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NeoLemmix => NeoLemmix Levels => In Development => Topic started by: bulletride on July 26, 2016, 01:54:56 AM

Title: BulletRide's Beta Releases
Post by: bulletride on July 26, 2016, 01:54:56 AM
40 levels up. See last later post for details.


Music download
https://www.dropbox.com/s/ixyar5ts5b0n5qz/bulletrideMusix.rar?dl=0 (https://www.dropbox.com/s/ixyar5ts5b0n5qz/bulletrideMusix.rar?dl=0)

:compat-ver-10-12::compat-yes:
Title: Re: BulletRide's Bi-Weekly Level Releases
Post by: Nepster on July 27, 2016, 05:15:20 PM
Hope you get better soon!

Here are solutions to all five levels (using experimental version Exp1.44-D, though any even more recent version should work as well).

Comments on the levels

Blank Slate: Neat idea, but I found it pretty tricky and annoying to time all lemmings, so that they don't splat in the digger tunnel and arrive (as a group!) when the digger is almost finished with his work.
Act Fast: Very good level that was lot of fun to play. :thumbsup:
Silent Circus: It shows that this level originally had a different solution.
Trap Well Sprung: Good level. I first thought that walkers may just walk over the rock (with only the right-hand side being too steep) and therefore went for a completely different approach (using two bombers to create a path from the bottom platform just over the water to the platform with the rock).
Threads of Life: My solution is very likely not 100% intended.
Title: Re: BulletRide's Bi-Weekly Level Releases
Post by: bulletride on July 28, 2016, 12:09:13 AM
Thanks for the replays they were a big help!

Spoiler

level 1's replay wasn't solved (probably the version effected it) but that's fine its solution is all in timing the lemmings anyway and is not meant to be a hard level.

Level 2 was solved as intended.

Level 3 is definitely not as good as its original but it was one of my favorites and I though I would try to revive it.

Level 4 you solved it differently then intended but I like your solution as well so I don't think I need to change anything.

For the last level I fixed it so that you cannot turn around with the steel at that one spot. Its not quite as pretty but it gets the job done.
Title: Re: BulletRide's Bi-Weekly Level Releases
Post by: joshescue18 on August 08, 2016, 10:52:47 PM
Here is my solution.
Title: Re: BulletRide's Bi-Weekly Level Releases
Post by: bulletride on August 09, 2016, 01:33:48 AM
Alright, its been 2 weeks. Here are 5 more levels!
Title: Re: BulletRide's Bi-Weekly Level Releases
Post by: bulletride on August 09, 2016, 02:28:29 AM
Quote from: joshescue18 on August 08, 2016, 10:52:47 PM
Here is my solution.
Spoiler

This solution is one of the ways I intended it to be completed. Nepster noticed the gap can be crossed with simply 2 builders and no miner and I cant quite find a way to prevent it without ruining the other methods too :(. If I can't fix it I am not sure if I should remove a miner or not. Ill probably leave it in though.
Title: Re: BulletRide's Bi-Weekly Level Releases
Post by: joshescue18 on August 09, 2016, 03:53:06 AM
Here are all of the replays.
Title: Re: BulletRide's Bi-Weekly Level Releases
Post by: Nepster on August 09, 2016, 05:11:01 PM
The second set is a lot easier than the first. Replays to Week 2 attached (again recorded with the experimental release - sorry).

Some comments

Crystallize: There is a lot of nice approaches one can try. However I am not really a fan of the one that actually works.
Stainless Steel: Good level! Again lots of possible approaches and red herrings.
No Bones: Nice idea with a well-hidden solution.
Catch and Release: It took me quite a lot of tries to set the RR correctly in order to balance "second digger must stop -> assign later" and "lemmings should not step out of the basher tunnel via stepping on the digger tunnel -> assign earlier". Again a nice idea, but unfortunately too much fiddling around for my taste.
Frustration: This was actually less frustrating than "Catch and Release". Sure, there were some precise skill assignments there, but at least it was clear what I had to optimize and did not have to find a balance between a few things.
Title: Re: BulletRide's Bi-Weekly Level Releases
Post by: bulletride on August 10, 2016, 12:21:38 AM
Nepster beat Catch and Release in a way I did not intend so that explains why it was annoying to time. Josh solved it the way I do it and he had a different solution to Frustration which was pretty cool. Thanks for the replays.
Title: Re: BulletRide's Beta Releases
Post by: bulletride on September 27, 2016, 01:53:23 AM
I have procrastinated posting this for a while now so here is week 3 finally! Dropbox link contains the NXP with custom music but if you would rather the individual level files they are attached as well. First and Last level's music was made by a friend of mine. You can find his music here if you like it: https://www.youtube.com/watch?v=pTr8JUGrsoE (https://www.youtube.com/watch?v=pTr8JUGrsoE)

Week 3 NXP (Version 2):
https://www.dropbox.com/s/cqaev33gmduoqhz/BulletRideW3V2.nxp?dl=0]https://www.dropbox.com/s/cqaev33gmduoqhz/BulletRideW3V2.nxp?dl=0]https://www.dropbox.com/s/cqaev33gmduoqhz/BulletRideW3V2.nxp?dl=0 (https://www.dropbox.com/s/cqaev33gmduoqhz/BulletRideW3V2.nxp?dl=0)
(last updated 9/29)
:compat-dual:


(http://i346.photobucket.com/albums/p422/impostter/Middleimg_zpstbqjqd0l.png)
(http://i346.photobucket.com/albums/p422/impostter/LetsGetToBottomOfThisIMG_zpsjfyqwjbg.png)
(http://i346.photobucket.com/albums/p422/impostter/AfterthoughtPart1IMG_zpsrgcgmvba.png)
(http://i346.photobucket.com/albums/p422/impostter/PistachioIMG_zpstj9vmiyd.png)
(http://i346.photobucket.com/albums/p422/impostter/LemmingNatureimg_zpsqr3q7cqm.png)

I would appreciate any comments regarding the difficulty of the levels as I will need to arrange them in the future and I am terrible at rating my own levels. I think most of these are on the easier side. Thanks!
Title: Re: BulletRide's Beta Releases
Post by: mobius on September 27, 2016, 11:51:58 PM
I like the first two being single screens. Not that I don't like big levels too, but this is a cool concept that was only recently introduced since you can adjust screen size now. The music is excellent too!

Meet Me in the Middle -- excellent one, stumped me for a little. Good multitasking here and the solution felt natural.

Let's get to the bottom  -- It was nice to  see a remake of this old one; still super hard!

I also love the music! What are the three middle songs from?

I attached my solution to the first level. I plan to keep trying on the rest, and also check out the stuff you posted earlier in this thread which I haven't much yet.

Just to be clear: these levels are intended to work on the latest version of NL; where the sides of levels are deadly right?
Title: Re: BulletRide's Beta Releases
Post by: bulletride on September 28, 2016, 02:35:58 AM
These levels are intended for the new version but they work fine on the old version as well (updated post with the symbol to clarify). Glad you like them so far!

Level 2 and 4's music are from Shadow of the Beast and Level 3's is from Final Fantasy 9 (Memoria).

Title: Re: BulletRide's Beta Releases
Post by: mobius on September 28, 2016, 10:43:10 AM
solved level 2 which seems like backroute.

Spoiler
I suspected at first the solution involved digging down the ladder in one go.

Not sure if I ever solved the old version.

[unrelated note:] I'm liking the failure, success jingles a lot. :D
Title: Re: BulletRide's Beta Releases
Post by: bulletride on September 28, 2016, 04:35:09 PM
Yep that was a back route nice find! I have removed the climber from the skillset. Updated the main post with the new versions or you can download the individual level below.
Title: Re: BulletRide's Beta Releases
Post by: mobius on September 28, 2016, 11:02:48 PM
solution to Show your true colors, feels a little backroutish

Spoiler
I was very much expecting the left side pillar to be splat height, surprised when this worked.
Title: Re: BulletRide's Beta Releases
Post by: bulletride on September 29, 2016, 12:57:33 AM
Spoiler
That is the intended solution, I can see how it looks like a backroute with the extra miner left over. I will make the pillar a bit shorter in the next update so its a bit more obvious that they can survive the fall there (or maybe change up the left side a bit to make use of the extra miner). While I'm at it should I lower the RR a bit to make less climber spamming? 
Title: Re: BulletRide's Beta Releases
Post by: mobius on September 29, 2016, 01:00:53 AM
Quote from: BulletRide on September 29, 2016, 12:57:33 AM
Spoiler
That is the intended solution, I can see how it looks like a backroute with the extra miner left over. I will make the pillar a bit shorter in the next update so its a bit more obvious that they can survive the fall there (or maybe change up the left side a bit to make use of the extra miner). While I'm at it should I lower the RR a bit to make less climber spamming? 

I don't think you need to do that; actually I think the level's pretty fine as is and
Spoiler
extra skills that are a red herring are always a plus in my book. That's a very hard thing to do because extra skills usually open up backroutes
Title: Re: BulletRide's Beta Releases
Post by: bulletride on September 29, 2016, 01:58:01 AM
Cool, ill leave it as is then. Thanks for the feedback!
Title: Re: BulletRide's Beta Releases
Post by: joshescue18 on September 29, 2016, 04:14:03 AM
I solved of the Week 3 levels.
Title: Re: BulletRide's Beta Releases
Post by: bulletride on September 29, 2016, 05:14:47 PM
Quote from: joshescue18 on September 29, 2016, 04:14:03 AM
I solved of the Week 3 levels.

Congratulations! You managed to backroute every single level lmao. Uploaded V2 to fix them.

-Blocks are further apart on Meet Me in the Middle.
-Removed Climber from Lets Get to the Bottom of This.
-Fixed the terrain on the far left side of Afterthought so that you cannot create a wall by bashing.
-Added steel to prevent that mining technique on Show Your True Colours (really cool technique though! I knew you could do that with bashers but I never realized you could do it with miners too!)
-Finally, changed one of the trees to be thinner on Lemming Nature so that it is mined through in one pass instead of 2. This should hopefully stop the single lemming from getting by while the rest are trapped.

Thanks for the replays! :thumbsup:


Week 3 NXP (version 2):
https://www.dropbox.com/s/cqaev33gmduoqhz/BulletRideW3V2.nxp?dl=0 (https://www.dropbox.com/s/cqaev33gmduoqhz/BulletRideW3V2.nxp?dl=0)
:compat-dual:

Title: Re: BulletRide's Beta Releases
Post by: mobius on October 30, 2016, 04:00:19 PM
with the help of Arty, Giga and InsaneSteve last night in my pseudo-stream on Skype, I solved "Let's Get to the bottom of this". I think it's still a backroute because of the major precision and timing involved, or by just getting super lucky as I did. When I tried it again like this just now it didn't come close to solving.
Title: Re: BulletRide's Beta Releases
Post by: bulletride on October 31, 2016, 10:26:06 PM
Quote from: möbius on October 30, 2016, 04:00:19 PM
with the help of Arty, Giga and InsaneSteve last night in my pseudo-stream on Skype, I solved "Let's Get to the bottom of this". I think it's still a backroute because of the major precision and timing involved, or by just getting super lucky as I did. When I tried it again like this just now it didn't come close to solving.

This is not the intended way and is probably harder then the actual solution is so I will probably just leave it as for now. I have attached the intended way below if you want to compare. I may edit it in the future when I finally get around to releasing a larger pack. Either way nice find, very unique solution!
Title: Re: BulletRide's Beta Releases
Post by: bulletride on January 26, 2017, 07:50:00 PM
I have 30ish levels I have completed so far so I figure I might as well put them here so that if anyone feels like trying them they can.  I would love some replays especially of levels not released yet (and Blank Slate which is a completely different level now). I will probably end up capping the pack at 30-40 levels, either adding another rank of 10 or cutting a few crappier ones to replace with levels I am still working on.

I tried to order the levels by difficulty as best I could so please let me know if any are super out of place.

Thanks!
Title: Re: BulletRide's Beta Releases
Post by: bulletride on February 09, 2017, 08:18:40 PM
I finished De-Christmastising most of the Christmas levels I made for the holiday pack and put most of them in this pack (with some minor skill changes and back route fixes). With those plus a few easier levels I added the first rank will be much more of a warm up.

I realized I didn't have any Brick levels so I made a bunch of them this week. Plus a few other levels I added and I am currently at 40 levels. I had removed 5 levels as well and still managed to get to my goal of 40. I will probably still be replacing 5-10 levels because I still feel like some of them are not up to par.

For a full list of levels removed/changed you can see below. If you feel like any level I removed/plan to remove was worth keeping please let me know.

Spoiler

----Removed-----
-Frustration
-Gemstoned
-Show Your True Colours
-Nevermind
-Afterthought (part 3) (had major back route I don't know how I missed/can fix. kinda a shame as this part brought the whole level together I think.)

----To be maybe replaced----
-Ice Caps
-Catch and Release (I will probably use the 'trick' in a more meatier level)
-Threads of Life (I have an idea for a similar level I may or not make, if I keep it I will probably change some things around)
-Aquatic Mine
-Collision Course
-Brick By Boring Brick
-Other, let me know if a level sucks! It is a smaller pack so I want them all to be good! :thumbsup:

---Level Changes---

Deep Six - added more dirt above exit to hopefully have prevented a backroute.

Cool Steel - added floaters. Shouldn't change the level solution.

Christmas Cavern - removed 2 skills, doesn't change much!

Ice caps - removed blockers (think this one was already in last pack though)

Santas Little Helpers - backroute fix of some terrain to prevent head bonking at a certain spot.

Against The Grain - removed 2 blockers :sick:.

A Trap Well Sprung - with some major remodeling I finally removed Nepster's route from months ago (I hope). Added lots of decoration as well.

Afterthough (part 1/2) A change I made for part 3 caused a back route in part 2. With the removal of part 3 from the pack it was an easy change to fix, just added some more dirt by the exit to prevent mining through.

*Also did major re-structuring of the level difficulties.



If you want the music I have uploaded it to dropbox here.
https://www.dropbox.com/s/ixyar5ts5b0n5qz/bulletrideMusix.rar?dl=0 (https://www.dropbox.com/s/ixyar5ts5b0n5qz/bulletrideMusix.rar?dl=0)
I just restructured some of the level orders so hopefully there are not repeats close to each other.

:compat-ver-10-12::compat-yes:

*Ignore my horrible level ranks I still have to do that ;P.