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| Holey Transporter! |
Mon 20 Jun 2005 15:29 |
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<Milton> Stupid of me. I'm uploading a second version that should fix that cook.
FYI, you can cook it slightly worse with a faster speedrun by not dragging the two lower blocks up at all (you don't need to block the lowest laser because you can step right into the transporter).
Hopefully it will be tighter. |
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| Broken Trap (bug ask) |
Mon 20 Jun 2005 15:27 |
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<Tom 7> (SPOILER) nice, doom.. ;) |
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| Collapses |
Mon 20 Jun 2005 15:24 |
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<Max> (SPOILER) Actually, the selector tool (thank you very much for making this OS X compatible with Apple-click!!) probably cut the overall time of designing this level in half. It's hard to think of a tool that would make this easier. But the main operation involved is getting a single line of panels to refer to a single line of tiles elsewhere usually. One thing that seems more manageable is a tool that gets a series of panels to refer to one single tile, as in the row of grey panels that activate the single laser. |
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| Holey Transporter! |
Mon 20 Jun 2005 15:19 |
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<Max> (SPOILER) Cook: Didn't use the bottom left quarter of the level at all. |
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| Collapses |
Mon 20 Jun 2005 15:18 |
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<Tom 7> (SPOILER) Yikes--looks crazy! I'll need to tackle this after I fix this damn trap bug.
About these mass tile-swapping levels.. is there something I could add in the editor that would make this easier to do? It seems like a lot of work clicking back and forth, and prone to mistakes. But I'm not sure what the right tool would be.
<Max> This one's probably my most mechanized level yet. I've spent such a long time working on it that I have no idea whether it will come across as extremely difficult or fairly simple. Once the concept of the puzzle becomes clear it's my hope that it leans toward the latter, though. I also really hope this one doesn't spawn a cooking nightmare like Jumps! I *think* it's pretty tight, though. |
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| Holey Transporter! |
Mon 20 Jun 2005 14:58 |
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<Doom> (SPOILER) Added speedrun: 103 moves (old: 107).
Small optimization of the first solution
<Doom> (SPOILER) Added speedrun: 107 moves (old: 132).
Didn't use the spheres in the bottom left corner. |
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| Somewhat Faire |
Mon 20 Jun 2005 14:32 |
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<Tom 7> (SPOILER) Oops, I am confusing it with "Totally Fair", but clearly this was influenced by those pair!
<Tom 7> (SPOILER) Yeah, unlike Chip's Challenge, one cannot assume a specific window size, and the game is set up to reduce the amount of "hidden information" as much as possible. So this kind of level can't really work in Escape (just like teleport or laser mazes can't work because of undo).
Anyway, weren't this and "Totally Unfair" notoriously hated CC levels? ;) |
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| Holey Transporter! |
Mon 20 Jun 2005 13:17 |
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<Milton> Not sure how interesting or difficult this one will be, but here it is in any case. I spent slightly more time trying to cook my own level this time, so we'll have to see how tight it is. |
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| Somewhat Faire |
Mon 20 Jun 2005 10:09 |
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<Doom> (SPOILER) Cook: This level is trivial because you can zoom out in escape. |
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| Broken Trap (bug ask) |
Mon 20 Jun 2005 10:06 |
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<Doom> (SPOILER) Added speedrun: 8 moves (old: 12).
I'm definitely surprised to make a speedrun in a level like this! |
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| Somewhat Faire |
Mon 20 Jun 2005 10:02 |
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<Feanor> This level is adapted (with some things lost in translation) from pieguys chips challenge level, "somewhat fair", which was based on Pi. This level is instead based on e. |
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| Broken Trap (bug ask) |
Mon 20 Jun 2005 09:26 |
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<Tom 7> Yes, there's something wrong here. I'll look into it. (I hope it doesn't break 'jumps'..) |
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| Tutorial 17: Daleks |
Mon 20 Jun 2005 09:04 |
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<Tom 7> (SPOILER) Nice. |
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| Broken Trap (bug ask) |
Mon 20 Jun 2005 05:34 |
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<noname> The behavior of the upper path and the lower path seems to contradict each other. Is this a bug? (I noticed this behavior while playing Jumps (Tom 7's Variation)) |
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| revenge of the computers 2 |
Sat 18 Jun 2005 23:13 |
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<John Lewis> ...aka Extraction 3. ;-) |
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| Jumps (Tom 7's Variation) |
Sat 18 Jun 2005 15:58 |
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<Max> (SPOILER) Oops, actually no (I thought you could still use the teleporter but that arrow block was pushed there).
<Max> (SPOILER) It was such a mean cook -- even after you do the main part of the cook, there are still two different ways to get to the exit! |
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| Jumps (v6) |
Sat 18 Jun 2005 13:26 |
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<Max> Yeah, practically. |
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| Jumps (Tom 7's Variation) |
Fri 17 Jun 2005 16:56 |
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<Tom 7> (SPOILER) Added speedrun: 118 moves (old: 140).
Just more efficient heart collection. Probably a little bit more room for optimization. |
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| Jumps (v6) |
Fri 17 Jun 2005 16:51 |
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<Tom 7> Man, you're practically *begging* us to cook it! |
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| Jumps (v5) |
Fri 17 Jun 2005 16:50 |
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<Tom 7> (SPOILER) Yeah, the bot-panel death is the best part. ;) |
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| Jumps (Tom 7's Variation) |
Fri 17 Jun 2005 16:37 |
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<Max> Tom's clever cook to version 5 of Jumps. It's actually been an enjoyable exercise to cook-proof Jumps as different solutions arise and then to create levels wherein the cook is the only solution possible (hopefully). So thanks guys! |
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