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"All mod cons 8 testing the water" by The Mods (mark) |
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Comments (turn spoilers off) | ||||
17356 | All mod cons 8 testing the water | mark (2878) | Mon 06 May 2013 12:51 | |
Moved to graveyard: Tested the water it drowned,fair thee well. |
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17350 | All mod cons 8 testing the water | Dave (2400) | Sun 05 May 2013 21:07 | SPOILER |
Added speedrun: 188 moves (old: 232). Maybe we should put this idea on the back burner for now. It should really start from a blank template as the stuff already there was all influenced by the original template so is not relevant any more. My main fear with this idea is spaghetti: we will end up with an indecipherable jumble of destination paths and will need to resort to the editor to navigate the level. |
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17342 | All mod cons 8 testing the water | Pat (1889) | Sun 05 May 2013 18:43 | SPOILER |
Added speedrun: 232 moves (old: 248). | ||||
17341 | All mod cons 8 testing the water | mm (690) | Sun 05 May 2013 17:19 | |
Mark, for me, this is seems to be a totally different concept. I had defined some black floor for the bot-window on the right on purpose because I didn't want the bots to freely walk around there and to fallow the player. I wanted those bots to more or less stay where they are, and I thought one could always introduce a transporter if ever it would become necessary to get one of the bots to appear somewhere else within that "cave". | ||||
17335 | All mod cons 8 testing the water | mark (2878) | Sun 05 May 2013 09:35 | |
'All mod cons 8 testing the water' uploaded by mark: if you dont want these number eights i have no problem deleting. This only makes it easier for further mods and longer sequencing down the right. Feel free to let me know what anyone thinks. |
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