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Be the Bee (Flowers 1) Mon 18 Jul 2011 15:50
<ggned> i love xD

easy but ... long ! !
 
Planetary Mystery Sat 16 Jul 2011 17:49
<mm> (SPOILER) Wowei, knowing kind of a lot about the original and "old" levels unfortunately does not seem to help me finding any solution for these new versions. But I'll certainly keep on trying.
<wowei> (SPOILER) Jim, i didnt want to say, its easy - not at all it is, and inho your find is great.

Of course the solution is very hard to see and i only can imagine it took a long time to discover, but ... if you already know the original plan and you are told then: "dont use red", then the problem becomes a little bit more easy to solve.
 
Animation Bug - Basic trap breaks twice Fri 15 Jul 2011 04:45
<Delvin> Don't see any bug here myself.

Turn 1: Player steps off trap 1 to button 1. Hole 1 in b-world.

Turn 2: Player steps from button 1 to button 2, flipping trap 2 twice. Then bot moves down dropping trap 2 and flipping hole 1 back.

It's just that the bot obscures the first double flip. If you move it away and add an identical panel it activates you can see three flips.
 
The Millenium Level Wed 13 Jul 2011 12:42
<N7DOT 3> I ctrl-0'd and it solved this level.
 
Botkoban 2 Tue 12 Jul 2011 16:24
<radiant> (SPOILER) That position can actually be reached in 38, but does bot 4 really need to be blocked off like that?
<Jim> (SPOILER) I lined up the bots #4, #2, #3 from the top to the bottom in the 3rd column from the left, where I am to the left of bot #3. I will leave it to you to figure out how, but I was able to do this in 43 moves. That is the only way I've been able to get the #1 bot out. This still does not lead to a solution, I have yet to solve this level.
 
Planetary Mystery Sun 03 Jul 2011 16:05
<Dave> (SPOILER) The original level was built with to have a great deal of misdirection as to the true purpose of the components while at the same time having no hidden information (that's why when you press d it is very clear what goes where). This made it vulnerable to being cooked. It has stayed out of the graveyard so far because it's so cookable (and therefore mod-able) and yet still remains a tricky level.

Jim's solution is definitely a cook because it utilises the only component put there for misdirection only. It only works at all because of the guard bot cook (as explored in Kirima's mods) but Jim would not have known about this.

noname's version does reduce the problem space and could be argued to make the others easier.

What I find a pity, and it's entirely my own fault, is the loss of the intended bot ordering problem to protect the guard bot.

<Jim> (SPOILER) I'm going to disagree with you Wowie, I think this solution is extremely difficult to see, it took me months to find it originally. I didn't see Dave's twist to it until today, your latest level actually simplified discovering it so IMHO this is the only new version that we need to keep. Also, this solution does not work for the 5 and 6 bot versions, those solutions are still unique.
 
Mars Eclipse Sun 03 Jul 2011 09:16
<wowei> Hell, it's gone - not eclipsed only - Mars silently disappeared. Oh my oh my, the martians wont be too happy about it, and thatswhy they turn green from time to time.
 
Planetary Mystery Sun 03 Jul 2011 09:04
<wowei> (SPOILER) Added speedrun: 452 moves (old: 731).
I liked the original idea a lot, where you have to put two bots in position and then let them push wires to the right places in the right time. Jim's find can probably be considered a cook of that sequence.

Kirima, it's a total different approach here, and i'm pretty sure you'll get it quick. I wonder if the 6- and the great 5-bot version are cooked too now.
<Dave> I have a feeling this level is be destined for the graveyard, but not just yet.
 
Planetary Enigma Sun 03 Jul 2011 02:09
<Dave> Aargh! The two Enigmas aren't ctrl-0 compatible.
 
Seven Bots for Seven Buttons Sat 02 Jul 2011 03:02
<Dave> (SPOILER) N7DOT: Trust your logic! What you say is all good until you hit the word 'however'. You've played this enough to know to stick to the facts, and if you see it's a causal loop then it must be camouflage. If you know you have to trigger the blue light then trigger it. What usually happens immediately afterwards and is this mishap the only possible outcome? Create a way to control what happens on the next move - that's the real puzzle.
 
Planetary Mystery Fri 01 Jul 2011 18:17
<mm> Thanks for creating these new mods that seem totally impossible to solve... -> I guess it will take me more than 6 months if ever. ;-)
<Dave> (SPOILER) And then there were three... Until you uploaded Mars Drift I thought that this was the one part of 7B7B that was pretty rigid and, despite all the tinkering by wowei, mm, and myself, remained invariant throughout the series. Prior to yesterday it never even occured to me to look for alternatives.
I very much doubt it will take you the full six months :)
 
Compression Fri 01 Jul 2011 15:18
<N7DOT 3> happy to know that it is a good level.
 
Iron Curtain v2 Service Pack 1 Fri 01 Jul 2011 14:55
<N7DOT 3> I am guessing this one is impossible like 'The Dalek Question' as there are no uploaded solutions to it.
 
Compression Fri 01 Jul 2011 14:25
<N7DOT 3> I also hope it can be modded into something good like 'a snack' was able to.
 
Seven Bots for Seven Buttons Fri 01 Jul 2011 13:38
<N7DOT 3> (SPOILER) Yeah, that makes sense. the only way I see to get the door onto the normal world is to use the remotes at top, but you need the daleks at the bottom to help you with connecting the remotes to the wires. But to get the daleks over to the panels, you have to use (at least) the blue light, since the red one lets the bottom-most dalek commit suicide, and the green one does the same for the upper-most dalek that is in the left half of the level. However, the only ways I see to trigger the blue light are to let the daleks at the bottom move onto the panels and press the button, which is a causal loop problem, and therefore is not possible, or to grab the NE wire, but you have to deactivate the laser first, which also is a causal loop problem. I also don't want to do some of the moves since then some blocks get stuck permanently.
 
Planetary Mystery Fri 01 Jul 2011 12:06
<Jim> Yikes Dave, I was thinking this wasn't possible when I made Mars drift, now I'm forced to try to solve this. Thanks for giving me something to do for the next 6 months!
 
Mars Drift (Original by Dave) Thu 30 Jun 2011 22:09
<Dave> (SPOILER) Jim, that's a very impressive solution :-O
Is that how you first solved the original or did you come up with it later?
 
Seven Bots for Seven Buttons Thu 30 Jun 2011 17:33
<Dave> (SPOILER) Hi N7DOT. I think these levels have been around long enough for a small hint.

Where to start... This is all about planning. Break it down into two distinct problems (1. Get the door out of bizzaro world; 2. Get the heart) and focus on the first one only. Pay close attention to the bottom left section and you should be able to figure out a very specific sequence of events that need to be triggered.

This refers to the intended solution but there may be another way because at this moment I don't have a clue how Jim's mod is solved.
 
Seven Bots for Seven Buttons Wed 29 Jun 2011 22:42
<N7DOT 3> What is the idea behind this level, and therefore the 'series'? I know, "get to the exit", but sometimes I don't get how I even start some levels.
 
the few move puzzle 37 move left exit Wed 29 Jun 2011 22:35
<N7DOT 3> This is much better than your first one, as it doesn't involve guess & check. However, the puzzle is very simple and anyone could probably make and upload a level in this style in less than 10 minutes, and many players here could likely make it in less than 3 minutes. For a level to get a good score, you want to make the level interesting, neat, possibly suprising when a person tries to rush through an early part to discover that they need to go through that part again or if they no longer have something that got used/lost there (use to make level more like 'woah' than 'this is so tedious' (can result from trying to make a level hard) or *tugging on hair in frustration* ), and put a good amount of effort, time, and testing. (mods don't usually need as much time unless it is a very delicate or difficult mod, or makes the level very hard) Simple mods of good levels that make them harder often can do well if the mod is in good taste.
Basically, please try to make good levels, as players are satisfied more easily and quickly by good levels than by poor ones. Not to discourage you from playing, as it's often good to have more players.
 
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