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Re: [Enigma-devel] Re: Reordering Enigma level packs.

From: Andreas Lochmann
Subject: Re: [Enigma-devel] Re: Reordering Enigma level packs.
Date: Sat, 23 Jul 2005 11:38:51 +0200
User-agent: Mozilla Thunderbird 1.0 (X11/20041206)

Thank you for your reply, Karen.
I don't want to stop your efforts to make an
own rating. The more we have, the better.
And; it isn't that much work as it looks, if you
hold on to a fixed set of definitions.

In particular I didn't play all levels I rated
- I think it's enough to know how to solve
them for a proper rating. (I wouldn't have
enough patience for most mazes and not
enough dexterity for, say, "Draggers".)

I think I now understood what you meant with
a note for the introduced techniques. Yet this
does only work after reordering the levels, or?

Concerning "Jump and Run": I don't know if
we mean the same level. Nevertheless you
gave me the decisive idea - didn't solve
it yet, but at least I know how I could. This
should be enough for a rating.


Karen Pouelle wrote:

Impressive!  I started to do this and just ran out of creative judgement -
I just couldn't rate the levels on the criteria.  I like the added knowledge
and speed ratings - it will give more depth to the ratings in case of ties.

But what I was suggesting as a note with each level, was something like
this (which is as far as I got):

Enigma1/welcome introduces oxyd pairing Enigma1/martin06 introduces additional oxyd colors and dummy oxyds,
and document item
Enigma1/level4d introduces movable stones, hollow stones. Note: "You
lost!" document isn't always correct.
Enigma1/level3a introduces invisible stones.
Enigma1/martin04 introduces push boxes, triggers, lasers, and gates.
Enigma1/martin15 introduces Death Stones
Enigma1/martin35 introduces Gradients
Enigma1/martin08 introduces Shogun switches and laser-opening of oxyds
Enigma1/martin19 introduces items hidden under stones, floppy switch,
on/off switch, bump stones and more!

The re-ordering will hopefully bring about better introduction levels.

The level "Running Rings" has the rings start in the same position each
time the level is run, so I managed to find a way to run the level by timing
and repetition - I played a pattern and beat it. "Jump and Run" required a few leaps of faith to establish where ledges were to find oxyds. They were not too difficult, but I have more than eight that I haven't solved, so I can't brag too much. My Enigma skill set isn't as big, but I can tell
that the ratings will be somewhat subjective, so the more people rating,
the more the ratings will seem to be in agreement to everyone.


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