|
 |
 |
Bomb Run |
Tue 18 Oct 2005 16:17 |
 |
<Doom> Wow, Lukas. You cooked this. I thought it was so simple already that it wouldn't be cooked :)
Should I make a small fix or just let it be? |
|
|
Explosions - fixed |
Tue 18 Oct 2005 16:13 |
 |
<Tom 7> Lukas: you can delete the old version on your own; just press 'del' when the level is selected in triage. If you do this before you upload the new version, then the new version can have the exact same name. |
|
|
Transponders II revisited |
Tue 18 Oct 2005 13:08 |
 |
<Tom 7> Pretty tight--my solution used the same configuration of wires (I think there's a second setup that will work for the bottom, though), just placed with much less efficiency. ;) I like the "variations on a them" theme, too. |
|
|
Neutrality gone |
Mon 17 Oct 2005 18:07 |
 |
<Tom 7> Took me a couple tries, but I got it! A good first level. =) |
|
|
Tutorial 21: Bombs |
Fri 14 Oct 2005 16:15 |
 |
<mm> Well done, Tom! (Kirima) |
|
|
Traffic and Potholes |
Thu 13 Oct 2005 13:15 |
 |
<mm> Really cool level! :)
|
|
|
House Of Traps |
Thu 13 Oct 2005 12:51 |
 |
<mm> Boring |
|
|
84 (v4) |
Thu 13 Oct 2005 11:22 |
 |
<mm> Lovely :) |
|
|
Tutorial 21: Bombs |
Thu 13 Oct 2005 02:26 |
 |
<bpotetz> Nice job, Tom. Bombs are going to generate some interesting levels. |
|
|
Sphere Pushing |
Tue 11 Oct 2005 23:53 |
 |
<mjn> Pretty cool level. I like that it's loose, actually--that way you have to think about an overall strategy first.
(Man, it has been pretty slow, hasn't it? I've been working on a couple of levels, albeit very slowly...) |
|
|
You take the high road |
Sat 24 Sep 2005 07:57 |
 |
<richie> Cook: I dont know what to say. |
|
|
STOP!!!!!! |
Sat 17 Sep 2005 12:07 |
 |
<Tom 7> Deleted this one because it is identical to the second one other than the title. |
|
|
74 Repeated |
Tue 13 Sep 2005 22:02 |
 |
<bje> Nice. :) |
|
|
84 (v2) |
Mon 12 Sep 2005 23:23 |
 |
<mjn> I wasn't gonna fix Doom's speedrun, but perhaps I will, to distinguish it from "74"... |
|
|
74 Repeated |
Mon 12 Sep 2005 23:22 |
 |
<mjn> Heh heh, very evil. |
|
|
Hugbots always have to do things the hard way. |
Mon 12 Sep 2005 13:00 |
 |
<Feanor> Yes, my comment was intended as a playfull way of saying "pretty cool level, but a bit to much repetition, KWM" |
|
|
Tick Tock! Bonus Style Points |
Sun 11 Sep 2005 21:07 |
 |
<KWM> Right. I think it might even be possible to get 4 digit numbers with this method and that limit is based on the number of different metal sliders available. But that would require a massive board, plus a lot of "set-up time". I think a similar method could be used to make more digits scroll across, like: 0001, 0012, 0123, etc.
<KWM> Darn it :) I'll just leave it as-is this time. |
|
|
Tick Tock! Bonus Style Points |
Sun 11 Sep 2005 18:18 |
 |
<Tom 7> Great! I wasn't sure that was possible, but this seems to be a pretty scalable solution... |
|
|
Upsetting Marble Puzzle |
Sat 10 Sep 2005 04:05 |
 |
<bpotetz> Thanks, mjn! I wish I could have seen your approach. |
|
|
Tick Tock! |
Thu 08 Sep 2005 20:40 |
 |
<mjn> Whoops, how do I keep doing that? The previous comment should be on this level, naturally. |
|
|
Hugbots always have to do things the hard way. |
Wed 07 Sep 2005 19:47 |
 |
<KWM> Is that a friendly joke, or do you dislike the level? It's hard to tell when you can't hear voice tone.
<Feanor> This level should be called "Kurt-was-murdered always has to do tings the hard way" |
|
|
I Hate the 405 |
Tue 06 Sep 2005 21:34 |
 |
<Max> I found this one pretty easy, actually... |
|
|
Jam |
Tue 06 Sep 2005 20:19 |
 |
<John Lewis> Weird...when I solved this, my move count was exactly at 999. ;-) (The game automatically optimized it to 847.) I really need to improve my speedruns on these longer levels...
60 levels left (actually, 59 now)... |
|
|
|
 |
 |