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Skydiving/Cloud Maze Mon 28 Mar 2005 23:33
<William> (SPOILER) Cook: Took the lower tip of the airplane wing
 
The Blue Room II: Fewer Nanometers Mon 28 Mar 2005 15:00
<bpotetz> (SPOILER) Neat puzzle. Sphere puzzles are always fun. You could ramp up the rigidity a touch by adding a 5th panel in the center. I'm not sure if 6 is possible, though.
 
Holey Cheese Mon 28 Mar 2005 14:17
<Doom> (SPOILER) Cook: I didn't need any of the pipes.
 
Construction Mon 28 Mar 2005 13:52
<jcreed> Fun!
<Tom 7> Nice twist on the sokoban-style level. There is even a little "wave" at the end, paying homage to the inspiration! ;)
<Doom> The wave level was really cool. Here's my attempt at using the wave-theme.
 
Training Circuit Sun 27 Mar 2005 18:41
<Tom 7> I didn't need the red block that appeared towards the end.
 
Blue Cave Sun 27 Mar 2005 09:40
<jcreed> I smell ballot-stuffing.
 
CP Variation Sat 26 Mar 2005 23:43
<jcreed> (SPOILER) Well, this level is one of several that I made that are all based on the idea of "panel abuse" that Max (first?) utilized in "Claustrophobia II". The idea is that normally, panels flip and stay flipped as long as an object (block or player or something) is still on them. However, if the level is rigged up right, a panel may appear beneath your feet from bizarro world. Under these circumstances, the panel undergoes only one flip as you step off of it.

The way Max did this was by having two panels next to each other, one targeting the next, so that just walking across (and then off) them caused a lasting effect somewhere else in the level. Historically this was discouraged for a while, but since Tom seems to have settled on a definite semantics for this "weird" behavior, I think it's back to being condoned now.

In this level and in "Sneaky Snake", it becomes clear that the "weird" behavior can occur without the panel-targetting-adjacent-panel setup: with steel blocks (since a steel block *two* squares away can be pushed by the player to trigger a panel which reveals a panel under the player's feet) or with a yellow block, since shoving a yellow block may trigger a panel arbitrarily far away, which then may reveal a panel under the player.
 
Trouble with Panels Sat 26 Mar 2005 04:43
<hyperxpress> (SPOILER) 
 
CP Variation Sat 26 Mar 2005 01:59
<cockstump> can somebody please explain to me how this level works? i solved it, but i have no idea why the solution i used worked.
 
Scuba Diving V: King of the Fish People Fri 25 Mar 2005 19:55
<jcreed> Message to the fish people: I OWNS JOO
 
The Blue Room Fri 25 Mar 2005 19:53
<jcreed> Directly inspired by the blue-sphere part of the "Scuba Diving" series.
 
Wave Fri 25 Mar 2005 19:16
<jcreed> Very satisfying to beat, especially since I had a one-move-shy-of-correct solution for a while.
 
Scuba Diving V: King of the Fish People Fri 25 Mar 2005 19:00
<jcreed> (SPOILER) I was so scared I'd need to get five spheres over on the right. If that was intended (and, good lord, POSSIBLE for that matter) then I guess I've cooked it by re-using a sphere to trigger first the lower of the two panels on the right, and then the upper (using a piece of wire to position it) But somehow I expect this was the expected solution.
<mjn> My god! How can this be?
<jcreed> Jesus crap.
 
Dimensional Trap 17 Fri 25 Mar 2005 15:23
<bpotetz> Can anyone get farther than 17?
 
Dimensional Trap Fri 25 Mar 2005 15:21
<bpotetz> Another great level! I can tighten this one a bit, maybe I will submit a mod. Keep them coming!
 
Level Error Fri 25 Mar 2005 11:26
<Tom 7> This level has become a sort of cringeworthy cliche. Check out the "Annoying: Surprise Deaths" category for more examples...
 
Hugbot Research Lab Fri 25 Mar 2005 11:23
<Tom 7> Well, save and restore has been there for a long time, and it's basically just a less-convenient version of undo. In my opinion it makes the game better. For one thing it makes levels like "Level Error" (ugh) trivial, which hopefully is less incentive to make them. Second, it gets rid of some of the frustration in the game (from errant keypresses, or whatever), instead making the solving process a bit more high-level.

That said, it's clearly possible to make levels that are unreasonably difficult, and it's easier to make them with save and restore. But as always the responsibility to make good levels remains with the level authors, not the software itself!

(BTW, I think this is a good level).
 
Scuba Diving IV: Save the Whales Fri 25 Mar 2005 09:40
<Max> Fantastic! Can't wait to figure out how to do it!
 
Level Error Fri 25 Mar 2005 05:42
<Doom> (SPOILER) Easier than that is to save after every step and restore after death. Anyway, that wasn't pretty original level and it was quite easy too.
<hyperxpress> Hello! This is creator. MUAHAHAHAHAHA! You only have ONE way to get out. This GAME is very hard. YOU MUST MEMORIZE this level or you always die.
 
Hugbot Research Lab Fri 25 Mar 2005 02:28
<Joshua Bone> A late night thought:

Are features like save/reload and undo meant to be "extra" features of Escape, or integral parts of the game? Both features started out as luxuries, but with the addition of recent levels such as this one (Grand Prix also comes to mind), they have become necessities. (This level in particular, due to the unpredictability of the behavior of hugbots in groups, is virtually impossible without the undo feature).

I was just noticing how different the game is now than it was three months ago. I think the changes are really great, but I did want to point out the game's growing dependency on what were originally 'bonus' features.
 
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