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"No mod cons 3" by The mods |
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Comments (turn spoilers on) | ||||
17057 | No mod cons 3 | devin (2918) | Fri 19 Apr 2013 21:30 | |
Moved to graveyard: not needed. |
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17016 | No mod cons 3 | Dave (2400) | Wed 17 Apr 2013 22:52 | |
Anyway, sorry devin, rant over :). Just to avoid a similar mess to last time, do you think could do an alternative mod? It doesn't have to make a puzzle yet... | ||||
17015 | No mod cons 3 | Dave (2400) | Wed 17 Apr 2013 22:21 | |
Sorry, I don't mean to be harsh, but, to elaborate further. The whole point of restricting the number of mods is to develop a level that has not had a style imposed on by any one player but by an organic development process. When you make a mod within those constraints it will not be complete, but you will always have a preconceived idea for its ultimate usage. The fun bit is watching it interpretted totally differently by somebody else, so by the time you get your hands on it again you are forced to throw your idea out the window and think afresh. |
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17014 | No mod cons 3 | devin (2918) | Wed 17 Apr 2013 22:01 | |
I'm sorry, I never had the chance to view the rules. | ||||
17012 | No mod cons 3 | Dave (2400) | Wed 17 Apr 2013 21:44 | |
I thought the idea was 10ish changes, but preferrably a maxuimum of 10! Since when did 36 qualify as 10ish? You have effectively had 4 goes in one... |
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17011 | No mod cons 3 | devin (2918) | Wed 17 Apr 2013 21:21 | |
'No mod cons 3' uploaded by devin: Mod 3; enjoy! |
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