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make my day? Pick a number OK? Thu 04 Nov 2010 21:41
<G Anthony Ne> thats right pick one and wait you MFing turn...
 
Untitled Tom 7 Thu 04 Nov 2010 21:21
<G Anthony Ne> I still tink my levels are cool
 
I should make a harder level........ Thu 04 Nov 2010 19:25
<G Anthony Ne> you think???
but really thanks for the effort.
 
workdays rush Tue 02 Nov 2010 01:45
<Dave> (SPOILER) Also never touched red block, but so far still 11 moves slower this way. Anyone think this is worth a mod?
 
SokoMessier Sun 31 Oct 2010 21:33
<N7DOT 3> (SPOILER) Yay, I'm the first one to solve this level. I liked this level. It was quite challenging, and I was aware of the trick at the end, but I didn't know how to implement it. Well done.
 
Blue Basis Sat 30 Oct 2010 23:05
<N7DOT 2> Yay! I Beat another difficulty 7 level! I like how the level has the word BASIS embedded in it.
 
Bullseye! Sat 30 Oct 2010 22:38
<N7DOT 2> (SPOILER) Added solution "Hit with an Arrow":
This solution leaves a neat little arrow left in the play field.

It really is a 'Bullseye!'
 
SokoMess 1 less Sat 30 Oct 2010 15:31
<N7DOT 2> I like it.
<N7DOT 2> Nice.
 
The Bot room Fri 29 Oct 2010 00:01
<N7DOT 2> Note- the blue zones are potential areas where the bots might toss you out.
 
Blide Srick? Thu 28 Oct 2010 05:37
<Dave> (SPOILER) Cook: No description required. I like what you are trying to do, just cant see where it can ultimately go beyond a Hanoi type problem without another twist...
 
mod 14 Sun 17 Oct 2010 22:04
<radiant> (SPOILER) Just got this one, even though my solution map only got up to 64/196 guaranteed line placements before a massive guess-and-backtrack operation to stumble upon the order.

Even for the wrong parity, my map there was able to make use of "without loss of generality" steps, whose logical uniqueness couldn't be derived (because they weren't in fact unique) but which could at least be put on the map in an arbitrary orientation and guaranteed not to destroy the validity of the solution. No such steps arose during the solving process here, just pushes and pops and following through on their consequences.

Is there supposed to be a solution path that gets further before it strays from steps that have firm grounding?
 
Nice Cote d'Azur International Airport (NCE) (noname's mod) Sat 16 Oct 2010 19:20
<Dave> (SPOILER) Added speedrun: 658 moves (old: 662).
Finally cracked it! What a fantastic series of levels.
 
Modern Mayhem Sat 16 Oct 2010 12:03
<N7DOT 3> My, 100% Cooked. I guess this level is a roasted chicken.
<radiant> I was about to upload a mod called "Postmodern Mayhem" that removes one of the blocks, but what would be the point.
 
FBI Tue 12 Oct 2010 21:38
<N7DOT 3> Oh no! My Style Rating of 5!
 
My Cradle Is Messed Up! Tue 12 Oct 2010 21:37
<N7DOT 3> I actually Edited my player file to change the name. I hoped my author would show up weird. Oh well.
<N7DOT 3> This Level Is all about it's Info.
<N7DOT 3> (SPOILER) Added speedrun: 39 moves (old: 59).
Better.
<N7DOT 3> (SPOILER) Darn, It didn't work...
 
ol days Tue 12 Oct 2010 14:46
<Gil Anthony> (SPOILER) Added speedrun: 148 moves (old: 175).
YES!!!!
 
The answer is 42 Tue 12 Oct 2010 00:48
<radiant> (SPOILER) Added speedrun: 37 moves (old: 41).
Even better!
<radiant> (SPOILER) Added speedrun: 41 moves (old: 42).
whee
 
FBI Mon 11 Oct 2010 19:12
<N7DOT 2> Great job, and I am glad that the short speed run increased style.
 
dancing Sun 10 Oct 2010 21:28
<N7DOT 3> (SPOILER) Added solution "Perfecto 100":
A perfect 100. Take it slow, my friends.
 
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