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| Modular Thinking 17a |
Fri 21 Jun 2013 21:14 |
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<mm> 'Modular Thinking 17a' uploaded by mm:
Trying to force the other solution. |
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| Mods chat level |
Fri 21 Jun 2013 20:02 |
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<Dave> ... You will also notice that a blue block in bizarro has changed to green. Still wont let you through the portal, but gives top access to the switch... part of a planned mod along similar lines which never happened, so I left it in as a bit of a teaser.
<Dave> ... This forces you to use the cook on the disappearing tile but takes the transponder out of play anyway. Hope it makes a bit of sense.
<Dave> I have got a non-cookable fix for the disappearing tile... it involves introducing a green lamp near the heart and locking the transponder to it by using red floor underneath. Unfortunately, I can't upload it as that mod is sitting on the computer at work.
<mm> I totally forgot about the "i", thanks for reminding me, so I did install a mouse and did configurate it properly and the mouse does draw rectangles, that's all I do know so far. (It didn't work my usual mac-way pressing ctrl as a substitute for windows right mouse.)
<Dave> Congratulations! 20 is only 18 the way I should've done it in the first place, I'll delete 18 soon. Plenty of scope for turning the screw further.
I spent a while making mods for 14a, that's why I haven't even played, let alone modded, the 'blocks' series yet. There are plenty of options, but failed to find a satisfactory one which shut out all the tricks used later in the main series.
Did you get a chance to play with 'i'? |
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| Variable Modelling 1 |
Fri 21 Jun 2013 07:02 |
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<mm> Moved to graveyard:
Allegra! |
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| Variable Modelling 4 |
Fri 21 Jun 2013 07:01 |
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<mm> 'Variable Modelling 4' uploaded by mm:
Mark, I've also been thinking of a break for the bomb! ;) |
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| Mods chat level |
Fri 21 Jun 2013 06:45 |
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<mark> Yes Dave you are right i was just typing a comment to say ignore that comment about black,if the level gets tricky and clever enough the bomb might not help anyway. |
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| Variable Modelling 2 |
Fri 21 Jun 2013 06:32 |
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<Dave> Moved to graveyard. |
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| Mods chat level |
Fri 21 Jun 2013 06:30 |
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<Dave> I don't think that is a good idea. What if the key to level is opening the bot release point at a specific point in the wall? Not much point if you put a sign up saying 'place bomb here'. Just thinking ahead... |
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| Just mod blocks 6 |
Fri 21 Jun 2013 06:30 |
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<mark> 'Just mod blocks 6' uploaded by mark:
Had another quick turn because right from my last mod i wanted to put these here,one switch missing.
Ps I've not rated Vm2. |
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| Variable Modelling 3 |
Fri 21 Jun 2013 06:21 |
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<Dave> Who's going to actually abuse it by using it in an intended solution in a mod? Besides, there are no rules to Escape, anybody can mod anything, all you can do is hope people play in the spirit of the game. If it does happen all we can do is ignore the mod and carry on from the previous one.
Anyway, thanks for locking it, I meant to do that but forgot. I will get round to modding the other series too, just not tonight.
<mark> 'Variable Modelling 3' uploaded by mark:
Used more of the Y template and put the breaks on the bomb.
Kirima if you just want to leave the bomb to trust you can mod it back when you have a turn.
I think there will be a lot of cheating going on. |
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| Just mod blocks 5 |
Fri 21 Jun 2013 05:33 |
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<mm> 'Just mod blocks 5' uploaded by mm. |
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| Mods chat level |
Thu 20 Jun 2013 21:44 |
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<Dave> I would almost be inclined to make inclusion of the bizarro world 'stuff' compulsory. It would add a bit of a new twist to the way we have to develop the level.
I so want to blow up a wall, that bomb is just too tempting!
PS. Kirima, you may find going round in circles quite useful... hint.
PPS. When I made VM2 I saved and it auto-recovered an earlier bookmark, even though the edits meant the bookmark has illegal moves in it. Never seen that bug before, has anybody else come across it? I re-saved the level with a different name to keep the insane version on file. |
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| Variable Modelling 1 |
Thu 20 Jun 2013 21:21 |
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<Dave> Didn't spot your comment about bizarro world until after I played the level, so I wasn't expecting that at all. Very pretty, reminiscent of Escape Vomit :)
As they are there as part of the template, it seems silly not to try and develop the level in some way that uses them all... |
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| Variable Modelling 2 |
Thu 20 Jun 2013 21:07 |
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<Dave> 'Variable Modelling 2' uploaded by Dave:
Anybody else got the idea that series will get stuck at 9 because uploading 10 will disqualify you from first go with the bomb! |
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| Variable Modelling 1 |
Thu 20 Jun 2013 19:30 |
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<mm> 'Variable Modelling 1' uploaded by mm:
Here we go, same rules as usual, except: the bomb should just sit there for the first 10 mods and will have imperatively (and hopefully intelligently) be used in mod 11. Feel free to add more bots, but they should stay outside the playground until mod 11 might free them... Please take a look at the bizzarro world, I've placed lots of tiles there that could be activated, but that's certainly voluntary. |
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| Mods chat level |
Thu 20 Jun 2013 19:15 |
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<Dave> PS. re MT18. I don't know how far you have got with this level. Have you worked out how you can get all the yellow blocks out of their room without changing the slider direction?
<Dave> Hi Kirima. Quick 'i' tutorial:-
Get the MD5 of a SOLVED level (e.g. Modular Thinking 16). Go into Modular Thinking 18. Do not move from the start position. press 'i' and enter the MD5 of 16 (2fd717f4600478982e44d7461ea9856e). If it works the move counter will change from '0' to '0/xxxx' where xxxx is the length of your default solution to MT16 (e.g. '0/1473') as if you had done those 1473 moves and then undone them or pressed 't'. You can then use 'o' or 'p' to play through the old solution inside the new level. It will stop at the first illegal move, in this example it should be about 500 moves in. Press enter when the illegal move prompt comes up and you can continue playing from that point as if you had just done those 500 moves.
This is NOT a hint, just a quick example! I'm not suggesting your first 500 moves of 16 will help with 18.
As I said, it can be used in slightly different situations, but I won't go into that now. |
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| Modular Thinking 14a |
Thu 20 Jun 2013 17:56 |
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<mm> Thanks guys! This mod certainly only exists because I've been desperately seeking whatever kind of possible solutions... I could re-upload it if ever, but an intelligent spin-off mod sounds great as well. |
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| Mods chat level |
Thu 20 Jun 2013 17:19 |
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<Dave> PS. I found Hugbot Research Lab the best level for learning bot manipulation, but Single File is a good one too. Mind you, I still haven't beaten Land of 10000 bots, so what kind of expert am I? ;)
<Dave> I stand corrected. It was John Lewis who posted the 462 run. It was also JL who uploaded the original adaptation of 'success' so maybe he gave up the solution on purpose, who knows? Sorry Eric.
MD5 is the checksum of a level which is used to identify it. It appears as a 32 digit hex number (look down at the level title whilst typing a comment and you will see it).
<mark> Made a mess of last post as i did not think it through enough.
What i meant or should have said is,if in the first version of the level there is a block that is not movable but also not needed you still have to walk around it.
Then in the modded version it is taken out, if you cross the path of the block which is now not there that is when the solution for modded version ends.
Hope this is a bit clearer.
I also like you Dave am a bit lazy but i still don't know the "i" function.
When pressed it asks for MD5 of level i don't know what that is or what to type.
I think this would be handy to know so when i make a mod eg avalanche 4Gf i would not have to sit swaping from screen to screen doing about 6 moves at a time just to get the best solution. |
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