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Escape The Castle part 3 The Showdown Mon 01 Aug 2005 23:25
<Tom 7> Levels like this really help crank up the percentage, huh? ;)
 
Transponders II Mon 01 Aug 2005 23:05
<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.
 
Escape The Castle part 3 The Showdown Mon 01 Aug 2005 23:01
<John Lewis> YES!!! 450 levels in triage solved!!! :-)
 
Eacape The Castle part 2 Mon 01 Aug 2005 15:13
<Doom> (SPOILER) Added speedrun: 136 moves (old: 142).
Easier
 
Eacape The Castle part 1 Mon 01 Aug 2005 15:11
<Doom> (SPOILER) Added speedrun: 101 moves (old: 107).
Easy
 
Transponders II Mon 01 Aug 2005 14:12
<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.
 
Why Mon 01 Aug 2005 14:10
<Tom 7> Kind of senseless, huh?
 
Transponders II Mon 01 Aug 2005 09:41
<Tom 7> Nice level. The second part is very tight.
 
Black and White (v2) Mon 01 Aug 2005 08:33
<Doom> Ah, finally solved this one. Nice level!
 
Transponders II Mon 01 Aug 2005 01:05
<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
 
Black and White (v2) Sun 31 Jul 2005 21:46
<Tom 7> Thanks!
<John Lewis> (SPOILER) Added speedrun: 313 moves (old: 326).
This level is awesome.
 
Push test Sun 31 Jul 2005 13:15
<Stephan> This was a test of the server with solutions involving broken bot on crossover. It worked as it should.
 
weeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee... Sun 31 Jul 2005 11:55
<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.
 
Irritating Sun 31 Jul 2005 11:05
<casey> (SPOILER) Cook: erm






 
Push test Sun 31 Jul 2005 10:25
<Tom 7> What was the result of your test?
 
Bug: Swap Delay Sun 31 Jul 2005 10:23
<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.
 
Obfuscate Fri 29 Jul 2005 21:50
<Tom 7> (SPOILER) Added speedrun: 260 moves (old: 265).
It seems speedruns are the order of the day!
 
1924 11th Street Sokoban Fri 29 Jul 2005 20:15
<John Lewis> (SPOILER) Added speedrun: 667 moves (old: 717).
More is possible.
 
Dimensional Rip-Off Wed 27 Jul 2005 23:32
<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.
 
Pipeworks 2 Tue 26 Jul 2005 19:07
<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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