« homeBrowsing all comments (spoilers: on | off) (info: on | off) next 25
tesseract Fri 20 Dec 2013 22:06
<N7DOT> It would be nice if you added some way to see what the puzzle is implementin, and what each move did on the tesseract. (a comment describing in fuller detail would be nice too)
<Dave> (SPOILER) Interesting problem. My first reaction after reading you comment is to tackle it from a completely different angle. Whether my thinking is correct remains to be seen. Hopefully have time to do a bit of programming over the weekend. :)
 
inversion 2 Wed 18 Dec 2013 21:51
<N7DOT> (SPOILER) I get the feeling this is cookable, yet it manages to evade my attempts. If this is possible it would have to be really hard.
 
Crunches IV Tue 17 Dec 2013 21:37
<mark> (SPOILER) Added speedrun: 412 moves (old: 440).
I must have went through everything that was not possible before finding the possible.
Great mod Jim once again...
 
Sokobite Tue 17 Dec 2013 21:35
<N7DOT> (SPOILER) ... I'm also 99% sure that 71 moves is optimal, but here the proof is non-rigorous and may have a flaw.
 
inversion Tue 17 Dec 2013 21:33
<N7DOT> (SPOILER) I'm fairly sure my solution is provably optimal through a parity argument (the number of steps required to get to exit if the gate cell is initially left untouched must be even, and the distance from the goal the generation before it is on must be greater than 1. so for even parity this is the fastedt possible. for odd parity, you need to go up and around the bot, which takes 4 moves, which is at least 3 moves slower as the parity change saves one move (and yes, I have found the 53 move solution.)
<N7DOT> (SPOILER) Added speedrun: 50 moves (old: 59).
multitasking
<N7DOT> (SPOILER) Added speedrun: 59 moves (old: 60).
One move shaved...
 
Sokobite Mon 16 Dec 2013 19:10
<N7DOT> (SPOILER) Added speedrun: 71 moves (old: 73).
even better
<N7DOT> (SPOILER) Added speedrun: 73 moves (old: 77).
Found a speedrun while away from my home computer.
 
Crunches III again Mon 16 Dec 2013 15:21
<Jim> (SPOILER) Added speedrun: 348 moves (old: 455).
Speaking of cooks, sorry Mark.
<mark> I meant shortcut not cook.
 
Mods chat level Mon 16 Dec 2013 03:25
<Dave> (SPOILER) Where did 7 come from?
 
Crunches again Mon 16 Dec 2013 01:35
<N7DOT> (SPOILER) Nicely done mark. (I found this harder than the 'original' plain Crunches, but a 7 is just a bit too high of a rating, at least for me.)
 
Mods chat level Mon 16 Dec 2013 00:40
<Dave> (SPOILER) Mark, the comment about radiant was a jocular reference to the now defunct 'malformed' series. These were made, presumably, by directly hacking the .esx file thereby circumnavigating the sanity restrictions in the editor. There was a certain 'Oh, yeah!' moment when that animation bug showed up, it was so reminscent of those levels.

I did load your level into the editor to find the key remotes. Buggered if I was going to use trial and error :-).

It's hard to know what's best for d-maps. I like orthagonality but is purely a point of style. On a complex level, they are probably more decypherable than a screen full of random spaghetti.
 
Crunches III Sun 15 Dec 2013 22:41
<N7DOT> (SPOILER) I should mention the 'i' key shortcut was useful for cutting out the repetition of 100 to 200 moves when I was creating the solution to this level so I could solve it.
 
Crunches II Sun 15 Dec 2013 21:23
<N7DOT> I'm uploading a fix soon...
 
Mods chat level Sun 15 Dec 2013 10:50
<mark> (SPOILER) Just to point out something i was not going to mod Crunches,I was going to add the speedrun.
But by the time i'd solved it Crunches II was already up.
It's a shame it happenend that way because it's an easy fix to stop speedrun solution.
Intended solution for II if not cookable would have been great to play.(i'd forgot the element)
Before i solved speedrun way i had been in an awful sticky mess with this level.
I'm going to leave again up just for a while.
Thanks again for another great level.
<N7DOT> (I do appreciate the positive response though!)
<N7DOT> (SPOILER) Shame, Crunches was supposed to use a certain method which my original solution for Crunches II used. The first Crunches was before I had found a solution requiring this, and I was unable to get the intende solution to work without extra stuff. In addition I guess I did not fully cook proof II, as the intended solution method for it is impossible in again.
<Dave> (SPOILER) Nice job with 'Crunches'.

Unfortunately, it does seem that I solved it more or less the same way Mark did, making v2 redundant. This does alter the fact that it was a very enjoyable level.

Maybe Jim will mod it soon too, you know how narky he is about redundant pieces... nudge, nudge. I'm calling a night...
 
Crunches again Sun 15 Dec 2013 02:47
<Dave> (SPOILER) Same solution as used on the original.
 
Don't blow the candles Fri 13 Dec 2013 22:50
<Jim> (SPOILER) Added speedrun: 369 moves (old: 483).
Happy Birthday Mark, I like those trick candles on the cake that can't be blown out!
 
What's the day? Fri 13 Dec 2013 11:03
<Alois> (SPOILER) Added speedrun: 29 moves (old: 39).
Ah, now it works!
<Alois> (SPOILER) I've a speed record of 29, but cannot upload it :(
 
« homeBrowsing all comments (spoilers: on | off) (info: on | off) next 25