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Handmade 037 Sun 24 Apr 2005 16:23
<nushae> Ok this is the last of the handmade levels by Yoshio murase that i will upload. I just found the comments attached to autogenerated 52 by accident and will use the comment option more now that I know what it does :)

You could say I'm a sokoban purist. Levels I upload will be sokoban style. I would suggest making an extra category for "pure sokoban" levels... Escape did evolve from it after all, so a homage folder wouldn't be too bad.

I was in the process of entering all the original sokoban levels; please let me know if that is also a nono - I do feel they shouldbe part of escape.
 
Autogenerated 052 Sun 24 Apr 2005 16:17
<nushae> My apologies; I was not aware I was only to upload my own work. The Yoshio Murase levels are readily available from a plethora of sources. Since I also credited the author I saw no problem with it.

Thing is... Escape may have just a little too many different tile-types. Also, about 99% of all escape levels are some sort of hugbot thing. It's like ppl are totally in love with em. For these two reasons I felt the game could use some good sokoban levels. The Yoshio sets are probably the best around.

One thing that I did find annoying (and the cause of the missing autogenerated levels) is that I could not make a "box" start on top of a switch...

I'll see if I can dig up my own levels from way back when. I will refrain from uploading additional Yoshio levels.
 
Hugbot Research Lab Sat 23 Apr 2005 17:20
<Joshua Bone> Very nice solution! It is fun to see the different ways people solve this. It has proven to be much looser than I originally thought it to be.
 
Square Peg (v2) Sat 23 Apr 2005 16:07
<mjn> Guess I'll send this in anyway, since the solutions are pretty different.
 
Square Peg II: Hip 2 B Square Sat 23 Apr 2005 15:41
<mjn> Ah, very nice. I was going to upload a fixed version, but I like this one better.

Not very hard, yeah--this was mainly just intended to look cool.
 
Mass Disorder Sat 23 Apr 2005 00:41
<John Lewis> Okay, this is my first "real" Escape level. :-) It's not really that much; I just threw it together in just a few hours, and I have to say it's pretty loose. I originally had the top left sokoban-style puzzle followed by a bunch of other sub-puzzles involving steel blocks and stuff. Then I realized it would probably be more effective to create a level with all block-pushing challenges. (I'll probably save the other stuff for my next level, "Mass Confusion." ;-)) Personally, I don't find this level that challenging, though.

I'm sorry if this is too easy; I've been playing Escape for only a few weeks now! :-) But I hope you enjoy it. Comments are welcome!
 
Letter Series: n Fri 22 Apr 2005 23:05
<jcreed> A good designer seeks qualnity over quanlity.
 
Square Peg II: Hip 2 B Square Fri 22 Apr 2005 23:02
<jcreed> Still pretty easy.
 
Time Trap (Maximum Security version) Fri 22 Apr 2005 17:07
<Max> Yeah, I just wanted to make a multiple bot level that wasn't dependent on random movements. It is cruel but hopefully not unreasonably so. (and hopefully not annoying at least)
 
Letter Series: y Fri 22 Apr 2005 16:47
<Max> easY! Got it on my first try...
 
Around the Block Fri 22 Apr 2005 16:25
<Joshua Bone> Quite right. I've tried to do mods of some of my other Chip's Challenge levels, but the game concepts are just too incompatible. Glad someone noticed!
<John Lewis> A bit of trivia: Joshua Bone designed a Chip's Challenge level called "Construction Zone" that became the basis for this. The block puzzles are exactly the same.
 
Sliding Walls Fri 22 Apr 2005 11:13
<Milton> Hopefully this one will prove to be a little bit more polished. Feedback appreciated.
 
Extraction Fri 22 Apr 2005 00:16
<Tom 7> The game automatically optimizes your solution, so even if it said 601 when you solved it, it was probably able to chop out ten of those moves because they were redundant.
 
Teamwork Building Exercise (bug ask) Thu 21 Apr 2005 10:05
<Max> Hey, it's your call. But I think it's much more scintillating than challenging...
<Tom 7> You don't think it provides a scintillating challenge?
<Max> Okay, that makes sense. Kind of surprising if you don't take the time to think through what is happening though... Go ahead and delete this one if you want because it's pretty pointless now.
<Tom 7> Oops, I take that back. I misunderstood what the level was doing since the animation is a little misleading. It's easier to understand if you replace the trap in the foreground with plain ol' floor. Consider the state when the player is standing on the panel and the hugbot is on the target of that panel. What happens is two steps: first, the player steps off the panel and the trap vanishes to the bizarro world. Then, the bot steps off the floor (or hole, in your example), which doesn't trigger the trap. But he steps onto the panel again, which makes the trap re-appear. Because traps only turn into holes when an entity steps off of them, the trap never changes. The animation is a bit misleading here (it should probably show these as two separate steps), but the behavior is orthodox.
<Tom 7> This appears to violate conservation of matter, and so it must be a bug. I'll take a look at it.
<Max> Just wanted to know if this behavior is orthodox...
 
Is That You Again, Hugbot? Tue 19 Apr 2005 13:58
<Max> Nice one Jason!
 
The Blue Room Tue 19 Apr 2005 13:50
<Max> !!!
 
Time Trap Tue 19 Apr 2005 12:03
<Max> Okay you can delete this one, I uploaded a more rigid version...
 
Symmetry2 Mon 18 Apr 2005 11:01
<Milton> This level was actually the very first one I did, and it's the tightest (it seems so far, anyway) in terms of how it must be solved. Hopefully I'll be able to mix more creativity into solid levels in the future. So far, when I've been creative, I've screwed it up.
 
Sparkle (v.2) Sun 17 Apr 2005 12:52
<Doom> This level is still quite easy to cook...
 
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