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| Bob 18 |
Tue 09 Sep 2014 18:25 |
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<Jim> (SPOILER) Nice solve Mark. |
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| Stay Out of the Dalek's Sight Again |
Tue 09 Sep 2014 18:23 |
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<Dave> (SPOILER) Added speedrun: 196 moves (old: 200).
<Dave> (SPOILER) Added speedrun: 200 moves (old: 300). |
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| Bob 18 |
Tue 09 Sep 2014 15:19 |
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<mark> (SPOILER) Added solution "mark's way":
Decided to give this another go today.
A cleaned up version of my first solve 2848.
Totally differernt way to the other two solutions.
Great fun level even if cooked a little.
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| Mods chat level |
Mon 08 Sep 2014 22:52 |
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<Jim> (SPOILER) Oh wow, I can't believe I never noticed that and I'm actually glad I didn't. I had great fun with that level. I played around with it quite a bit the last 2 days, I'm pretty sure that is the only way it could be solved.
<Dave> (SPOILER) Jim, the spoiler is in the level not in the comments. Look a bit 'deeper'...
<Jim> (SPOILER) I don't understand what you mean, when you say that you somehow unintentionally gave the solution to Superintensive Plumbing?
<Garygoh884> (SPOILER) Hi Dave,
For the mentioned Wire-based levels I designed, yes. Working on such levels requires a moderately high degree of innovation, and patience - for maintaining a unique solution in the process.
Proving to have a unique solution and maintaining inituivity was my challenge to achieving peak difficulties and great designs within each level. What brought me into the development of those levels was the utilization of complex properties by Wire-based tiles. On one hand, most were used for simple and complex mechanisms - and on the other hand, discovery of such unseen properties would help creating complex and brain-intensive levels if utilized, so those were what I deduced in making such levels.
The deletion of those flawed levels were all of my mishap. One can be cookable to unethically discover the original solution the easy way. That one was Intensive Plumbing. And the other, which I untentionally gave off the correct solution - it was Superintensive Plumbing. My intentions was to work flawlessly as many levels as possible while maintaining hints of innovation. Unfortunately for some, flaws were left behind after submitting to the server. I hastily moved them to the graveyard - assumed afterwards those were 'just-for-fun' levels.
And lastly, for difficulty rating set for Chaotic Assembly, having a 7 is too easy for a few players. How would moderately-challenged players would enjoy such a difficult level as though this degree was good for them? This difficulty level could be higher. Expert players prefer to play seemingly difficult levels. Casual players prefer to play easygoing and simple levels. Getting the right rating to suit the right players is always impentuous.
<Dave> (SPOILER) Hi Gary,
Re. Plumbing
Intense Plumbing if not cookable would have been a great level. I'm not so convinced about Superintensive Plumbing. As for Chaotic Assembly: If rate a level first I base the rating purely on the time it took it me to solve it (1:45 ish), but I'm begining to think that D=7 might be unfairly low - we'll see.
Anyway, I have a question: Do you actually rigourously prove the intended solutions are unique, assuming they are, or just work intuitively?
Dave.
PS. New level in pipeline... give me a few days. |
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| Under over |
Sun 07 Sep 2014 23:07 |
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<Dave> (SPOILER) Added speedrun: 139 moves (old: 156). |
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| Wired Sensors |
Sun 07 Sep 2014 11:44 |
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<mark> (SPOILER) Added speedrun: 358 moves (old: 386).
<Dave> (SPOILER) Added speedrun: 386 moves (old: 572).
Not quite according to plan... still fun though.
<Garygoh884> 'Wired Sensors' uploaded by Garygoh884:
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| Superintensive Plumbing |
Sat 06 Sep 2014 13:16 |
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<Garygoh884> Moved to graveyard:
Oops, a solution's provided on this level. Don't worry, it's just for fun, I'm deleting it anyway. I won't try to make such a difficult level like this anymore. I wasn't aware of my creations, so I'll try to make fun one from this time on.
<Garygoh884> 'Superintensive Plumbing' uploaded by Garygoh884:
My apologies for a possible backlash of low style ratings for this level, it's unwillingly difficult and would take a very long time to solve! |
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| Under over easy |
Sat 06 Sep 2014 03:40 |
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<Dave> (SPOILER) Added speedrun: 109 moves (old: 111). |
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| San Francisco Airport (SFO) v3 |
Sat 06 Sep 2014 03:36 |
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<Dave> Moved to graveyard. |
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| Chaotic Assembly |
Fri 05 Sep 2014 14:51 |
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<Jim> (SPOILER) Great level Gary, I still haven't solved this one. I need one more L shaped piece with the way I thought it would be done, and now I'm having trouble thinking of another way that will work.
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| Hiding Places |
Fri 05 Sep 2014 14:13 |
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<mark> (SPOILER) Added speedrun: 2619 moves (old: 2627). |
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| San Francisco Airport (SFO) v2 |
Fri 05 Sep 2014 14:12 |
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<mark> (SPOILER) Added speedrun: 275 moves (old: 277). |
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| jaco |
Fri 05 Sep 2014 14:11 |
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<mark> (SPOILER) Added speedrun: 790 moves (old: 829). |
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| 27th level - disable the security (V2) |
Fri 05 Sep 2014 14:10 |
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<mark> (SPOILER) Added speedrun: 516 moves (old: 526). |
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| Intense Plumbing |
Fri 05 Sep 2014 11:40 |
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<Garygoh884> If I'd reuploaded the next level for fixing, its solution would be identical to this level's. I don't want my levels to be easily solved by just replication commands.
This does so for fixed levels in triage, right? Because of this, they do have a lower style rating in nature. They're quickly solved. And they follow a similar pattern inherited from previous solutions from originals. Those reasons drew my concern over uploading cookable levels. I preferably avoid uploading those levels in future just for plain fixations.
<Garygoh884> Moved to graveyard:
Oops, I was on autopilot in the creation of these levels. Thanks, mark. Didn't expect that from happening.
(I won't be fixing this level for re-upload because it's satirical for repetition - next similar level would be lower in style than original)
<mark> (SPOILER) Added speedrun: 349 moves (old: 1243).
Sorry Gary but this happens to me all the time as well. |
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