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Five Alive Sat 11 Jun 2005 01:15
<Tom 7> (SPOILER) Good job!

The 'red' part is easy indeed. Its main purpose is to tease you into believing there may be some trick when you become frustrated with the 'blue' part. (But it also serves as a nice cool-down..)
 
Escape Wars Episode III Revenge Of The Escapist (Special Edit... Sat 11 Jun 2005 00:33
<Max> A nice jaunt.
 
Funhouse Warped? (v2) Sat 11 Jun 2005 00:04
<Max> I still like the puzzle on the right much better...
 
Five Alive Fri 10 Jun 2005 21:00
<Max> (SPOILER) Added solution "Sloppy alternate solution":
My solution differs from the original on a few points, so I'm just uploading this for fun. Tom's was very nicely efficient and methodical -- sorry that mine is a little unfocused at times...
<Max> (SPOILER) Wow, this is fantastic! Very difficult indeed, but since it's so cleverly designed (teleport signs are key) it gives that coveted thrill of wanting to keep trying until you discover the secret as opposed to the mounting frustration that I usually associate with difficult levels involving computer assistance. The "red" puzzle is a complete breeze after the brutal "blue" puzzle, but it's a nice victory lap -- I must admit I felt a little rush of triumph after all that intense block-pushing! ;) Nice job!
<Max> (SPOILER) Ok, yeah, it is. ;)
<Max> (SPOILER) I love your system of showing where each teleport will take you! Removes a great deal of headache quotient from this level. I haven't really tried to solve it yet though so it still looks like it will be a giant headache at this point...
<Tom 7> This one may be very hard. Good luck!
 
Funhouse Warped? Fri 10 Jun 2005 11:07
<Milton> (SPOILER) Okay - I'll delete it shortly. Thanks!

I don't suppose there is a very good reason, but I liked the idea, darn it. I was thinking it'd be cool to reward folks who noticed the pattern and/or were thinking a little bit "out of the box". Of course, I suppose the jig is up with the fact that I accidentally FORCED people to find the shortcut in order to solve it. Maybe I could do a v3 without it, although I'd have to find something else to do in addition to make it seem worth it.
<Tom 7> (SPOILER) You can now delete levels yourself (if you uploaded them and have the 'key' icon); just press 'del.'

Is there any good reason to have shortcuts in levels?
<Milton> Max - I forgot to mention that I did leave a fairly good clue (in my opinion) to the shortcut. In any case, v2 is now uploaded and should fix the problem. Please try it both ways to see if you like it any better - obviously, the shortcut method will be necessary to obtain the speed record =).

Tom - Please delete this level when you get a chance since v2 is now available. Thanks in advance.
<Milton> (SPOILER) My apologies . . . the first part is meant to be solvable and ultimately end in the second part. The teleport is meant to be a shortcut. Unfortunately, I am once again an idiot and made the first part unsolvable - I just picked up on this last night. I'm going to fix it and upload a new version and then ask that the original be deleted. Forthcoming.
<Max> (SPOILER) Aaaarrrggghhhh!!!!! Very annoying! Really, after noticing a pattern in teleports most escapists can't be bothered to try each one... I was wondering why the left part was so completely bewildering. The right puzzle is very nice and enjoyable though -- why not just keep that and cut out the other nonsense?
 
Tutorial 14: Steel Thu 09 Jun 2005 22:56
<Max> Man, I was sure I had the ultimate record on this one! Nice one, Doom.
 
Funhouse Warped? Thu 09 Jun 2005 19:31
<bpotetz> (SPOILER) Added speedrun: 255 moves (old: 274).
Man! That's one heck of a red herring.
<Milton> I decided to try Funhouse Warp again despite its major weaknesses. I think you'll find this one significantly harder - hopefully I didn't overlook a slew of glaring mistakes this time . . .
 
Pac-thing Thu 09 Jun 2005 13:58
<Tom 7> (SPOILER) I agree with max. A really great design, and it does certainly offer a challenge, but my solution was really messy (1500+ moves) and sort of accidental. But still, a good level.
 
California Roll (v2) Thu 09 Jun 2005 13:42
<Tom 7> Oh, this is nice...
 
Tutorial 17: Daleks Thu 09 Jun 2005 12:52
<Tom 7> (SPOILER) Also, very clever.
 
Tutorial 14: Steel Thu 09 Jun 2005 12:51
<Tom 7> (SPOILER) Impressive! I keep thinking this one is as tight as it's gonna get, but then someone shaves off a little more time...
 
Tutorial 19: Sleeping Bots Thu 09 Jun 2005 09:47
<Tom 7> Made this 18x10, keeping with tradition.
 
Tutorial 19: Sleeping Bots Thu 09 Jun 2005 09:24
<Tom 7> Hmm.. I forgot about that.

One reason to keep the tutorial levels all small is to facilitate Escape ports to other platforms (with smaller screens)--if it can support 18x10 then people can at least play the tutorial.

This one is easily fixed to 18x10 (there's not much that's even happening in this level) so maybe I'll do it, for tradition. ;)
 
California Roll Thu 09 Jun 2005 04:00
<mjn> (SPOILER) Wow, that was fast. Nice work.

It wasn't intentional, but I did know about it--I left it in because I thought it didn't really make the level much easier.

After looking at the speedrun, though, I think it is a bit easier after all, so perhaps I'll fix it...
 
Tutorial 19: Sleeping Bots Thu 09 Jun 2005 02:14
<Doom> This is the only tutorial so far that's not sized "18x10" Is there any reason why you decided to end the tradition :)
 
Tutorial 14: Steel Thu 09 Jun 2005 02:06
<Doom> (SPOILER) Added speedrun: 100 moves (old: 104).
And another tutorial improvement
 
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