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BombTech Fri 24 Mar 2006 23:09
<RC> 'BombTech' uploaded by RC.
 
Warehouse Postmille Fri 24 Mar 2006 21:11
<John Lewis> Just curious, who gave this level a difficulty rating of 3?!
 
Warehouse Quad Fri 24 Mar 2006 18:38
<John Lewis> Moved to graveyard:
In that case, it's gonna be deleted...
 
Turing Machine Fri 24 Mar 2006 11:28
<Citron> Where am I, where do I go, I don't even known who I am when I go out of this machine...
 
Warehouse Quad Fri 24 Mar 2006 06:43
<Doom> Isn't this one of the original Sokoban levels? 23, according to my sources. I don't think these clones are really 'that' cool. Especially when the levels contain nothing but block pushing.
 
Levels I Fri 24 Mar 2006 06:29
<Doom> (SPOILER) Added speedrun: 1123 moves (old: 1248).
This one will most likely get a lot lower. I just played through it without thinking too much about the order of things.
<John Lewis> 'Levels I' uploaded by John Lewis:
This is an idea I've been thinking about for a while.

This particular level isn't really anything special - nothing hard, stylish, or rigid IMO, but just something fun to speedrun :) I'm going to try to attempt constructing a very rigid level with all three wall colors...
 
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 ;)).
 
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