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Author Topic: Impossible Levels  (Read 18642 times)
SM
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Re: Impossible Levels
« Reply #30 on: January 27, 2007, 07:10:22 PM »

not quite

muducos
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So long and thanks for all the fish.
Kevan
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Re: Impossible Levels
« Reply #31 on: January 27, 2007, 07:46:25 PM »

Or bilebud. Getting a C crate out of an area surrounded by key blocks and down-pipes is trivially impossible, though, if that was your point.
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Gameman
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Re: Impossible Levels
« Reply #32 on: January 28, 2007, 12:34:41 PM »

Or bilebud. Getting a C crate out of an area surrounded by key blocks and down-pipes is trivially impossible, though, if that was your point.
just so you know, Kevan i was going to put walls there, but i forgot, ah well...
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Yugioh duel; i play exodia, you lose. Nope, I play Rubicon contractor! *gets run over by dozer pushing a 4 crate*
lopsidation
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Re: Impossible Levels
« Reply #33 on: February 12, 2007, 12:53:43 AM »

What about nebimed? Maybe we should add new category for machines that let you solve one or more targets, but not all of them.
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gfgfgfg
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Re: Impossible Levels
« Reply #34 on: February 12, 2007, 10:27:35 PM »

xykasob
imageDon't even try. You'll hurt your brain!
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Hyenas Here
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Re: Impossible Levels
« Reply #35 on: February 13, 2007, 09:55:11 PM »

I believe this would fit the first category: sykadas
« Last Edit: February 13, 2007, 10:01:58 PM by Hyenas Here » Logged
jnz
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Re: Impossible Levels
« Reply #36 on: February 13, 2007, 10:07:29 PM »

For memenoh (or sykadas): bagydim
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Hyenas Here
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Re: Impossible Levels
« Reply #37 on: February 13, 2007, 10:15:25 PM »

Right. Without the dozer, impossible, with the dozer, it fits the "It's fun to make levels that look like this but have hidden solutions though" part of the first one. I should have mentioned that. Smiley

Try: kodovyg
« Last Edit: February 13, 2007, 10:17:06 PM by Hyenas Here » Logged
Gameman
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Re: Impossible Levels
« Reply #38 on: February 21, 2007, 12:44:01 AM »

This is the stupidest thing in the world:dibypeh
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Yugioh duel; i play exodia, you lose. Nope, I play Rubicon contractor! *gets run over by dozer pushing a 4 crate*
MagiMaster
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Re: Impossible Levels
« Reply #39 on: February 21, 2007, 02:52:55 AM »

I think that last one easily falls into the trival category.  Grin

BTW, does anyone else feel like redoing the categories (to be more consistent and include anything new)?  (I might do it, but not right now.)
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Bucky
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Re: Impossible Levels
« Reply #40 on: February 21, 2007, 03:39:52 AM »

1)Lack of component: A puzzle which is impossible, but would not be if all anti-signs were replaced with girders
1a)Too few crates to match all target matchers.
1b)No crates available of the appropriate values(i.e. must make a 1 from only 0s or 2s.)
2)Lack of time: A puzzle which cannot be solved without some component being activated twice in between two activations of another component (not counting cargo in fast-adder puzzles)
3)Geometric problems: A puzzle which cannot be solved without two objects occupying the same space.
3a)Blocked target matcher: No matter what non-crate pieces are added, no crate can ever be moved to a space next to a target matcher
3b)Crate value contradiction (i.e. masixon)
3c)Lack of space: An impossible puzzle which could be solved with paired teleporters to and from corresponding points in a large empty region somewhere else.

Am I missing anything?
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That is the most ingenious method of solving an impossible puzzle that I have ever seen.
MagiMaster
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Re: Impossible Levels
« Reply #41 on: February 21, 2007, 06:09:41 PM »

1)Lack of component: A puzzle which is impossible, but would not be if all anti-signs were replaced with girders
1a)Too few crates to match all target matchers.
1b)No crates available of the appropriate values(i.e. must make a 1 from only 0s or 2s.)
2)Lack of time: A puzzle which cannot be solved without some component being activated twice in between two activations of another component (not counting cargo in fast-adder puzzles)
3)Geometric problems: A puzzle which cannot be solved without two objects occupying the same space.
3a)Blocked target matcher: No matter what non-crate pieces are added, no crate can ever be moved to a space next to a target matcher
3b)Crate value contradiction (i.e. masixon)
3c)Lack of space: An impossible puzzle which could be solved with paired teleporters to and from corresponding points in a large empty region somewhere else.

Am I missing anything?

I'd rewrite 1 as:
1) Lack of component
1a) Would be solvable if you removed/replaced the antisigns
1b) Too few crates for matchers
1c) No crates of appropriate value

And 3a as:
3a) Blocked target matcher: No matter what pieces are added, some matcher can't be reached

And there are the puzzles that are impossible some of the time, such as when the ? crate becomes a 0.
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Rene
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Re: Impossible Levels
« Reply #42 on: February 22, 2007, 07:32:24 PM »


For the puzzles that are only solveable some of the time we should maybe have:

4) Randomly impossible: not solveable for all values that '?' cargo can assume
4a) Lack of required value (e.g. '?' turning into '0', while '1' is needed)
4b) Lack of information (e.g. only know 2x and x is needed)

BTW, would liradat fall into category 1b?
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Bucky
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Re: Impossible Levels
« Reply #43 on: February 22, 2007, 08:07:58 PM »

BTW, would liradat fall into category 1b?

No, Liradat is a category 3, since it can be solved if a down-pipe and up-pipe occupy the same space.
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That is the most ingenious method of solving an impossible puzzle that I have ever seen.
dacodemasta
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Re: Impossible Levels
« Reply #44 on: March 27, 2007, 07:01:15 AM »

For a much simpler solution to tyfabet, try bobokot.

Ouch.  That's embarrassingly simple.  Perhaps samynib is slightly more impossible.
Edit: so much for that idea: sovupoz
heres a solve for samynib : gezemuz
its a complete solve without going into the sandbox.
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31337 - everything can be solved... the impossible just takes longer.
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