construction | 47 |
marble | 44 |
sandstone | 42 |
abstract | 36 |
bricks | 24 |
earth | 19 |
winter | 18 |
underworld | 17 |
proxima | 15 |
goldmine | 14 |
shadow | 11 |
tapir | 11 |
carnival | 11 |
beach | 3 |
oriental | 3 |
occult | 1 |
nopales | 1 |
forest | 0 |
Insane Steve | 53 |
Michael | 51 |
geoo | 37 |
mobius | 26 |
Nortaneous | 12 |
I.S./Michael | 6 |
I.S./geoo | 4 |
Simon | 4 |
ccx | 3 |
minimac | 3 |
mobius/geoo | 3 |
mobius/Michael | 3 |
namida | 3 |
Nepster | 3 |
Rubix | 3 |
tseug | 3 |
Ben Bryant | 2 |
M. Zurlinden | 2 |
mobius/Nort. | 2 |
Pieuw/mobius | 2 |
Akseli | 1 |
Amanda | 1 |
BulletRide | 1 |
ccx/geoo | 1 |
finlay | 1 |
Isu | 1 |
M.Z./mobius | 1 |
Michael/geoo | 1 |
mobius/Clam | 1 |
mobius/I.S. | 1 |
mobius/Nepster | 1 |
namida/Michael | 1 |
Pieuw | 1 |
Prob Lem | 1 |
weirdybeardy | 1 |
allover | 240 |
brutefours | 300 |
buridan | 70 |
changing | 60 |
cryforme | 180 |
deathorglory | 120 |
divisionoflabor | 210 |
dontlookback | 25 |
dreamtheimpossible | 120 |
exitstageright | 60 |
feelthepressure | 71 |
finale | 180 |
imgonnamakeyoumine | 180 |
leapoffaith | 180 |
lix | 309 |
lixsterquadrille | 120 |
metalcitymayhem | 240 |
nomoreheroes | 60 |
ohnonotagain | 150 |
panicattack | 180 |
pathofwickedness | 180 |
roundtrip | 240 |
segmentationfault | 150 |
spingeometry | 60 |
stuffintheway | 120 |
thehotelinhell | 120 |
thelastlaugh | 120 |
themon0lith | 140 |
ticktoxic | 70 |
timetochange | 59 |
tinkertailorsoldier | 190 |
toccata | 180 |
toofartowalk | 135 |
tributetobennyhill | 3600 |
<del>varietyday</del> | <del>300</del> |
Let's all go down the strand: I might be remembering wrong, but I thought I read somewhere (can't find it anymore) that you suggested removing the diggers?
Finale: I used the latest version that you posted, in the corresponding post you say you can save 38, but the requirement is only 36. Is that intended? See: http://www.lemmingsforums.com/index.php?topic=593.msg18902#msg18902 I might swap it with Empty Space or Chasm if the requirement stays at 36.
20: The Borderland – This stood out for me! Like I've mentioned before, aesthetics is important for me, and I found this level really rewarding to play, well done Proxima!
The first impression is: This is harder right from the beginning than I expected! I hope that new players are really familiar with Lemmings and also that the upcoming Lix tutorials are going to be a thorough briefing for this game.I'm loving it so far, but I have to agree with this, also.
Cunning, Every Which Way but Loose: The attached solution must build pixel-perfectly inside the small steel pit.
The first impression is: This is harder right from the beginning than I expected! I hope that new players are really familiar with Lemmings and also that the upcoming Lix tutorials are going to be a thorough briefing for this game.I'm loving it so far, but I have to agree with this, also.
For example, I still haven't figured out Simple 12 ("Minimalism (Part 1)"), and I'm not sure if it's me or if something else is making it impossible. If it is just me, I'd love a pointer, please, haha...
26: Another Lix in the Wall – The second level (after A Completely Ridiculous Level) to trick me at least for 10 minutes.
I really have no clue! I even tried to see if the level wraps around, since I'd noticed that feature in the level-editor when I was making my own levels, and it doesn't...The first impression is: This is harder right from the beginning than I expected! I hope that new players are really familiar with Lemmings and also that the upcoming Lix tutorials are going to be a thorough briefing for this game.I'm loving it so far, but I have to agree with this, also.
For example, I still haven't figured out Simple 12 ("Minimalism (Part 1)"), and I'm not sure if it's me or if something else is making it impossible. If it is just me, I'd love a pointer, please, haha...
This is why I left the Minimalism levels for Quirky in the draft ordering. The trick to this one is extremely out of the box and requires more than just skill assignments. (That hint should help a lot, Prob Lem)
I really have no clue! I even tried to see if the level wraps around, since I'd noticed that feature in the level-editor when I was making my own levels, and it doesn't...The first impression is: This is harder right from the beginning than I expected! I hope that new players are really familiar with Lemmings and also that the upcoming Lix tutorials are going to be a thorough briefing for this game.I'm loving it so far, but I have to agree with this, also.
For example, I still haven't figured out Simple 12 ("Minimalism (Part 1)"), and I'm not sure if it's me or if something else is making it impossible. If it is just me, I'd love a pointer, please, haha...
This is why I left the Minimalism levels for Quirky in the draft ordering. The trick to this one is extremely out of the box and requires more than just skill assignments. (That hint should help a lot, Prob Lem)
For example, I still haven't figured out Simple 12 ("Minimalism (Part 1)"), and I'm not sure if it's me or if something else is making it impossible. If it is just me, I'd love a pointer, please, haha...I think you know everything about the skills that you need to (walkers turn lix around or cancel workers including blockers; batters fling nearby lix around including blockers; and blockers, well, block like in L1). It's just a matter of piecing this together, in not quite the most obvious way. This level stumped my friend who's playtesting for a while too, but when he figured the solution he was like "Why didn't I see this earlier?". And one thing, you don't actually need to change the release rate.
Hint 1: Don't make the first lix a blocker!
Hint 2: And don't use the walker to free the blocker, use it to turn a lix around instead!
Cunning, Every Which Way but Loose: The attached solution must build pixel-perfectly inside the small steel pit.It's a backroute, can be eliminated by making the gap 12 px deep instead of 8.
Simple 10: Little Miner Puzzle (Part 1) - If my solution is correct, the first miner is hard to realize compared to the position of this level in this set.LMP1: Quite a few people seem to find this solution (you, Amanda, sekti), but there's one that's a lot more straightforward.
Fear of Heights – Easy for its place, see replay. In Lemmix version some of the latest guys splatted, so the digger had to be placed at the right, so some of the first guys turned from the wall and the last guys managed to survive.
Can't Reach it – Don't Need It - Miner assignment has to be accurate to avoid breaking the builder bridge, intentional?
I'd like to add that we discussed first levels for each set in the other topic, but I think you've also made excellent choices for the other "landmark" positions (20th, 21st, 39th and last).Thanks! I was quite deliberate about my picks for the last level and often the penultimate level (I was contemplating for a while about Finale going as Vicious 40 due to its appropriate name, and then moving Chasm up to Hopeless where it probably belongs difficulty-wise), though for 20 and 21 it was more of a case of seeing what ended up there and shuffling around a little if I thought something else should go there. I'm glad you like the outcome though, I'll keep that in mind when reordering the levels after getting all the new feedback here.
There is an error in your list in the first post, geoo. Toccata's time limit is 180 (3:00), not 80. This is correct in the level itself.
Ohhhh! I think I see now. Will give it another spin, later.QuoteHint 1: Don't make the first lix a blocker!
Hint 2: And don't use the walker to free the blocker, use it to turn a lix around instead!
This level stumped my friend who's playtesting for a while too, but when he figured the solution he was like "Why didn't I see this earlier?".Haha, just pulled it off. It's genius.
I've played through the Simple set, and all I'd say at the moment is that "Snow Really" could stand to come a few places later. How about "Lix Potion" as a 21st level?I think I agree on both here
Snowball Battle: Proxima, you talked about an easy solution that could be eliminated by removing the walker, but I've left the walker in for now. What is that solution?
I kinda want to keep The Borderland at position 20 as it stands out visually.I'm touched
Halfway Down the Stairs: Attached is an archive with 7 different solutions. Maybe that will help you decide which skills to cut.I also looked back at my original replay for the no-miner challenge. It turns out to use both bombers but not the jumper. I think the best thing is just to leave it. Taking into account the precision required for the jump-bomber, it's not really any easier than other solutions.
And to everyone, what do you think of changing Slipping Again to tseug's original version of Slipping that mobius posted above? In hindsight I don't find it that exciting a level and a bit technical, so alternatively I'm thinking of replacing it with Top Gear or Lixes in Motion (see outtakes folder) too.I'd be very happy to see Lixes in Motion re-included in the set, but I'd also like to have another look at both Slippings to see if I can come up with a fix... when I have time.
Btw, I had a glance at the time limit list, and there are a few levels where I don't quite see the purpose of the time limits (I haven't thought deeply about it though, e.g. I might be missing how they eliminate backroutes), care to enlighten me? Otherwise I'd be inclined to remove the time limits from these levels: allover (240), brutefours (300), cryforme (180), deathorglory (120), divisionoflabor (210), finale (180), imgonnamakeyoumine (180), leapoffaith (180), metalcitymayhem (240), pathofwickedness (180), roundtrip (240), segmentationfault (150), thelastlaugh (120), tinkertailorsoldier (190), toccata (180).Brute Fours, Cry for me, Death or Glory and Round Trip are remakes that have time limits because the original levels did, and in the case of Cry for me and Death or Glory, the original authors aren't around to ask whether they're okay with removing the time limits. It's up to you what you want to do with them.
Brute Fours, Cry for me, Death or Glory and Round Trip are remakes that have time limits because the original levels did, and in the case of Cry for me and Death or Glory, the original authors aren't around to ask whether they're okay with removing the time limits. It's up to you what you want to do with them.Hmm if you consider potentially redoing a solution with tighter timing a challenge, then yes (admittedly, in the recent past, I only remember running into this in Path of Wickedness). Sounds more like nostalgia to me, but ok.
Finale, I'm Gonna Make You Mine, Metal City Mayhem, Path of Wickedness and Toccata have time limits as part of the challenge. I know you don't like this, but I do (in moderation) and they are my levels.
It's also a consistency thing, the norm should be no time limit as right now there's no explicit warning that a level has a time limit (you have to notice the timer is going down instead of up), so most of the time you just notice because suddenly your lix explode, which is kinda frustrating.
Hmm if you consider potentially redoing a solution with tighter timing a challenge, then yesNo, I consider that in timed levels, the challenge is to find a solution that saves the required number of lix within the time limit. Often this means you have taken the wrong approach and need to find a better strategy, which can be an interesting challenge. It does sometimes mean you get the correct method and then merely have to tighten it to pass the level, but that is equally possible with untimed levels with the number of skills used or their placement -- indeed, it happens all the time and is an essential part of the solving process.
This is a problem that should be addressed by making some kind of indication in the level or on the menu screen. Btw, I don't think the majority of players, at least players that are used to playing Lemmings are going to experience this frustration because they are used to time limits. Anyway, I still think it's a good idea to have something more noticeable indicating there is a time limit.
No, I consider that in timed levels, the challenge is to find a solution that saves the required number of lix within the time limit. Often this means you have taken the wrong approach and need to find a better strategy, which can be an interesting challenge. [...]Hmm, for that to actually happen I think the time limits on the above mentioned levels are a bit lax though. I don't remember coming up with a solution to any of these levels that didn't work after tightening the timing.
As an initial suggestion, maybe some kind of timer icon indicator on the menu screen, and/or flashing the time for the first N game seconds for timed levels.Yeah, I think the timer flashing in red at the beginning is a good suggestion which, I believe, is already on the wishlist.
I thought the point of Slipping Again was to enforce my solution to the first draft of Slipping, so I'm not sure how and when that was changed. I can't remember exactly what that solution was though of course all this is on record in the large topic.I didn't even remember there was a specifically intended solution for this one. Feel free trying to enforce it.
However; it sounds like the time could be relaxed a little [add more] it doesn't have to be as tight as Nepster is saying it is.I don't think you have to change the time limit if you leave the SI at 30-50 (of fix it e.g. at 40). My previous comment is only relevant if you still wish to fix the SI at 50 - otherwise please ignore it.
Have Another Try: Thanks, so I'm wondering what makes this level so special to you. When I made it I felt it was just another puzzle level, at least I touched it up a little to make it look prettier, at the beginning it was really just a wall of bricks.The puzzle itself is one of the cleanest ones, there's no extra fiddling in it, only clear, easily performed movements. Climber re-use and the fact that it's one of your more decorated levels are also pluses. Best levels are those that give glee after solving them or during playthrough, no matter how difficult is the level.
For Round Trip and potentially Slipping, if I move those down to Daunting, which levels do you think would be most fit to replace them in Vicious?I looked again at Daunting levels and I feel that there actually isn't that big difference compared to Vicious levels in terms of difficulty. :I Here was the trickiest Daunting levels for me, but there's surely other levels as well. In my opinion though even Daunting is too much for Round Trip, I mean, the only things that make this level non-trivial are:
The digger placement and climber-bombing through walls.
Btw, I had a glance at the time limit list, and there are a few levels where I don't quite see the purpose of the time limits (I haven't thought deeply about it though, e.g. I might be missing how they eliminate backroutes), care to enlighten me? Otherwise I'd be inclined to remove the time limits from these levels: allover (240), brutefours (300), cryforme (180), deathorglory (120), divisionoflabor (210), finale (180), imgonnamakeyoumine (180), leapoffaith (180), metalcitymayhem (240), pathofwickedness (180), roundtrip (240), segmentationfault (150), thelastlaugh (120), tinkertailorsoldier (190), toccata (180).
FYI: Akseli found my one true intended solution (actually a trickier variant thereof) for Won't Get Fooled Again. Yay! But for now, I'll still leave in geoo's alternate solution as before, considering this a community set.
I did look at the two Slipping levels -- my comments are on page 5 of this topic. In summary: both levels are fine as-is, but ideally should be moved at least one ranking earlier, if suitable levels can be found to move up in their place. Whether moved or not, Slipping Again could be tightened by removing some skills, but keeping these skills makes execution easier. I hope we will keep both levels (and especially Slipping Again) in the set, but in the end it's your call.I think I'll keep both levels as they are, and bump them down a rating. I'm happy to implement any specific changes to the levels, but will leave them as is if there are no suggestions.
As for Halfway Down the Stairs, it does reduce the variety of interesting challenge solutions, but if it's for the best overall, I'm okay with removing the fling-bomber (in which case the jumper should be kept).There's one fling solution, but apart from that the uses of the two kinds of bombers are interchangeable in all solutions. So leaving the L1 bomber cuts one more solution than leaving the L2 bomber. But I can cut out the L2 bomber, whichever you prefer. It's necessitated via one of Simon's design changes. At least with regard to using a jumper and a climber bomb to get up 2 levels, cutting a bomber instead of the jumper achieves the same.
One last thing. In the main list of level authors (in the text that displays when you navigate into the lemforum pack in-game), if it's not too much to ask, could I be listed as "Michael S. Repton" instead of just "Michael"?Can do that, no problem.
try solving Death or Glory in under 1 minute (or close). Weirdybeardy made a second level titled Death or Glory part 2 which is identical except a 1 time limit. I don't know if this is actually possible, but I'm really curious if it is. I have not been able to do so myself. Since this level is remade from a Lemmix the timing may not be exact [hence I said "or close"]I suspect this is no longer possible on the Lix version, which has a fixed spawn interval of 50 :lix-cool:
(the normal solution should not be possible)
Recent game mechanics changes made the attached solution/backroute to "Won't get fooled again" (again) possible.
Recent game mechanics changes made the attached solution/backroute to "Won't get fooled again" (again) possible.
Though I was wondering, what about "Won't get fooled again"? Is there still a backroute that needs fixing?
I just checked my todo list (and read the chat logs), and I'll swap the following two pairs of levels (with the version from the outtakes folder, respectively) unless someone says otherwise:
- I will Replace Three Days of the Condor with Lixes in Motion.
- I will put Eye of the Needle back instead of Absolute Zero. (Some other levels already use the Abs. Zero trick, and while I had a lot of trouble with the level, I think the consensus is that Eye of the Needle is harder.)
Some other things that I could change if someone cares (tell me if you do), but otherwise won't:
- I think at some point it's been suggested to change the builder to a basher in 'Climb to Freedom'.
- The last laugh: Has a variety of interesting solutions. I could cut one basher to enforce Akseli's variation and to make it more appropriate for its ranking.
- Comment by Akseli: Follow the Yellow Brick Road – This was easier than Charge of the Lix Brigade imo. -- Should I do something about this, e.g. swap the two levels?
And I will add the hints that I have, and any that are sent to me within the next few days.