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| All mod cons 17b |
Sun 12 May 2013 14:44 |
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<Jim> Moved to graveyard. |
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| All mod cons 17 |
Sun 12 May 2013 10:22 |
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<mark> (SPOILER) Added speedrun: 815 moves (old: 835).
Finally caught up with 15,16 and 17.
Very good series with each one getting progressively harder.
Not sure if i would have had a mod anyway as my solves were very much like the originals .
Now to the spin offs. |
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| All mod cons 17a |
Sat 11 May 2013 21:28 |
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<Dave> Moved to graveyard:
Deleted pending review. |
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| Separation |
Sat 11 May 2013 19:38 |
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<Jim> (SPOILER) Added speedrun: 232 moves (old: 246).
Borrowed shamelessly from Mark.
<mark> (SPOILER) Added speedrun: 246 moves (old: 248).
<mark> (SPOILER) Added speedrun: 248 moves (old: 304).
Gary your latest levels have a really great style to them,very ingenious. |
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| All mod cons spin-off 2 |
Sat 11 May 2013 10:46 |
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<mm> (SPOILER) Dave, feel free to continue this, I hope you (or whoever) can fix that transporter mechanism! I couldn't fix the level so I thought I'd better delete it.
<mm> Moved to graveyard:
Useless. |
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| All mod cons 17b |
Sat 11 May 2013 08:44 |
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<mm> (SPOILER) Added speedrun: 396 moves (old: 482).
Of course this works for the other spin-offs, too...
<mm> (SPOILER) Added speedrun: 482 moves (old: 521).
<mm> (SPOILER) Added speedrun: 521 moves (old: 951).
Excessively cooked... :(
<Jim> 'All mod cons 17b' uploaded by Jim:
Just for fun and to show you a cook for 17a. |
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| All mod cons 17 |
Sat 11 May 2013 01:52 |
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<Jim> I finally solved this after 2 days, IMHO this mod should be kept no matter what else happens. |
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| Separation |
Sat 11 May 2013 01:24 |
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<Dave> (SPOILER) Added speedrun: 304 moves (old: 322).
Nice...
<Garygoh884> 'Separation' uploaded by Garygoh884. |
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| All mod cons 16 |
Fri 10 May 2013 23:51 |
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<Dave> Moved to graveyard:
I'm deleting this on the condition that v17 stays (for now). |
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| All mod cons spin-off 2 |
Fri 10 May 2013 21:36 |
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<Dave> Excellent, hope I find a bit of time to play it later! I can put the timer back next time I mod if somebody else doesn't in the meantime. What count did you have in mind, and do you want it single use or recycling? It can run via the existing wall on the far right, so there is no realistic limit, just pick a number.
I would like to wait another mod before I go again, though.
<mm> 'All mod cons spin-off 2' uploaded by mm:
Here is my interpretation of all those spin-off ideas that came up recently. I've changed the title because I thought this would make sense. Dave, why should we wait with the free walking bot on the right? I think it's a good moment to learn more about the potential of such a bot and anyway, we can always resume this theme later. I've also tried to re-introduce N7Dot's timer, but unfortunately, I had not been able to get that right, so there is only one new annoying remote. |
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| All mod cons 17a |
Fri 10 May 2013 19:50 |
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<mm> (SPOILER) Dave, I like that transporter-mechanism! |
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| All mod cons 17 |
Fri 10 May 2013 19:11 |
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<mm> Dave, you're right, we probably should keep this for now, at least as long as it won't be cooked...?!
<mark> Hello all,hope your not thinking i'm out of this it just i have not solved Jim,s 15 yet.
I have not had the same amount of time to play as usual been busy working.
Hopefully get time for a marathon session soon to catch up,
Ps i do like this level but only getting half an hour hear and there is not enough time to get all the mods done. |
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| All mod cons 17a |
Fri 10 May 2013 03:27 |
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<Dave> PPS. I did consider Mark's free vertical-running bot again, but I still think we should hold that over for a separate series.
<Dave> PS. If anybody wants to run with this then I suggest an increase to 20 changes for the next 2 or 3 mods to get started (this only applies to the spin-off series, not the main thread)
<Dave> 'All mod cons 17a' uploaded by Dave:
I've numbered this as a spin-off from the main series because I've broken the rules and I'm not sure if the idea will work.
This is an attempt to introduce more mechanisms to the level and hopefully, as things progress, a fresh solution. Deliberately left some bits half-functional so there is plenty of room for experimentation.
Please let me know if you think it's got any potential. There's always a delete key otherwise. |
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| All mod cons 17 |
Thu 09 May 2013 21:49 |
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<Dave> Agreed. Hopefully Mark comes back in soon. The last 9 mods have involved only 3 people, so it's definitely due some fresh input.
It's been fun, but I'm not sure how much further this solution method can be pushed. Maybe it's time to pick one of these as a keeper and throw in some new ideas, start bringing the the other bots on the right-hand side into play, and see what comes of it.
Any thoughts? |
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