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| Iron Curtain v2 Service Pack 1 |
Mon 07 Mar 2005 22:04 |
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<Tom 7> The way it breaks, I mean.
<Tom 7> Oops, this one might break too, but it looks like it's inessential. |
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| Claustrophobia/Panel Abuse |
Mon 07 Mar 2005 21:57 |
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<Tom 7> Actually, I take that back. I want to make a simplification so that all panel actions happen at the end of a motion (without robots, a "turn"). Right now that's not the case in a few situations, but they are almost all situations that were previously "warnings," so I don't think it will be a problem to change the behavior. You'll still be able to do what this level does, just in a slightly different way.
Hold off on the warning levels for now. (Also, the behavior of stepping from a trap to a panel that targets that trap will change, too). |
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| North and South |
Mon 07 Mar 2005 17:02 |
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<jcreed> (SPOILER) This has a couple of red herrings on purpose. |
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| True or False? |
Mon 07 Mar 2005 09:04 |
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<Tom 7> (SPOILER) Thanerik: The updated versions of this level are much better. =) The "deleted" directory sucks!
<Thanerik> (SPOILER) Cook: It can be sloved on many ways - and it only need one green sephre to open... it will be better if it need ALL greens to open |
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| Clack |
Sun 06 Mar 2005 23:25 |
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<jcreed> Very nice! Loose, but not in a bad way. Still made me have to think about it. Much like potetz was saying earlier, I really like these kind of mini-embeddings of other sorts of puzzles in escape. |
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| Sneaky Snake |
Sun 06 Mar 2005 14:08 |
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<Tom 7> (SPOILER) I don't think it's old news. I've never deliberately used it making a level, and I've never noticed it being necessary before in someone else's level. (I've solved almost all of them...) So, good find!
<jcreed> (SPOILER) I was very happy to prove to myself at least that this kind of fishy behavior is possible even when excluding the previously "officially" banned configurations, the self-targeting and adjacent-panel targeting panels --- not just with steel, but with the kind of tiles that have been in the game for a long, long time.
Is this kind of abuse old news, though? Maybe I should go back and play Max's old levels now :)
<Tom 7> (SPOILER) Yet another instance of remote panel abuse! I'm glad these levels are coming just as I decided that this is the behavior I want to support.. |
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| The Yellow Room |
Sat 05 Mar 2005 21:21 |
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<jcreed> Aha, all those months of intense ricochet robot playing finally pay off. |
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| Six little ducks |
Sat 05 Mar 2005 17:06 |
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<jcreed> A delight! |
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| Synchronize |
Sat 05 Mar 2005 16:40 |
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<jcreed> (SPOILER) Oh, wow. I didn't realize buttons worked that way! I guess bizarro-world is too far away for the message to get there. I didn't use any of the three panels on the bottom right, nor one of the two red blocks that appeared, nor did I do anything with the broken.
<jcreed> holy wts |
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| Peel and Stanels v3 |
Sat 05 Mar 2005 13:44 |
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<Tom 7> Disproved! |
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| Extraction |
Sat 05 Mar 2005 11:51 |
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<Tom 7> Well, you're sure good at it! |
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| Peel and Stanels v4 |
Sat 05 Mar 2005 11:49 |
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<jcreed> God damn you guys are good. |
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| CP Violation |
Sat 05 Mar 2005 11:46 |
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<jcreed> I should mention that Max's "panel abuse" level achieves this violation as well, but here it happens without panels targetting themselves or adjacent panels.
<jcreed> Here is the other "feat". I was, I hope, a little more assidious cook-hunting before uploading this time. "CP Violation" is a real term from physics - some physical laws are not symmetric under simultaneously interchanging all particles with their antiparticles, (the "C" symmetry) and also spatially flipping everything in the universe (the "P" symmetry). In the level, though, it's "^1C^<onservation of ^1P^>anel flippage Violation" :) |
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| Peel and Stanels v3 |
Sat 05 Mar 2005 11:22 |
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<Joshua Bone> (SPOILER) Cook: I pushed the last steel block all the way to the end of the main hallway. Then I pushed the four steel blocks at the bottom onto the panels, and the first steel block flipped around to become the exit. |
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| Extraction |
Sat 05 Mar 2005 11:17 |
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<Joshua Bone> I don't know if there's really a tried and true method for creating a tight sokoban level. I know there are programs that automatically generate puzzles, so there must be a mathematical basis for the game. The two sokoban levels I've made so far, this one and "Around the Block", were made by trial and error. If anyone knows of a good source of information about sokoban design, I would be very interested. |
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| Peel and Stanels v3 |
Sat 05 Mar 2005 09:53 |
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<jcreed> Invariant: all my levels initially have precisely 0 or 2 cooks. Proving this is left as an exercise to the escapist. |
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| Peel and Stanels v2 |
Sat 05 Mar 2005 00:22 |
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<bpotetz> (SPOILER) Cook: I think this one does, too. I just pushed to the right until I could get downstairs & tap the bottom row over one. Then the upper teleport takes me home.
<jcreed> Oh, shit, the last one had a little cook. |
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| Peel and Stanels |
Fri 04 Mar 2005 22:19 |
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<jcreed> (SPOILER) Solving this level (hopefully) requires achieving a feat which I thought was not possible until I did it.
There is another feat (namely, changing the state of the board such that one of the panels is now "flipped" but all steel are in nonbizarro world and not on a panel, and player is not on a panel) that I think I accomplished once with this kind of setup, but I haven't been able to reproduce. Needless to say if I do reproduce it, I'll make it a puzzle :) |
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