Jim> I give up on this one, this is one of those levels I will never solve. |  | 
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| No mod cons 18 | Tue 23 Apr 2013 17:38 | 
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  |  | <Jim> (SPOILER) Added speedrun: 936 moves (old: 1062). Nice progression, I hope somebody can force green and come up with something for the yellow.
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| Grab the Dalek | Tue 23 Apr 2013 10:44 | 
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  |  | <mark> (SPOILER) Added speedrun: 197 moves (old: 233). Very tricky level nice.
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| No mod cons 16 | Tue 23 Apr 2013 00:59 | 
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  |  | <Jim> (SPOILER) I didn't use Red, Blue, or Green. |  | 
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| Grab the Dalek (noname's mod) | Sun 21 Apr 2013 23:10 | 
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  |  | <Dave> (SPOILER) Jim, I haven't been able to work your one out your one yet! Lots of ideas in both directions that nearly but don't quite work. I have a suspicion both will fall into place at once (... eventually). <Jim> Now I'm forced to solve what I thought wasn't possible, should be interesting.
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| No mod cons 15 | Sun 21 Apr 2013 18:24 | 
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  |  | <mm> (SPOILER) Dave, I don't understand what you mean, maybe because English is not my mothertongue? I've certainly never ever had the intention to offend you. Devin's solution shows even better that we're kind of stuck here. I think Marc should create and upload number 16 (including a puzzle within his new box!) and this way help us to continue playing our mod-game. 
 
 
 
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| Tight Target | Sun 21 Apr 2013 02:34 | 
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  |  | <Jim> This one totally baffled me for a while.  If someone showed this level to me and gave me 5 minutes to decide whether it was solvable or not, I would have said I would be 90 percent sure it was not possible.  Love your levels Gary! |  | 
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| No mod cons 15 | Sat 20 Apr 2013 15:14 | 
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  |  | <devin> (SPOILER) Added speedrun: 203 moves (old: 338). :P
 <Dave> PS. and final note. re cooking the level: refer to earlier comments.
 <Dave> If this is only going to about increasing difficulty at every stage then maybe I should stay out of it.
 <Dave> I was just thinking the same mechanisms could be reinstated with a more complex underlying structure. However, that takes a more than can be achieved in one mod... just didn't want it getting stuck in a rut. My mistake.
 <mm> (SPOILER) Added speedrun: 338 moves (old: 366).
 This solution hopefully shows the total cook even better.
 <mm> (SPOILER) I'm sorry, I didn't mean to sound harsh! I just think it's a pity that some of the mechanisms don't work anymore and that the concept we've had before got lost.
 <mm> (SPOILER) This version number 15 destroys whatever we had elaborated before.
 <Dave> Another idea. During development would it be an idea to keep an easy exit open, which can be removed when the time is right, so that everybody can view the intended solution and contribute. We know from before that making this hard is not going to be a problem, but that isn't the whole point of the exercise. Then the process could also work as a kind of tutorial.
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| Tight Target | Sat 20 Apr 2013 01:29 | 
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  |  | <Dave> Yet another good level... :)) <Dave> (SPOILER) Added speedrun: 180 moves (old: 202).
 Different solution
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| No mod cons 15 | Fri 19 Apr 2013 23:59 | 
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  |  | <Dave> OK team. This is not intended to be uncookable, and doesn't bring everything into play. Just researching tighter ways of using what have already, and hopefully provide something that can be added to. I have not idea what Mark is planning with his box, so thought best to leave it alone for now. |  | 
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| Grab the Dalek | Fri 19 Apr 2013 20:37 | 
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  |  | <Dave> (SPOILER) Added speedrun: 241 moves (old: 304). Very nice Gary. That's the longest I've been stuck on a level for quite a while!
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| No mod cons 7 | Fri 19 Apr 2013 02:28 | 
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  |  | <Dave> The other side of the coin is... If the ball has to go round the top but it takes 500 moves to get there then it ceases to be dead-space. The 1 steel / 1 ball combo is interesting, normally I'd do what devin did and switch to balls, but after playing with a few ideas I'm not so sure.
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