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| A Tale of Two Robotic Hearts |
Thu 01 Sep 2005 20:15 |
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<John Lewis> 'A Tale of Two Robotic Hearts' uploaded by John Lewis:
Changed the title of the level (wanted it to fit with its predecessors). |
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| A Tale of Three Hugbots |
Thu 01 Sep 2005 20:12 |
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<John Lewis> Moved to graveyard:
Decided to make one last change to this level. |
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| The Only Dalek |
Thu 01 Sep 2005 20:08 |
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<mjn> I can't *believe* how hard this level is! (Is it really easier than its predecessor? Haven't got that yet, either.)
One day... |
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| NumBots |
Thu 01 Sep 2005 17:11 |
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<mjn> (SPOILER) Added speedrun: 309 moves (old: 328). |
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| NumBots |
Thu 01 Sep 2005 17:06 |
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<mjn> Aww, crap! Gotta do it again, I guess.
<mjn> (SPOILER) ...just solved it. Dude, that is a fansastic trick at the end.
(BTW, it's possible to free the top hugbot and have him push the green; doesn't make it any easier, though.) |
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| NumBots |
Thu 01 Sep 2005 16:18 |
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<Doom> 'NumBots' uploaded by Doom. |
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| NumBots |
Thu 01 Sep 2005 16:18 |
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<Doom> Moved to graveyard:
A bug with bot #7.
<Doom> Question: Is there any way to delete levels permanently? I mean, is Tom able to do that? I'm just thinking, that it's pointless to have dozens of versions of a same level at the graveyard.
Having said that, I'm getting a bit annoyed, because I have to do yet another fix.
<Doom> In this version, the numbering is completely the same as shown in-game. Hopefully this is the final change I'll have to do.
<Doom> 'NumBots' uploaded by Doom. |
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| NumBots |
Thu 01 Sep 2005 16:04 |
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<Doom> Moved to graveyard.
<Doom> Oooops. The first hugbot is useless. A quick fix repairs that. (And doesn't even affect my original solution)
<Tom 7> Hah, yeah, I have no idea how to get started on this one either. But, again I reassure everyone that every level accepted into triage has its solution checked on the server, so they are all solvable.
<mjn> Man, this is way harder now... Cool level, though.
<Doom> Definitely :)
I'll repeat my earlier notes about the old version here:
The big numbers are there to show in which order the hugbots move. Bots 3-5 are in the center and you don't need to worry about those. The numbering isn't the same as in the editor, because it's not necessary to know when the dalek and the sleeping hugbot move. |
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| Symmetry II: Price Check |
Thu 01 Sep 2005 13:53 |
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<mjn> Whoa, creepy--by some freak coincidence, my solution to this is *exactly* as long as my solution to Milton's "Symmetry2"... |
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| NumBots |
Thu 01 Sep 2005 13:07 |
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<Alois> are you sure that a solution exists? :)
<Doom> 'NumBots' uploaded by Doom. |
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| NumBots |
Thu 01 Sep 2005 00:17 |
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<Doom> Moved to graveyard:
Nobody solved this yet, so I guess it's okay if I submit another version with one small fix. |
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| Scramble (v3) |
Wed 31 Aug 2005 21:46 |
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<Tom 7> (SPOILER) I think this is the best version of this level yet (don't crossover tiles make wire maze puzzles so much more interesting??) but was a little annoyed at the swap of that one row at the end. It doesn't really seem to add anything to the puzzle except for making you have to undo to fix it. ;) |
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| Stages II |
Wed 31 Aug 2005 21:33 |
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<Tom 7> Nice mod, B. You fixed the major problems, although I think the first part is still really easy (at least, I guessed it the first time.) Still, quite a good level now. |
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| NumBots |
Wed 31 Aug 2005 11:43 |
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<Doom> It might be a good idea to explain, that the large numbers mean the bot numbers, but they aren't intentionally the same as in the editor. They only show the movement order of the "important hugbots" . (Ignore the dalek and the hugbot in the upper right corner)
<Doom> 'NumBots' uploaded by Doom:
Movement order using to the max. |
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| Sasquatch |
Wed 31 Aug 2005 11:26 |
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<Adam> (SPOILER) Added speedrun: 63 moves (old: 65).
Optimal |
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