Author Topic: CustLemm Level List Game  (Read 256315 times)

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Offline Timballisto

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Re: CustLemm Level List Game
« Reply #345 on: August 24, 2005, 12:38:29 AM »
If we're not already decided on what to  review next could we do one of my packs?

Offline ccexplore

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Re: CustLemm Level List Game
« Reply #346 on: August 24, 2005, 01:51:50 AM »
Quote from: JM  link=1114567084/330#341 date=1124534155
Bad: <snip> and one way block not used in level

But the one-way block wasn't utilized in the original either.

Offline ccexplore

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Re: CustLemm Level List Game
« Reply #347 on: August 24, 2005, 01:52:46 AM »
Quote from: Timballisto  link=1114567084/345#345 date=1124843909
If we're not already decided on what to &#A0;review next could we do one of my packs?

Which of your packs would you prefer?

Offline Shvegait

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Re: CustLemm Level List Game
« Reply #348 on: August 24, 2005, 02:25:57 AM »
Quote
Also, the exit doesn't seem to work so it is technically impossible.


I was going to ask about this. I even searched in LemEdit for a hidden exit, but nope. It definitely seems impossible; anyone know otherwise?

Offline Timballisto

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Re: CustLemm Level List Game
« Reply #349 on: August 24, 2005, 02:50:38 AM »
Any of them. &#A0;I think...three. &#A0;Yeah, three's good, but ultimately the choice is up to you.

EDIT:  Uh.....we need some screenshots of both of my new packs... X_X

Offline ccexplore

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Re: CustLemm Level List Game
« Reply #350 on: August 24, 2005, 02:54:38 AM »
I forgot which menu it is called, but in LemEdit there's a place where you can set certain display-related options.  So you can turn off the terrain and tell it to ignore the no-overdraw and/or draw-on-terrain-only flags.  Then all objects in the level should show up.

If you can't find an exit object with a z-order of 15 or lower, then the level is impossible to solve.

Offline Shvegait

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Re: CustLemm Level List Game
« Reply #351 on: August 24, 2005, 02:57:37 AM »
Yeah. What I meant was I viewed all the objects in the level, and there is no hidden exit. 8 are acid, 1 is the window, 1 is the only exit. I just didn't know if there was some trick/bug that let you get in the exit before dying in the acid. I guess not, but I didn't know.

Impossible levels are for suck &#A0;:-(

@Timballisto: OK, I'll set up screenshots in a little bit. Packs will be named timb03 and timb04, if that's OK.

Offline Timballisto

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Re: CustLemm Level List Game
« Reply #352 on: August 24, 2005, 03:11:08 AM »
Sure.  Thanks a lot!

Offline ccexplore

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Re: CustLemm Level List Game
« Reply #353 on: August 24, 2005, 03:37:01 AM »
Quote from: Shvegait  link=1114567084/345#351 date=1124852257
I just didn't know if there was some trick/bug that let you get in the exit before dying in the acid.

Oh I see.  So it's not a z-order problem, it's the overlapping object problem.

When the trigger areas of two objects overlap, the one with the higher z-order takes effect in the overlapping region.  So I guess here, the problem is that the water's trigger area is overuling part of or all of the exit's trigger area.

Interesting.  Let me take a shot at this, the level might actually be solvable (or at least the exit can be made usable) without modification.  Well, a slim maybe anyway.

Offline ccexplore

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Re: CustLemm Level List Game
« Reply #354 on: August 24, 2005, 04:33:59 AM »
Ok, it looks like all of the exit's trigger area is covered up by the water's trigger area.  So, in effect, there are no exit trigger areas in the level, hence the level is not solvable.

Offline ccexplore

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Re: CustLemm Level List Game
« Reply #355 on: August 24, 2005, 05:25:02 AM »
Hmm, actually, I'm not 100% sure now.

It seems like, from the entrance area, you escape the wrath of water if the row of pixels of ground is at y=143.  The exit's ground row is actually just one lower than that, at y=144.  It seems that without the water, you can still exit with the ground row as high as y=140.

So it would seem that there are some places where the exit's trigger area are not overlapped by the water's.

This is actually confusing me a little now.  I always thought trigger areas are aligned to multiples of 4 in their x, y, width and height.  Now I'm not so sure.

Anyway, I'll try this level later again and see if it's possible to solve it as is.

Offline Shvegait

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Re: CustLemm Level List Game
« Reply #356 on: August 24, 2005, 05:55:48 AM »
Interesting. Well, you know that the exit triggers span multiple y values, but it only matters if there's ground for the lemmings to land on. This is not true for water, where the lemmings will die regardless of surrounding terrain. So while the exit trigger's region may not be completely overlapped by the water, there's no ground for the lemmings to land on to make an exit, and they'll always hit the water first.

Timballisto: I've uploaded screenshots for your 3rd and 4th pack. One note: The method I normally use for piecing together screenshots does not work on Level 4 of your 4th pack (the really long line). Whenever there's no context and very little contrast in pixels either horizontally or vertically, it can take a really long time to get an accurate screenshot. On the other "line" levels, I've been lucky that they've been on something like the crystal set, where there's at least some variation in the pixels. The pipes make it a bit more annoying, although it should be possible, but it's late, and I'm tired &#A0;X_X

We're not reviewing that particular pack next anyway, so it doesn't really matter, but for the time being I just put up a screenshot of the level preview, which should give a basic idea of the level (although the picture is very very small.)

JM

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Re: CustLemm Level List Game
« Reply #357 on: August 24, 2005, 11:41:48 AM »
Are we reviewing Timballisto's levels then?

Offline ccexplore

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Re: CustLemm Level List Game
« Reply #358 on: August 24, 2005, 12:10:23 PM »
Quote from: ccexplore (not logged in)  link=1114567084/345#355 date=1124861102
Anyway, I'll try this level later again and see if it's possible to solve it as is.

Level solved!  Here we go:

http://www.geocities.com/guestlevels/lemmings/spilledpeasoup_a.png
http://www.geocities.com/guestlevels/lemmings/spilledpeasoup_b.png

This is a 77/80 solution.  It should be possible to get 79/80 if you don't use bombers to free the 2 blockers I used.  I'm less sure about the feasibility of 80/80, mainly because I think you'd run out of builders.

Offline Timballisto

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Re: CustLemm Level List Game
« Reply #359 on: August 24, 2005, 01:57:56 PM »
How did you get those bridges like that???????