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| All mod cons 10 |
Mon 06 May 2013 10:37 |
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<mm> 'All mod cons 10' uploaded by mm. |
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| All mod cons 9 |
Mon 06 May 2013 02:59 |
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<Dave> Cheers. I think we've now got back all the pieces N7DOT and I put in before, except the timer.
Obviously there is no benefit to a beat the clock section in a level like this, but there are other uses for a timer. This is why I originally tried to force it out of the solution but leave it intact. Probably best left out though, because it is too open to misuse. |
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| Re-Autoswitch |
Sun 05 May 2013 22:31 |
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<Dave> I just thought I should post a comment to point out that your posted comment explianing that your previous posted comment was posted in comments on the wrong level is posted in the wrong level's comment posts.
Just thought you should know... .=) |
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| All mod cons 8 |
Sun 05 May 2013 21:07 |
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<Dave> (SPOILER) Added speedrun: 182 moves (old: 217). |
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| All mod cons 8 testing the water |
Sun 05 May 2013 21:07 |
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<Dave> (SPOILER) Added speedrun: 188 moves (old: 232).
Maybe we should put this idea on the back burner for now. It should really start from a blank template as the stuff already there was all influenced by the original template so is not relevant any more.
My main fear with this idea is spaghetti: we will end up with an indecipherable jumble of destination paths and will need to resort to the editor to navigate the level. |
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| All mod cons 9 |
Sun 05 May 2013 19:41 |
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<mm> Thanks, Dave, for re-introducing the lost tiles. Hopefully this time I'm commeniting on the right place...?! |
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| Re-Autoswitch |
Sun 05 May 2013 19:38 |
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<mm> Sorry, this comment had ment to be elsewhere. |
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| Electric Field (Fix) |
Sun 05 May 2013 19:37 |
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<mm> Thanks for re-introducing the "lost" tiles! |
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| All mod cons 6 |
Sun 05 May 2013 19:35 |
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<mm> Moved to graveyard:
Au revoir |
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| All mod cons 1 |
Sun 05 May 2013 19:34 |
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<mm> Moved to graveyard:
Ciao |
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| All mod cons 7 |
Sun 05 May 2013 19:18 |
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<Dave> Moved to graveyard:
Good night Vienna. |
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| All mod cons 9 |
Sun 05 May 2013 18:55 |
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<Dave> 'All mod cons 9' uploaded by Dave:
As we seem to be rolling with this plan... I've put in some of the bits that got lost before. Hopefully this forces red too. |
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| All mod cons 8 testing the water |
Sun 05 May 2013 18:43 |
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<Pat> (SPOILER) Added speedrun: 232 moves (old: 248).
<mm> Mark, for me, this is seems to be a totally different concept. I had defined some black floor for the bot-window on the right on purpose because I didn't want the bots to freely walk around there and to fallow the player. I wanted those bots to more or less stay where they are, and I thought one could always introduce a transporter if ever it would become necessary to get one of the bots to appear somewhere else within that "cave". |
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| All mod cons 8 |
Sun 05 May 2013 17:03 |
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<mm> Mark...! ... -> ...?!!?! ;)
I feel kind of clueless at the moment and don't really know what to say... We're playing the game based on those rules YOU had defined some time ago, cf. level number 3380, and your own first rule sais: "1. Add up to around 10ish tile" (not around 40ish tiles!)
Breaking the rules a little bit once in a while seems o.k. to me if ever it helps to add any substantially important things to the progression of the teamwork. But on the other hand, I think that we should try to play based on the rules we had defined, otherwise the game itself could loose it's purpose and also the team-play could become kind of unfair towards the others who desperately try to respect the rules and for this reason take certain decisions that are defined by those rules.
I do agree that a bot-window on the bottom can add some very interesting possibilities to this "All mod cons" concept. So I think we should keep it.
I'd vote for keeping this mod number 8. But from now on, folks, please try to at least kind of respect the rules more or less, ok?
I hope this helps and will clarify enough things so we can continue?!
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| Electric Field (Fix) |
Sun 05 May 2013 13:12 |
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<mark> (SPOILER) Added speedrun: 17 moves (old: 40).
sorry devin
<mark> (SPOILER) Added speedrun: 40 moves (old: 42).
<mark> (SPOILER) Added speedrun: 42 moves (old: 44).
<devin> 'Electric Field (Fix)' uploaded by devin:
I fixed what could've been a cook. |
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| All mod cons 8 testing the water |
Sun 05 May 2013 09:35 |
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<mark> 'All mod cons 8 testing the water' uploaded by mark:
if you dont want these number eights i have no problem deleting.
This only makes it easier for further mods and longer sequencing down the right.
Feel free to let me know what anyone thinks. |
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| All mod cons 8 |
Sun 05 May 2013 09:29 |
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<mark> Sorry i did not remember that,had so many comments and levels to play slipped my mind.
Maybe because its not roaming free it might be ok.
I just been working on a big mod (very outside the rules) but it simplifies the right and brings in endless possibilities for further sequencing and cooking,without changing the puzzle.
i will load it and to see what is said and then delete both if not wanted.
<Dave> (SPOILER) Added speedrun: 217 moves (old: 250).
That works. Only one problem Mark, the rules for this one (see Kirima's v1) were strictly no bots on the left-hand side.
<mark> (SPOILER) Added speedrun: 250 moves (old: 260).
Added speedrun to show what i was trying to make the solution.
<mark> 'All mod cons 8' uploaded by mark:
Never got to play 1-5 was not here,so i was waiting to see who would choose where to go from next.
Moved the whole bottom layer down one row hope that does not count as changes.
Added a few more than ten but idea could not work without it, no point leaving wholes in bottom button box.
Could not force red ball in this mod but sure it can happen soon. |
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| All mod cons 7 |
Sun 05 May 2013 00:39 |
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<Dave> (SPOILER) Added speedrun: 31 moves (old: 50).
Missed that one... |
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