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Gold Award (100) |
Fri 27 Dec 2013 21:06 |
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<N7DOT> 'Gold Award (100)' uploaded by N7DOT:
The reason wh this is uploaded with a timer is because the level is so easy that it's more of an optimization challenge. While this is not likely an optimal solution, it is a nice round number and is much more optimized than my initial solves. |
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Google |
Thu 26 Dec 2013 00:03 |
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<Dave> Welcome, Hasan,
Because of the difficulty, this will probably end up in 'minor leagues' after a few days. This is an automated process so don't let it discourage you from building more ... just remember that new levels are always welcome. Increasing the difficulty takes practice and learning from your mistakes. And we all make mistakes.
<N7DOT> While not much of a puzzle, don't be discouraged by that. When I first started playing, my levels were not very difficult. Maybe try making a level that you find difficult, and upload that. (Just avoid a bot-fest, please. Thanks!) We like having new players.
<Hasan> 'Google' uploaded by Hasan:
My first uploaded level. Well, what do you think ? |
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Mods chat level |
Tue 24 Dec 2013 05:36 |
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<Dave> It's Christmas! Well, it is in Kiritimati anyway, 45 minutes to go here.
Everybody have a great Christmas, and Cheers, Dave. |
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ScrambleMods 4 |
Mon 23 Dec 2013 20:40 |
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<mark> 'ScrambleMods 4' uploaded by mark:
Still not to difficult. |
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ScrambleMods 3 |
Mon 23 Dec 2013 16:02 |
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<Dave> 'ScrambleMods 3' uploaded by Dave:
Next installment ... |
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ScrambleMods 2 |
Sat 21 Dec 2013 22:22 |
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<mark> 'ScrambleMods 2' uploaded by mark:
Not to difficult,minimal changes just to make it work. |
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Gullet |
Sat 21 Dec 2013 22:00 |
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<N7DOT> 'Gullet' uploaded by N7DOT:
Hmm... there is an abundance of pieces but no obvious way to get them out... |
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ScrambleMods 1 |
Fri 20 Dec 2013 22:46 |
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<N7DOT> 'ScrambleMods 1' uploaded by N7DOT:
Ok, so -this- is a modification/organic level series where instead of a nice, tidy starting point with no contents, the starting point is a random soup. Stuff wil likely have to be removed, but that's supposed to happen here. This idea was based off how my first Improv level got modded a whole bunch.
Also, maybe we could avoid making this get super difficult fast, just so that everybody can get ample time to contribute? The newer attempts have been pushed to maximum difficulty at much faster rates which means that very quickly it's just going back and forth between a couple authors because they are the only ones who can solve it. |
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Squish |
Fri 20 Dec 2013 22:25 |
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<N7DOT> 'Squish' uploaded by N7DOT:
Probably super easy - maybe make a mod of it? (i.e. timer addition might be ok as it is so short, addition of or changing hazards, etc.) |
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tesseract |
Fri 20 Dec 2013 22:06 |
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<N7DOT> It would be nice if you added some way to see what the puzzle is implementin, and what each move did on the tesseract. (a comment describing in fuller detail would be nice too) |
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Get Movin' |
Fri 20 Dec 2013 20:48 |
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<devin> 'Get Movin'' uploaded by devin:
Another Sokoban level remade. |
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tesseract |
Fri 20 Dec 2013 00:49 |
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<benjamin> 'tesseract' uploaded by benjamin:
All of the wire tiles that must be in place to finish the level represent vertices on a 4d hypercube, as do the buttons that you can press. When pressing a button, it activates vertices connected to it in 4d space. I generated this level using a program, and the maximum number of moves needed for any configuration that I have found searching through literally thousands of them is 5. I am attempting to figure out why that is the case. There are 32768 possible configurations, but only a few of them are solvable. When running my program on completely random levels instead of scrambled levels I never found a solvable one (giving up after 10 moves and running for 30 minutes). |
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inversion 2.1 |
Thu 19 Dec 2013 05:24 |
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<Dave> 'inversion 2.1' uploaded by Dave:
Not much of a mod but it does eliminate the extraneous inversion. |
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Double Sokoban |
Wed 18 Dec 2013 21:15 |
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<N7DOT> 'Double Sokoban' uploaded by N7DOT:
If anybody wants to try building a better sokoban pair using this concept, go ahead. The first puzzle is really easy, and the second puzzle is medium-easy, but the point is that the blocks and walls swap after the first half, so the walls become blocks and the blocks become walls. |
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inversion 2 |
Wed 18 Dec 2013 20:56 |
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<benjamin> 'inversion 2' uploaded by benjamin:
This has a similar idea as inversion but uses transponders and has no robots. |
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inversion |
Tue 17 Dec 2013 20:24 |
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<benjamin> 'inversion' uploaded by benjamin. |
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Crunches III again |
Mon 16 Dec 2013 16:23 |
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<mark> Moved to graveyard:
Schoolboy error,can't believe i changed the panel from blue to grey.
Nicely pointed out Jim. |
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Crunches IV |
Mon 16 Dec 2013 15:16 |
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<Jim> 'Crunches IV' uploaded by Jim:
Another way. |
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Crunches III again |
Mon 16 Dec 2013 13:39 |
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<mark> I meant shortcut not cook.
<mark> 'Crunches III again' uploaded by mark:
A little tighter,cook fixed. |
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Crunches again |
Mon 16 Dec 2013 12:17 |
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<mark> Moved to graveyard:
Not needed anymore |
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Crunches II |
Sun 15 Dec 2013 21:41 |
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<N7DOT> Moved to graveyard:
Obsolete and cook fix is uploaded. |
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Crunches III |
Sun 15 Dec 2013 21:36 |
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<N7DOT> 'Crunches III' uploaded by N7DOT:
The second Crunches, tightened and fixed. |
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