Zu
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Post by Zu on Nov 2, 2011 11:05:57 GMT -8
IMPORTANT! To learn which switchez are connected to which arrowz, you need to look at the pyramidz set next to them. For example, if you see a set of two purple pyramidz and one red pyramid next to a switch, you need to find an arrow that also has two purple pyramidz and one red pyramid next to it.
The four enemy GunHat Gruntz not placed on a dead-end Switch could be left anywhere.
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GooRoo
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Post by GooRoo on Nov 2, 2011 12:46:22 GMT -8
Marvelous job in creating the announcement, Zu! Now I only have to create the "View the map!" and its ThumbNail ... and verify it before distributing it to all of the Gruntz Fanz.
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GooRoo
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Post by GooRoo on Nov 7, 2011 16:45:33 GMT -8
Check your e-mail in-boxez, Gruntz Fanz! I will be distributing this one in just a few minutez!
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Zu
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Post by Zu on Nov 14, 2011 7:11:23 GMT -8
So, has anybody tried that level yet? (Aside of me and GooRoo.)
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Rik
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Post by Rik on Nov 15, 2011 5:59:12 GMT -8
Sorry Zu i did look but its to complicated for me, and take to long to find it out Are you make a walkthrough ?
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GooRoo
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Post by GooRoo on Nov 15, 2011 7:06:06 GMT -8
Sorry Zu i did look but its to complicated for me, and take to long to find it out Are you make a walkthrough ? Zu put a lot of effort into the design of this puzzle! Near each Switch is a set of three Pyramidz, two of one color on each end and one of (sometimez the same!) another color in the middle; somewhere on the map is a Two-Way Arrow which has three Pyramidz nearby which have the same three colored Pyramidz. To point the Two-Way Arrow in the direction you want to go, place an enemy GunHat Grunt on the Switch near the same colored Pyramidz. The most difficult part of the Custom Level is in finding a Grunt you may move to the desired Switch without un-doing the work you have already done in order to set up a path. That is because some of the pathz can be quite long, traveling over several Two-Way Arrowz before a Grunt arrivez at a dead-end destination Switch. You have four more Gruntz you may "Push Around" than you need for all of those dead-end Switchez ... but which onez are not necessary for the completion of the path you are trying to make to the next dead-end ... that is the problem!
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Zu
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Post by Zu on Nov 15, 2011 16:51:25 GMT -8
I think you meant "Are you going to make a walktrough?". The answer is basically the same like for the first level, except that the task is somewhat easier here due to better design, and due to being able to find the connections between switchez and arrowz without standing on specific buttonz and without trying to remember what they're showing. It all comes down to just looking at the pathz that lead to the dead-end switchez (marked with red brickz), looking at the pyramidz next to necessary arrowz, finding switchez set next to pyramidz with the same colour schemes, and sending Gunhatz onto them.
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Rik
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Post by Rik on Nov 16, 2011 6:55:36 GMT -8
I try it when i have time to play it . I can use the map picture to see the full map for the color pyramids and arrows:) Thanks
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Post by oldone on Dec 21, 2011 9:46:00 GMT -8
I took a look at this and my mind immediately started to reel. If I could take a lot of time to think each step out, I would probably try it, but I have to have a speed boost for some reason, so I assume I don't have a lot of time. That makes me nervous, which interferes with my thinking process, which means I get real stupid. You obviously put a lot of thought into this, and I really appreciate it (I know how hard it is), but without a walkthrough, this old (and I do mean old) one will have to put this aside. Sorry.
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Zu
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Post by Zu on Dec 22, 2011 10:49:47 GMT -8
I can't see how a walktrough could be any useful here. With a non-linear, fail-safe way of moving the Gunhatz around the entire level (it's impossible to fail the level by moving them into a wrong place!), all what walktrough could say would be "To reach that switch, you need to move Gunhatz here, here and here", and you can easily discover it for yourself by just looking at the path to that switch and then finding switchez with corresponding sets of pyramidz. Of course, if you plan to get a PERFECT score, it gets slightly more problematic, since the arrowz on Shovel Grunt'z path lack these pyramidz; the switchez are usually set next to them though, so it shouldn't be a big deal. Still, thank you for at least trying the level.
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rohit
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Post by rohit on Aug 2, 2012 3:15:33 GMT -8
I am attempting this level and need some help from the designer.
The way I am approaching is that Shovelz needs to clear one island and then moves on to the next one till it reaches the end. The first island was no problem as there were 2 arrows and the switches controlling them were nearby. I have reached island 2 and also found switchcontrolling arrows reqd. to collect coins and lower the checkpoint. In order to leave the island, shovelz has to pass over an arrow near a single red brick. What is the method of finding the switch controlling that arrow near the red brick?
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GooRoo
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Post by GooRoo on Aug 2, 2012 6:57:10 GMT -8
I am attempting this level and need some help from the designer. The way I am approaching is that Shovelz needs to clear one island and then moves on to the next one till it reaches the end. The first island was no problem as there were 2 arrows and the switches controlling them were nearby. I have reached island 2 and also found switchcontrolling arrows reqd. to collect coins and lower the checkpoint. In order to leave the island, shovelz has to pass over an arrow near a single red brick. What is the method of finding the switch controlling that arrow near the red brick? As I recall, there are nearby Pyramidz for every Yellow Hold Switch controlling Two- Way Arrowz and matching Pyramidz somewhere else on the map. Also, when the conditionz for a Red Brick are met, that Brick turnz into a Blue Brick . So if you need a TWA flipped, look for the nearest set of Pyramidz (as for example) to the TWA and then find the YHS near three matching Pyramidz. I found that moving a Grunt onto a YHS and leaving him there (not moving him again) was frequently the correct procedure ... use another Grunt to land on the next YHS required. Only when all Gruntz were on YHSz would I try to decide which Grunt to move to the next YHS required.
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Zu
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Post by Zu on Aug 2, 2012 17:43:22 GMT -8
I'm not sure by now, but as GooRoo said, such arrowz are always controlled by:
A) The same switchez as the nearly arrowz with pyramidz; B) The switchez closest to them.
So in this particular case, I think that the arrow is being controlled by the switch next to Silver-Purple-Silver pyramid combination, just like the arrow right above it.
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rohit
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Post by rohit on Aug 3, 2012 23:58:18 GMT -8
Ok, i got it now. In order to turn the TWA near a red brick is to send gunhat to the YHS next to a red brick nearby. I did that and the brick turned blue. Now i do not see any path of return for the gunhat - is he stuck on the YHS near the red brick?
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GooRoo
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Post by GooRoo on Aug 4, 2012 5:37:33 GMT -8
Ok, i got it now. In order to turn the TWA near a red brick is to send gunhat to the YHS next to a red brick nearby. I did that and the brick turned blue. Now i do not see any path of return for the gunhat - is he stuck on the YHS near the red brick? Some of the time, when a GunHat reachez a Yellow Hold Switch, he is done for the rest of the puzzle. At other timez, your SpongeGun Grunt can go through a Green Wormhole to a place where he may shoot the GunHat back into play. Just look around, to see if there is some place from which to shoot him back into play. The main 'trick' of this puzzle is to do thingz in the correct order, in order to keep GunHatz available for future use ... only sending one to a dead-end when it is obvious that you still have enough Gruntz free to move to reach the next required place.
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rohit
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Post by rohit on Aug 4, 2012 9:06:34 GMT -8
I have reached the first SS and have taken the coins which are on an island. the path to the island remains open - so I am guessing that I will use it again. There are 2 green pyramids blocking way to a green switch - how do i step on the switch?
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Zu
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Post by Zu on Aug 4, 2012 18:06:02 GMT -8
You mean those green pyramidz close to the top-right corner, I presume?
I had to examine the level in the editor to remind myself what was the purpose of these. Apparently, those green pyramidz are nothing more than a failsafe in case you reach the area with the gauntletz, but are not yet ready to go in there. If that happens, the wormhole on the right in the gauntletz area will teleport you onto the green switch.
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rohit
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Post by rohit on Aug 5, 2012 6:25:07 GMT -8
I finished the level but missed a secret because of which Shovelz could not cross on the last island and collect the coins. I can see that there is a island with 2 coins and a switch but where is the secret to reach it?
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GooRoo
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Post by GooRoo on Aug 5, 2012 8:24:24 GMT -8
I finished the level but missed a secret because of which Shovelz could not cross on the last island and collect the coins. I can see that there is a island with 2 coins and a switch but where is the secret to reach it? It is near a SpongeGun CheckPoint Switch, behind a Satellite ... near the top of the puzzle.
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rohit
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Post by rohit on Aug 5, 2012 10:45:03 GMT -8
Thanks for the tip - got the Perfect score! A great level but I personally found "PushingThem Around-1" much tougher!
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