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| Letter Series 2 : C |
Fri 11 Sep 2009 18:11 |
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<devin> 'Letter Series 2 : C' uploaded by devin:
do you c what i c? |
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| Double Take (v3) |
Fri 11 Sep 2009 18:07 |
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<mm> (SPOILER) I like this! Though my solution is rather long and different to the clever original. |
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| Letter Series 2 : B |
Fri 11 Sep 2009 18:06 |
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<devin> 'Letter Series 2 : B' uploaded by devin:
BumbleB |
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| Letter Series 2 : A |
Fri 11 Sep 2009 18:01 |
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<devin> 'Letter Series 2 : A' uploaded by devin:
A A is An A |
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| Eggz (Uncheating Version) |
Fri 11 Sep 2009 17:11 |
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<John Lewis> (SPOILER) Added speedrun: 137 moves (old: 143). |
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| Bomb & Stop |
Fri 11 Sep 2009 17:02 |
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<John Lewis> (SPOILER) Added speedrun: 47 moves (old: 48).
<radiant> (SPOILER) Added speedrun: 48 moves (old: 50). |
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| The Wrong Ball (i hate Y + D is their alything else?) |
Fri 11 Sep 2009 16:58 |
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<Pat> (SPOILER) Added speedrun: 43 moves (old: 45).
OK
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| Eggz (Uncheating Version) |
Fri 11 Sep 2009 16:50 |
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<radiant> (SPOILER) Added speedrun: 143 moves (old: 221). |
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| Bomb & Stop |
Fri 11 Sep 2009 16:43 |
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<devin> 'Bomb & Stop' uploaded by devin:
dont go ok? no stop no go no... |
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| Exiting The Exits |
Fri 11 Sep 2009 16:25 |
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<devin> 'Exiting The Exits' uploaded by devin:
this level sux |
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| Eggz (Uncheating Version) |
Fri 11 Sep 2009 16:06 |
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<devin> 'Eggz (Uncheating Version)' uploaded by devin:
eggz can be rsceldbam u know? |
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| Keep Off the Grass (Code Red Version) |
Fri 11 Sep 2009 02:31 |
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<radiant> 'Keep Off the Grass (Code Red Version)' uploaded by radiant:
In conclusion, there's no good next step in the name progression. I was tempted to call this "version Infinity Plus One".
Also this version introduces a new handler for exceeding quota, that I'd been wishing I used since about 2 minutes after uploading my first version. |
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| Keep Off the Grass (Maximum Security Version) |
Fri 11 Sep 2009 02:06 |
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<radiant> (SPOILER) Added speedrun: 242 moves (old: 250).
oops, did I just take off another tick? |
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| Double Take (v3) |
Fri 11 Sep 2009 01:22 |
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<John Lewis> 'Double Take (v3)' uploaded by John Lewis:
Here we go - final version with all-green and all-blue sections! |
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| Double Take (v2) |
Fri 11 Sep 2009 01:16 |
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<John Lewis> Moved to graveyard:
Oops, you're right - I'll reupload for style purposes. I'm really sorry for all the deletions; I'm so horrible when it comes to settling for one version of a level... |
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| Keep Off the Grass (Maximum Security Version) |
Fri 11 Sep 2009 01:14 |
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<John Lewis> 'Keep Off the Grass (Maximum Security Version)' uploaded by John Lewis:
Here's the tighter mod for radiant's wonderfully clever solution. I hope this is fun to figure out and not terribly annoying. Normally, I would be a bit hesitant to upload a level that makes a "timed" level even tighter after a couple of rather negative reactions to this in the past, but I guess this is more of a rationing challenge, as radiant mentioned - more in the vein of "Pushing Eighteen." Hope you enjoy this one! |
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| Double Take (v2) |
Fri 11 Sep 2009 01:04 |
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<radiant> (SPOILER) Added speedrun: 64 moves (old: 74).
The red spots don't really do much with the directional blocks gone, but whatever.
<John Lewis> 'Double Take (v2)' uploaded by John Lewis:
A cleaner version with a slicker solution - enjoy! Thanks once again to radiant for all the help and inspiration. |
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| Double Take |
Fri 11 Sep 2009 00:56 |
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<John Lewis> Moved to graveyard:
Oh, I see now! I think I'll edit this and upload a second version of the level without the arrow blocks, as I like this solution a lot more.
<radiant> (SPOILER) Added speedrun: 66 moves (old: 77).
So does this one, it's just faster.
<radiant> (SPOILER) Added speedrun: 77 moves (old: 129).
This solution works with red panels on both 5,5 and 6,6, and without using the 0/1 or the trap at all. Guess it wouldn't really be a difficult mod after all. |
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| Eggz |
Fri 11 Sep 2009 00:33 |
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<John Lewis> (SPOILER) Cook: Broke into the exit area by pushing the transponder below the button, then used the panels to open a path to the exit. |
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| Double Take |
Fri 11 Sep 2009 00:09 |
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<John Lewis> (SPOILER) Interesting idea, but I'd hate to break away from the green/blue dichotomy of the level design (although I suppose the arrow tile at the bottom already does this...). Also, if I'm understanding this correctly, it would be rather confusing to require the blue and green panels to be pressed at the same time while the red could be pressed at some other point along the way. |
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| Keep Off the Grass |
Fri 11 Sep 2009 00:07 |
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<John Lewis> (SPOILER) Very nice!
I'm heavily considering the possibility of uploading a "maximum security" mod that forces this solution - it definitely involves quite a bit of outside-the-box thinking. That being said, I haven't had the best experiences with uploading mods based on cooked solutions in the past, though... |
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