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Mods chat level Sat 08 Jun 2013 23:39
<Jim> (SPOILER) MM, my level can be solved by looking at a previous deleted version. I would have never solved it in a million years if I hadn't seen it.

Mark, it takes a while to fall asleep sometimes if I have a level that is bothering me. So far, no nightmares though!

Dave, I'm working on a version that brings the red bot and the remotes back into play. Its always dangerous however, because it is supremely difficult to stop all the cooks and I don't want to do anything that gives away your solution to red balloon.
 
The Red Balloon Sat 08 Jun 2013 23:30
<Jim> (SPOILER) Added speedrun: 1595 moves (old: 1746).
I didn't work very hard on the speed run, I know it can go a lot lower.
 
Modular Thinking 13 Sat 08 Jun 2013 22:52
<Jim> (SPOILER) It seems fine to me also, nice job!
 
Independency Sat 08 Jun 2013 22:50
<Jim> (SPOILER) Added speedrun: 81 moves (old: 109).
<mark> (SPOILER) Added speedrun: 109 moves (old: 111).
 
Mods chat level Sat 08 Jun 2013 21:17
<mark> (SPOILER) Hi back after my 2 day break,i see Dave your funny as well as clever nice one.
Just speedrun red balloon which was a tidied up version of my original solve, bet you can tidy it a bit more.
Its to late to look at mod 13, dont want to fry my brain before going to bed.
Done that many of times before and i end up dreaming blocks.
Dreamt up many of good puzzles whilst i'm sleeping but they dont make any sense in the morning.
Does this game pop into anyone else's dreams?
 
Independency Sat 08 Jun 2013 21:10
<devin> 'Independency' uploaded by devin:
Just a short level that I will add to later on.
 
The Red Balloon Sat 08 Jun 2013 20:57
<mark> (SPOILER) Added speedrun: 1746 moves (old: 1768).
 
Mods chat level Sat 08 Jun 2013 18:39
<Dave> (SPOILER) One counter-example that immediately comes to mind is Nice Airport. Where would that level be without the misdirection and redundant parts? noname's mod could probably get away without them because it has a great puzzle within the puzzle, but the original wouldn't be the same.

Mind you, The Only Dalek is the perfect counter-counter-example. So that's that theory out the window!

It does seem to be an unfortunate side effect of multiple modding that you inevitably end up with clutter. Somehow getting rid of it just doesn't feel right, it's like deleting other people's work, and I don't feel particularly comfortable doing that without their permission. So most of tends to get left behind in the hope that it will be re-incorporated later.

I would be happy with a cleaned up version of the Red Balloon, but I would be much happier to see a version that brings the red bot and remotes back into play in a meaningful way.
<mm> (SPOILER) I see what you mean and in general, I do agree. But once the ancestors of a level are deleted, those "red herrings" just don't make any sense any more, at least in the triage folder. To me, the triage folder had always been the place to go, I never really cared too much about the other folders. What you're saying does make a lot of sense once the history of a level is important - but once the ancestors are deleted, there is no more "history".

I do understand your point, but I also understand my point of view.

Good night, and I'm wishing you all a lovely Sunday!

<Dave> I half agree. If it was a brand new level I would totally agree.

I can only speak for myself, but I tend to leave the redundant bits in as a matter of historical interest. The level has developed organically and they show the process. Clearly in both levels the red bot is out of play, and in the Red Balloon, the three remotes are out of play because they no longer do anything worthwhile. The same applies to the bomb, the space has to filled with something so why not leave it there. Everything else is used, in fact some of the other mechanisms have developed more purpose.

The trick to Jim's mod will also be needed in my version. In most other respects the intended solutions are very different, even though the Red Balloon solution is backwards compatible.
<mm> (SPOILER) And it's me again... How can I get a solution from a level that is sitting in the triage folder when it's ancestor is in the minor leagues? I guess I can't, can I. But you did it, Dave! How?
<mm> (SPOILER) Hi Dave! Thanks, I'll try again, it obviously is working, I always thought it might not work because I'm playing on a really old version of the game as I'm on Macs.

I'm stuck on both levels... And it's annoying!

But I really like your modded Mod level! It's lovely how you've managed to integrate my last tiles, you did exactly what I had more or less imagined, but of coures you did a way much better job than I had in mind.

BTW: let's have a little talk about style: the DC5 level somehow has lost some of it's style points IMO. It had been better before, now there are lots of things integrated in it that are not used any more, and in general, I don't like that. Some red herrings are ok, but too many? If that red bot is not in the game anymore, so why does it has to sit there? It just doesn't make sense to me. It's not a critique, I'm just generally speaking. I usually would not rate a high style if levels do show such things. If I could solve that level, I'd do a mod and eliminate whatever isn't needed, I think that would give us a great base for former mods. What do you all think?
<Dave> I did wonder why you posted there. Continued from 3563:

Ctrl-0 only works on the directory you viewing at the time. You just need to come out of triage, go into Minor Leagues and run it again.

Are you stuck on Jim's DC5 mod or mine?
 
The trick is "Catch us if you can" Sat 08 Jun 2013 16:31
<mm> (SPOILER) Thank you so very much, Dave! I am sorry for commenting in the wrong level again, I have no idea how this could happen again, silly me. I could see the things working, and it did indicate on top what levels it had been working on, and there had been a green growing line, too! So it worked. But I think it didn't look for levels in the minor leagues, it only checked the normal triage folder, right? How could I make it check the minor leagues as well? Any idea?

O.k, no red, so I will continue trying... And I'll try to ctrl-0, too! ;)
 
The trick is "Catch us if you can" Sat 08 Jun 2013 15:08
<Dave> That depends whether you are trying to look for solutions in your player file or import them from somewhere else. In the former case you just need the name of your player file (e.g. mm.esp). If after you enter Escape seems to stop responding for a minute then ctrl-0 is working.

In the last two mods it shouldn't be possible to get the red bot.
<mm> (SPOILER) I need help: could anyone tell me how to ctrl-0? It says: "recover solutions from file:", but what should I type? What is meant by that or where could I find that ID-number?

Second problem: is the red bot needed or not?!

Answers are highly appreciated!
 
Modular Thinking 13 Sat 08 Jun 2013 07:23
<mm> (SPOILER) Added speedrun: 1016 moves (old: 1039).
Should we continue working on this level? I think it is great the way it is!
 
Mods chat level Sat 08 Jun 2013 01:59
<Dave> PPS. I'm not sure that one tapestry 950 years ago qualifies Bayeux as a 'tapestry town'. It's a bit like classifying Coventry as a place where the women ride naked on horseback...
<Dave> Thanks noname. I have been having a play around with computer.dat this morning. On reflection, I think you a right that 5 and 10 are probably the only levels worth implementing (6 is clearly practically impossible). The force floors in 10 only ever move ice blocks which reduces the problem considerably and it certainly looks like it can be done, but my prototype mechanism is very cumbersome and certainly nowhere near worthy of upload.

PS. Mark, you're forgetting me for a start. I may be a Londoner but I live about as far away from there as you can get (Strictly speaking: I live as far away from a spot in the Sahara just outside Tangiers as you can get whilst being confined to the surface of the Earth). :)

 
Play Escape v2.0 Fri 07 Jun 2013 18:39
<Dave> (SPOILER) Added speedrun: 954 moves (old: 1028).
qwerty
<Dave> (SPOILER) Added speedrun: 1028 moves (old: 1768).
I didn't do this on purpose!
<Dave> I keep pressing ctrl-0. I know it wont acheive anything but it's very therapeutic.
<twentyxiii> 'Play Escape v2.0' uploaded by twentyxiii:
and now some thing different...you won a new Escape
 
Modular Thinking 13 Fri 07 Jun 2013 14:09
<mm> (SPOILER) Great mod!
 
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