While the Lix entries are not playable atm: here are my solutions to the NeoLemmix entries ;)
I also attached the intended solution to my entry!
My thoughts's:
bsmith's Lemming Mashed Potato Facility:
The first level I played from you and I must say this is a positiv surprise! :thumbsup: I am not sure if I got the intended solution, but it was a nice puzzle nevertheless. It could use some more decoration though.
Cranes Tough Call:
A hard and good looking level :thumbsup:, which made me use sooooome tricks ;) (and I don't know if this is intended!). As some will know I love me some bigger levels which use a bit more space ;)
GigaLem's Teleporters of doom:
The level looks great :), ......... buuuuuut come on Giga I know you can do way better on the skills and execution side. Blowing 2 blocker's up is not that much fun.
Nepster's Elektroshock:
I am shocked to say that I prob. have backrouted the heck out of it (over 50% can't be right, or?). Nevertheless: It looks good and I had to use some tricks to my solution. I liked it :thumbsup:
Annnnd here are the Lix levels :)
Geoo's Minefield:
That's what I call a creative puzzle!:thumbsup: "I need just one more free Lix" I thought to myself, but then I saw the trick ;)
Simon's Palmtree Pile-up v1.1:
In the first 5 min's I was clueless how to get more than 2 over the gap! But BASEBALL-BAT to the rescue! ;) I love that skill *batsch*
Here are the levels I've solved so far.
Teleporters of doom:
I will admit that I think "Teleporters of doom" was somewhat boring because of a poor oversight. I can see a challenge in timing in trying to bomb the two sets of Lemmings so they merge together for the final trip to the exit, but if you just contain the Lemmings from one of the trapdoors as tightly as possible between the two Blockers, and ignore the other trapdoor completely, you can save 35 Lemmings each time.
Escape from Lemlab:
That gave me some difficulty, partly from not being used to the NeoLemmix-exclusive tools, but also some pretty precise timing and very little room for error. Even after I got the solution down, I had to constantly tinker with it to make it as tight as possible and save the correct number of Lemmings. I'm a bit of a purist, and having to constantly replay a level to get the climbers timed properly gets tedious after a while.
Personally I didn't feel this level really incorporated the death mechanic too effectively, in that it was just there and not really part of the solution (other than the timings required with the climbers and compressors). If it was just a contained pit that you open up later on after bashing through the one-way walls, it is effectively the same level. If anything, the death mechanic just took the place of a tight timer. But despite all that, it's a nicely-designed level.
Electroshock:
Probably a backroute because I finished with 2 Climbers left over and rescued 34%. Was fun working it out though.
I certianly think you did a good job on the level visually! And, I finally managed to solve it, though I don't know if it's a backroute or not. Turns out the problem was that I was using a miner and a basher the wrong way around, and thus overlooking...
the mine-into-steel trick being usable while breaking through the poles near the exit.
This is an excellent level. :D
Teleporters of doom:
I agree with the other comments. But we already have seen much better levels from you, GigaLem
Escape from Lemlab:
Clever level. However it has the feeling of a usual level, that was modified to fit the contest criteria: Adding the trap next to the hatch and raising the number of lemmings to 210 was enough. At first I did not see the three pillars next to the exit. I only realized this, when my first solution failed.
Tough Call:
Sorry, but likely a backroute: Saving over 80% was probably not intended.
Lemming Mashed Potato Facility:
Another clever level. Not sure how much of my solution is intended, because it saves quite a few lemmings more than necessary.
Palmtree:
I ignored the left hatch completely, so my solution might not be completely intended.
Minefield:
Very good idea, but not yet solved.
Electroshock:
All three solutions are backroutes, because they ignore the main tricks of the level. My solution saves only about 20%, so anything beyond that is very likely a backroute.
Solution to Lemming Mashed Potato Facility V2. I'm fairly sure this one's a backroute, unless...
one of the platformers is actually intended to just be a decoy skill. But if it is the intended solution, it's pretty impressive how perfectly things fall into place together.
This solution could probably also be modified to save one or two extra lemmings.
That might take some thought, as it's quite close to the intended solution. I'll figure something out though.
I really don't want to replace the left-facing arrows with down-facing arrows if I can help it, as it really gives the game away.
I'll keep that in mind - thanks namida. I'll post the intended solution once the competition is over though. The thing is, I think the backroute is a little easier to find than the intended solution.
You're supposed to use five diggers to save approximately 45 lemmings from the top, using release rate tricks to save as many as possible. The Climber and Floater is used as you did, to get over the wall, mine into the steel to turn around and through the dividing wall, although only after the first group of lemmings (from the first digger) hit the wall and turn around to head towards the expanse of water to the exit. While the pathfinder is building the bridge, you should have 2 bashers and a digger left - one basher is used in the same way as you do in your solution, clearing a path towards the left so the lemmings can loop back to the exit, while the other one is used one level up so as to increase the distance lemmings have to walk so the other basher has time to finish (and is sacrificed when he breaks through the other side and walks into the water). In the end, two of the five groups of lemmings need to be saved to reach the 10% quota normally. Finally the 6th digger is used to dig down to reach the exit.
If are very good with timing the Climber/Miner, you can prolong the lives of the first group too, with only 2 or 3 lemmings turning around to walk over the Ghostbuster trap and towards the water. This allows you to start the bashers earlier and possibly save three groups instead of two.
One approach that might work is...
Placing steel underneath where I used the digger.
However, this could arguably impact the aesthetic quality of the level, or perhaps interfere with the intended solution depending on what exactly it is.
Solution for Tough Call V4:
My solution to V1 required only slight changes.
Solution to Lemming Mashed Potato Facility V2:
My solution to V1 still works, because it turned out that the digger was not really necessary.
Electroshock:
Still no solution, that uses the tricks I wanted. Crane's solution is getting closer, though. The next version replaces the builder by a platformer and has several other slight terrain changes.
Lemming Mashed Potato Facility V3, my solution is fairly similar to the previous one.
The only real difference is that I used the stacker-bomber trick to make the fall survivable, rather than to get past the first wall as they now fall onto that wall anyway.
Electroshock V4, likewise, my solution is just a variation on my previous one.
However, the timing for this one was a lot tighter due to the extra trick at the end. Though it could possibly also be done by platforming the other edge too, and assigning a climber from the crowd, rather than bringing an extra worker in at the right time.
Tough Call V5, something fairly similar to my previous solutions still works. It's not as overkill on the saved amount though - it only saves slightly above the requirement. However, the similarity to solutions you've said are backroutes, as well as...
the two-digger trick used with the lemmings that (most of) eventually reach the exit...
make me think it's probably still a backroute.