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| Handmade 037 |
Sun 24 Apr 2005 16:23 |
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<nushae> Ok this is the last of the handmade levels by Yoshio murase that i will upload. I just found the comments attached to autogenerated 52 by accident and will use the comment option more now that I know what it does :)
You could say I'm a sokoban purist. Levels I upload will be sokoban style. I would suggest making an extra category for "pure sokoban" levels... Escape did evolve from it after all, so a homage folder wouldn't be too bad.
I was in the process of entering all the original sokoban levels; please let me know if that is also a nono - I do feel they shouldbe part of escape. |
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| Autogenerated 052 |
Sun 24 Apr 2005 16:17 |
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<nushae> My apologies; I was not aware I was only to upload my own work. The Yoshio Murase levels are readily available from a plethora of sources. Since I also credited the author I saw no problem with it.
Thing is... Escape may have just a little too many different tile-types. Also, about 99% of all escape levels are some sort of hugbot thing. It's like ppl are totally in love with em. For these two reasons I felt the game could use some good sokoban levels. The Yoshio sets are probably the best around.
One thing that I did find annoying (and the cause of the missing autogenerated levels) is that I could not make a "box" start on top of a switch...
I'll see if I can dig up my own levels from way back when. I will refrain from uploading additional Yoshio levels. |
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| Who Let The Hugbot Out? |
Sat 23 Apr 2005 19:37 |
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<jcreed> (SPOILER) Any solution significantly shorter than this one is probably a cook. |
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| Hugbot Research Lab |
Sat 23 Apr 2005 17:20 |
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<Joshua Bone> Very nice solution! It is fun to see the different ways people solve this. It has proven to be much looser than I originally thought it to be.
<OCTweak> (SPOILER) Added speedrun: 786 moves (old: 882).
Very good puzzle! |
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| Square Peg (v2) |
Sat 23 Apr 2005 16:07 |
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<mjn> Guess I'll send this in anyway, since the solutions are pretty different. |
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| Square Peg II: Hip 2 B Square |
Sat 23 Apr 2005 15:41 |
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<mjn> Ah, very nice. I was going to upload a fixed version, but I like this one better.
Not very hard, yeah--this was mainly just intended to look cool. |
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| Mass Disorder |
Sat 23 Apr 2005 12:26 |
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<Tom 7> (SPOILER) Man, you had me pretty scared with that teleporter thing. Mean. ;) |
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| Square Peg II: Hip 2 B Square |
Sat 23 Apr 2005 12:12 |
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<Tom 7> (SPOILER) Added speedrun: 148 moves (old: 150).
Yeah, this is how I beat mjn's version. |
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| Mass Disorder |
Sat 23 Apr 2005 00:41 |
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<John Lewis> Okay, this is my first "real" Escape level. :-) It's not really that much; I just threw it together in just a few hours, and I have to say it's pretty loose. I originally had the top left sokoban-style puzzle followed by a bunch of other sub-puzzles involving steel blocks and stuff. Then I realized it would probably be more effective to create a level with all block-pushing challenges. (I'll probably save the other stuff for my next level, "Mass Confusion." ;-)) Personally, I don't find this level that challenging, though.
I'm sorry if this is too easy; I've been playing Escape for only a few weeks now! :-) But I hope you enjoy it. Comments are welcome!
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| Letter Series: n |
Fri 22 Apr 2005 23:05 |
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<jcreed> A good designer seeks qualnity over quanlity. |
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| Square Peg II: Hip 2 B Square |
Fri 22 Apr 2005 23:02 |
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<jcreed> Still pretty easy. |
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| Square Peg |
Fri 22 Apr 2005 22:57 |
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<jcreed> (SPOILER) Cook: Didn't use the teleporter.
<Joshua Bone> (SPOILER) Cook: Didn't use the teleport. |
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| Looking Out For Number 9 |
Fri 22 Apr 2005 18:45 |
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<Max> (SPOILER) Well I don't mind this level being partly about figuring out what the heck is going on, so we might as well just keep everything the way it is. ;)
<Tom 7> (SPOILER) I guess it would be possible, but it would interfere with animation, and I'm not sure there are many situations where it's an important design concern. (I suppose, like there are keys to see other hidden information, there should be a "show bot numbers" key, though, when playing.) In this case it wouldn't have been hard to draw into the level the fact that the bot waiting at the end is #8, right?
<Max> (SPOILER) Yeah, I was thinking about that. Actually, couldn't you implement something in the level design to give level designers the option to show or hide the numbers of certain bots? Because this level would make sense more quickly if the bottom bot was marked as "8" and the other numbers remained hidden (on the other hand, it would be ruined if all the numbers were displayed). This option could get rid of a lot of the inherent randomness in multiple bot levels too. But I do understand how this might be overcomplicated so it's your call of course. But either way, I think there should be some way to distinguish different hugbots from one another -- maybe slightly different shadings or something along those lines?
<Tom 7> (SPOILER) Fantastic! It went from confusingly easy to impossible to ahhh to mildly difficult puzzle. Unfortunately, I don't think many people are going to understand this puzzle unless they've been making lots of bot levels... |
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| Time Trap (Maximum Security version) |
Fri 22 Apr 2005 17:07 |
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<Max> Yeah, I just wanted to make a multiple bot level that wasn't dependent on random movements. It is cruel but hopefully not unreasonably so. (and hopefully not annoying at least) |
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| Letter Series: n |
Fri 22 Apr 2005 17:02 |
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<Tom 7> (SPOILER) Damn, I guess this one is looser than I thought. Oh well..
<John Lewis> (SPOILER) Added speedrun: 13 moves (old: 17).
Very creative. |
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| Time Trap (Maximum Security version) |
Fri 22 Apr 2005 17:01 |
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<Tom 7> (SPOILER) Neat, but maybe a bit too cruel... |
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| Letter Series: n |
Fri 22 Apr 2005 16:59 |
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<Max> (SPOILER) Added speedrun: 17 moves (old: 21).
ok...
<Tom 7> (SPOILER) Sorta random, but the letter series is about quantity! |
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| Letter Series: y |
Fri 22 Apr 2005 16:47 |
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<Max> easY! Got it on my first try... |
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