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Square 2 (v2) Mon 24 Jan 2005 12:54
<Tom 7> (SPOILER) Yeah, this will mess up the solution I used for Square 2.
 
Square 2 Mon 24 Jan 2005 11:21
<bpotetz> (SPOILER) Yeah. When I played Square 1, I noticed the red blocks right away, so the solution seemed disapointingly simple to me, and that's why I made the mod. I like Square 3 the best, though.
 
Square 2 (v2) Mon 24 Jan 2005 11:19
<bpotetz> I can't believe I missed that obvious cook.
Tom - I'm not sure if this is what you were talking about in your comment.
Anyway, this is just for the sake of completeness. Max's mod is much cooler than mine.
Moderators (Tom) - feel free to delete the old version.
 
Square 3 Mon 24 Jan 2005 11:14
<bpotetz> (SPOILER) Damn it, I needed that whitespace!

. . 2 3 .
1 . . . .
8 . x . 4
. . . 6 .
. 7 . 5 .
<bpotetz> (SPOILER) Just for the sake of comparison, I'm going to graph my solution in ASCII, to see if anyone did anything different:

2 3
1
8 x 4
6
7 5

(x is player start, 1-8 are clockwise ordered blocks)
<bpotetz> Nice job, Max!
That is much cooler than my idea, even if Square 2 hadn't been cookable (which I just realized it is).
 
San Francisco Airport (SFO) v2 Sun 23 Jan 2005 22:30
<Max> No.
 
Square 3 Sun 23 Jan 2005 22:27
<Max> Thought I'd toss my own variation into the fray. This one alters yet another crucial variable...
 
Square 2 Sun 23 Jan 2005 22:10
<Max> (SPOILER) Whew, not nearly as hard as I feared! That one change makes all the difference. It is very tempting to believe that the original can be solved without the red block, without changing anything else, but I can pretty confidently say that it's just not possible... It's close, but I think I like the original a little better, just because the red block adds another small (in some cases, gigantic) layer of difficulty. Still, nice mod.
<Max> (SPOILER) Oh man, this is totally my worst Escape nightmare come true... In fact, it actually took me months to notice that red block in Tom's original, causing me dangerous levels of frustration. Thanks for making that frustration more necessary, Brian! ;)
 
Splitsville v3 Sat 22 Jan 2005 21:07
<Tom 7> Ungh... I guess this level needs more serious work than I thought. I'm sticking it in the deleted section for now, so that nobody else has to suffer its eminent cookliness.
 
Square 1 Sat 22 Jan 2005 20:54
<Tom 7> Yeah, I commented on the wrong level. I meant for those comments to be on Square 2.
<bpotetz> (SPOILER) Whoa - can you solve Square 1 without moving a red block? Maybe you just cooked your own level!

Anyway, confused about the comment - Square 1 is totally the same level as Square 1. Did you name, comment, or play the wrong level?
 
Splitsville v3 Sat 22 Jan 2005 17:09
<bpotetz> (SPOILER) Tom - I'm not sure what solution you made impossible. My solution is almost unchanged - I just push the upper left green sphere below that upper-right laser, and I'm done. You can do it without turning off the electricity, toggling green, or activating most panels. It seems like there is a harder, more complicated level in there somewhere.
 
Square 1 Fri 21 Jan 2005 17:40
<Tom 7> (SPOILER) Actually, I think this one is pretty much the same as Square 1. Is there something about having the red block that allows for an easier solution?
 
Rebound A! Fri 21 Jan 2005 17:35
<Tom 7> This was my solution for regular Rebound.
 
San Francisco Airport (SFO) v2 Fri 21 Jan 2005 17:14
<Tom 7> Speaking of graveyards, this level is supposed to sort of look like a skull. Does it look like a skull?
<Tom 7> (SPOILER) Brian, your solution is saved in your player file forever. If you subscribe to the graveyard ("Deleted Levels") you can see the old version of this level. I don't ever really delete anything.

That's the solution I originally intended, yes.
 
Square 2 Fri 21 Jan 2005 17:08
<Tom 7> BTW, I think the convention of (original level by...) is good for now. I can always retrofit this manually if I improve the level database stuff.
<Tom 7> Oh, I see you made one other small change, too...
<Tom 7> (SPOILER) Wow, it's possible without the red? This is going to drive max nuts. ;)

I had always sort of intended triage to be used this way, with people making variations to improve levels. After I finish polishing it up, I want to prepare a collection of the best levels (perhaps categorized) for a "1.0" release, and then use triage as a free-for-all clearinghouse for levels and variations thereof.

BTW, this is likely to be superior to the original, but I haven't tried it yet.
 
San Francisco Airport (SFO) v2 Fri 21 Jan 2005 16:54
<bpotetz> (SPOILER) I wish you hadn't deleted the old version, so I could compare & remember how I solved the first one. My solution was pretty different.

REAL SPOILER BELOW:
I think for this one, I can only solve it by moving a grey block from the lower half into the upper half so I can disable both the two medial lasers, right?

Anyway, cool revision! Much harder.
<Max> Wow, this one's even better! Very tricky! I hereby rescind all complaints.
 
Rebound A! Fri 21 Jan 2005 15:32
<bpotetz> I tried to isolate two somewhat different solutions to the original Rebound level.
 
Square 2 Fri 21 Jan 2005 15:31
<bpotetz> It's fun to upload your own versions of existing levels.

What would it be like if there was a seperate folder for suggestions? Or some built-in way of describing the chain of authorship (if this was a paper, Tom would definately get 1st authorship)
 
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