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| Autoswitch |
Mon 29 Apr 2013 22:27 |
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<Dave> (SPOILER) Added speedrun: 187 moves (old: 243).
The trouble with bots is...
<devin> 'Autoswitch' uploaded by devin:
Took me a while to finish this, so enjoy! |
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| No mod cons 27b |
Mon 29 Apr 2013 20:32 |
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<Dave> (SPOILER) It's a shame we lost 25. Even if I never actually solved it the proper way, the intended solution was the most elegant so far. These still don't (...yet) fully utilise all the mechanisms.
I think the lesson learnt was don't hang on to speedruns too long. If it wont fit into a decent mod quickly, stop flogging a dead horse and post it. Sorry folks! |
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| Microfantasy |
Mon 29 Apr 2013 19:35 |
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<noname> (SPOILER) Added speedrun: 46 moves (old: 58).
Nice one. Quite tricky to find the solution, even though the solution itself is not that tricky.
By the way, Gary, have you solved my mod of your "Grab the Dalek"? Some of the tricks in this level may work in that level (Hint:)). |
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| No mod cons 27b |
Mon 29 Apr 2013 19:34 |
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<Dave> 'No mod cons 27b' uploaded by Dave:
A few more ingredients for the pot. A lot of room for tightening or expanding. |
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| No mod cons 26 |
Mon 29 Apr 2013 19:03 |
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<noname> Moved to graveyard:
Not needed.
<mm> (SPOILER) Added speedrun: 945 moves (old: 1259).
Uploading this cook seems reasonable after all. |
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| No mod cons 27 fix |
Mon 29 Apr 2013 17:32 |
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<Dave> (SPOILER) Added speedrun: 1689 moves (old: 1875). |
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| No mod cons 31 |
Mon 29 Apr 2013 15:41 |
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<Dave> Moved to graveyard:
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| No mod cons 29 |
Mon 29 Apr 2013 15:41 |
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<Dave> Moved to graveyard:
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| No mod cons 28 |
Mon 29 Apr 2013 15:08 |
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<mm> Moved to graveyard. |
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| No mod cons 30 |
Mon 29 Apr 2013 13:57 |
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<Jim> Moved to graveyard:
Not Needed. |
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| No mod cons 25 |
Mon 29 Apr 2013 13:57 |
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<Jim> Moved to graveyard:
Not Needed.
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| No mod cons 31 |
Mon 29 Apr 2013 12:44 |
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<mm> (SPOILER) I've been talking of noname's mod! Sorry, but all these numbers are not easy to keep in mind, especially when the mods only differ in one or two small detail. Last time we had numbers like 12.1 or 12.a, for me that had been much easier to remember and I could better keep in mind where the mods refer to.
<mark> Hi mm no problem at all, things sometimes dont work out as well as planned.
When you say Henri's mod do you mean Henri K, as i have done about 75% of those levels and they are some of the best fun hard levels on here.
<mm> (SPOILER) Error, I did change it for level 28! It's really difficult to remember which number is which mod...?!
<mm> (SPOILER) Mark, I did change this for level 25 because I thought it would be nice to make some more elegant ways to solve it possible. I didn't want to force my cooked solution of Henri's mod becouse that looked kind of ugly, but this might have been a bad idea and finally contributed to even more cooking excesses. I thought it would be nice that green electricity / teleport still could be used. Right now I do think that maybe I should have uploaded my speadrun so everyone could see the cook right away? New mods for each cook seem kind of redundant and add to some infinite number for re-cooking? |
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| No mod cons 27 |
Mon 29 Apr 2013 10:19 |
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<mark> Moved to graveyard:
not needed |
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| No mod cons 31 |
Mon 29 Apr 2013 10:03 |
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<mark> (SPOILER) Moved it back to 27, i did not notice at first but the blue teleported changed positions. |
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| No mod cons 27 fix |
Mon 29 Apr 2013 09:51 |
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<mark> 'No mod cons 27 fix' uploaded by mark:
Woke up to 4 new mods. How did this level get so easy.
25 i had to think about 27 i stuggled with a bit.
Hope this fixes a problem.
Who knows? |
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| Microfantasy |
Mon 29 Apr 2013 06:12 |
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<Garygoh884> 'Microfantasy' uploaded by Garygoh884. |
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| No mod cons 30 |
Mon 29 Apr 2013 03:44 |
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<Dave> (SPOILER) PS. I'm not sure. 25, 27, and 30 are the only ones that forced me to do any work. Last time we kept 12a as a middle-of-the-range level, this time, at least for me, 25 stands out as the level that changed the game.
<Jim> Yes, I agree they should stay up temporarily to let players have fun trying to solve them. I'm actually really pleased that we were able to get hard levels from all these mods, 4 days ago it was just too easy for my liking.
<Dave> (SPOILER) Funny thing is, I had been sitting on the 29 solution for ages, but didn't use it because I didn't like it. I had actually been working on ways to incorporate parts of it without destroying the idea behind the solution it cooks... and totally failed.
Once 28 was posted, the game was up anyway, so I just did 29, ctrl-zeroed and uploaded whatever came out. I think these cook levels (28-31) need to stay up temporarily, just so that everybody can see them otherwise the same cooks will come around again.
<Jim> I'm starting to get the levels mixed up, but I think 28-30 should definitely get deleted. I just made 30 to show the problem with 28 and 29 and let the others try to find the shortcut. I don't intend to keep it. Its amazing to me how many different ways we have found to solve these, each new mod had me stumped for a period of time, so they have been fun to play. 25, 26 and 27 may all be keepers, from what I remember they all had unique solutions that used most of the resources. Maybe we just need to make sure they are cook-free. |
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