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Dalek Research Lab |
Tue 09 Aug 2005 22:51 |
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<John Lewis> This level is awesome...I finally beat it! Hats off to Josh on such a great puzzle... |
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Skills Training: sphere pushing (200) |
Tue 09 Aug 2005 22:16 |
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<Max> I like how the exit falls asleep at 200 as if bored by your lack of sphere-pushing skills. |
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THE 411 |
Tue 09 Aug 2005 22:11 |
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<Max> Cool, solved this with a 511-move ctrl-0 haha... |
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Guesswork |
Tue 09 Aug 2005 15:52 |
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<Tom 7> BTW Brian: Ice floors were a great part of Chip's Challenge and I'd like to have something like them in Escape. (I'm not sure that's possible with the way it's currently implemented, unless only players and bots slide on them.) Why do you think they would or should be hide-able though? |
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Dalek Malfunction |
Tue 09 Aug 2005 15:51 |
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<Mike> yes, i did it in 23, too.
but there was no solution(exept the original) in the list.
now, there are my (untitled) solution and the original. but no speedrun.
if i look on the internet page of escape, there is my name for the speed record *g*
In the end, i'm not sad if it weren't a record, but it is confusing, that it says on the one hand "no record" an on the other Hand "shortest solution by mike"
:-) |
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Guesswork |
Tue 09 Aug 2005 15:20 |
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<bpotetz> OMG - I solved this one using control-0. A beautiful, meandering 121 move solution. Finally my obsessive level playing pays off.
Its a good point that bots can add a little hidden info to the game. But that's alright, because the precedent means its OK to add other potentially hide-able (but otherwise nifty) tiles, like ice floors, which might cause all movable blocks to behave like gold blocks until they hit normal floor again. Could make for interesting semi-sokoban level styles... |
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Skills Training: sphere pushing (200) |
Mon 08 Aug 2005 20:38 |
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<John Lewis> Got it! This one is cool... |
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Dalek Malfunction |
Mon 08 Aug 2005 15:39 |
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<Tom 7> Mike: what's the length of your solution? It looks like Doom did it in 23 moves.
The record that's shown at the bottom of the screen is just the one from the last update, so it doesn't reflect very new records. |
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bottrap mirror 2 |
Mon 08 Aug 2005 08:47 |
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<Feanor> Just Curious Brandon, What'd you think of "Bottrap Mirror: Realoaded"? |
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Scuba Diving V: King of the Fish People |
Fri 05 Aug 2005 20:48 |
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<John Lewis> Finally solved it! Wow, what a brilliant level!! I'm curious, though, who made the mod from SD 4? Was it Brian or someone who created the other levels...or someone else? |
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blue cccccccccciiiiiiiiiiiiiiiikkkkkkkkkiiiiiiiiiins |
Tue 02 Aug 2005 23:01 |
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<Max> Well, uh, I like the title... |
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Sea of Blue - fixed |
Tue 02 Aug 2005 22:58 |
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<Max> A fun and easy challenge. Cool. |
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Tutorial 20: Transponders |
Tue 02 Aug 2005 15:39 |
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<Max> Wow, transponders are awesome! This is even cooler than what I had imagined. I love the animation, too -- very satisfying. Nice job! |
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Escape The Castle part 3 The Showdown |
Tue 02 Aug 2005 00:08 |
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<mjn> Hell yeah--these guys (plus casey's levels) put me over 600. Only 13 really, really hard ones to go...
<Tom 7> Levels like this really help crank up the percentage, huh? ;)
<John Lewis> YES!!! 450 levels in triage solved!!! :-) |
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Why |
Mon 01 Aug 2005 14:10 |
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<Tom 7> Kind of senseless, huh? |
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Transponders II |
Mon 01 Aug 2005 09:41 |
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<Tom 7> Nice level. The second part is very tight. |
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Black and White (v2) |
Mon 01 Aug 2005 08:33 |
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<Doom> Ah, finally solved this one. Nice level!
<Tom 7> Thanks! |
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Push test |
Sun 31 Jul 2005 13:15 |
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<Stephan> This was a test of the server with solutions involving broken bot on crossover. It worked as it should.
<Tom 7> What was the result of your test? |
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Bug: Swap Delay |
Sun 31 Jul 2005 10:23 |
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<Tom 7> Sorry--not just that, but that any animations triggered when stepping into a teleporter or coming out of a teleporter are also not performed. Anyway, thanks for the test case that illustrates how ridiculous this is.
<Tom 7> As far as I can see this is just because there is no teleport animation, which is a problem I know about, but have been quite lazy about fixing. |
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Pipeworks 2 |
Tue 26 Jul 2005 19:07 |
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<Doom> Heh, now that you can push the single crosswire block in the level, you've got even more freedom in finding more "wrong" solutions. I can't wait to see who can cook it the worst... *sigh* |
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