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| We are the mods 12e2 |
Sun 14 Apr 2013 21:05 |
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<Dave> Moved to graveyard:
Back to the drawing board... |
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| We are the mods 12e4 |
Sun 14 Apr 2013 21:02 |
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<Dave> (SPOILER) Added speedrun: 1154 moves (old: 1470).
Houston, we have a problem. That's 12e2 stuffed! |
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| We are the mods 12e3a |
Sun 14 Apr 2013 19:58 |
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<Dave> 'We are the mods 12e3a' uploaded by Dave:
I just finished 12e4 and was about to upload when I spotted Jim's. Quicly renamed.
So, this one may get an early grave. At first glance it looks like they are very different so hopefully there are some ideas to merge. |
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| modify me |
Sun 14 Apr 2013 19:23 |
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<devin> (SPOILER) Added speedrun: 28 moves (old: 32). |
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| We are the mods 12b.1 |
Sun 14 Apr 2013 17:22 |
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<mm> Moved to graveyard:
Thanks. mark, you've totally cooked this so it's obsolete as well. I'm getting a glimpse of a clue, but still I do feel kind of helpless. |
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| We are the mods 12e4 |
Sun 14 Apr 2013 16:39 |
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<Jim> 'We are the mods 12e4' uploaded by Jim. |
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| We are the mods 12d |
Sun 14 Apr 2013 16:22 |
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<mm> (SPOILER) Added speedrun: 837 moves (old: 983). |
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| Steel Mechanism Tighter |
Sun 14 Apr 2013 13:01 |
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<mark> Moved to graveyard:
Does not really add anything,great original keep them coming Gary thanks. |
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| We are the mods 12b.1 |
Sun 14 Apr 2013 09:14 |
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<mark> (SPOILER) Added speedrun: 828 moves (old: 1112).
mm hope this gives you a clue as to get the e and f levels.
Thanks for playing. |
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| We are the mods 12e3 |
Sun 14 Apr 2013 08:49 |
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<mark> Ps its just as well there is an undo button or i would never be bothered to solve them.
If your next mod is harder i will adjust the ratings of previous level down a bit.
I am not going to beg people to rate the levels, but it would be nice.
I am only new to this game and when i make a level i always check to see the ratings its part of the fun.
<mark> I will leave this up for now,so within the rules you can mod again.
I could easy speedrun 12e2 to show you,but for a while i thought i was the only one solving the tougher levels.(No ratings)
Bit of a shame really because i love watching other solutions.
When i started this i did not intend it to be a competition,just a bit of fun and to see if it could produce a good level.
That i think has been achieved and theres some really good levels in the bin.
I thought Jims was smart,as i did not really see the difference as i had the spare piece in mind.
Then it was oh s..t when i got trapped,thought it was funny. |
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| modify me too |
Sun 14 Apr 2013 08:24 |
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<mm> (SPOILER) Added speedrun: 221 moves (old: 283). |
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| modify me |
Sun 14 Apr 2013 05:45 |
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<Dave> As blank templates go, it's seems a little lacking in blankness :)
<Dave> Same rating rules as before... |
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| modify me too |
Sun 14 Apr 2013 04:09 |
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<xeno> 'modify me too' uploaded by xeno. |
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| We are the mods 12e3 |
Sun 14 Apr 2013 02:25 |
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<Dave> Hi Mark, I think you should leave this up for now. There will be another even tougher mod... |
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| modify me |
Sun 14 Apr 2013 02:03 |
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<N7DOT 3> 'modify me' uploaded by N7DOT 3:
Well, it's been a week and nobody objected, so here's another modification level. The Rules are the same as We are the mods for the most part, but there are a few minor additions:
-To make branches off branches less difficult to work with, instead of modify me 3a, modify me 3b, modify me 3c, etc. for one branch, have it be modify me 3a, modify me 4a, modify me 5a, etc. When a new branch is added just change the letter. It may seem odd, but the current designations there are getting really complicated, so this might work better?
-No remotes allowed. Panels are fine.
We are the mods is level 3380 incase you don't know about it. |
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| We are the mods 12e3 |
Sun 14 Apr 2013 01:32 |
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<mark> (SPOILER) Had another look i know what your on about its actually easier that way.
The thing is i dont always spot the easiest route when solving.
I will leave it alone or else it might give to much away.
The solution with this level is just a cleaned up version of the way i did 12e2.
Might catch you one day,(i doubt it).
<Dave> (SPOILER) Hi Mark. There is an alterative 12e2 method (just another variation on the same basic theme) which works here too. Unfortunately, I don't see any way of forcing without giving too much away. |
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| We are the mods 12b.1 |
Sat 13 Apr 2013 19:21 |
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<Dave> I don't think any of these levels should be deleted permanently, simply because it is fair that any future players can run through the levels in order of development, just as we are.
I guess in an ideal world levels deleted because they are flawed (and therefore possibly spoilers) or ill-conceived would be separated from levels deleted because they have been out-evolved. I'll vote for another folder.
<mm> Teamwork is fun!
But I'm wondering if Tom7 really really will love our way to "overpopulate" the normal graveyard? If ever we will continue to team-work on new great levels - and I guess we will - we might ask Tom7 to introduce a new folder, some kind of a special "common teamwork" kind of graveyard? I am aware of the fact that Tom7 loves to keep each and every level that ever had been elaborated, but teamwork seems to be a new kind of creating levels, so maybe this special thing will need some special "graveyard"-folder-solution? I imagine some kind of a graveyard that expires after a certain time, let's say after 10 days or after a month or so?
<mm> ...yet!
<mm> 'We are the mods 12b.1' uploaded by mm:
I've got no clue if this will add anything to the general discussion as I haven't solved the e and f et alteri levels. |
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| We are the mods 12e.1 |
Sat 13 Apr 2013 11:31 |
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<mark> Moved to graveyard:
A distant memory! |
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| We are the mods 12e3 |
Sat 13 Apr 2013 10:42 |
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<mark> 'We are the mods 12e3' uploaded by mark:
Same great puzzle,just a little bit trickier. |
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