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| Transponder Cross |
Thu 29 Jun 2006 18:46 |
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<Aprial> 'Transponder Cross' uploaded by Aprial:
scrapped suspense 3 |
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| magic pool 3 |
Thu 29 Jun 2006 18:10 |
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<mm> These 3 magic pools are just lovely and very smart - it took me a while to figure out how this third one works, nicely done, wowei (: |
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| Third Contact |
Thu 29 Jun 2006 06:43 |
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<SPAM> This is definitely the most difficult level since I joined Escape! Haven't solved it yet, but I keep on trying... |
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| magic pool 3 |
Thu 29 Jun 2006 05:49 |
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<mm> (SPOILER) Added speedrun: 126 moves (old: 128). |
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| magic pool 2 |
Wed 28 Jun 2006 07:07 |
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<mm> (SPOILER) Added speedrun: 101 moves (old: 102). |
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| magic pool 1 |
Wed 28 Jun 2006 05:41 |
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<mm> (SPOILER) Added speedrun: 95 moves (old: 97).
<mm> (SPOILER) Added speedrun: 97 moves (old: 100). |
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| Japanese Escape! |
Tue 27 Jun 2006 18:09 |
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<mm> SPAM: Chapeau for this work, I guess it was such a lot of work to create this level!
Max: I agree, of course it's reasonable to try to embed the principles of other games, and sometimes it works perfectly. I also understand that searching for new possibilities by doing such embeddings is a good way to advance in the game's progress. I guess as I don't know most of those other games because I didn't grow up with them, some of those trials just look pretty weird to me (;
BTW: I like the limit of colours and size, too. I would not want more colours, I probably did not express myself very well. |
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| Third Contact |
Tue 27 Jun 2006 17:41 |
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<mm> (SPOILER) Added speedrun: 166 moves (old: 168).
I found the same cook for the second contact and was thinking about a mod as well, but it's already done :-) |
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| Japanese Escape! |
Tue 27 Jun 2006 17:30 |
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<Max> SPAM: Well of course nobody would ever prefer playing Sudoku like this to playing it on paper, but you definitely did a great job on the task of embedding a working Sudoku within the limitations (mostly size) of the level editor. I like the symbol approach, though it would have been a little easier to solve if you used four gold blocks in each given to resemble the positions the four red blocks would be in after activating the correct panels. Another option would have been to have an electricity tile adjacent to each square so you could get rid of the unnecessary red block clutter after you solve a square.
Kirima: there has emerged a sort of tradition in Escape of trying to embed other games or functions as levels, regardless of their actual practicality as such. I enjoy this pasttime (I did a functional "minesweeper" embedding awhile back) and I would say they are sometimes better appreciated as Escape engineering feats (i.e. "Turing Machine") than actual levels ;) .
And Tom: I like the size limit of the levels for the same reasons I like the color limit, so my vote is to keep it as is. |
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| Second Contact |
Tue 27 Jun 2006 17:15 |
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<mm> (SPOILER) Added speedrun: 166 moves (old: 174).
<Max> Ahh yes, thanks for the mod, good one. I can't believe the original was doubly cookable! All in all, I like Tom's the best though since it's a bit more devious (but I did solve this his way before yours for some reason)... |
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| Third Contact |
Tue 27 Jun 2006 16:00 |
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<Max> (SPOILER) Yeah this is a great mod. I must admit I was a little ashamed of my original simple solution. I came up with the mechanism first and then a series of complex almost-solutions, and I really wanted to have a complex solution like this but when I found my original solution, rather than cook-proof it I just decided to stick with it.
This definitely has an "advanced" aspect that I enjoy in certain Escape levels where the whole level revolves around a single rule that the player is tricked into believing is slightly stricter than it really is...
<Max> (SPOILER) Added speedrun: 168 moves (old: 170).
Yeahhhh |
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| Second Contact |
Tue 27 Jun 2006 15:49 |
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<Max> (SPOILER) Added speedrun: 174 moves (old: 251).
Whoa let me check to see if I cooked it... |
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| Third Contact |
Tue 27 Jun 2006 13:32 |
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<Tom 7> 'Third Contact' uploaded by Tom 7:
Cook of last two. |
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| Second Contact |
Tue 27 Jun 2006 12:34 |
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<SPAM> (SPOILER) As I see, you solved it excactly as I did in the original. I felt so stupid when I watched Max' super-simple solution... Nice mod!
<bpotetz> 'Second Contact' uploaded by bpotetz:
Nice, Max. Here's a small mod for you. |
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| Japanese Escape! |
Tue 27 Jun 2006 00:58 |
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<mjn> I've never felt limited by the board size; I think I'd vote to keep it as it is. |
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| Contact |
Tue 27 Jun 2006 00:30 |
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<mjn> (SPOILER) That's a pretty nifty device on the right! |
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| Japanese Escape! |
Mon 26 Jun 2006 19:40 |
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<mm> Even if this should or could work: I still think what I think. The idea of sudoku can't be transcribed to escape, it's way too far away. WHY should we search for things that are just not at all competitive to this game? |
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| Playground2 |
Mon 26 Jun 2006 18:19 |
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<Eric119> (SPOILER) Added speedrun: 83 moves (old: 85). |
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| Japanese Escape! |
Mon 26 Jun 2006 17:27 |
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<mm> (SPOILER) I did transscribe this to normal numbers and have tried to solve it on paper - but that seems impossible. I might be too silly, or is there a problem? |
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| Japanese Escape! |
Mon 26 Jun 2006 17:18 |
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<SPAM> 'Japanese Escape!' uploaded by SPAM:
Okay, this should work. Don't know why I did that mistake. Please don't use the alternate layer! It'll be boring, and isn't that excactly the only thing a level shouldn't be? Hope you enjoy the working version! |
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| Japanese Escape! |
Mon 26 Jun 2006 17:14 |
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<SPAM> Moved to graveyard:
Oops! I'm really sorry! Guess I didn't test carefully enough. New version coming soon... |
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