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Danjen02
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icon Re: New Levels for SubTerra 1 and 2 (0)  
quote:
zxcvboy wrote:
A quick level to test your timing reflexes.



Pretty simple, not terribly difficult. It feels like the level is just a matter of holding a direction button down until you reach the next obstacle... Overall it felt more straightfoward than just timing alone.

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04-16-2011 at 08:19 PM
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The Mystic
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icon Re: New Levels for SubTerra 1 and 2 (0)  
quote:
Danjen02 wrote:
Mystic - Obviously you have to have the mine explode adjacent to the wall, so you need to figure out how to rupture it with a balloon and rock.
That much I figured out on my own. What I meant was I'm stuck on actually doing it.
quote:
B.J.Earles wrote:
I have a new level here. I realize there's more than one solution, but it's still a fun level.
Who says you have to make levels with only one solution? I've seen (and made) levels with multiple solutions, and the April 2009 template required a level with at least two solutions.

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04-17-2011 at 02:30 AM
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Danjen02
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icon Re: New Levels for SubTerra 1 and 2 (0)  
Well the trick is to have the rock fall onto the mine as you push the mine off the ledge.

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04-17-2011 at 02:47 AM
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The Mystic
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icon Re: New Levels for SubTerra 1 and 2 (0)  
Thanks! :thumbsup

Now that I figured it out, it somehow looks insanely simple.

EDIT: Currently working on room five; it looks relatively straightforward.

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Either I'm crazy, or everybody else is nuts. And I know I'm not crazy because the little man who lives on my shoulder told me so.
If people don't think there's something wrong with you, there's something wrong with you.
Oh well. Another day, another dementia.
Click here to view the secret text


[Last edited by The Mystic at 04-17-2011 06:07 AM]
04-17-2011 at 05:55 AM
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B.J.Earles
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icon Re: New Levels for SubTerra 1 and 2 (0)  
quote:
Danjen02 wrote: I notice the right side has an extendable wall during the level creation... my guess is that you couldn't have mirrored it because of either a timing snafu, or button placement, which I guess shows some attention to detail here.

Actually, this was a solution to a problem that was bugging me during development. In order for both cloners that produce crates to work, they had to be on different horizontal lines. However, that produced the problem of effectively adding an extra space to maneuver the blocks and keys on one side. Because both sides have keys on the end, if one was pushed all the way to the end and there was an open space below the key, it would drop down allowing the player to push the blocks and keys once more, and I didn't want that to happen.
And ya know, it's not like the level would be symmetrical anyway.
04-17-2011 at 07:55 AM
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Danjen02
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icon Re: New Levels for SubTerra 1 and 2 (0)  
Guess what level I had a lot of fun making? :D


It wasn't this one. It's kinda hard, and you need to be pretty fast.

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04-20-2011 at 10:16 PM
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pieissogood
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icon Re: New Levels for SubTerra 1 and 2 (0)  
This is a new level that i just finished.
04-30-2011 at 01:14 AM
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pieissogood
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icon Re: New Levels for SubTerra 1 and 2 (0)  
I have not made many levels lately, so i decided to work on a new one.

[Last edited by pieissogood at 05-18-2011 11:21 PM]
05-09-2011 at 12:51 AM
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wonkyth
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Wow, more levels.

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05-18-2011 at 10:05 AM
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Danjen02
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icon Re: New Levels for SubTerra 1 and 2 (0)  
I know it's about 5000x easier to make a binary puzzle in ST2, but how do you make one in ST1? I know there's the one level Radiant made as part of the ST1 Prime pack, but I can't figure it out... any tips?

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06-03-2011 at 04:41 AM
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wonkyth
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icon Re: New Levels for SubTerra 1 and 2 (0)  
It's been some time since I played that level, a couple of years, maybe? Try feeding in some values, and then see if you can reverse engineer them to find out what it is doing to your numbers.

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06-03-2011 at 08:40 AM
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Danjen02
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icon Re: New Levels for SubTerra 1 and 2 (0)  
That's what I thought... I mean I get some of it (like the "staircase" of cloners to represent the bit value of the rocks, but I can't seem to get the comparisons right... AND, OR, and NOT.

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06-03-2011 at 08:42 PM
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wonkyth
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If I remember correctly - although I probably don't - it doesn't actually require logic gates per se, or a least not in their usual form.

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06-05-2011 at 11:09 AM
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Danjen02
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I think the 3 green barriers in a diagonal by the ice near the bottom middle acts as one. I think it's really neat how it converts from an adder to a multiplier if you hit the hardmode button.

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06-05-2011 at 06:32 PM
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wonkyth
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icon Re: New Levels for SubTerra 1 and 2 (0)  
In binary, multiplication and addition are both very similar.

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06-06-2011 at 09:35 AM
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Radiant
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icon Re: New Levels for SubTerra 1 and 2 (0)  
Yeah, there's two of those, one by Gerben47 and one by me. As I recall, his works by reflecting lasers in a complicated pattern, whereas mine works with a set of boulders on conveyor belts (where 1 = boulder and 2 = no boulder). There should be a hint box in both telling you the answer, at least one of them is going to be 42.

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06-17-2011 at 10:18 AM
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The Mystic
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icon Re: New Levels for SubTerra 1 and 2 (0)  
quote:
Radiant wrote:
Yeah, there's two of those, one by Gerben47 and one by me. ... There should be a hint box in both telling you the answer
The hint box with the answer is fairly obvious in Gerben47's level. I never found such a hint box in your level, Radiant, unless you mean the one that tells you that you need to match the pattern.

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Either I'm crazy, or everybody else is nuts. And I know I'm not crazy because the little man who lives on my shoulder told me so.
If people don't think there's something wrong with you, there's something wrong with you.
Oh well. Another day, another dementia.
Click here to view the secret text

06-19-2011 at 10:48 PM
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wonkyth
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I'm not sure if there's a hint box in Calculus, but it should be pretty easy to figure out what number you need, right?


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06-20-2011 at 12:26 PM
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Natnee
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icon Re: New Levels for SubTerra 1 and 2 (0)  
I resent Calculus and the "42" one because math was not my strong suit so I have no idea whatsoever how to figure it out. I suspect Euler is a math-based solution too, based on the name... other than that I have most levels finished.

About finding the secret levels, I accidentally discovered one (second row), was going back and looking for more but I wasn't sure if I had to be right up against a wall for the purple star to appear, or if it was always there, or if there was something more tricky than that.
09-02-2011 at 10:44 PM
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Natnee
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quote:
Natnee wrote:
I resent Calculus and the "42" one because math was not my strong suit so I have no idea whatsoever how to figure it out. I suspect Euler is a math-based solution too, based on the name... other than that I have most levels finished.


Hmm. I guess the shame of admitting I couldn't figure them out was the motivation I needed, since posting the other message I have finished both Calculus and 42. I just decided to research binary and then it made sense. Although those levels are still evil, just sayin' :)
09-03-2011 at 12:12 AM
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Radiant
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quote:
Natnee wrote:
I just decided to research binary and then it made sense.


Wikipedia is your friend :)

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09-03-2011 at 12:33 PM
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wonkyth
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quote:
Natnee wrote:
About finding the secret levels, I accidentally discovered one (second row), was going back and looking for more but I wasn't sure if I had to be right up against a wall for the purple star to appear, or if it was always there, or if there was something more tricky than that.

From memory, you only have to unlock the exit for the purple star to appear.

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Humour accepts it;
But Nonsense Transforms it"
- Cedric Whitman
w.r.t. Aristophanes
09-05-2011 at 01:50 PM
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Natnee
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icon Re: New Levels for SubTerra 1 and 2 (0)  
A new level I came up with to express some ideas I had. It's rather large, but broken up into rooms a la Razzle Dazzle. Plus, there's a story! And a few dastardly tricks. :~(

Now if I could just get a hint on Seven Seas of Rhye, I could submit my score and retire.
09-12-2011 at 12:31 AM
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The Stew Boy
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I stumbled upon this old level today. It was one of the ones I submitted for ST2, but there was something wrong with the demo for it and I couldn't finish the level again, so it didn't get accepted.
But here you are anyway.
02-25-2012 at 04:56 AM
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Celtic Minstrel
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I threw this level together a few days ago. It's small.
06-10-2012 at 02:47 AM
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Celtic Minstrel
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icon Re: New Levels for SubTerra 1 and 2 (0)  
I went through the thread to determine exactly which of my levels I had already posted here, and then went through the ones I hadn't and polished them off. That process also gave me one or two additional ideas. This is the result: four levels for SubTerra 2, and four for SubTerra.

SubTerra levels

Clone Maze: I already posted a draft of this, but I finally managed to make it work by reducing the number of clone machines and adding some one-way blocks so that most of the cloners can't be activated more than once.
Friendly Fire: The idea here is to get the skulls to destroy themselves. Or something like that.
The Ultimate Dungeon?: Or not. This is another chain of rooms type of level; you go through one room at a time until you reach the end, and there's a save point between rooms. It's not particularly difficult, though the key puzzle may take some figuring. (Unless you watch the solution. :P )
Save the Children: Something I thought of while making Cloning Madness II. In Cloning Madness, I used cloning machines to generate players; in Cloning Madness II, I used portals and sorcerers. That reminded me of Skelwings and their ability to generate anything at all, so I wrote this level as one where skelwings generate players. It's technically a two-player level, but player one does most of the work.

SubTerra 2 Levels

Cloning Madness II: Basically the same as my Cloning Madness for SubTerra, but re-imagined for SubTerra 2. Players are cloned both through sorcerers and through portals.
Complex: A level using the Mountain King as a sort of remote drone. It uses two players, though don't play equal parts in the solution (at least the hard mode one).
The Vault of Eternity: I think I posted this one before, but there was an issue with the hard mode solution (it was impossible because of an extra player appearing). This is a fixed version which is beatable on hard mode.
Open the Vault: A puzzle with linked boxes. Not terribly hard.
06-12-2012 at 04:49 AM
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Neather man
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icon Re: New Levels for SubTerra 1 and 2 (0)  
My first two levels. You have to be quick!
03-10-2013 at 12:33 PM
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Radiant
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Thanks! Happy to see that people are still playing this :thumbsup

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03-10-2013 at 06:59 PM
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The Mystic
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icon Re: New Levels for SubTerra 1 and 2 (0)  
Who says I ever stopped? ;) By the way, I've probably said this before, but ST1 and ST2 work great in both 32- and 64-bit versions of Windows 7. I haven't tried any games in Windows 8 yet.

I still make a level every now an again, too; they're usually garbage, and end up deleted. My computer eats the rest, unfortunately, or I'd have posted a handful of them.

Also, although I don't really post here all that much anymore, I do look in occasionally.
quote:
Neather man wrote:
My first two levels. You have to be quick!
Nice beginning levels. Keep experimenting!

____________________________
Either I'm crazy, or everybody else is nuts. And I know I'm not crazy because the little man who lives on my shoulder told me so.
If people don't think there's something wrong with you, there's something wrong with you.
Oh well. Another day, another dementia.
Click here to view the secret text

04-17-2013 at 03:11 PM
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Radiant
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quote:
The Mystic wrote:
Also, although I don't really post here all that much anymore, I do look in occasionally.


Hiya! :)

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04-17-2013 at 03:17 PM
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