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severed luck (fixed) Thu 23 Jun 2011 00:26
<Dave> (SPOILER) The little 7x5 room with the switches and lights near the end.
<kyran> (SPOILER) Which room?
<Dave> (SPOILER) Still skipped a room. We'll call it a shortcut rather than a cook :)
 
severed luck Wed 22 Jun 2011 13:57
<Gil Anthony> I took the LONG escape exit 2404 moves before I saw the 15 move short cut.Luck me.
 
Bridge Out Redux Wed 22 Jun 2011 11:54
<N7DOT 3> (SPOILER) Added solution "New 'speedrun'":
Well, I've set a newer legal speedrun, but as the original is unbeatable, I have to upload this as a non-speedrun.
 
severed luck Wed 22 Jun 2011 11:11
<N7DOT 3> Kyran: Normally you have to delete your levels, by hovering the mouse over the level and pressing the delete key. (only the author of the level can do this)
<N7DOT 3> (SPOILER) Cook: same thing...

<kyran> I fixed it, delete this one.
<Zog> (SPOILER) Cook: Did the author really intend a fifteen-move finish?
 
electric lessons/hazards #1 Wed 22 Jun 2011 07:28
<Karlodinium> (SPOILER) Cook: Skipped the bottom right section.
 
hjkl Tue 21 Jun 2011 17:15
<N7DOT 3> It also doesn't discriminate against using the mouse to press the buttons, or playing more than once (by pressing enter at death, or closing and opening level).

Tyler, Please play some of the higher rated levels like OneLeft (full implementation) or any of the Memory Hole series, and see for your self what players want. If your even reading this, that is a good thing, because the people who play this game enough to keep it alive don't like these levels. I know that when I started playing, quite a few years before I registered, I didn't know what good levels were. However, I quote another player here ( wowei or kirima/mm), that in many games, the fun is in getting surprised or in some hidden information, and that some players like this game simply because it is not one of those games.

If your levels are going to rely on hidden information for gameplay, try to be EXTREMLY innovative and creative, as these techniques get old immediately after it's debut. For example, see noname's "Guesswork" or Joshua Bone's "Combination Lock", which were quite clever and only practical to solve in the level editor. But these levels also need to be made in moderation. try to be clever, not difficult. trying to be hard will bring nothing. I am glad that this only has 4 choices, but this level build has been used in about 125 levels, and that's just a guess. This isn't what we want to see. So please try to make other types of levels, as guessing levels rarely are good.
<Dave> Agreed. At least under this ruleset we are allowed to use 'b'... but should I flag this as a spoiler?
<radiant> Isn't it nice to play a game that refuses to honor such stupid decrees?
 
pas toujours la Mon 20 Jun 2011 20:06
<radiant> (ignore previous comment; wrong level)
<radiant> Isn't it nice to play a game that refuses to honor such stupid decrees?
 
The cave Fri 17 Jun 2011 14:45
<kyran> (SPOILER) Cook: I used bombs to blow holes in the walls, skipping a section.
 
Yellow Interference Fri 17 Jun 2011 14:26
<radiant> The concept behind the level is a good one, and with a different block layout (and a less aggressive assault on the board with each flip) it could be turned into something nice, but this isn't it.
<N7DOT 3> well, thank you for the comment, but i don't think it is best in triage, however, it will still be available in graveyard, incase anyone is interested.
<Dave> Deleted and difficulty 2? This is the first new level for months that's taken more than half a hour to solve! Each to their own, I guess.

However, it is bit irritating to play and has much more brute force trial and error than the elegant levels that inspired it. Definitely, IMHO, not your worst level and nowhere near as irritating as some levels still lurking in triage.
<N7DOT 3> (SPOILER) What cook? As far as I know, you have to activate the last panel by stepping over it! I also don't see any other cooking things during the level. However, I'll delete this level, seeing that it's no good.
<radiant> (SPOILER) Added speedrun: 423 moves (old: 1292).
no
 
crazzy 4 Wed 15 Jun 2011 05:47
<Karlodinium> (SPOILER) Added speedrun: 147 moves (old: 149).
Probably minor variations.
 
hidden secrets Sun 12 Jun 2011 08:32
<Karlodinium> (SPOILER) Cook: You can skip the whole bottom left teleporter section by pushing blocks into the yellow electric tiles around the exit.
 
Quintuple File (v3) Sat 11 Jun 2011 15:41
<Dave> (SPOILER) I agree, it does look unlikely, but... The 18 split seemed optimal until 17 was stumbled on .-) Also, 4 of the 17 moves in stage 1 and 8 of the 23 moves in stage 2 are either net zero or net negative, the rest being made up for in boosts, this gives quite a bit of manoeuvring room. If an improvement existed, I would expect it more of the form 20:19 where part of stage 1 is used to prepare stage 2.

To me, the style points in this level come from the counter-intuitiveness of it. I now see that the reason I never solved it before was because it is so hard to tell a winning position from a loser. What at first sight seems the best split position turns out to be the worst and vice versa. I don't think I've seen that to such an extent in any other bot-pushing level.
<radiant> (SPOILER) A faster split time to part 1 seems unlikely, since the key square is already 16 spaces from start (and even if you're not the one to trigger it, you can't get a bot to go there without going at least as far out of the way anyway).

When I stumbled upon the original solution that allowed me to upload the level (18+38; improvable to 17+36), I particularly liked it because it took full advantage of the grid dimensions that had been standard ever since Single File. That aspect is lost in the optimized route, which likely costs the level some style points in the long run.

(So does the poor laser mechanism which adds a 19th column to the grid, thereby shrinking the thumbnail.)
 
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