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Square Peg (v2) Sat 23 Apr 2005 16:07
<mjn> Guess I'll send this in anyway, since the solutions are pretty different.
<mjn> 'Square Peg (v2)' uploaded by mjn.
 
Square Peg II: Hip 2 B Square Sat 23 Apr 2005 15:41
<mjn> Ah, very nice. I was going to upload a fixed version, but I like this one better.

Not very hard, yeah--this was mainly just intended to look cool.
 
Mass Disorder Sat 23 Apr 2005 00:41
<John Lewis> Okay, this is my first "real" Escape level. :-) It's not really that much; I just threw it together in just a few hours, and I have to say it's pretty loose. I originally had the top left sokoban-style puzzle followed by a bunch of other sub-puzzles involving steel blocks and stuff. Then I realized it would probably be more effective to create a level with all block-pushing challenges. (I'll probably save the other stuff for my next level, "Mass Confusion." ;-)) Personally, I don't find this level that challenging, though.

I'm sorry if this is too easy; I've been playing Escape for only a few weeks now! :-) But I hope you enjoy it. Comments are welcome!

<John Lewis> 'Mass Disorder' uploaded by John Lewis.
 
Letter Series: n Fri 22 Apr 2005 23:05
<jcreed> A good designer seeks qualnity over quanlity.
 
Square Peg II: Hip 2 B Square Fri 22 Apr 2005 23:02
<jcreed> Still pretty easy.
<jcreed> 'Square Peg II: Hip 2 B Square' uploaded by jcreed.
 
Square Peg Fri 22 Apr 2005 19:36
<mjn> 'Square Peg' uploaded by mjn.
 
Looking Out For Number 9 Fri 22 Apr 2005 17:08
<Max> 'Looking Out For Number 9' uploaded by Max.
 
Time Trap (Maximum Security version) Fri 22 Apr 2005 17:07
<Max> Yeah, I just wanted to make a multiple bot level that wasn't dependent on random movements. It is cruel but hopefully not unreasonably so. (and hopefully not annoying at least)
 
Letter Series: n Fri 22 Apr 2005 16:51
<Tom 7> 'Letter Series: n' uploaded by Tom.
 
Letter Series: y Fri 22 Apr 2005 16:47
<Max> easY! Got it on my first try...
<Tom 7> 'Letter Series: y' uploaded by Tom.
 
Around the Block Fri 22 Apr 2005 16:25
<Joshua Bone> Quite right. I've tried to do mods of some of my other Chip's Challenge levels, but the game concepts are just too incompatible. Glad someone noticed!
 
Hugbot Redraw Bug Fri 22 Apr 2005 14:53
<Tom 7> (admin) Moved to graveyard.
 
Around the Block Fri 22 Apr 2005 12:05
<John Lewis> A bit of trivia: Joshua Bone designed a Chip's Challenge level called "Construction Zone" that became the basis for this. The block puzzles are exactly the same.
 
Sliding Walls Fri 22 Apr 2005 11:13
<Milton> Hopefully this one will prove to be a little bit more polished. Feedback appreciated.
<Milton> 'Sliding Walls' uploaded by Milton.
 
Extraction Fri 22 Apr 2005 00:16
<Tom 7> The game automatically optimizes your solution, so even if it said 601 when you solved it, it was probably able to chop out ten of those moves because they were redundant.
 
Teamwork Building Exercise (bug ask) Thu 21 Apr 2005 10:05
<Max> Hey, it's your call. But I think it's much more scintillating than challenging...
<Tom 7> You don't think it provides a scintillating challenge?
<Max> Okay, that makes sense. Kind of surprising if you don't take the time to think through what is happening though... Go ahead and delete this one if you want because it's pretty pointless now.
 
Handmade 020 Wed 20 Apr 2005 18:02
<nushae> 'Handmade 020' uploaded by nushae.
 
Teamwork Building Exercise (bug ask) Wed 20 Apr 2005 17:47
<Tom 7> Oops, I take that back. I misunderstood what the level was doing since the animation is a little misleading. It's easier to understand if you replace the trap in the foreground with plain ol' floor. Consider the state when the player is standing on the panel and the hugbot is on the target of that panel. What happens is two steps: first, the player steps off the panel and the trap vanishes to the bizarro world. Then, the bot steps off the floor (or hole, in your example), which doesn't trigger the trap. But he steps onto the panel again, which makes the trap re-appear. Because traps only turn into holes when an entity steps off of them, the trap never changes. The animation is a bit misleading here (it should probably show these as two separate steps), but the behavior is orthodox.
 
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