Just played some of this. :)
I notice a lot of the levels have time limits that don't really serve much purpose. These days, the general convention is to only put a time limit on the level if it has a good reason to be there (eg. the point of the level is to be a time cruncher, or if the time limit is there to prevent a backroute, etc).
Easy, but a nice level. :)
This might be a backroute, though if it is, I suspect it's the "overcomplicating the level" type.
Probably a backroute; it doesn't use the floater and relies on some precise mechanics. But I'm not entirely sure what else would work, either; this is a huge step up in difficulty from the previous one even if this is the intended solution.
This is an excellent level! :D
Maybe another backroute? If not, this level is significantly easier than the last two.
This is an amazing level!!! Even though many of the elements of this one fall under "done to death", this level puts them together in a way that works really well. I'm very impressed with this one.
Basically just Cascade with climbers, unless this is a backroute?
This one was easy, but fun to play.
Replays attached. Press L in-game to load a replay (or if you're using the regular skill panel rather than the compact one, there's a "Load Replay" button on it).
Very nice levels, even though quite a few will need backroute-fixing.
In case you aren't yet aware of the existance of the following NeoLemmix options:
- I noticed that you used steel areas. NeoLemmix has an option called "Autosteel", which automatically turns all pixels of steel blocks into steel.
- Moreover I noticed that some one-way areas reach a bit farther than they need to, e.g. to the bottom left of the left OWW in "Lemming Sold Separately". NeoLemmix allows setting pieces to "one-way-enabled" resp. "one-way-disabled". The first type can become one-way-walls if such an object is placed on top of it, the second type will never become a one-way-wall. This allows determining the reach of a one-way-wall on a per-piece basis.
I will comment only on the levels, where I suspect being close to the intended solution.
Foreshadowing: Very nice and easy level.
Lem waz' here: Excellent level. Just one minor remark: The final basher needs to be placed rather precisely.
Separate the Crowd: Far easier than the previous levels. This feels like the weakest level in the pack.
Cosmic Junk: Excellent level! :thumbsup:
Lemming Sold Separately: Another excellent level! :thumbsup: (even though I already knew this and the next two levels from your database pack)
It's raining Lem: Nice level, but I can save one more lemming than necessary.
All at once: Very good level. :thumbsup: With a bit of optimizing, I can save even 78/80 lemmings.
Thanks for playing my levels!
I didn't know the convention on time limits and I just ported these from Lemmini, so I'll get rid of them on the ones where it doesn't serve a clear purpose.
The levels aren't particularly well ordered by difficulty as I rushed this demo out.
I also had no idea how many backroutes there would be; I think 3/16 of nepster's replays were intended which is insane and it's mostly due to me not putting steel everywhere. My brain is so used to the intended solution that I just assume I can't dig/bomb through certain bits of terrain and so I miss somewhat obvious backroutes.
Sorry for bad formatting for the next bit, idk how to use this text editor. Backrouted replays:
Complacency:
This level was abused heavily, wow. I'll make the climbable thing taller and completely vertical, which should fix both backroutes
Christmas Chill:
This level was backrouted twice by the non-builder way of turning around, which should be easily fixable by removing upwards slopes in the terrain
Abandoned Palace:
namida's solution will now be the intended solution because it's very similar to mine but nicer. I'll put steel under the entrance to fix nepster's
Separate the Crowd:
I thought this was a cool idea until namida made me realise it's just Cascade with climbers, so I'll put that earlier in the pack if I even keep it in
Lemming Designer:
ugh, this was backrouted twice, though both should be easily fixable (the right side of the level is necessary)
Caught in the symmetry:
Forcing the intended solution will be really obnoxious, and even after moving the steel to fix nepster's solution I feel like there will still be plenty of other backroutes
Tiptoe through the factory:
This was the example of what I said earlier, where I miss obvious backroutes because of the lack of steel
Cosmic Junk
This was easily the level I wanted to see people play the most; thanks for not completely destroying it :P. A couple of tools at the start are switched around but it's mostly intended
It's raining Lem
I cannot believe I didn't realise that the builder could turn around (even though there's a terrain piece right there for that purpose); he was supposed to die to save his friends. I'll either increase the required lemmings by 1 or remove that terrain
All at once
I'm adding steel to fix the last section, but the general idea is correct
A double rotation
The backroute will be fixed by setting the release rate to 99 and lowering the steel
(I also have all the Lemmini replays recorded for intended solutions, which I just need to edit together).
Again, thanks everyone for playing and exposing all the backroutes, and thanks for the feedback! :)
EDIT:
lem waz here's basher is awful because in Lemmini bashers stop very easily
I resolved the updated levels. Some solutions feel intended, some not yet.
Breezy 3: The timing is very difficult to block the builder, so that the bridge does not close the gap to the earth pillar but still reaches far enough to catch the crowd.
Stormy 1: Not much difference...
Stormy 2: Much better solution now. :thumbsup:
Stormy 4: Almost the same solutions as before.
Savage 1: Same solution as before.
Savage 2: Much better solution. Nice level.
Savage 3: Excellent level! :thumbsup:
Savage 4: My old replay did no longer work, but essentially the same solution does.
Treacherous 3: Only very small changes. There is far less leeway in timing the crowd now.
Treacherous 4: Much better solution now. I would have expected to be able to build from the one-way-wall to the platform on the right, but unfortunately the lemming hits his head halfway through. It would be great, if the terrain could hint a bit more at this.