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Mods chat level |
Mon 08 Sep 2014 19:44 |
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<Dave> (SPOILER) Jim, the spoiler is in the level not in the comments. Look a bit 'deeper'...
<Jim> (SPOILER) I don't understand what you mean, when you say that you somehow unintentionally gave the solution to Superintensive Plumbing?
<Garygoh884> (SPOILER) Hi Dave,
For the mentioned Wire-based levels I designed, yes. Working on such levels requires a moderately high degree of innovation, and patience - for maintaining a unique solution in the process.
Proving to have a unique solution and maintaining inituivity was my challenge to achieving peak difficulties and great designs within each level. What brought me into the development of those levels was the utilization of complex properties by Wire-based tiles. On one hand, most were used for simple and complex mechanisms - and on the other hand, discovery of such unseen properties would help creating complex and brain-intensive levels if utilized, so those were what I deduced in making such levels.
The deletion of those flawed levels were all of my mishap. One can be cookable to unethically discover the original solution the easy way. That one was Intensive Plumbing. And the other, which I untentionally gave off the correct solution - it was Superintensive Plumbing. My intentions was to work flawlessly as many levels as possible while maintaining hints of innovation. Unfortunately for some, flaws were left behind after submitting to the server. I hastily moved them to the graveyard - assumed afterwards those were 'just-for-fun' levels.
And lastly, for difficulty rating set for Chaotic Assembly, having a 7 is too easy for a few players. How would moderately-challenged players would enjoy such a difficult level as though this degree was good for them? This difficulty level could be higher. Expert players prefer to play seemingly difficult levels. Casual players prefer to play easygoing and simple levels. Getting the right rating to suit the right players is always impentuous.
<Dave> (SPOILER) Hi Gary,
Re. Plumbing
Intense Plumbing if not cookable would have been a great level. I'm not so convinced about Superintensive Plumbing. As for Chaotic Assembly: If rate a level first I base the rating purely on the time it took it me to solve it (1:45 ish), but I'm begining to think that D=7 might be unfairly low - we'll see.
Anyway, I have a question: Do you actually rigourously prove the intended solutions are unique, assuming they are, or just work intuitively?
Dave.
PS. New level in pipeline... give me a few days. |
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Wired Sensors |
Sun 07 Sep 2014 05:52 |
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<Dave> (SPOILER) Added speedrun: 386 moves (old: 572).
Not quite according to plan... still fun though. |
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Chaotic Assembly |
Fri 05 Sep 2014 14:51 |
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<Jim> (SPOILER) Great level Gary, I still haven't solved this one. I need one more L shaped piece with the way I thought it would be done, and now I'm having trouble thinking of another way that will work.
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Intense Plumbing |
Fri 05 Sep 2014 11:40 |
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<Garygoh884> If I'd reuploaded the next level for fixing, its solution would be identical to this level's. I don't want my levels to be easily solved by just replication commands.
This does so for fixed levels in triage, right? Because of this, they do have a lower style rating in nature. They're quickly solved. And they follow a similar pattern inherited from previous solutions from originals. Those reasons drew my concern over uploading cookable levels. I preferably avoid uploading those levels in future just for plain fixations.
<mark> (SPOILER) Added speedrun: 349 moves (old: 1243).
Sorry Gary but this happens to me all the time as well. |
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The Kansas City Shuffle |
Fri 05 Sep 2014 01:06 |
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<Dave> (SPOILER) Added speedrun: 85 moves (old: 89).
That took longer than it should have. Thankfully I did it the same as way Jim or I could have still been at it come Christmas.In fact, the critical final 25 moves are identical. |
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Never Meet (test version) |
Wed 03 Sep 2014 18:42 |
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<N7DOT> (SPOILER) Added speedrun: 277 moves (old: 279).
time for the slow incremental improvements of two steps
<N7DOT> (SPOILER) Added speedrun: 279 moves (old: 292).
waste extra bomb to allow faster bomb grabbing
<N7DOT> (SPOILER) Added speedrun: 292 moves (old: 317).
One bomb to spare, too! (That was the original goal of this method, but it turned out to be faster as well) |
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Planet Mercury |
Tue 02 Sep 2014 21:22 |
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<mark> (SPOILER) Added solution "Jim's way":
Just thought I'd put this back up,so that's 3 different solutions so far. |
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Chaotic Assembly |
Mon 01 Sep 2014 01:12 |
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<Dave> (SPOILER) Added speedrun: 1006 moves (old: 1192).
Love it. |
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Drive Over |
Sun 31 Aug 2014 02:59 |
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<Dave> Hi Gary,
Don't worry about it. A couple of early levels in my name weren't even created by me but by a colleauge using my account; I wan't to delete them but I can't because they are legitimate un-cooked levels complete with ratings and speedruns.
Levels NEVER get deleted anyway they just get demoted to the graveyard.
I, for one, have loved your levels over the last couple of years, they bear your signature in their style: a minimalism that it is hard to emulate, impossible in my case. A new 'Gary level' is always a pleasure irrespective of how difficult it is.
Thank you. |
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Multipurpose |
Sat 30 Aug 2014 13:34 |
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<devin> You're welcome. |
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Drive Over |
Thu 28 Aug 2014 09:24 |
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<Jim> (SPOILER) Hi Gary, good to see you back making levels, you made some really good ones in the past. You don't need Tom to delete past levels for you, you have the ability to do that yourself. CTRL T sorts by author in case you don't know, then all you have to do is go down to any level you want deleted and hit your "delete" key. |
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The Kansas City Shuffle Shuffled |
Mon 25 Aug 2014 12:59 |
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<Jim> (SPOILER) Added speedrun: 229 moves (old: 273).
Solved this essentially the same way. |
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Mods chat level |
Sun 24 Aug 2014 16:32 |
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<mark> Nice solve Jim ....TKCS I have been playing around with this level all day .
I could not get what I had wanted but something similar.
Only just finished it but I had not seen your speedrun then.
I'm just going to throw it out there without testing as no time left.
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The Kansas City Shuffle |
Sun 24 Aug 2014 15:32 |
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<Jim> (SPOILER) Added speedrun: 89 moves (old: 214).
Another tough level, I'm glad I spotted a shortcut. |
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Chasing Geraldine again |
Tue 19 Aug 2014 23:53 |
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<Jim> (SPOILER) Added speedrun: 181 moves (old: 200).
Really tough hugbot movement for this level. |
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Mods chat level |
Mon 18 Aug 2014 09:49 |
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<mark> Nice solve Jim and of course a different way.
Just solved a level in the old version and them bookmarks make a big difference.
I think there is about ten obvious levels out there for me to do but they are against a timer.
The new bookmarks will help me polish them off.
Just got to find them.
Cheers to escape !! by RAINKING a fine example of why yoy need more bookmarks.
On my first play through lots of hard things to learn but did not realise the timing element .
I'd bookmarked at the end so I can now just go back and tighten up all the elements.
I know I could have just created numerous accounts to get through this problem but then remembering which was which was to tedious.
Anyhow I got the old version to play the malformed levels (thanks Dave for info) and to tell the truth can see no difference in play to the new one. So you did do yourself a favour not updating.
Ps Nearly finished a new mod of a very easy triage level , should be fun.
<Jim> (SPOILER) I can't even imagine only being able to have one bookmark per level, that is a pretty significant problem. I read through most of the feedback section and it is still not clear to me if Tom is aware of the problem. Mark, I can't believe you have been solving these levels all this time without that advantage, that's pretty impressive. |
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Jumble lV |
Sun 17 Aug 2014 19:44 |
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<Jim> (SPOILER) Added speedrun: 676 moves (old: 768).
Another good mod. |
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Mods chat level |
Sat 16 Aug 2014 03:32 |
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<Dave> Actually, thinking back, I seem to remember that noname nailed the bookmark bug. It certainly all made sense at the time anyway. I have no idea whether he managed to compile a fixed version though...
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