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Messages - Apjjm

#46
The one level a day thing is nice and will be trying to do that from now on :thumbsup:

I have attached my replays for the first 5 levels - I managed the talismans for these so far.
#47
My preference is for bi-directional as I think behaviourally that makes it more distinct from the existing teleporter. I don't really have a strong opinion either way for animated or instant. I think instant would feel more seamless, but I worry that it might be hard to see what has happened to lemming in those cases so can see the appeal for the animation in that respect.

For the portalling behaviour, will the teleported lemming always exit at the same point regardless of when they entered the trigger area, or will they enter relative to where they hit the trigger area? If it is the 2nd case, we may want some control as to how the local space of one portal maps to another (e.g. are they flipped or not), for example:

#48
Some more solves and thoughts from the last day or two...

Trial by fire - Armani
Spoiler

I think it is really clever that this level works with two non-trivial solutions despite a lot of the terrain being steel and the two skillsets being very different :thumbsup:.

Green route: Not solved yet, I did find something I think works but I was 1 pixel away from executing it when trying to join the fencer to the top area - I imagine if I adjust placements a bit I might be able to find a way to join things up.
Red route: Replay attached - I initially planned to send one worker lemming to do all the work but then realised later I could use a lemming from the crowd to hit the most difficult button and send two lemmings off the bridge.

Out of interest, did you design this level with one route in mind initially and then adjust it to add the other, or did you plan both together?

Alluring Shimmer - IchoTolot
Spoiler

I misread this as alluring shimmier at first :forehead:!

This is a really pretty level (I definately want to try this tileset at some point), and not too difficult and was open ended but still does require some planning ahead!

Revenge of the king - Kingshadow3 (not solved yet)
Spoiler

So far I think I need to extend a basher through multiple letters using the platformer, but I haven't quite worked out how to save enough skills to either get high enough from A to D or to bash through all the way.

I think this is a tough rule to design around so it's impressive that this level has a tricky puzzle to it too.

Emergency Evacuation - tan x dx
Spoiler

The teleporter laserer interaction is really fun on this one :thumbsup:. I initially tried this as a "I wonder if this works..." and saw it did but thought the solution might be laserer + miner as I couldn't initially see how it would fit in. Very nice level!

What goes up - The Tomato Watcher
Spoiler

This is a nice elegant short puzzle! The ruleset you picked to design around is certainly tough, and I think the level you created is nice even without considering the challenge it was for.

Not the annoying gap in the floor again - Kaywhyn
Spoiler

A very nice builderless level :thumbsup: - I know you have said in some of your videos that you are a fan of this level type!

I imagine there are probably a few different ways to solve this one, but despite this you do have to be careful still not to leave lemmings stranded and to keep enough skills at the end to get to the exit.

Aerial Antics - NieSch
Spoiler

I eventually worked out where to save my skill assignments for this one!

I think this is a really nice level overall and makes good use of all the terrain on it. The only downside this level had for me was the length of the feedback loop between skill assignments on the area near the start and being short a jumper / basher / shimmier at the very end - for me the stand out part of this puzzle was more in working out the path needed, rather than optimising the edges of the map.

Having said all that, this was still a very enjoyable puzzle :)

Guide to Clone Survival in the jungle - Kaywhyn (not solved yet - replay with 1 lemming short)
Spoiler

I'm actually a bit stuck on this one ???

I have a solution that has one lemming short but I can't see how to avoid using what must be an extra bomber or blocker with my route (despite some heroic efforts at the end). The best Idea I have had so far is to try and block under the last button instead and maybe that unlocks something earlier on, but I am struggling to see it!

I do like the trick with the cloners and the builder which i'm thinking must be intended - it made me smile when I realised why there were 3 cloners there.
#49
Does "Instant" preclude having a visual indicator at all on the source teleporter that a lemming has teleported or is it possible to have an effect play at the moment the teleport happens (e.g. some sparks or something) whilst still preserving the behaviour where the lemming immediately exits the other side?
#50
A couple more replays for solves

So near yeat so far - The Tomato Watcher
Spoiler
This was a fun puzzle to do with two seperate paths to manage, especially given that it only has two distinct skills in the skillset

Violent Changes - Ichotolot
Spoiler
This is a very impressive level :thumbsup: - I'm really quite happy that I managed to solve this one without a hint - though it took quite a while. When I realised how the lasers were supposed to be used though the level clicked into place and was a very satisfying solve. What I really liked about this one is although every skill is required figuring out one part of the level helps answer another part.
#51
Took a bit more time looking at the rule 1 levels and now have a/another solution for all of them.

Lemmings in a rave - armani
Spoiler

Wow :lem-shocked: - this is a brilliant puzzle. I really like the way the blocker is used in this!

Starstruck - Ichotolot
Spoiler

This is a great puzzle with a lot of the difficulty near the beginning - when I realised how to contain the crowd It was largely a case of working how exactly to execute the bridge building. I did find reversing the builder to be very precise though (if the rule allowed a cloner it would have been nice here!). I tried quite a few things here like stacking lems ontop of each other to dig out the blocker but couldn't quite make it work (or was a skill short for releasing the crowd).

OttoLicho's Sprudel Squires - Kingshadow3
Spoiler

I did a zig-zag miner this time, though I might have overcomplicated releasing one of the blockers. Using the reflected tunnel to free the blocker that leads to it is a nice element of the puzzle.
#52
Had a play through the first 5 levels of rule 2, some first impressions:

Gotta Swim Fast - Armani (solved)
Spoiler

Really nice level & it looks great too :thumbsup:. My solution feelt like the intended solution (so hopefully it is!) - the way the crowd is released at the bottom is very clean.

Violent Changes - IchoTolot (not solved)
Spoiler

I think I have indentified where the worker lemmings need to be as well as the path the crowd will take, though I'm not quite clear yet on how the workers will all get to where they need to go. I haven't felt completely stuck on this as there feels like there is always a part of the level to look at and make progress which is nice for what is certainly a difficult level! I imagine when the peices fit together this will be a very nice solution.

Silence in the library - Kingshadow3 (not solved)
Spoiler

I have managed to reach all the pickup-skills with the shimmiers and a climber working together, but am at a bit of a roadblock on how to get the shimmiers up to that very top section above the climber waiting area effeciently. I like the idea of having the two different groups cross paths and go to different ends of the map!

BoLEMian RhapsoLEMdy - Mantha16 (solved)
Spoiler

This feels like a more open-ended level and was a nice change of difficulty but still not necessarily easy, as the bridgers are still quite constrained but you do have a bit of freedom in how you get around the obstacles. Good level :thumbsup:

Aerial Antics - NieSch (almost solved)
Spoiler

I got very close to a solution on this one I think - I ended up using an extra basher on the start of the level which meant I was a skill short to be able to turn around in order to build the bridge back from the other side. This is a really nice level, though it is a bit gutting to have to do all the builder assignments again because that first side of the level wasn't quite right.
#53
I did a bit of an impromptu stream and had a go at the Rule 1 Levels and was able to solve 4 of 5 so far. I enjoyed all the levels I played so great job :thumbsup:

Lemmings In a Rave - Armani
Spoiler

My solution had a climber leftover. I tried at first to use the bottom half the level but couldn't quite keep enough skills leftover, until I realised I could contain the crowd at the top instead. This is a sneaky one if what I did is intended - as I really wanted to bounce a tunnel off that forcefield on the edge of the level to start with.

Starstruck - Ichotolot (not solved yet)
Spoiler

This one has me completely stuck so far! I can't figure out how to save enough builders whilst also containing the crowd. I did manage to get one slider out but I looks like I need a way to sneak a lot more than that out. This is a really elegant looking level though and seems very tricky!

OttoLicho's Sprudel Squires - Kingshadow3
Spoiler

I managed a solution with one digger left-over, but I think that might be used to make the last part not as precsie maybe? If what I did here is indeed the intended solution then this is really nice level.

And now, the Incredible Shimmier - The Tomato Watcher
Spoiler

This was a nice level without being massively difficult - but it has a little twist at the end with how to get the crowd down safely. I do wonder if there could have been some terrain added to the pit area to reduce the builder count a bit.

Shimmier Lab Rules - Kaywhyn
Spoiler

Really fun level to play, and gave a very nice progression to the solve. I found various bits of the puzzle quite early on but wasn't able to put things together until realising how to set things up at the bottom of the level giving a really satisfying solve.
#54
Professional rank completed - replays attached.

Overall this was another statisfying rank solve, especially the levels that got me stuck. There were a few levels that did feel a bit too big in places (e.g. level 34).

Spoiler

3 - I liked this one quite a bit, given the rather limited options the skills are combined together in quite a few different ways.
6 - A really fun one to figure out, I suspect there are many solutions to this one!
9 - Got stuck on this one for a while as I just didn't consider the staircase idea.
12 - I liked the talisman here, I eventually managed a solution with 2 bashers that saved an extra lemming.
18 - This was another really nice one to solve, in particular how you rescue swimmers at the end.
19 - One of my favourites of the rank, how the blocker is released at the end is clever!
24 - Another fun one of everything
25 - Suprisingly tricky, the skills quickly run out on this one!
26 - This was the hardest solution to spot in the rank. In particular using the fence structure & gathering the lems up so they can safely reach the exit was well hidden in plain sight. Really good level though :thumbsup:
27 - Another tricky level - there are a lot of ways to potentially make a path, but skills quickly run short given there is really only one destructive skill per obstacle.
34 - I did like the puzzle on this one, but the length of the bridge felt like it added too much unnecessary rewinding when adjusting timings
37 - I liked that this level had you send the back two lemmings ahead, rather than just the back one that usually happens when you assign a constructor to a lemming at the back.
38 - I stumbled across a rather tight timing that worked here when trying things out - this probably isn't the intended solution!
40 - A nice puzzle to finish off the rank, though I almost didn't spot the steel area needed to turn the lemmings around.

Looking forward to next rank :thumbsup:
#55
I've started playing through this pack - I have attached my replays of the first two ranks so far.

Really enjoying the theme of the pack & music :thumbsup: - great job with this! Even in the early ranks there are some relatively tricky ones. I also really like how well the levels and titles match up given the theming.

Spoiler

Noisemaker
I like how this rank Introduces various tricks and techniques with a puzzle where it still isn't immediately obvious how to solve even if with the pre-text!

9 - The train in this one looks great!
15 - I found trying to delay the lems suprisingly tricky on this one
24 - My favourite of the rank - I got stuck for a bit not realising I could turn the basher after he completed, and was trying to line things up to make him hit his head on a tunnel instead.
31 - Really like how the solution works with the title on this one!
40 - I enjoyed the talisman solution on this one - using the bit of terrain above the exit to turn around was very satisfying to figure out.

Amateur
3 - I liked the additional challenge for the talisman here
7 - I got stuck for a while on this one until I realised how I was supposed to go over the steel
11 - I'm always a fan of levels that use the original skills - this is really nice puzzle
14 - I managed to find the intended solution initially but couldn't quite spot how to save the climber. I came back to this one later after realising a trick I could use and solved the talisman version - really nice level!
17 - I tried quite a few things that almost worked. I think it is really nice that you have to bash into the water volume rather than go under it.
18 - Delaying the crowd had me stuck for quite a while. I have a feeling my solution here might be a bit forced but probably isn't too far off the intended one.
19 - I really like how much the level solution ties into the title again on this one
27 - I managed a save-all solution here which I think might not be quite as intended based on the post-level text!
29 - I think my solution might not be as intended here given I had quite a few skills leftover
35 - I really liked trying to puzzle out the talisman on this one - It gave me the idea to go back for 14 after I finished the rank. I liked the way the right side needed to be rescued here :thumbsup:
40 - Nice level to finish off the rank, seemingly plenty of skills but they quickly run out!
#56
I didn't vote on this one because I havent actually got around to playing Mazulems myself yet. I do like the idea of going back to a first pack though - The first custom pack I completed was geofflems and I can imagine playing it again would be a lot of fun.

Another very different option might be to pick a selection of some individual levels that stand out when thinking back and revisiting those in some way (not really a 'best of' as I imagine that could be difficult to pick!)?
#57
That is the intended solution for level 15 :thumbsup:

You are the first person to solve all the levels in the pack with the intended solutions that I know of - fantastic solving! Thanks again for sharing the replays/feedback on the levels, and re-visiting levels that have had fixes too.
#58
This is a really clever concept for a pack & I enjoyed playing through the levels here :thumbsup:! It was nice to see the original levels with a new twist on them, and the difficulty throughout was approachable with a good variety of levels and puzzles.

I have attached my replays for the pack and included some level-by-level thoughts below:
Spoiler

Fun 1 - This is quite a funny way to introduce the concept of the pack
Fun 2 - I think this is one pixel off still needing floaters!
Fun 3 - Fun level that seems to have quite a few ways to solve it - I used the laserer
Fun 4 - I probably overcomplicated this one a bit, but did manage a save all solution
Fun 5 - The talisman on this is a very satisfying solution for a fun level :thumbsup:
Fun 6 - The talisman here really does change how I would have otherwise solved this and was a good one to figure out.
Fun 7 - It is a nice detail that you need to make the digger staircase sort-of backwards in this one, as a lot of levels that use this trick have you send climbers up to free a crowd.
Fun 8 - The first of a recurring level in the pack - not too different from the original solution, but much like the original it gets harder...

Tricky 1 - Very much like fun 1
Tricky 2 - I managed to get a save 3 solution here, but I like that you get enough skills to try a save-more solution.
Tricky 3 - I think this level does a great job in showcasing how the new skills open up new solutions to old levels. It is a really nice touch that the pre-placed bridge catches the glider after the shimmier. This is probably my favourite of this rank.
Tricky 4 - The twist that they all spawn in a way so that they will climb up that pillar is a nice idea for this one.
Tricky 5 - I overlooked using the laserer at the end (rather than to get through the staircase) for a little bit at the start of this one.
Tricky 6 - I managed to get the talisman here with 98 saved, working out how to do the start was the tricky part of this puzzle for me.
Tricky 7 - I didn't use the builder pickup skills on this one, so maybe my solution here is a backroute?
Tricky 8 - ...there now isn't enough space to just assign the skills...

Taxing 1 - Working out how to save the builders for the end and also free the crowd was a really nice puzzle on this one!
Taxing 2 - I was able to get the talisman with a 1-of-each skill solution here. I think this is a bit easier than taxing 1, but it is still a good level.
Taxing 3 - This took me a while to work out how to place the skills and not have a lemming walk off one of the edges. My solution doesn't make use of the swimmer pre-assigned skill so maybe isn't quite intended?
Taxing 4 - This was fun to execute and watch back - it also teaches the trick for the next levels!
Taxing 5 - Using the trick from taxing 4 in a puzzle immediately after makes for a nice combo.
Taxing 6 - I did guess from the title there was an exit in the missing 'x' in exit, but did use clear physics to find the exact position of the trigger area.
Taxing 7 - Realsing that you need to place the platformer first, rather than after the pickup skill took me quite a while to spot! This is a nice puzzle!
Taxing 8 - ..there now really isn't much space to work with at all!

Mayhem 1 - Nice puzzle - I like that you need to work out how to keep a lemming behind at the start.
Mayhem 2 - Another nice one - I imagine there is probably a way to save more lemmings than I did on this one!
Mayhem 3 - This is quite an elegant puzzle, but perhaps a little easy compared to some of the other puzzles in mayhem
Mayhem 4 - Probably my favourite level in the pack. This is a great puzzle that makes really good use of the solution terrain and also uses a blocker in a clever way like the original puzzle.
Mayhem 5 - The main puzzle here is around placing the bomber correctly, I initially tried to send all the lemmings underneath on the bridges.
Mayhem 6 - I like that you do very much need to mind the step at the start and jump over the initial hole to turn around.
Mayhem 7 - This is a good open ended puzzle that makes nice use of the terrain - it is still a bit of a challenge even with a seemingly generous 4-of-everything skillset. I really like that the solution encourages use of the shimmier on what was otherwise a decorative part of the terrain.
Mayhem 8 - ...and now they are sliders! Though you do seem to have a fair bit of choice how you solve this one!
#59
NeoLemmix Levels / Re: Lemmings Quartet
October 30, 2021, 02:41:28 PM
Both 13 & 16 are the intended solutions :thumbsup:. Your solution to the new extra level is clever too!

As you said, 15 is still not as intended (though it isn't exactly a mile away). I will have a bit of a think about how to adjust that shelf area a little more - hopefully a small change is enough to do the trick.

Thanks for taking the time to replay the levels after the fixes - on the next update I will make sure to add a thanks for the resolves after finding the backroutes!

Edit: Have now updated to V1.3 - This changes the skillset a little and does some terrain shuffling on level 15. Most of this isn't about fixing the backroute - though there is now an addition which should hopefully prevent it. I have also done some decorative improvements to level 6.
#60
NeoLemmix Levels / Re: Lemmings Quartet
October 24, 2021, 12:33:46 AM
I have updated the pack to V1.2.0 :lemming:

I have added one extra bonus level (to bring the total to 25), and pre-text for the existing 'extra' levels with some trivia about why they are in the extra rank.

This update also has the following fixes / adjustments:
Spoiler

Level 13 - Added back a small hole in the early mountains. Added a trap after the big pillar.
Level 15 - Moved the handle on the pan near the exit. Some decoration improvements.
Level 16 - Prevent digging through the top of the sign near the start. Decoration tweaks.