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| hjkl |
Mon 20 Jun 2011 18:01 |
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<tyler> 'hjkl' uploaded by tyler:
very hard no hint you have to guess no r t y u o p d allowed
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| Control room |
Sun 19 Jun 2011 18:14 |
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<Dave> (SPOILER) Added speedrun: 241 moves (old: 245). |
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| 7 blocks |
Sat 18 Jun 2011 16:21 |
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<Dave> (SPOILER) Added speedrun: 378 moves (old: 380).
<Dave> (SPOILER) Added speedrun: 380 moves (old: 383).
<Dave> (SPOILER) Added speedrun: 383 moves (old: 385).
<Dave> (SPOILER) Added speedrun: 385 moves (old: 391).
<Dave> (SPOILER) Added speedrun: 391 moves (old: 452).
<Dave> (SPOILER) Added speedrun: 452 moves (old: 462).
<kyran> '7 blocks' uploaded by kyran:
actually 700 blocks |
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| The cave |
Fri 17 Jun 2011 14:45 |
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<kyran> (SPOILER) Cook: I used bombs to blow holes in the walls, skipping a section. |
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| Yellow Interference |
Fri 17 Jun 2011 14:26 |
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<radiant> The concept behind the level is a good one, and with a different block layout (and a less aggressive assault on the board with each flip) it could be turned into something nice, but this isn't it.
<N7DOT 3> well, thank you for the comment, but i don't think it is best in triage, however, it will still be available in graveyard, incase anyone is interested.
<Dave> Deleted and difficulty 2? This is the first new level for months that's taken more than half a hour to solve! Each to their own, I guess.
However, it is bit irritating to play and has much more brute force trial and error than the elegant levels that inspired it. Definitely, IMHO, not your worst level and nowhere near as irritating as some levels still lurking in triage.
<N7DOT 3> Moved to graveyard:
not a very good level at all, I realized
<N7DOT 3> (SPOILER) What cook? As far as I know, you have to activate the last panel by stepping over it! I also don't see any other cooking things during the level. However, I'll delete this level, seeing that it's no good.
<radiant> (SPOILER) Added speedrun: 423 moves (old: 1292).
no
<N7DOT 3> 'Yellow Interference' uploaded by N7DOT 3:
Sorry if this is too tedious, I've been searching for a good solution for a while, and finally got one. Hopefully this can be solved in a more effective and quicker fashion. This should be a good challenge.
The timer mech used here is by radiant, and the special circumstance board flipping idea inspired by wowei.
Sorry about the parity door at the end, although that should not be hard. |
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| Don't make me come back there!!! (v2) |
Wed 15 Jun 2011 18:09 |
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<Dave> (SPOILER) Added speedrun: 422 moves (old: 455). |
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| crazzy 2 |
Wed 15 Jun 2011 14:25 |
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<Dave> (SPOILER) Added speedrun: 129 moves (old: 131).
<Dave> (SPOILER) Added speedrun: 131 moves (old: 135). |
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| crazzy 4 |
Wed 15 Jun 2011 05:47 |
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<Karlodinium> (SPOILER) Added speedrun: 147 moves (old: 149).
Probably minor variations. |
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| title, yes: yabpl MN |
Mon 13 Jun 2011 22:02 |
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<Dave> (SPOILER) Added speedrun: 181 moves (old: 184). |
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| hidden secrets |
Sun 12 Jun 2011 08:32 |
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<Karlodinium> (SPOILER) Cook: You can skip the whole bottom left teleporter section by pushing blocks into the yellow electric tiles around the exit. |
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| Quintuple File (v3) |
Sat 11 Jun 2011 15:41 |
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<Dave> (SPOILER) I agree, it does look unlikely, but... The 18 split seemed optimal until 17 was stumbled on .-) Also, 4 of the 17 moves in stage 1 and 8 of the 23 moves in stage 2 are either net zero or net negative, the rest being made up for in boosts, this gives quite a bit of manoeuvring room. If an improvement existed, I would expect it more of the form 20:19 where part of stage 1 is used to prepare stage 2.
To me, the style points in this level come from the counter-intuitiveness of it. I now see that the reason I never solved it before was because it is so hard to tell a winning position from a loser. What at first sight seems the best split position turns out to be the worst and vice versa. I don't think I've seen that to such an extent in any other bot-pushing level.
<radiant> (SPOILER) A faster split time to part 1 seems unlikely, since the key square is already 16 spaces from start (and even if you're not the one to trigger it, you can't get a bot to go there without going at least as far out of the way anyway).
When I stumbled upon the original solution that allowed me to upload the level (18+38; improvable to 17+36), I particularly liked it because it took full advantage of the grid dimensions that had been standard ever since Single File. That aspect is lost in the optimized route, which likely costs the level some style points in the long run.
(So does the poor laser mechanism which adds a 19th column to the grid, thereby shrinking the thumbnail.) |
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