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No mod cons 24.esx Fri 26 Apr 2013 15:27
<mm> 'No mod cons 24.esx' uploaded by mm:
Hopefully this helps to tighten the level without destroying what we've already had.
 
No mod cons 23 Fri 26 Apr 2013 11:10
<Jim> I agree red needs to be tightened up again, the trick is to do that and still be able to do more of the other things.
<mark> When this level was at its most trickiest the red teleporter was protected,now it is open there's all kinds off different solutions going on.
In 21 i did not even go in box puzzle.
Needs a bit of a rethink perhaps go back to 19.
 
No mod cons 22 Fri 26 Apr 2013 10:15
<Dave> Moved to graveyard:
Adios
 
level10 Fri 26 Apr 2013 10:12
<Jim> Welcome to the world of creating levels Winston, I always like it when new players make levels.
 
No mod cons 23 Fri 26 Apr 2013 10:07
<Jim> I don't know either Mark, I saw most of the cooks but was just trying to open this level up to explore all the possibilities. Seems like there should be one way to incorporate most of the good ideas, but so far I haven't been able to find it.





 
No mod cons 20 Fri 26 Apr 2013 09:00
<mark> Moved to graveyard:
not needed
 
No mod cons 23 Fri 26 Apr 2013 08:58
<mark> 'No mod cons 23' uploaded by mark:
Dont know if this is better or worse,try it out.
 
level10 Fri 26 Apr 2013 06:28
<Winston> 'level10' uploaded by Winston.
 
No mod cons 22 Fri 26 Apr 2013 05:39
<Dave> PPS. If you don't cook me back (and it shouldn't be hard), I will be really disappointed :)
<Dave> I would rather see Jim's idea in 21 be closer to the final solution than this! I just couldn't see any easy way to uncook it in one mod.
<Dave> 'No mod cons 22' uploaded by Dave:
Based on various cooks of 21. Should provide some more ideas for tightening this up.
 
No mod cons 21 Fri 26 Apr 2013 01:27
<Jim> 'No mod cons 21' uploaded by Jim.
 
No mod cons 19 Thu 25 Apr 2013 23:43
<Jim> Moved to graveyard:
No longer needed.
 
Mini mods 3 Thu 25 Apr 2013 19:51
<Dave> 'Mini mods 3' uploaded by Dave:
More stuff.
 
Mini mods 2 Thu 25 Apr 2013 11:17
<mark> 'Mini mods 2' uploaded by mark:
Something to get this started N7DOT
 
No mod cons 18 Thu 25 Apr 2013 09:50
<mark> Moved to graveyard:
not needed
 
No mod cons 20 Thu 25 Apr 2013 09:46
<mark> 'No mod cons 20' uploaded by mark:
Here you are Jim a bit of fun for you to solve,Then lets see if you can crank it another notch.
Just one change this time.
 
No mod cons 19 Thu 25 Apr 2013 09:05
<mark> Very nice Jim had me going round in circles for a couple of hours.
My solution tells me this level can get tougher have to think it through.
<Jim> 'No mod cons 19' uploaded by Jim:
This is still way too easy for my liking, maybe someone can toughen it up.
 
No mod cons 18 Thu 25 Apr 2013 03:13
<Dave> I'm a bit busy to work on a mod right now, but I am still checking in and will come back in as soon as I get the time to do so. As there only appears to be the two of you left in the loop at present, whatever you guys decide is fine with me.
 
Mini Mods Wed 24 Apr 2013 00:34
<N7DOT 3> Also, I would prefer no bots in this one either, but bombs are okay because they don't go off on their own rampage and make things complicated.
<N7DOT 3> 'Mini Mods' uploaded by N7DOT 3:
Ok, so I like having something in my attempts at mod levels. Unfortunately I always add to much. So this time I'm scaling it down, with almost nothing but hope to be edited, without the huge size of the other two levels. In this one the challenge is size, and no remotes. No bots/bombs may not be old school, but they are older than remotes.

Same rules as the failed modify me level (3421), which is mostly rules from We are the mods (3380) with a few tweaks.
 
Grab the Dalek (noname's mod) Tue 23 Apr 2013 22:32
<Jim> I give up on this one, this is one of those levels I will never solve.
 
No mod cons 17 Tue 23 Apr 2013 12:22
<Jim> Moved to graveyard:
Not Needed.


 
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