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modify me Sun 14 Apr 2013 05:45
<Dave> As blank templates go, it's seems a little lacking in blankness :)
<Dave> Same rating rules as before...
 
We are the mods 12e3 Sun 14 Apr 2013 02:25
<Dave> Hi Mark, I think you should leave this up for now. There will be another even tougher mod...
<mark> (SPOILER) Had another look i know what your on about its actually easier that way.
The thing is i dont always spot the easiest route when solving.
I will leave it alone or else it might give to much away.
The solution with this level is just a cleaned up version of the way i did 12e2.
Might catch you one day,(i doubt it).
<Dave> (SPOILER) Hi Mark. There is an alterative 12e2 method (just another variation on the same basic theme) which works here too. Unfortunately, I don't see any way of forcing without giving too much away.
 
We are the mods 12b.1 Sat 13 Apr 2013 19:21
<Dave> I don't think any of these levels should be deleted permanently, simply because it is fair that any future players can run through the levels in order of development, just as we are.

I guess in an ideal world levels deleted because they are flawed (and therefore possibly spoilers) or ill-conceived would be separated from levels deleted because they have been out-evolved. I'll vote for another folder.
<mm> Teamwork is fun!

But I'm wondering if Tom7 really really will love our way to "overpopulate" the normal graveyard? If ever we will continue to team-work on new great levels - and I guess we will - we might ask Tom7 to introduce a new folder, some kind of a special "common teamwork" kind of graveyard? I am aware of the fact that Tom7 loves to keep each and every level that ever had been elaborated, but teamwork seems to be a new kind of creating levels, so maybe this special thing will need some special "graveyard"-folder-solution? I imagine some kind of a graveyard that expires after a certain time, let's say after 10 days or after a month or so?
<mm> ...yet!
 
Bombs First Fri 12 Apr 2013 18:56
<Dave> (SPOILER) Added speedrun: 145 moves (old: 149).
Not as tidy but a bit faster.
 
We are the mods 12e2 Fri 12 Apr 2013 17:20
<Dave> (SPOILER) Hi Mark, If the rating is too high it will get adjusted down anyway. These days, if a level seems between 8 and 9, I tend to rate 9 and let nature take its course.
<mark> Dave this level is genius,in more than one way.
1st it has nearly named itself ,
We are the mods emc2.
2nd once i finally solved it i had more satisfaction than any other level.
Want to give it a 10 i have scored 3 other levels 10 and this is defintely harder.
Do you think 10 is to much?
Ps i did it a lot differently to you but the net result was the same. close to 3000 moves first solve.Thanks great puzzle.
<Dave> (SPOILER) Hi Jim, I agree that 12f doesn't force you (I mustn't say too say too much, walls have ears, but you will know exactly what I mean) to obtain all your resources in the most efficient manner. However, even with the aforementioned spare bit, I haven't managed to find a different solution method... that's why I like it: It's teasing me to cook it and haven't been able to yet. If you, I, or anybody does, the goalposts move.

This one is designed to force better use of resources, I await your speedrun/mod to find out if it actually, for once, forced the intended solution.

Nice to have you on board, in and light of your comments: Lets keep going for now.
<Jim> I've enjoyed doing them all, each one has been a new challenge. Let's not rule out this version as the other one we keep, so far I haven't figured out the solution. The ony detriment to keeping 12f is that I had a leftover piece at the end, I like the solutions that use all of them. AS for the other thread, I actually like 11 and 12 (which was deleted) more than the ones after them. I was stumped on 12 for 3 days, it was disguised well and the later versions I thought were more obvious.
<Dave> We do seem to be stuck in a bit of a rut here. Maybe it's time for a major revamp or a new template... any thoughts? 12a and 12f are the keepers so far.
 
We are the mods 12a Thu 11 Apr 2013 23:15
<Dave> That's the second request. So, as a result of this massive wave of public opinion, this one stays.
 
We are the mods 12e2 Thu 11 Apr 2013 22:13
<Dave> Sorry, I meant 12e and 12e.1.
 
We are the mods 12a Thu 11 Apr 2013 15:03
<mm> (SPOILER) I think this is a really great level, no "chichi", it's just what it is. I think we should keep it.
 
We are the mods 12e.1 Wed 10 Apr 2013 22:25
<Dave> (SPOILER) PS. I haven't rated... not a level playing field.
<Dave> (SPOILER) Cheers Mark,

This one of the 12e solutions I only spotted later when battling with 12f. 12f solution, with a minor adjustment, works here too. You may want to tweak to try and force it... mind you, look where that got me!

"Every action has an equal and opposite cook"... story of my life with this game.





 
We are the mods 12e Wed 10 Apr 2013 19:01
<mark> Wow i was so engrossed in this level i did not even realise there was another mod.
I think its to good to delete and the mods will run out soon.
Maybe when its finished keep the best 3 or so and rename them .
<Dave> (SPOILER) Mark, I'm in two minds whether to delete this or not. After playing noname's mod I found a few alternative solutions for this so it might be fun to keep it in triage for now.
 
We are the mods 12f Wed 10 Apr 2013 18:25
<Dave> (SPOILER) Nice. I had a feeling that method was possible, just couldn't see a way to do it before.
 
We are the mods 12e Wed 10 Apr 2013 17:26
<mark> Cheers Dave that was unbelievable,took me all day.
 
We Are The Mods 14 Wed 10 Apr 2013 00:56
<Dave> (SPOILER) Added speedrun: 312 moves (old: 370).
Definitely a bit more of a puzzle now.
<Dave> (SPOILER) Different solution but everything used.

Still stuck for decent mod idea on this one.
 
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