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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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| No mod cons 6 |
Thu 18 Apr 2013 17:59 |
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<Dave> Nothing wrong with that. |
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| No mod cons 7 |
Thu 18 Apr 2013 17:55 |
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<Dave> (SPOILER) Added speedrun: 140 moves (old: 142).
ditto
<mm> (SPOILER) Added speedrun: 142 moves (old: 198).
;-)
<mark> The only reason i keep geting rid of the ball from going round the top is for the future of the level.
Its creating to much dead space. |
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| No mod cons 3 |
Wed 17 Apr 2013 22:52 |
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<Dave> Anyway, sorry devin, rant over :). Just to avoid a similar mess to last time, do you think could do an alternative mod? It doesn't have to make a puzzle yet...
<Dave> Sorry, I don't mean to be harsh, but, to elaborate further. The whole point of restricting the number of mods is to develop a level that has not had a style imposed on by any one player but by an organic development process.
When you make a mod within those constraints it will not be complete, but you will always have a preconceived idea for its ultimate usage. The fun bit is watching it interpretted totally differently by somebody else, so by the time you get your hands on it again you are forced to throw your idea out the window and think afresh.
<devin> I'm sorry, I never had the chance to view the rules.
<Dave> (SPOILER) Added speedrun: 161 moves (old: 243).
Can we please at least attempt to play in the spirit of the game.
<Dave> I thought the idea was 10ish changes, but preferrably a maxuimum of 10!
Since when did 36 qualify as 10ish? You have effectively had 4 goes in one... |
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| No mod cons |
Wed 17 Apr 2013 09:55 |
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<mark> Rules
1.add up to 10ish tiles to make it harder
2.removing tiles is permitted but wait a while
3.wait at least 1 player before modding again
4.only thing not to touch is start and finish places.(this could ruin someone's good work)
5.check to see if there is a version out before loading yours.
6.once there are a couple of versions out dating yours delete level.
7.you must solve before modding.
8.please rate levels so we know how many are on board.
Ps i have read all the latest comments and kept them in mind,but i stuck with 10ish because it would be a shame if your mod needed a few more than 10 to make it work. |
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| We are the mods 12e3a |
Wed 17 Apr 2013 07:18 |
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<mm> The concept in general is great! I don't think we need new roules, but we might want to define tighter ones? How about a decreasing amount of changes per mod? Let's say first mod: 10 tiles (maximum), second mod: (max.) 9 tiles... 10th mod: 1 tile. This would automatically limit the amount of mods to 10, and might increase the style rating as well. It's just an idea, but might be worth trying?
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