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inversion 2 Wed 18 Dec 2013 21:51
<N7DOT> (SPOILER) I get the feeling this is cookable, yet it manages to evade my attempts. If this is possible it would have to be really hard.
 
Double Sokoban Wed 18 Dec 2013 21:15
<N7DOT> 'Double Sokoban' uploaded by N7DOT:
If anybody wants to try building a better sokoban pair using this concept, go ahead. The first puzzle is really easy, and the second puzzle is medium-easy, but the point is that the blocks and walls swap after the first half, so the walls become blocks and the blocks become walls.
 
inversion 2 Wed 18 Dec 2013 20:56
<benjamin> 'inversion 2' uploaded by benjamin:
This has a similar idea as inversion but uses transponders and has no robots.
 
Crunches IV Tue 17 Dec 2013 21:37
<mark> (SPOILER) Added speedrun: 412 moves (old: 440).
I must have went through everything that was not possible before finding the possible.
Great mod Jim once again...
 
Sokobite Tue 17 Dec 2013 21:35
<N7DOT> (SPOILER) ... I'm also 99% sure that 71 moves is optimal, but here the proof is non-rigorous and may have a flaw.
 
inversion Tue 17 Dec 2013 21:33
<N7DOT> (SPOILER) I'm fairly sure my solution is provably optimal through a parity argument (the number of steps required to get to exit if the gate cell is initially left untouched must be even, and the distance from the goal the generation before it is on must be greater than 1. so for even parity this is the fastedt possible. for odd parity, you need to go up and around the bot, which takes 4 moves, which is at least 3 moves slower as the parity change saves one move (and yes, I have found the 53 move solution.)
<N7DOT> (SPOILER) Added speedrun: 50 moves (old: 59).
multitasking
<N7DOT> (SPOILER) Added speedrun: 59 moves (old: 60).
One move shaved...
<benjamin> 'inversion' uploaded by benjamin.
 
Sokobite Mon 16 Dec 2013 19:10
<N7DOT> (SPOILER) Added speedrun: 71 moves (old: 73).
even better
<N7DOT> (SPOILER) Added speedrun: 73 moves (old: 77).
Found a speedrun while away from my home computer.
 
Crunches III again Mon 16 Dec 2013 16:23
<mark> Moved to graveyard:
Schoolboy error,can't believe i changed the panel from blue to grey.
Nicely pointed out Jim.
<Jim> (SPOILER) Added speedrun: 348 moves (old: 455).
Speaking of cooks, sorry Mark.
 
Crunches IV Mon 16 Dec 2013 15:16
<Jim> 'Crunches IV' uploaded by Jim:
Another way.
 
Crunches III again Mon 16 Dec 2013 13:39
<mark> I meant shortcut not cook.
<mark> 'Crunches III again' uploaded by mark:
A little tighter,cook fixed.
 
Crunches III Mon 16 Dec 2013 12:49
<mark> (SPOILER) Added speedrun: 413 moves (old: 523).
 
Crunches again Mon 16 Dec 2013 12:17
<mark> Moved to graveyard:
Not needed anymore
 
Mods chat level Mon 16 Dec 2013 03:25
<Dave> (SPOILER) Where did 7 come from?
 
Crunches again Mon 16 Dec 2013 01:35
<N7DOT> (SPOILER) Nicely done mark. (I found this harder than the 'original' plain Crunches, but a 7 is just a bit too high of a rating, at least for me.)
 
Mods chat level Mon 16 Dec 2013 00:40
<Dave> (SPOILER) Mark, the comment about radiant was a jocular reference to the now defunct 'malformed' series. These were made, presumably, by directly hacking the .esx file thereby circumnavigating the sanity restrictions in the editor. There was a certain 'Oh, yeah!' moment when that animation bug showed up, it was so reminscent of those levels.

I did load your level into the editor to find the key remotes. Buggered if I was going to use trial and error :-).

It's hard to know what's best for d-maps. I like orthagonality but is purely a point of style. On a complex level, they are probably more decypherable than a screen full of random spaghetti.
 
Crunches III Sun 15 Dec 2013 22:41
<N7DOT> (SPOILER) I should mention the 'i' key shortcut was useful for cutting out the repetition of 100 to 200 moves when I was creating the solution to this level so I could solve it.
 
Crunches II Sun 15 Dec 2013 21:41
<N7DOT> Moved to graveyard:
Obsolete and cook fix is uploaded.
 
Crunches III Sun 15 Dec 2013 21:36
<N7DOT> 'Crunches III' uploaded by N7DOT:
The second Crunches, tightened and fixed.
 
Crunches II Sun 15 Dec 2013 21:23
<N7DOT> I'm uploading a fix soon...
 
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