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| All mod cons 7 |
Sun 05 May 2013 00:35 |
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<Dave> (SPOILER) Added speedrun: 50 moves (old: 82).
This is the cooked version. I'll leave it for the next Mod to choose what to do with it.
<Dave> 'All mod cons 7' uploaded by Dave:
I didn't want to mod yet, but as nothing seems to be happening...
If you like, the sequencer on the right can be taken out later once there is enough structure on the left to make it redundant. |
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| Electric Field |
Sat 04 May 2013 21:29 |
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<Dave> (SPOILER) Even funnier is the 15 move version which leaves no bots on the screen at all :)
<mark> (SPOILER) Added solution "Untitled":
slightly different way
<mark> beat me by about 10 seconds ,it said upload speedrun failed after it told me i had speedrun.
<Dave> (SPOILER) Added speedrun: 15 moves (old: 44).
<devin> 'Electric Field' uploaded by devin:
Watch out, one of these bots are useful! |
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| All mod cons 3 |
Sat 04 May 2013 09:49 |
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<devin> (SPOILER) Cook: Didnt use the red switch.
<mm> BTW: spin-offs are certainly welcome! ;) |
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| All mod cons 6 |
Sat 04 May 2013 09:08 |
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<mm> 'All mod cons 6' uploaded by mm. |
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| All mod cons 1 |
Sat 04 May 2013 08:49 |
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<mm> A new rule seems necessary: we are allowed to place only one bot/remote/bomb per mod, i.e. we can choose either a bot or a remote or a bomb. |
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| All mod cons 3 |
Sat 04 May 2013 08:41 |
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<mm> As this level number 3 is - implicated by the timer - excessively and completely cooked and as the cooks seem very complicated to get fixed (cf. subsequent mods in the graveyard), AND as we seem to be hopelessly stuck... -> I think the best thing to do at the moment is to re-do number 3.
Plus: from now on we're only allowed to apply one bot or remote or bomb per mod, I mean we'd have to chose between them, we can not have one of each. Either bot or bomb or remote.
I hope this will help to get un-stuck now! And I hope you don't mind, N7Dot, I'm really sorry for all the missunderstandings!
<Dave> Sorry about the double post. I got a server refusal on the first one which crashed the app, so had to start from scratch, but it seems it got through anyway... Tom7!?
<Dave> Hi Kirima,
You cannot let this die, it's too good a template.
I only made 4 to counter the timer issue, but tried to do it in a way that opens up more possibilities. I am looking at using the right side to force sequentiality on the main puzzle on the left.
I deleted dozens of mods before I was happy with v2 because the first mod has so much effect on the future of the level. Please mod as you see fit from whichever version to get back on track.
<Dave> Hi Kirima,
I played with dozens of ideas before making the first mod: It wasn't easy to make a decision because the first mod sets the style of the level more than any other.
So, just to explain, my thinking was to use one portion of the right-hand side to force some sequentiality on the left-hand side solutions in a way that could be adjusted as and when necessary.
Unfortunately, the timer issue forced another mod to to take it out of play for the time being.
Please fix from whichever version you think appropriate. This will NOT get stuck, it's too good an idea!!!. It will get spin-offs though :)
Your move, I've run out.
<mm> The purpose of the introduction of bots on the right side had been to support the player playing his things - whereas conducting bots from kind of far away might be interesting, too, but maybe that theme is not really adapted to the rules we had defined for your teamwork? As Dave already mentioned I'd also love seeing more stuff to actually play with on the left side to lots of dancing bots on the right.
Mark had suggested earlier to allow bots to just press a botton instead of totally exclude bots, and that's what I've tried to do when I uploaded the first of these levels. A suitable new rule could be to allow only one new bot/bomb/remote per mod? Don't get me wrong, I'm just trying to prevent further missunderstanding and I hope we're not stuck again already at such an early stage of the teamwork! |
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| All mod cons 5 |
Sat 04 May 2013 04:05 |
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<Dave> No worries, it will all sort itself out in the end. I'm not modding again to correct it, because if I do I will add more, and I think I've had my fair share of input for the time being.
I just get a bit scared that if we don't introduce enough to play with at the early stages we will end up getting stuck again like we did with the last two series.
<N7DOT> Moved to graveyard:
Sorry, really bad miscommunication on my part :(
In the next one keep the sliders but return the blue light. |
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| Imposter v1 |
Sat 04 May 2013 01:22 |
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<Dave> (SPOILER) Added speedrun: 34 moves (old: 38).
Silly me...
<Dave> (SPOILER) Added speedrun: 38 moves (old: 54).
<devin> 'Imposter v1' uploaded by devin:
Some of these items were not used and soon I'll make an updated version for it so the uses of the panels will be useful. |
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| All mod cons 5 |
Fri 03 May 2013 23:50 |
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<Dave> I don't understand, N7DOT. How can deleting a mechanism before the other players have had a chance to even see it be a good idea. It's was there to be fixed and re-incorporated later in the same way your timer will be.
On the other hand, the sliders are a good addition.
<Dave> (SPOILER) Added speedrun: 117 moves (old: 121).
<Dave> (SPOILER) Added speedrun: 121 moves (old: 483). |
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| Mini Mods 1a |
Fri 03 May 2013 23:14 |
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<N7DOT> Also, this is level 3500, beleive it or not. Mod levels have definetly boosted the level supply, even if many are in the graveyard. |
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