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PostPosted: Fri Jan 18, 2008 1:11 pm 
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Joined: Sat Sep 01, 2007 5:34 am
Posts: 153
Location: Finland
Well it is unbeatable if you don't know/figure out the trick :P


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PostPosted: Fri Jan 18, 2008 4:10 pm 
Joined: Tue Sep 25, 2007 9:52 am
Posts: 77
I believe I also beat it at once but its been a long time. :o


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PostPosted: Sun Jan 20, 2008 2:06 pm 
Joined: Sun Oct 21, 2007 1:38 pm
Posts: 144
I beat "A Puzzle" by circulating around a bit until the parts were sort of tangled up, then just moving up and down the left side while firing at the cross end of the core. It was tedious, but it worked, so I didn't try figuring out if there was a more clever trick to it.

"Ultimate defense 2" on the other hand has me completely stumped. What am I missing? Could you give me a hint? Message me if you don't want to say it in public.

Also, how in the world did you do that resizing level? Is there some sort of undocumented z-axis rotation feature or something? I wish I had more time to play with the editor, especially now that MD gave us the features I'd been asking for. Seems like some of you all have been doing some really slick stuff with it lately.


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PostPosted: Sun Jan 20, 2008 11:54 pm 
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Joined: Sat Sep 01, 2007 5:34 am
Posts: 153
Location: Finland
I can give you the "source code" of the resizing level. It is in the tutorial category after all.

Code:
AI_rotatePart,19,20,110,450,90
AI_makeInvincible,0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19
AI_makeSwitch,20,0
<>core,400,300,0,0,0,-1,0
switch4b,0,0,0,1,1,e0,20
core,0,-6000,0,1,1,e20,19
core,5638,-2052,-110,1.8,1.8,e19,18
core,4596,-3857,-130,1.7,1.7,e19,17
core,3000,-5196,-150,1.6,1.6,e19,16
core,1042,-5909,-170,1.5,1.5,e19,15
core,-1042,-5909,170,1.4,1.4,e19,14
core,-3000,-5196,150,1.3,1.3,e19,13
core,-4596,-3857,130,1.2,1.2,e19,12
core,-5638,-2052,110,1.1,1.1,e19,11
core,-6000,0,90,1,1,e19,10
core,-5638,2052,70,0.9,0.9,e19,9
core,-4596,3857,50,0.8,0.8,e19,8
core,-3000,5196,30,0.7,0.7,e19,7
core,-1042,5909,10,0.6,0.6,e19,6
core,1042,5909,-10,0.5,0.5,e19,5
core,3000,5196,-30,0.4,0.4,e19,4
core,4596,3857,-50,0.3,0.3,e19,3
core,5638,2052,-70,0.2,0.2,e19,2

You can do other stuff with that one too. For example you could make the parts move any way you want.


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PostPosted: Mon Jan 21, 2008 8:12 am 
Joined: Thu Jan 10, 2008 10:03 am
Posts: 8
Well, since Mouzi revealed the secret, I'll post a level that further demonstrates the mechanics going on:
http://zetaflow.skylogic.ca/ZetaFlow.php?ID=4034


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PostPosted: Wed Jan 23, 2008 9:48 am 
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Joined: Mon Dec 10, 2007 10:40 pm
Posts: 155
Mouzi wrote:
Well it is unbeatable if you don't know/figure out the trick :P

According to the statistics, Ultimate Defence 2 has only been beat one time. And I'm guessing that was by Mouzi. Care to share the trick? I've poked and prodded it for 10 minutes and don't see any signs of a vulnerability. Whatever the trick is, it's a really good one :-)

On a different note, In reference to the expanding cores, I noticed a difference between the functionality of Mouzi's Resizing (example) and Sethum's Scale and Sprites. When I examine Mouzi's level, I get killed if I touch ANY part of the core. In Sethum's level, I can safely move inside most areas of the expanding cores, and don't get whacked until I move to the right side of the "head". Just an observation.

_________________

"Reality is merely an illusion, albeit a very persistent one." - Albert Einstein


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PostPosted: Wed Jan 23, 2008 10:28 am 
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Joined: Sat Sep 01, 2007 5:34 am
Posts: 153
Location: Finland
It's because of the "sprite trick". If the counterparts are offscreen they become solid. If they are all visible you can go through.


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