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| All mod cons 3 |
Sat 04 May 2013 07:12 |
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<Dave> Hi Kirima,
You cannot let this die, it's too good a template.
I only made 4 to counter the timer issue, but tried to do it in a way that opens up more possibilities. I am looking at using the right side to force sequentiality on the main puzzle on the left.
I deleted dozens of mods before I was happy with v2 because the first mod has so much effect on the future of the level. Please mod as you see fit from whichever version to get back on track.
<Dave> Hi Kirima,
I played with dozens of ideas before making the first mod: It wasn't easy to make a decision because the first mod sets the style of the level more than any other.
So, just to explain, my thinking was to use one portion of the right-hand side to force some sequentiality on the left-hand side solutions in a way that could be adjusted as and when necessary.
Unfortunately, the timer issue forced another mod to to take it out of play for the time being.
Please fix from whichever version you think appropriate. This will NOT get stuck, it's too good an idea!!!. It will get spin-offs though :)
Your move, I've run out.
<mm> The purpose of the introduction of bots on the right side had been to support the player playing his things - whereas conducting bots from kind of far away might be interesting, too, but maybe that theme is not really adapted to the rules we had defined for your teamwork? As Dave already mentioned I'd also love seeing more stuff to actually play with on the left side to lots of dancing bots on the right.
Mark had suggested earlier to allow bots to just press a botton instead of totally exclude bots, and that's what I've tried to do when I uploaded the first of these levels. A suitable new rule could be to allow only one new bot/bomb/remote per mod? Don't get me wrong, I'm just trying to prevent further missunderstanding and I hope we're not stuck again already at such an early stage of the teamwork! |
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| All mod cons 5 |
Sat 04 May 2013 04:05 |
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<Dave> No worries, it will all sort itself out in the end. I'm not modding again to correct it, because if I do I will add more, and I think I've had my fair share of input for the time being.
I just get a bit scared that if we don't introduce enough to play with at the early stages we will end up getting stuck again like we did with the last two series.
<N7DOT> Moved to graveyard:
Sorry, really bad miscommunication on my part :(
In the next one keep the sliders but return the blue light. |
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| Imposter v1 |
Sat 04 May 2013 00:23 |
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<devin> 'Imposter v1' uploaded by devin:
Some of these items were not used and soon I'll make an updated version for it so the uses of the panels will be useful. |
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| All mod cons 5 |
Fri 03 May 2013 23:50 |
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<Dave> I don't understand, N7DOT. How can deleting a mechanism before the other players have had a chance to even see it be a good idea. It's was there to be fixed and re-incorporated later in the same way your timer will be.
On the other hand, the sliders are a good addition. |
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| Mini Mods 1a |
Fri 03 May 2013 23:14 |
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<N7DOT> Also, this is level 3500, beleive it or not. Mod levels have definetly boosted the level supply, even if many are in the graveyard. |
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| All mod cons 2 |
Fri 03 May 2013 23:05 |
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<Dave> Moved to graveyard:
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| All mod cons 4 |
Fri 03 May 2013 23:05 |
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<Dave> Moved to graveyard. |
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| All mod cons 5 |
Fri 03 May 2013 22:39 |
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<N7DOT> Also I'm going to wait out a few rounds, as I don't want to just ping-pong the level back and forth in the very first few level of this chain.
<N7DOT> 'All mod cons 5' uploaded by N7DOT:
(continuation from discussion on amc4)
Dave, I know that, but I did not know whether or not to change it.
Then after reading your comment I decided why not. At the least it offers up alternate uses for that sphere. |
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| All mod cons 4 |
Fri 03 May 2013 22:14 |
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<Dave> There are meant to be multiple solutions, this is the ideas stage, it's way too early to make it rigid.
<Dave> 'All mod cons 4' uploaded by Dave:
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| All mod cons 3 |
Fri 03 May 2013 21:11 |
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<N7DOT> 'All mod cons 3' uploaded by N7DOT:
Addition of extra stuff. |
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| All mod cons 2 |
Fri 03 May 2013 20:42 |
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<Dave> 'All mod cons 2' uploaded by Dave:
So many possibilities. Lets get started. |
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| Mini Mods 1a |
Fri 03 May 2013 20:35 |
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<N7DOT> 'Mini Mods 1a' uploaded by N7DOT:
Ok, since the first branch probably doesn't need more mods, I am making a new one. Remember that the follow up to this one is 2a, then 3a, etc.
Also, the thing that is new that is alluded to in the level "now" is that for that level and this one, I uploaded them using my old original player file!
(That also happens to mean that I will need to copy all my solutions from my N7DOT 3 file over and vice versa as my old file has only around 300 solved levels.) |
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| Mini mods 11 |
Fri 03 May 2013 19:55 |
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<mm> Dave, I think it's a pity that you've deleted this one! |
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| All mod cons 1 |
Fri 03 May 2013 19:47 |
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<mm> 'All mod cons 1' uploaded by mm:
New game, same rules, bombs are allowed, bots should stay on the right side as discussed earlier. I've introduced compartments as we seem to love and need them, they should be easy to close or to get rid off. |
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| Mini mods 14 |
Fri 03 May 2013 19:41 |
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<Dave> This one does seem pretty rigid and uses all resources. To crank this much further would require new pieces and a substantial change to the basic solution, so this is probably a keeper whether we continue or not.
If you want to start a new one, I'm happy to call it a day on this series. |
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| Mini mods 11 |
Fri 03 May 2013 19:25 |
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<Dave> Moved to graveyard:
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| Mini mods 12 |
Fri 03 May 2013 10:49 |
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<mark> Moved to graveyard:
not needed
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| Mini mods 13 |
Fri 03 May 2013 10:39 |
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<noname> Moved to graveyard:
Obsoleted. |
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| Mini mods 14 |
Fri 03 May 2013 08:53 |
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<mark> 'Mini mods 14' uploaded by mark:
noname that was excellent fun,here is just a little tweak for you. |
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| Mini mods 10 |
Fri 03 May 2013 06:48 |
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<mark> Moved to graveyard:
outdated |
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