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Pipeworks 2 Mon 25 Jul 2005 17:34
<Doom> Alright. It's too difficult to make all parts necessary when people find always some kind of shortcuts. :)
 
Pac-thing Mon 25 Jul 2005 14:33
<Tom 7> Sorry, max: I looked into the changed behavior in this level and realized that it was indeed a bug (with pushing bots) that I fixed without realizing. The new behavior is correct. However, the solution on the server still works, so this level is still possible. (I have to re-solve it too.)
 
Transponders I Mon 25 Jul 2005 13:26
<littlekenny> (SPOILER) Added speedrun: 64 moves (old: 67).
 
Divided land Mon 25 Jul 2005 13:15
<littlekenny> (SPOILER) Added speedrun: 246 moves (old: 248).
Nah, I can't believe this is the record.
 
Transponders I Sun 24 Jul 2005 22:54
<Stephan> 'Transponders I' uploaded by Stephan.
 
Divided land Sun 24 Jul 2005 22:33
<Stephan> 'Divided land' uploaded by Stephan.
 
Pipeworks 2 Sun 24 Jul 2005 20:35
<mjn> (SPOILER) Added speedrun: 478 moves (old: 572).
 
The Wheels on the Bus Sun 24 Jul 2005 20:09
<Markus> (SPOILER) Added speedrun: 247 moves (old: 249).
<Markus> (SPOILER) Added speedrun: 249 moves (old: 268).
 
Pipeworks 2 Sun 24 Jul 2005 15:26
<Doom> 'Pipeworks 2' uploaded by Doom:
Fixed version of the level. I made a very small change that didn't even affect my existing correct solution. :)
 
Pipeworks 2 Sun 24 Jul 2005 15:12
<Doom> Moved to graveyard.
<Doom> Sigh. I found another solution that ruins the level because it's a lot more simple than the intentional solution. I'm going to delete this one and possibly upload another version later.
<Doom> 'Pipeworks 2' uploaded by Doom:
The sequel to my first escape level is here! It's also the first real level to use transponders. Have fun.
 
Animation Glitch2 Sun 24 Jul 2005 11:28
<Tom 7> Yes, the animation is backwards. I will fix it...
(in the meantime, how about some real levels using the new tiles?)
<Stephan> Moved to graveyard.
<Stephan> 'Animation Glitch2' uploaded by Stephan:
This is a simpler example of the out-of-sequence transponder animation bug.
 
animation glitch Sun 24 Jul 2005 01:56
<Stephan> Moved to graveyard.
<Stephan> 'animation glitch' uploaded by Stephan:
This level shows several animation problems which occur when electric transponders cross signals, particularly when triggered multiple times in one move. Notice that the last flash of electric isn't at the end of the path. Also, this shows an example of why the laser beam should be erased first if player is 'starting dead'; the beam appears to exists after the laser has vanished.
 
RGB sort Sat 23 Jul 2005 18:38
<Tom 7> (admin) Moved to graveyard.
 
Sea of Blue Sat 23 Jul 2005 18:38
<Tom 7> (admin) Moved to graveyard.
 
RGB sort - fixed Sat 23 Jul 2005 18:03
<Tom 7> The original solution is added automatically when you upload, Yoav.
<Yoav> (SPOILER) Added solution "Original."
 
RGB sort Sat 23 Jul 2005 17:57
<Yoav> (SPOILER) Added solution "Cook (see fix)":
I didn't mean it... Doom does it again :)
 
RGB sort - fixed Sat 23 Jul 2005 17:55
<Yoav> 'RGB sort - fixed' uploaded by Yoav:
Fixed another one of Doom's cooks :)
 
RGB sort Sat 23 Jul 2005 17:54
<Tom 7> (SPOILER) Cook: You can just walk by the second puzzle!
 
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