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Rapporter et problem med oversettelse
"What can I shoot from where I am" and the circle procedure seem to be the core of the program's result. It can't be hard since each following step is the only way to progress. Also, I'm sure the logic can be preserved while reducing distances (too much walks imo), and the layout could show the exit from the elevator arrival. The "reset" area is odd at 1st glance but quickly identified as a "reset area". Well, some human tweaks are still needed, that's reassuring ;)
Thanks for this interesting initiative !
Start with a basic template of 10 rooms, say; three rooms with cube droppers, three rooms with pedastal buttons which trigger the cube droppers, three rooms with big buttons that trigger wall flip panels, and an exit room. Each big button could flip three wall panels, one to "off" and two to "on". There are your choices -- you decide which three rooms are affected by each button. Each of the ten rooms could be accessible from every other room; for example they could be in a 3x3 grid with an extra room on one edge and most interior walls could be made from the wire fencing used in this level. But you can only move into a room if the panel is "on".
[continued next post]
http://forums.steampowered.com/forums/showthread.php?t=3255325
and someone pointed me to this level, which is exactly what I was looking for. I solved the level with pencil and paper on a train ride, and when I got home I played through my solution and it worked.
If anyone knows of any other levels like this -- levels that can be solved with pure logic and need absolutely no timing or precision of any kind -- I would really appreciate it if they mentioned it on the thread linked to above. I would like to create a list of levels like this.