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| Escape The Castle part 3 The Showdown |
Mon 01 Aug 2005 23:25 |
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<Tom 7> Levels like this really help crank up the percentage, huh? ;) |
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| Transponders II |
Mon 01 Aug 2005 23:05 |
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<Stephan> (SPOILER) Nice work Doom. I figured this level would be a little loose, but I didn't count on your completely different solution!
Tom: yes, the transponders are tricky to control since they can be used from different sides and moved around. I had considered re-using part of the top of the board, as I had done with 'Divided Land', but it seemed like the more complicated it got the more likely the cooks. |
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| Escape The Castle part 3 The Showdown |
Mon 01 Aug 2005 23:01 |
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<John Lewis> YES!!! 450 levels in triage solved!!! :-) |
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| Eacape The Castle part 2 |
Mon 01 Aug 2005 15:13 |
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<Doom> (SPOILER) Added speedrun: 136 moves (old: 142).
Easier |
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| Eacape The Castle part 1 |
Mon 01 Aug 2005 15:11 |
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<Doom> (SPOILER) Added speedrun: 101 moves (old: 107).
Easy |
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| Transponders II |
Mon 01 Aug 2005 14:12 |
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<Tom 7> (SPOILER) Boy, those transponders are hard to tame, huh? Doom's cook is delightful.
BTW, I thought for a bit that the looseness of the top was because I was going to have to use the top right as part of my circuit for the bottom half. That would have been a good twist. |
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| Why |
Mon 01 Aug 2005 14:10 |
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<Tom 7> Kind of senseless, huh? |
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| Transponders II |
Mon 01 Aug 2005 09:41 |
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<Tom 7> Nice level. The second part is very tight. |
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| Black and White (v2) |
Mon 01 Aug 2005 08:33 |
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<Doom> Ah, finally solved this one. Nice level! |
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| Transponders II |
Mon 01 Aug 2005 01:05 |
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<Doom> (SPOILER) Added solution "Different":
My completely different solution for this level
<Doom> (SPOILER) Cook: Left many parts unused on both upper and lower areas |
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| Black and White (v2) |
Sun 31 Jul 2005 21:46 |
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<Tom 7> Thanks!
<John Lewis> (SPOILER) Added speedrun: 313 moves (old: 326).
This level is awesome. |
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| Push test |
Sun 31 Jul 2005 13:15 |
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<Stephan> This was a test of the server with solutions involving broken bot on crossover. It worked as it should. |
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| weeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee... |
Sun 31 Jul 2005 11:55 |
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<Tom 7> (SPOILER) Added speedrun: 73 moves (old: 92).
Casey, I am happy to see you experimenting, but I think putting a little more thought into your levels will make them a bit more fun to play. |
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| Irritating |
Sun 31 Jul 2005 11:05 |
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<casey> (SPOILER) Cook: erm
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| Push test |
Sun 31 Jul 2005 10:25 |
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<Tom 7> What was the result of your test? |
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| Bug: Swap Delay |
Sun 31 Jul 2005 10:23 |
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<Tom 7> Sorry--not just that, but that any animations triggered when stepping into a teleporter or coming out of a teleporter are also not performed. Anyway, thanks for the test case that illustrates how ridiculous this is.
<Tom 7> As far as I can see this is just because there is no teleport animation, which is a problem I know about, but have been quite lazy about fixing. |
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| Obfuscate |
Fri 29 Jul 2005 21:50 |
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<Tom 7> (SPOILER) Added speedrun: 260 moves (old: 265).
It seems speedruns are the order of the day! |
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| 1924 11th Street Sokoban |
Fri 29 Jul 2005 20:15 |
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<John Lewis> (SPOILER) Added speedrun: 667 moves (old: 717).
More is possible. |
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| Dimensional Rip-Off |
Wed 27 Jul 2005 23:32 |
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<bpotetz> (SPOILER) Added speedrun: 1042 moves (old: 1302).
Long!
<Tom 7> (SPOILER) I still haven't figured out the trick to these dimensional trap ones, but I think the regularity of this level will help a lot. |
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| Pipeworks 2 |
Tue 26 Jul 2005 19:07 |
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<Doom> Heh, now that you can push the single crosswire block in the level, you've got even more freedom in finding more "wrong" solutions. I can't wait to see who can cook it the worst... *sigh*
<Doom> Alright. It's too difficult to make all parts necessary when people find always some kind of shortcuts. :) |
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