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| No mod cons 1 |
Thu 18 Apr 2013 11:09 |
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<mm> Moved to graveyard. |
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| No mod cons 7 |
Thu 18 Apr 2013 11:02 |
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<mm> (SPOILER) Added speedrun: 142 moves (old: 198).
;-)
<mark> The only reason i keep geting rid of the ball from going round the top is for the future of the level.
Its creating to much dead space. |
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| No mod cons 5 |
Thu 18 Apr 2013 10:43 |
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<mark> Moved to graveyard:
Trying to think to the future of this level.
Why did Dave put the reds in,somthing sneaky brewing i hope.
Hope i am not wrecking it for you. |
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| No mod cons 7 |
Thu 18 Apr 2013 10:25 |
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<mark> 'No mod cons 7' uploaded by mark:
NO devin you played perfectly within the rules that time. |
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| No mod cons 6 |
Thu 18 Apr 2013 08:20 |
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<devin> 'No mod cons 6' uploaded by devin:
I don't think I did it by the rules again. |
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| Grab the Dalek |
Thu 18 Apr 2013 07:40 |
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<Garygoh884> 'Grab the Dalek' uploaded by Garygoh884. |
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| No mod cons 5 |
Thu 18 Apr 2013 05:18 |
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<Dave> (SPOILER) Added speedrun: 121 moves (old: 123). |
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| No mod cons |
Thu 18 Apr 2013 04:39 |
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<mark> Moved to graveyard:
Not needed. |
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| No mod cons 5 |
Thu 18 Apr 2013 04:28 |
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<xeno> (SPOILER) Added speedrun: 123 moves (old: 143).
<mark> 'No mod cons 5' uploaded by mark:
Trying to take it away from being a massive ball kicking exercise. |
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| No mod cons 4 |
Thu 18 Apr 2013 03:11 |
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<xeno> 'No mod cons 4' uploaded by xeno. |
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| We Are The Mods 15 |
Thu 18 Apr 2013 03:10 |
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<xeno> Moved to graveyard:
Idea didn't work |
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| No mod cons 3 |
Wed 17 Apr 2013 22:52 |
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<Dave> Anyway, sorry devin, rant over :). Just to avoid a similar mess to last time, do you think could do an alternative mod? It doesn't have to make a puzzle yet...
<Dave> Sorry, I don't mean to be harsh, but, to elaborate further. The whole point of restricting the number of mods is to develop a level that has not had a style imposed on by any one player but by an organic development process.
When you make a mod within those constraints it will not be complete, but you will always have a preconceived idea for its ultimate usage. The fun bit is watching it interpretted totally differently by somebody else, so by the time you get your hands on it again you are forced to throw your idea out the window and think afresh.
<devin> I'm sorry, I never had the chance to view the rules.
<Dave> (SPOILER) Added speedrun: 161 moves (old: 243).
Can we please at least attempt to play in the spirit of the game.
<Dave> I thought the idea was 10ish changes, but preferrably a maxuimum of 10!
Since when did 36 qualify as 10ish? You have effectively had 4 goes in one...
<devin> 'No mod cons 3' uploaded by devin:
Mod 3; enjoy! |
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| No mod cons 2 |
Wed 17 Apr 2013 17:37 |
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<Dave> 'No mod cons 2' uploaded by Dave:
Something to play with later. |
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| No mod cons 1 |
Wed 17 Apr 2013 11:37 |
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<mm> 'No mod cons 1' uploaded by mm:
11 tiles, I hope you don't mind, it's just a first try. |
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| No mod cons |
Wed 17 Apr 2013 09:55 |
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<mark> Rules
1.add up to 10ish tiles to make it harder
2.removing tiles is permitted but wait a while
3.wait at least 1 player before modding again
4.only thing not to touch is start and finish places.(this could ruin someone's good work)
5.check to see if there is a version out before loading yours.
6.once there are a couple of versions out dating yours delete level.
7.you must solve before modding.
8.please rate levels so we know how many are on board.
Ps i have read all the latest comments and kept them in mind,but i stuck with 10ish because it would be a shame if your mod needed a few more than 10 to make it work.
<mark> 'No mod cons' uploaded by mark:
Ok so here it is a new blank starter,same theme.
Rules roughly the same but no bots or bombs.
Plenty of scope to think outside the box on this one,who knows where this might go could we make another gem. |
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| We are the mods 12e3a |
Wed 17 Apr 2013 07:18 |
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<mm> The concept in general is great! I don't think we need new roules, but we might want to define tighter ones? How about a decreasing amount of changes per mod? Let's say first mod: 10 tiles (maximum), second mod: (max.) 9 tiles... 10th mod: 1 tile. This would automatically limit the amount of mods to 10, and might increase the style rating as well. It's just an idea, but might be worth trying?
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| We are the mods 12e3b |
Wed 17 Apr 2013 07:15 |
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<Dave> I'm wondering how far we can go doing it the old school way without bots or bombs: 'No mod cons'.
Annoyingly, I can't look at your solution now, I'm on a different computer, but redundancy did seem a possibility from what I saw of Jim's. Will have a look in the morning. Either way, I'm calling it quits. |
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