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| No mod cons 16 |
Tue 23 Apr 2013 04:30 |
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<mark> Moved to graveyard:
not needed |
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| No mod cons 18 |
Tue 23 Apr 2013 04:03 |
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<mark> 'No mod cons 18' uploaded by mark:
Good mod Jim,same level bit trickier. |
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| No mod cons 17 |
Tue 23 Apr 2013 01:20 |
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<Jim> 'No mod cons 17' uploaded by Jim. |
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| No mod cons 17 |
Tue 23 Apr 2013 01:11 |
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<Jim> Moved to graveyard:
Made a small mistake.
<Jim> 'No mod cons 17' uploaded by Jim:
Still need to fix blue and green, but I didn't have enough moves to do that. |
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| No mod cons 14 |
Mon 22 Apr 2013 11:06 |
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<mark> Moved to graveyard:
16 was not at all like my first idea,that was going to be more of a teleport in and out of box traps to sequence the red traps differently.
That got lost |
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| No mod cons 16 |
Mon 22 Apr 2013 10:51 |
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<mark> 'No mod cons 16' uploaded by mark:
Bit brain dead today back after long weekend.
Puzzle can be made harder but limited changes.
A lot comments to digest on No mod cons 15,so heres my tuppence worth.
Ideas will always get changed from what you wanted to happen,if you dont like them fix them.
15 was the first time in this series i had to think about it a bit so i think it was an improvment.
Obviously i did not spot the easier solutions which were very good,but in this game of making levels with limited changes cooking will allways happen.
When you do this you automaticly have the next level.
Prefer if they was not called cooks just easier solutions.
We need Dave on board in this game or someone as good because in the last series which was successful he was the only one twisting the knife until Jim or noname joined in.
I stuck with we are the mods levels and had a hard time solving some and could not believe my solutions to be so different to the original.
Without seeing some of the original solutions i would still be sitting here scratching my head as there are tricks to be learnt on the way.
Instead of telling Dave i solved it a different way i just thought of my next mod to stop him doing it his way.
This in my opinion is why that series worked so well.
Then Jim and noname joined in to crank up the ideas even more.
Hope your still on board Dave or i fear this idea is dead.
Sorry for long ramble , mark . |
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| Grab the Dalek (noname's mod) |
Sun 21 Apr 2013 19:49 |
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<Jim> Now I'm forced to solve what I thought wasn't possible, should be interesting. |
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| Grab the Dalek - Which path? |
Sun 21 Apr 2013 19:48 |
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<Jim> Moved to graveyard:
Not needed. |
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| Grab the Dalek (noname's mod) |
Sun 21 Apr 2013 09:45 |
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<noname> 'Grab the Dalek (noname's mod)' uploaded by noname:
I guess something like this is inevitable :) |
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| Tight Target |
Sun 21 Apr 2013 02:34 |
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<Jim> This one totally baffled me for a while. If someone showed this level to me and gave me 5 minutes to decide whether it was solvable or not, I would have said I would be 90 percent sure it was not possible. Love your levels Gary! |
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| Grab the Dalek - Which path? |
Sun 21 Apr 2013 02:28 |
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<Jim> 'Grab the Dalek - Which path?' uploaded by Jim. |
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| Swiss Rolls |
Sat 20 Apr 2013 18:10 |
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<devin> 'Swiss Rolls' uploaded by devin:
A small update. |
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| Swiss Milk |
Sat 20 Apr 2013 16:59 |
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<devin> 'Swiss Milk' uploaded by devin:
More particles to make it harder. |
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| We Are The Mods 14 |
Sat 20 Apr 2013 14:44 |
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<devin> Moved to graveyard:
Not necessary. |
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| Swiss Cheese |
Sat 20 Apr 2013 09:44 |
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<devin> 'Swiss Cheese' uploaded by devin:
Just A Short Level that came to the top of my head. |
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| No mod cons 15 |
Sat 20 Apr 2013 06:09 |
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<Dave> PS. and final note. re cooking the level: refer to earlier comments.
<Dave> If this is only going to about increasing difficulty at every stage then maybe I should stay out of it.
<Dave> I was just thinking the same mechanisms could be reinstated with a more complex underlying structure. However, that takes a more than can be achieved in one mod... just didn't want it getting stuck in a rut. My mistake.
<Dave> Moved to graveyard:
Back to 14 then.
<Dave> Another idea. During development would it be an idea to keep an easy exit open, which can be removed when the time is right, so that everybody can view the intended solution and contribute. We know from before that making this hard is not going to be a problem, but that isn't the whole point of the exercise. Then the process could also work as a kind of tutorial. |
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| Tight Target |
Sat 20 Apr 2013 01:29 |
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<Dave> Yet another good level... :)) |
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| No mod cons 15 |
Fri 19 Apr 2013 23:59 |
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<Dave> OK team. This is not intended to be uncookable, and doesn't bring everything into play. Just researching tighter ways of using what have already, and hopefully provide something that can be added to. I have not idea what Mark is planning with his box, so thought best to leave it alone for now.
<Dave> 'No mod cons 15' uploaded by Dave:
Still playing with ideas... |
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| Tight Target |
Fri 19 Apr 2013 23:16 |
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<Garygoh884> 'Tight Target' uploaded by Garygoh884. |
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