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Warehouse Quad Fri 24 Mar 2006 00:40
<John Lewis> 'Warehouse Quad' uploaded by John Lewis:
Eric's CC level adaptation inspired me to make this level, another adapted custom level (I changed it up some to fit Escape).
 
Knight's Tour Fri 24 Mar 2006 00:23
<bpotetz> (SPOILER) That might be your problem - Euler won't help you here. Hamilton might, although he never actually solved this type of problem - just stuck his name on it. I guess that isn't much help either. Thanks for playing!
 
Warehouse Postmille Fri 24 Mar 2006 00:00
<John Lewis> (SPOILER) Added speedrun: 2718 moves (old: 3352).
Another CC level that makes a great Escape challenge. :) I like playing it in Escape better, since you can hold down the keys when going down the long passages...;)

Anyways, here's my solution - I tried using the same one I used in CC. I'm wondering if more is possible...
<bpotetz> (SPOILER) Added speedrun: 3352 moves (old: 3368).
Nice Sokoban, Erik. Tedious in some spots, but two nice semi-interacting puzzles.
 
Bomb timing Thu 23 Mar 2006 23:09
<John Lewis> (SPOILER) Added speedrun: 80 moves (old: 84).
Thanks Eric!
 
Bomb timing (mod) Thu 23 Mar 2006 21:58
<Eric119> (SPOILER) Added speedrun: 72 moves (old: 74).
Simple improvement on mm's run.
 
Warehouse Postmille Thu 23 Mar 2006 21:21
<Eric119> 'Warehouse Postmille' uploaded by Eric119:
Translation of a Chip's Challenge level I made.
 
Number Series: 1 Thu 23 Mar 2006 19:19
<mm> I'm looking forward to 234... and even 89 or 2006 (-;
 
Bomb timing (mod) Thu 23 Mar 2006 19:07
<mm> 'Bomb timing (mod)' uploaded by mm:
I know, it's not too interesting 'cause the solution is already there - but I guess this will make it tight.
 
Percieving Thu 23 Mar 2006 18:54
<mm> 'Percieving' uploaded by mm:
I hope this mod will make the level tighter. It's certainly easy to solve.
 
Knight's Tour Thu 23 Mar 2006 12:50
<mm> (SPOILER) I must confess, I cheated, too...

"but you should be able to solve it without looking up the solution or writing a program" ???

Never ever, no way, even if I do know a little maths and even if I know who is Euler.

 
Peel and Stanels Wed 22 Mar 2006 20:48
<Eric119> (SPOILER) Added speedrun: 33 moves (old: 41).
 
Peel and Stanels v2 Wed 22 Mar 2006 20:47
<Eric119> (SPOILER) Added speedrun: 33 moves (old: 41).
 
The Possible Riddle Revised Wed 22 Mar 2006 17:25
<John Lewis> Moved to graveyard:
I'm taking this one out...I think compared with the original, it's way more confusing like Henri and Kirima said...
 
The Possible Riddle Simplified Wed 22 Mar 2006 17:11
<bpotetz> (SPOILER) Added speedrun: 122 moves (old: 126).
Definitely very cool. Also fun to speed-run (should be optimal?)
<mm> (SPOILER) Added speedrun: 126 moves (old: 132).
What a wonderful and clear design (:
 
The Possible Riddle Revised Wed 22 Mar 2006 16:46
<mm> I think this level is opticully more confusing than the first one - once it's zoomed out and everything gets very small, it's really hard to clearly see what's going on, especially because teleports, arrows and normal "streets" are all grey. Whereas without zooming out, it's to hard to keep orientation.
 
The Possible Riddle Simplified Wed 22 Mar 2006 16:39
<John Lewis> (SPOILER) *hits self on head*

This is so much better! :) Thanks, Henri. I guess I forgot that you can put a "teleport portal" in a separate area instead of including tons of ports within the grid, which can get messy (as evidenced in my variation ;)).
 
The Possible Riddle Revised Wed 22 Mar 2006 16:17
<Doom> As a matter of fact, I find this version even more confusing than the first one. How am I supposed to see anything in this sea of teleports?

It's anyway interesting to see in how little space this can be squeezed. It was more tricky to implement without becoming enormous than I thought.
 
The Possible Riddle Simplified Wed 22 Mar 2006 16:06
<Doom> 'The Possible Riddle Simplified' uploaded by Doom:
This is something like what I meant with more clear design. At least I can see the available paths and the puzzle as a whole more easily.

After experimenting with several variations, I decided to keep the old puzzle. The other options were always either just as easy as this one or impossible. Interestingly, it seems that if you require "n" passes for each of the 9 squares, the optimal solution seems to be always (n-1) moves from complete. (Unless I missed something)
 
The Possible Riddle Revised Wed 22 Mar 2006 14:52
<John Lewis> 'The Possible Riddle Revised' uploaded by John Lewis:
Okay, this should work!!
 
The Possible Riddle Revised Wed 22 Mar 2006 14:50
<John Lewis> Moved to graveyard:
Found one problem...
<John Lewis> 'The Possible Riddle Revised' uploaded by John Lewis:
Here's a more...compressed version. Hope this is less confusing :)
 
The Possible Riddle Wed 22 Mar 2006 13:07
<John Lewis> (SPOILER) For those who don't know what this level is, it's based on the impossible riddle: try to draw a continuous line through a 3x3 grid that passes through all nine squares twice and moves only horizontally and vertically. According to David, it can be proved impossible by using a partiy argument. The only reason why this adaptation of the puzzle is possible is because of the double trap. :)

I think much of the confusing nature of this level arises from its lack of rigidity. David took into account every possible order that the squares could be traveled in, so every combination needs to be accounted for. At first when I designed the Escape version, I didn't include the wires. But then I found this to be somewhat annoying, so I added them in to help the player out (it is beneficial to zoom out when playing this level).

I suppose that this could be made less complicated...if anyone wants to make a mod, feel free :) I just thought this design was pretty cool...
<Doom> (SPOILER) Actually, I'll take back the statement about doing this level in a less confusing way in CC. I forgot that the teleports aren't really usable in this, and had one misconception about something in this level.

But in Escape this could be definitely remade more clearly.
 
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