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No mod cons 19 Thu 25 Apr 2013 09:05
<mark> Very nice Jim had me going round in circles for a couple of hours.
My solution tells me this level can get tougher have to think it through.
<Jim> 'No mod cons 19' uploaded by Jim:
This is still way too easy for my liking, maybe someone can toughen it up.
 
No mod cons 18 Thu 25 Apr 2013 03:14
<mark> (SPOILER) hi Jim ,you might as well.I think everyones stopped playing anyway.
<Dave> I'm a bit busy to work on a mod right now, but I am still checking in and will come back in as soon as I get the time to do so. As there only appears to be the two of you left in the loop at present, whatever you guys decide is fine with me.
<Jim> (SPOILER) Hi Mark, I was able to modify this level to make use of both the blue and yellow, but it must have taken me about 30 changes to do it so I haven't submitted it. Let me know if you want me to anyway, thanks.
 
Mini Mods Wed 24 Apr 2013 00:34
<N7DOT 3> Also, I would prefer no bots in this one either, but bombs are okay because they don't go off on their own rampage and make things complicated.
 
Mirages Wed 24 Apr 2013 00:07
<N7DOT 3> (SPOILER) I just went back to look at old levels and played this one. Great level.
 
Mini Mods Tue 23 Apr 2013 23:26
<N7DOT 3> 'Mini Mods' uploaded by N7DOT 3:
Ok, so I like having something in my attempts at mod levels. Unfortunately I always add to much. So this time I'm scaling it down, with almost nothing but hope to be edited, without the huge size of the other two levels. In this one the challenge is size, and no remotes. No bots/bombs may not be old school, but they are older than remotes.

Same rules as the failed modify me level (3421), which is mostly rules from We are the mods (3380) with a few tweaks.
 
Grab the Dalek (noname's mod) Tue 23 Apr 2013 22:32
<Jim> I give up on this one, this is one of those levels I will never solve.
 
No mod cons 18 Tue 23 Apr 2013 17:38
<Jim> (SPOILER) Added speedrun: 936 moves (old: 1062).
Nice progression, I hope somebody can force green and come up with something for the yellow.
 
No mod cons 17 Tue 23 Apr 2013 12:22
<Jim> Moved to graveyard:
Not Needed.


 
Grab the Dalek Tue 23 Apr 2013 10:53
<mark> (SPOILER) Added speedrun: 193 moves (old: 197).
<mark> (SPOILER) Added speedrun: 197 moves (old: 233).
Very tricky level nice.
 
No mod cons 16 Tue 23 Apr 2013 04:30
<mark> Moved to graveyard:
not needed
 
No mod cons 18 Tue 23 Apr 2013 04:03
<mark> 'No mod cons 18' uploaded by mark:
Good mod Jim,same level bit trickier.
 
No mod cons 17 Tue 23 Apr 2013 01:20
<Jim> 'No mod cons 17' uploaded by Jim.
 
No mod cons 17 Tue 23 Apr 2013 01:11
<Jim> Moved to graveyard:
Made a small mistake.
<Jim> 'No mod cons 17' uploaded by Jim:
Still need to fix blue and green, but I didn't have enough moves to do that.
 
No mod cons 16 Tue 23 Apr 2013 00:59
<Jim> (SPOILER) I didn't use Red, Blue, or Green.
<Jim> (SPOILER) Added speedrun: 312 moves (old: 639).
 
No mod cons 14 Mon 22 Apr 2013 11:06
<mark> Moved to graveyard:
16 was not at all like my first idea,that was going to be more of a teleport in and out of box traps to sequence the red traps differently.
That got lost
 
No mod cons 16 Mon 22 Apr 2013 10:51
<mark> 'No mod cons 16' uploaded by mark:
Bit brain dead today back after long weekend.
Puzzle can be made harder but limited changes.
A lot comments to digest on No mod cons 15,so heres my tuppence worth.
Ideas will always get changed from what you wanted to happen,if you dont like them fix them.
15 was the first time in this series i had to think about it a bit so i think it was an improvment.
Obviously i did not spot the easier solutions which were very good,but in this game of making levels with limited changes cooking will allways happen.
When you do this you automaticly have the next level.
Prefer if they was not called cooks just easier solutions.
We need Dave on board in this game or someone as good because in the last series which was successful he was the only one twisting the knife until Jim or noname joined in.
I stuck with we are the mods levels and had a hard time solving some and could not believe my solutions to be so different to the original.
Without seeing some of the original solutions i would still be sitting here scratching my head as there are tricks to be learnt on the way.
Instead of telling Dave i solved it a different way i just thought of my next mod to stop him doing it his way.
This in my opinion is why that series worked so well.
Then Jim and noname joined in to crank up the ideas even more.
Hope your still on board Dave or i fear this idea is dead.
Sorry for long ramble , mark .
 
Grab the Dalek (noname's mod) Sun 21 Apr 2013 23:10
<Dave> (SPOILER) Jim, I haven't been able to work your one out your one yet! Lots of ideas in both directions that nearly but don't quite work. I have a suspicion both will fall into place at once (... eventually).
<Jim> Now I'm forced to solve what I thought wasn't possible, should be interesting.
 
Grab the Dalek - Which path? Sun 21 Apr 2013 19:48
<Jim> Moved to graveyard:
Not needed.
 
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