|
|
|
Re-Autoswitch |
Sun 05 May 2013 19:38 |
|
<mm> Sorry, this comment had ment to be elsewhere. |
|
|
Electric Field (Fix) |
Sun 05 May 2013 19:37 |
|
<mm> Thanks for re-introducing the "lost" tiles! |
|
|
All mod cons 8 testing the water |
Sun 05 May 2013 17:19 |
|
<mm> Mark, for me, this is seems to be a totally different concept. I had defined some black floor for the bot-window on the right on purpose because I didn't want the bots to freely walk around there and to fallow the player. I wanted those bots to more or less stay where they are, and I thought one could always introduce a transporter if ever it would become necessary to get one of the bots to appear somewhere else within that "cave". |
|
|
All mod cons 8 |
Sun 05 May 2013 17:03 |
|
<mm> Mark...! ... -> ...?!!?! ;)
I feel kind of clueless at the moment and don't really know what to say... We're playing the game based on those rules YOU had defined some time ago, cf. level number 3380, and your own first rule sais: "1. Add up to around 10ish tile" (not around 40ish tiles!)
Breaking the rules a little bit once in a while seems o.k. to me if ever it helps to add any substantially important things to the progression of the teamwork. But on the other hand, I think that we should try to play based on the rules we had defined, otherwise the game itself could loose it's purpose and also the team-play could become kind of unfair towards the others who desperately try to respect the rules and for this reason take certain decisions that are defined by those rules.
I do agree that a bot-window on the bottom can add some very interesting possibilities to this "All mod cons" concept. So I think we should keep it.
I'd vote for keeping this mod number 8. But from now on, folks, please try to at least kind of respect the rules more or less, ok?
I hope this helps and will clarify enough things so we can continue?!
<mark> Sorry i did not remember that,had so many comments and levels to play slipped my mind.
Maybe because its not roaming free it might be ok.
I just been working on a big mod (very outside the rules) but it simplifies the right and brings in endless possibilities for further sequencing and cooking,without changing the puzzle.
i will load it and to see what is said and then delete both if not wanted. |
|
|
Electric Field |
Sat 04 May 2013 21:20 |
|
<mark> beat me by about 10 seconds ,it said upload speedrun failed after it told me i had speedrun. |
|
|
All mod cons 3 |
Sat 04 May 2013 09:09 |
|
<mm> BTW: spin-offs are certainly welcome! ;) |
|
|
All mod cons 1 |
Sat 04 May 2013 08:49 |
|
<mm> A new rule seems necessary: we are allowed to place only one bot/remote/bomb per mod, i.e. we can choose either a bot or a remote or a bomb. |
|
|
All mod cons 3 |
Sat 04 May 2013 08:41 |
|
<mm> As this level number 3 is - implicated by the timer - excessively and completely cooked and as the cooks seem very complicated to get fixed (cf. subsequent mods in the graveyard), AND as we seem to be hopelessly stuck... -> I think the best thing to do at the moment is to re-do number 3.
Plus: from now on we're only allowed to apply one bot or remote or bomb per mod, I mean we'd have to chose between them, we can not have one of each. Either bot or bomb or remote.
I hope this will help to get un-stuck now! And I hope you don't mind, N7Dot, I'm really sorry for all the missunderstandings!
<Dave> Sorry about the double post. I got a server refusal on the first one which crashed the app, so had to start from scratch, but it seems it got through anyway... Tom7!?
<Dave> Hi Kirima,
You cannot let this die, it's too good a template.
I only made 4 to counter the timer issue, but tried to do it in a way that opens up more possibilities. I am looking at using the right side to force sequentiality on the main puzzle on the left.
I deleted dozens of mods before I was happy with v2 because the first mod has so much effect on the future of the level. Please mod as you see fit from whichever version to get back on track.
<Dave> Hi Kirima,
I played with dozens of ideas before making the first mod: It wasn't easy to make a decision because the first mod sets the style of the level more than any other.
So, just to explain, my thinking was to use one portion of the right-hand side to force some sequentiality on the left-hand side solutions in a way that could be adjusted as and when necessary.
Unfortunately, the timer issue forced another mod to to take it out of play for the time being.
Please fix from whichever version you think appropriate. This will NOT get stuck, it's too good an idea!!!. It will get spin-offs though :)
Your move, I've run out.
<mm> The purpose of the introduction of bots on the right side had been to support the player playing his things - whereas conducting bots from kind of far away might be interesting, too, but maybe that theme is not really adapted to the rules we had defined for your teamwork? As Dave already mentioned I'd also love seeing more stuff to actually play with on the left side to lots of dancing bots on the right.
Mark had suggested earlier to allow bots to just press a botton instead of totally exclude bots, and that's what I've tried to do when I uploaded the first of these levels. A suitable new rule could be to allow only one new bot/bomb/remote per mod? Don't get me wrong, I'm just trying to prevent further missunderstanding and I hope we're not stuck again already at such an early stage of the teamwork! |
|
|
All mod cons 5 |
Sat 04 May 2013 04:05 |
|
<Dave> No worries, it will all sort itself out in the end. I'm not modding again to correct it, because if I do I will add more, and I think I've had my fair share of input for the time being.
I just get a bit scared that if we don't introduce enough to play with at the early stages we will end up getting stuck again like we did with the last two series.
<Dave> I don't understand, N7DOT. How can deleting a mechanism before the other players have had a chance to even see it be a good idea. It's was there to be fixed and re-incorporated later in the same way your timer will be.
On the other hand, the sliders are a good addition. |
|
|
Mini Mods 1a |
Fri 03 May 2013 23:14 |
|
<N7DOT> Also, this is level 3500, beleive it or not. Mod levels have definetly boosted the level supply, even if many are in the graveyard. |
|
|
All mod cons 5 |
Fri 03 May 2013 22:39 |
|
<N7DOT> Also I'm going to wait out a few rounds, as I don't want to just ping-pong the level back and forth in the very first few level of this chain. |
|
|
All mod cons 4 |
Fri 03 May 2013 22:14 |
|
<Dave> There are meant to be multiple solutions, this is the ideas stage, it's way too early to make it rigid. |
|
|
Mini mods 11 |
Fri 03 May 2013 19:55 |
|
<mm> Dave, I think it's a pity that you've deleted this one! |
|
|
Mini mods 14 |
Fri 03 May 2013 19:41 |
|
<Dave> This one does seem pretty rigid and uses all resources. To crank this much further would require new pieces and a substantial change to the basic solution, so this is probably a keeper whether we continue or not.
If you want to start a new one, I'm happy to call it a day on this series. |
|
|
Mini mods 11 |
Thu 02 May 2013 22:39 |
|
<Jim> Nice mod, this series is starting to get challenging.
<Dave> Once upon a time (in a galaxy far...) it was really quiet around here. So, for something to do, I went back through all the deleted levels to get a tick next to the folder. Now, I have 40 marked as unsolved, some of which I hold the speedrun on but the solutions have got lost in the melee. I only started playing in 2009 and in that time I have never seen the game so alive, thanks everybody. |
|
|
Mini mods 10 |
Thu 02 May 2013 09:44 |
|
<mm> Mark: oops you did it again! ;) I bet you did not upload version 9 again on purpose? At least I couldn't find any new stuff...? |
|
|
No mod cons 27c |
Wed 01 May 2013 06:26 |
|
<mark> Ps without having all the modern stuff it does not leave you much to do in a small mod.
It might be great for making a whole level for some of the past masters of this game, but for me i dont think i'm smart enough to do it.
<mark> I really like playing these levels, it gives you something to check in for whether it be a new mod or just comments.
Think having bots on levels is great because of the possibilites they open up.
They dont have to be running round freely ,just pressing a switch brings a whole new dimension to the game. |
|
|
|
|
|