I solved all Cunning levels of the lemforum pack (as of v. 0.9.1) and attached the replays. 35 were done in 0.9.1 the other 5 in 0.6.36. I checked the older replays with 0.9.1 and they should work there. For "Lix Cannon" I happen to have two (quite similiar) solutions.
I played it mainly on my old laptop, so bigger levels were a bit laggy, which had its advantageous sides but also made certain sections more tedious. But that's my fault for using outdated technology there.
It was sometimes quite rough for me. On some occasions it had to do with finding the approach, on other it was the precision required and on some there was much to deal with at once. Some levels really seemed to require advanced knowledge of the game. But in total it was an interesting task to perform for me. Thanks for making these levels.
Some remarks on some of the levels:
Spoiler
I noticed generally that a often used trick was the exploder-on-the-wall that creates extra ground to work with.
I liked in "Under the Rainbow" that my attention was focused on the lower route but in fact I was sucessful with the upper route.
I really liked the "Tapestry" level, which had a nice puzzle.
Labyrinth of Persia has a plus with me because of the allusion. I really love the DOS Prince of Persias.
"A Soulful Bounding Leap!" was the level I solved last and was with "Seven Pillars of Lixdom" the levels that I had most problems in finding approaches.
"Don't look back" was a nice short level.
"Once You Pop, You Can't Stop!" felt a bit random to me though it is probably fully controlable.
In "Some Like to Run" I found the use of runner a bit strange since it mostly waited.
"Compression Method 2" was with "Mice in the Pipeline" one of these levels that have an interesting idea in using game mechanics but overdo it in the implementation in my opinion. Both replays are lenghty and I seemingly do nothing but I either missed the point or had to wait. Fortunately they are rather lenient with the amount of lix to save though in "Mice in the Pipeline" I had the ambition to save all the climbers.
I like the Little Miner Puzzles since I like having different tasks in similiar levels because I have already thought myself into the puzzle setting.
"Buy One Get One Free" had actually a nice puzzle but I didn't know the quirks of the cuber at that time so I had to learn it there the "hard way".
"Well OK then" was a strange funny level.
"Jacob's Ladder" and "Dr Strangelix" were the levels that I had trouble with overseeing all the actions. They were very busy.
For "Walk the Plank" I didn't plan for the second climber to make it that close.
I have played through Lovely difficulty (v. 0.9.1) and have only very few remarks:
Spoiler
The level "Don't leave me hanging" seemed out of place difficultywise, if how I solved it is intended. It felt very precise and rough. But maybe that's only because digger cancelling gives me the shivers. I have attached the replay.
Is there supposed to be a difficulty curve in the order of the levels? If yes, I think "Let's Block and Blow?" is a bit early. Although the title somehow tells you what to do you have to get the idea what's the level is about. It felt difficultywise close to the level "Minimalism", which relies simiarly on one specific idea.
"Solar Eclipse" was a really nice introduction into a couple of the skills.
To solve "Lix Potion Number Nine" you literally don't have to assign any skills, which is quite funny. I attached the replay.
I understand that the sense of "Charge of the Lix Brigade" is the effect that is created by a ton of Lix but 600 seemed a bit much. I attached this replay for demonstration as well.
Thanks for the replays and feedback! A couple of responses:
Spoiler
I don't love your hacky solutions to Lix Cannon, but I don't think they can be fixed. You're not meant to bash the horizontal bar at the top of the "window", but I can't make it steel because bashers turn on steel, which would trivialise the level. Since it's in early Cunning, I'm okay with leaving it as multiple solutions possible. It's quite likely -- though I haven't checked -- that a similar solution is possible on the Cheapo original as well.
Beautiful solution to Labyrinth of Persia! This is an anything-goes level, but I haven't seen exactly this solution before.
Seven Pillars of Lixdom was recently moved down from Daunting (the fourth rank). I believe that late Cunning is the right place for it.
Compression Method 2 does indeed require waiting for all lix to be out before resuming work. I'll speed this up by dropping the spawn interval from 20 to 8.
Don't Leave Me Hanging is not as precise as you think. Consider the same solution but with the climber-miner starting earlier.
The lix count of 600 in Charge of the Lix Brigade is a reference to the Charge of the Light Brigade (either the event or the poem).
I'm a bit late to the party, but a few comments as well.
Btw, if you have solutions to the other ratings, or even the complete set for Lovely, feel free to upload so we can check for backroutes.
I remember seeing someone on stream (Flopsy or Arty?) solving Land of Rainbows and Unicorns with somewhat precise basher timing which is completely unnecessary but somehow easier to see and most people go for it. It's a bit sad, but hard to fix without sacrificing the aesthetics of the level. So for example I'm curious which solution you found there.
Spoiler
It takes time to build: is a bit different than intended, but the intended solution is a bit hard to enforce.
Skulls, Sludge and Steel: There's one main trick that you manage to avoid with builder placement which is possible due to the builder building one pixel further ahead now.
Well OK Then: The number of Lix was cut down from 100 to 20, enabling that you don't need to set up a static solution but use walkers instead. Main idea is featured though.
A Soulful Bounding Leap!: I think I initially placed it in Vicious, but it got moved down two whole ranks for some reason. Considering my initial placement I'm not too surprised this was the one giving you the most trouble.
Mice in the Pipeline: You can use a blocker to pin one of the "mice" to the wall (with the other one) so it doesn't walk back and forth. That makes the batter placement easier.
Let's Block and Blow and Minimalism: I found it important to have a few genuine puzzles very early in the game, with just 2-3 skills where the player knows what they are doing and it's about piecing things together. I find it important to have this to interrupt the slog of lots-of-everything levels which get boring after a while, even if Proxima disagrees with me. It's hard to place such levels as the challenge is of a different kind compared to the levels around them, but my impression is that people find Block and Blow easier than Minimalism. There's really not much you can try.
I personally would have like to have a few more of these puzzles very early on instead of mostly lots-of-everything levels, to ensure the player doesn't get bored.
Since there seems to be interest in it I have attached the whole set of Lovely (0.9.1) and Quirky (0.9.1 + 0.6.x) replays.
Some levels have more than one replay. The 0.6.x ones attached should work in 0.9.x. Quirky still contains "The Runaround" there.
Some remarks to the Quirky levels:
Spoiler
Could it be that "6 Gaps, 5 Builders" got easier due to the builder physics change? I remember fiddling around in 0.6.x but in the 0.9.1 there seemed to be no problem.
"Logging Your Progress" felt a bit finicky.
In "The Runaround" I save one digger but have a very precisely timed solution (especially timing the runner).
For "Impetus" I saved some skills as well but had a rather precise assignment of the second climber.
"Lix Lata" was very centered around coordination of the different actions/hatches.
I liked the "Box Set" concept and the level "Slaughterhouse" felt exactly fitting to the Quirky rank.
For me "Cubic Interpolation" felt rather easy but that's probably because I am through many variants of the cuber mechanic.
The levels that felt rather hard to me were:
"Snowball Battle" - I saved the climber but did some precision work there. This level haunted me since spring this year and I still think I don't have the intended solution.
"All Around the World" - This level uses a very clever trick.
"Another Lix in the Wall " - This level felt like it has a hard solution. I saved some skills so I don't know how close I got to the intended solution.
"Forest of Fears" - This one was rather I needed longer to figure out the solution than necessary.
"Waste Not, Want Not"
Snowball Battle is intended, well done.
Another Lix in the Wall is not intended but very ingenious! Since it's in Quirky I don't mind it having multiple solutions.
Thanks for the feedback.
In course of the mobius levels I looked at some of the lemforum equivalents and I think I backrouted them:
Vicious 2: Conundrum
I blocked the crowd with stairs, which seems too trivial for this difficulty and doesn't use all skills.
Hopeless 33: Eye of the Needle
I even missed to assign one climber and nevertheless got through. This was actually quite funny. I somehow don't think my solution is intended.
Both solutions attached.
Haven't looked at the Conundrum replay, but the description matches the intended solution. Most of us found it very difficult to spot this solution when the level was first released.
Eye of the Needle, I've uploaded a fix in the main "Levels for 0.9.x" topic.
Quote from: Proxima on November 24, 2017, 02:24:55 PM
Haven't looked at the Conundrum replay, but the description matches the intended solution. Most of us found it very difficult to spot this solution when the level was first released.
Spoiler
I needed a long time as well but if that's what I did is the intended solution it's going close to bruteforcing (just try if it works out timingwise) and quite trolly considering the skills available.
But maybe that's the quirk of the level.
I have solved the version of Nov 24, 2017 of "Eye of the Needle".
I'm not sure if it's intended but if it is then:
Spoiler
It was a lot of waiting until the lix in the last part align properly.
Edit: Was backroute; level got fixed against this in the meantime.
Sorry, but I have a solution to the v0.9.4 "Eye of the Needle". I think I will leave it at that no matter if it's backroute or not (since the beginning part is starting to drive me crazy). (There are indications that this is not fully intended but I have the impression I'm somehow closer to the intended solution than my other attempts. I'm at least more content with this one.)
Yes, that's along the same lines as the intended solution, though unnecessarily messy in parts. I'd call it a variation and don't think it needs to be prevented.
Forestidia: Was there any one of the Cunning levels that you felt a bit easier than the rest, possibly deserving of being moved down? I am considering swapping some levels around.
First to my mind comes 6 - Tapestry. It was an amazing level but felt for me a bit easy for the rank.
When looking through the Cunning rank, the easier levels for me (apart from Tapestry) were I think:
8 - Leap of Faith
12 - Cry for Me
maybe 31 - Tick Toxic
Connundrum:
Spoiler
the extra skills are red herrings
I can take a look at these other backroutes and attempt fixes if you'd like. I seem to be getting better at that lately :lem-shocked:
Spoiler
Lix Cannon is a great level; I'd hate that one to be spoiled for example.
IMO: levels don't need to follow a super-strict difficult curve and I find nothing wrong with a breather or hard one once in a while.
Since I don't know when I get around doing further levels of the harder ranks and I've gathered some level solutions I've attached some replays (should work with 0.9.4).
4 Daunting levels:
1 - Rhapsody--
4 - Over My Head
12 - Alternative Route Required
21 - Slipping Again
1 Vicious level:
14 - Five for Fighting
1 Hopeless level:
14 - Parking Garage
Remarks on the Daunting levels
"Slipping Again" and "Over My Head" are reproduced from old replays.
I remember "Slipping Again" being quite tough to find the solution; that I fiddled around a lot.
Of "Over My Head" I have no recollection but the solution doesn't look that hard to find.
"Alternative Route Required" seemed quite easy for that rank.
"Rhapsody--" was tough for me despite having a rough idea what to do early on. My problem was finding out where to do what actions; there were many possible combinations. Apart from that creating the bashing tunnel in the end was quite lenghty.
Remarks on Five for Fighting
I just noticed that this is the equivalent to mobius' "Whispering Wind". I have another solution here, which wouldn't be possible in the mobius variant I think. So maybe a backroute; I used all skills and everything fitted together but it seemed rather easy for this rank.
Remarks on Parking Garage
This level was adequately tough for this rank. But if you understood the general working of the level and one or two tricks the level was bruteforceable I think.
Your solutions to mine were intended. Extra skills there are a red herring.
Five for Fighting is not actually the same as "Whispering Wind". The terrain is similar but the solutions are supposed to be different. Five for Fighting is supposed to have a time limit which removes a bunch of solutions, but maybe that's no longer necessary.
Over my Head has a few similar solutions.
Interesting that still people are finding "Rhapsody" more difficult than it's position. This has come up a lot it seems, while I've always found this level pretty easy (but still a great one)
Thanks for the feedback.
Quote from: mobius on December 05, 2017, 11:43:31 PM
Interesting that still people are finding "Rhapsody" more difficult than it's position. This has come up a lot it seems, while I've always found this level pretty easy (but still a great one)
I'm not sure if I think Rhapsody is too tough since Daunting levels are supposed to be already tough I think. The level just hit my weakness of having to think in advance and deal with many possible combinations. I probably think more in a bruteforce (and problem by problem) manner, so that many possible combinations are generally harder for me.
I've solved 10 further Daunting levels and attached replays.
Some remarks
"A Towering Proposition"seemed quite tricky.
"Buy One Get One Free (Part 2)": I've solved this level twice because I forgot that I had solved it recently. But in both cases it was rather hard for me to find the solution.
"Go West!" was a level I'd tried unsuccessfully to solve in my first playing phase. My solution now is quite fiddly.
"I'm Gonna Make You Mine": I'm not sure if the blocking mechanic I used is intended.
"Passing Engagement" was interesting but felt rather easy relative to this difficulty.
"Rumble to the Bottom": I thought too complicated in progress of solving this level but in the end it was quite straightforward.
"Slipping": Similiar mechanic to "Slipping Again" (makes sense) and an easier variant I think (makes sense as well). The freeing of the crowd was fiddly for me.
"The Lix Who Japed" felt rather easy relative to the difficulty as well.
"This is Too Much Stepping Stones" has an interesting twist, but which is hinted at by the level design. I originally thought there was a higher save requirement, so I made it more complicated than it has to be.
"Variety Day" was a very interesting and had really a varied gameplay but was on the rather easier side as well.
Excellent replays -- those are all intended or at least acceptable. "A Towering Proposition" is slightly overcomplicated; the intended solution is very similar but you don't actually need that tricky step of timing the first two miners.
The intended solution to "I'm Gonna Make You Mine" is indeed to make a bridge wall with right-to-left builders, but I had a very different way of achieving this, using the platformers. Any solution that works is fine on this one.
Thanks for the feedback.
I've solved 8 further Lemforum levels and mainly post to ask if my solution to "Jack in the Box" is intended. This one looks quite peculiar.
Remarks to the 5 Daunting levels
"Backslash" led me at first in the wrong direction and that was the main difficulty of the level.
"Death or Glory": Thought a bit too complicated at first but it is a rather straightforward level.
"Jack in the Box": I used a very extreme case of synergy between blockers and builder. Had quite some skills left in the end.
"Lixes in Motion": Another level that seems to lead you in the wrong direction. It is a bit timing intensive but a very interesting little level.
"Railroad Plot": For quite some time I had the wrong approach. In the end I had 2 diggers left.
Remarks to the 2 Vicious levels
"Changing of the Guards": This level seemed to me impossible at the beginning. But in the end everything worked out perfectly.
"Dividing Three By Two": Here I thought too convoluted in the beginning.
Remarks to "The Mon0lith"
Even with the runner this level seems fiddly and a bit trial and error for the last part. I think I had brought me in a situation where the last part was impossible timingwise and had then to adjust my solution by rewinding quite a bit.
Re: Jack in the Box
Yeah, this is intended, but execution is very precise.
The intended method is to block twice on the floor, not twice on the staircase, but still trapping the builder between the two blockers. The builder makes this zig-zagging staircase, then cubes on top. The blockers will be released by walker assignments instead of digging away their floor.
Did you know before that you can assign walker to blocker?
-- Simon
Thanks, Simon, for your answer.
Spoiler
Re: Free blocker with walker assignment:
Yeah, of course I generally know that, I've played through hundreds of levels by now.
But funnily the question nevertheless somehow hits the point in the sense that I had actually not realized in that moment that I've walkers available and could use them that way.
Attached another bunch of Daunting solutions.
Some remarks
"Cornerstone" was quite timing intensive.
If intended the"Derailed Level" had a quite interesting and out-of-the-box solution.
"Hellfire" was an intersting level with nice puzzles.
"Just Stop the Bleeding": As the name said the puzzle was centered around holding up the lix and it was interesting to bring that together with the skills available.
"Narbacular Drop" was another nice level, not that hard.
"Now This is Fun" had its crazy parts and one particular trick.
"The Crimson Room" was about finding the right way.
"This Lix is Your Lix" seemed relatively easy for this rank.
"To Destroy is to Construct": I've seen the rough solution relatively fast but to bring it together in the right way was the tougher part.
"Tribute to Benny Hill": That's a very peculiar level with long waiting time.
"Two for His Heels": I really liked this level and it felt absolutely appropriate puzzlewise to this difficulty.
I've solved 11 further Vicious levels and attached replays.
Some remarks
"100% Built by Lixes" is a difficult building puzzle and would have gotten me in earlier times. But since by the time I've been through a couple of those I actually got to the solution quite fast.
"3.1.1.1": The level design made rather clear what generally to do and was generous with walkers and jumpers to perform it.
"Betcha Can't Save Just One": Tough call which exit to focus. Although two seemed more viable than the others. This was a harder level for me and I left it at saving just one. I dont know if you can save more.
"Buridan's Lix": I thought too complicated in the beginning although I knew which exit to focus rather fast. This level is a tougher one.
"Halfway Down the Stairs": This relies on a peculiar trick if intended.
"Laser Deathroom": Again I thought to complicated and fiddly in the beginning. In the end everything fit together well. Another tougher one I would say.
"One-Lix Showdown": In this level it's about finding the right way which preserves the skills you need. I needed quite some time to figure that out.
"The Gr8 Escape": If intended it belonged to the easier ones. My solution relied on one builder trick that was quite fiddly to perform.
"The Last Laugh": This level is about holding up the lix and I took several overcomplicated wrong approaches in the beginning although they contained already right aspects. Felt appropriate for this rank.
"Theresa Falls Up the Stairs": I hope my solution now is closer to the intended one than my mobius' Lix Levels solution.
"Triangle Inequality": This level seemed too easy for this rank.
Great work as usual! :lix-grin:
"Derailed Level" is indeed intended. "This Lix Is Your Lix" is not, I'll need to fix that.
"100% Built" is not quite intended (it's based on a challenge for "Tribute to M.C. Escher" and you took advantage of the terrain step that isn't there in the original) but I'll allow it.
"Betcha can't save" is not the original intended solution -- according to Insane Steve's notes on the LemEdit original, you were meant to use three lemmings, sacrificing two to allow the third to exit. But we've known for a long time that this wasn't enforced on the original, there are solutions using only two lemmings, and it is indeed possible to save more than one :)
That's the intended right-side solution to "Buridan's Lix", but you haven't really finished the level until you've found both :lix-cool:
"Halfway Down" is a level where anything that works is acceptable. The originally intended solution doesn't work in D Lix anyway. None of the solutions I've seen before use that cuber trick, that's a neat one.
Thanks for the feedback.
Quote from: Proxima on January 21, 2018, 10:19:19 PM
That's the intended right-side solution to "Buridan's Lix", but you haven't really finished the level until you've found both :lix-cool:
I have now found a solution for the left exit. This one seemed more complicated and timing intensive.
:lix-grin: Very impressive, I thought there was only one way to do that but you found a different solution!
I've solved 9 further Daunting levels.
Furthermore I have a different left-exit solution for "Buridan's Lix" and a slightly different solution for "100% built by Lixes".
Some remarks to the Daunting levels
"Duality": I'm not sure if it's intended but it worked out.
"Gomen ne sunao ja nakute": Here the stairs just worked out with stretching and stuff. It was quite precise and tight. Not even sure if it depends on the new builder physics.
"I TOLD YOU ABOUT STAIRS BRO": I needed longer to solve this level than I should since the solution is actually not that hard.
"Lix Ferenda": I have nothing particular here. It has some (precision) parts that you have to think in advance of, which can get nasty.
"Round Trip": This level was a breather.
"Segmentation Fault": It somehow felt so mean to abandon that one hatch completely.
"The Ring of Fnargl": This led me in the completely wrong direction at first. It's a really peculiar level, almost Vicious worthy.
"This is a Stickup": This felt like a rather finicky level and I focussed the wrong side at first. In the end it was extremely tight and I don't know if what I did is intended.
"Merge Sort": For this level I had an indirect hint since I've glanced through the community set replacement thread sometime. Simon said there:
Quote from: Simon on July 03, 2016, 04:03:33 PM
Merge Sort: rank 3 -> rank 4. Or put more steel, to point out where you should not mine.
Ironically in some way the level actually tells you where to mine but you have to understand it at first. But nevertheless this level feels quite obscure, especially since you see the whole crowd only very late. The positive aspect is that you learn a mechanics but on the other hand you can get deeply stuck in this level.
"Gomen ne sunao ja nakute" is a backroute; I'll need to fix that.
Segmentation Fault: original level is 62/82. The possibility to ignore one hatch is an accident from reducing lix to 20/40 after VSI was removed. My best solution (attached) loses 18, with 10 in hatch after the route is complete. Obviously reducing numbers still further is not an option, so perhaps require 21 or 22/40? If others feel that requiring lose-18 is unnecessarily fiddly, could just go up to 30/50 or whatever.
Thanks for the feedback.
Solved another 5 Vicious levels.
Some remarks
"Dances with Lixes": Not that tough, but a bit finicky in the end.
"Endeavor": This one is about managing the different sections.
"Lixster Quadrille": This was just puzzling the different hatches and skills together.
"Low Profile": I have the impression I backrouted that level to a certain extent. Was a bit finicky with the blockers.
"Wait Why is There a Tree": This one was relatively tough for me.
I've solved two further Vicious levels ("Chasm", "Dream the Impossible Dream") and the Hopeless level "Don't Catch Me if You Can". Replays attached.
Some remarks to the Vicious levels
"Chasm" was an interesting level.
"Dream the Impossible Dream" felt actually not that hard.
Don't Catch Me if You Can
This was a small interesting level, if intended based on one complex trick. But it was hairtearingly finicky as well.
I just attached another solution to "Don't Catch Me if You Can":
Spoiler
I used 2-builder-cancelling. To get the second lix at the right time to the builder lix I abused the shrugging animation of the builder lix for readjustment. The shrugging animation gives you a few frames to work with and to manipulate in which state the builder lix is when the second lix arrives.
Solved three further Vicious levels.
Some remarks
Alien Invasion: This relies on a couple tricky assignments and feels fittinng to this rank. Although many approaches show themselves as non-working quite quickly.
Finale: This is about puzzling the right approach together and I needed quite some time for it.
Trapeze of Weird Blue Blocks: Not sure if it is fully intended but it doesn't feel backrouty. The terrain gives you a bit of a hint what you can do.
Have solved two further Hopeless levels. I'm not sure if I backrouted them or not.
Concerning Crown Jewel Heist
If that is intended it seems to be quite fiddly concerning the distances between the lix. The beginning part of the replay is therefore lenghthy waiting; sorry for that. It helped to have solved Laser Deathroom before.
Concerning Bipolar Maniac
I solved this one quite fast. The trick somehow fits the name but I by far didn't use all terrain and it generally seemed too simple solutionwise for this rank.
Edit: Found a much less fiddly solution to Crown Jewel Heist. I just did it too overcomplicated.
Bipolar Maniac is a backroute. I have no good idea how to fix yet.
Re: Crown Jewel Heist
The zig-zagging staircase constructed by floaters from the high basher tunnel is intended.
The setup with climber-imploders is too fiddly. It looks like a variant of the intended route, which I don't have in my mind completely anymore, but I remember it didn't have such long waits. You have some skills left over, maybe you can find a faster, more stable setup with those. But I don't see how to prevent your precise timing solution either.
-- Simon
Quote from: Simon on March 05, 2018, 05:45:12 PM
But I don't see how to prevent your precise timing solution either. [Concerning Crown Jewel Heist]
If my new solution is acceptable (attached in my original post to the level), then I have an idea:
Re: Crown Jewel Heist
My precise timing solution relies on miners but my new solution doesn't use miners at all. So maybe the miners could be removed?
Re: Crown Jewel Heist
QuoteMy precise timing solution relies on miners but my new solution doesn't use miners at all. So maybe the miners could be removed?
The proof route uses miners, but only bashers/diggers should work, too. Can increase bashers/diggers slightly to ease execution.
Proxima or geoo should decide this.
-- Simon
I've solved two further Hopeless levels:
Concerning "Empty Space is Hardly a Waste
It basically relies on one particular trick if intended.
Concerning "Close to the Edge"
That was really out of the box and tight if intended. I saved one more than needed though.
I've another solution to "This Lix is Your Lix".
Spoiler
This time there is a better interaction between the lix.
Have another solution to "Bipolar Maniac" and a solution "Stuff in the Way".
"Bipolar Maniac" feels more intended now.
Concerning "Stuff in the Way"
This is about managing the destructive as well as constructive skills and is in the end a timing issue. Saw the main problem rather fast, finding a solution for it lasted some time.
Went through pretty much all the replays in this thread, some comments:
Spoiler
Backslash: is a backroute
Little Miner Puzzle 3: btw after watching Flopsy's recent Cunning videos, I feel like reducing the number of lix in Little Miner Puzzle 3 makes execution potentially a bit harder
Tower of Babel: still has the chalk pieces messed up
Don't Look Back: I remember in Flopsy's video the lack of time limit means you don't have to cancel builders/platformers, making the level easier
Land of Rainbows and Unicorns: There's a hackjob solution where you mine right away at the top, get a walkable slope, and assign a basher in the crowd in such a way that exactly one lix walks up the slope. I very much don't like it. Hard to do something about the hackjob solutions without compromising the aesthetics. Making one of the 2 pit 4 px deeper should work, which breaks the symmetry but could at least be done in style
Skulls, Sludge and Steel: The physics change making the builder start further to the right allows you to easily bypass the two spikes hanging from the ceiling, this should be fixed
Tick Toxic: used to have a tight time limit, so that might explain why it's a bit overranked now
Well OK Then: Used to have more lix, so you have to cube a path for them. Now you have enough walkers/jumpers to get around that, not sure i'd consider it an issue though
Alien Invasion: These hackjobs still work :( Can I just get rid of the steel? This has been plagued by backroutes, but I'll have to have another look at it.
Alternative methods required: Is open-ended and meant to have many solutions.
Bipolar Maniac: This backroute is again a result of cutting down the number of lix without giving backroutes too much thought. There's no harm in giving e.g. 20 here. Haven't checked the actual fix if any was posted yet.
Cornerstone: I think it's a minor variation, but I like it.
Crown Jewel Heist: That first solution is quite impressive. Cutting miners is certainly a way to get rid of it, tough using diggers at the top makes placement a little more precise (or requires an extra iteration
through the map) due to the dicrepancy between the x-position of landing for the digger and any subsequent lix falling through the gap.
Don't Catch Me: The timing is a bit tricky, I agree. But I always have to be wary of backroutes which might come up. I don't see a solid way of making the timing easier without making everything bigger (i.e. more builders and thus even slower). The double builder cancelling route is nasty and hope gets eliminated via physics.
Empty Space: Is not quite intended, but Proxima didn't like my backroute fix that eliminated this. Still not quite happy with this variant being possible.
Eye of the Needle: A lot of interesting backroutes. I guess converting from bashers to miners (long time ago) had some drawbacks in the end.
Halfway Down the Stairs: cool trick there!
Low Profile: Wow, that's completely different from the intended solution, but very crafty!
Theresa: The steel piece in the top-right is upside down.
To Destroy: I think the way the crowd is sent home is slightly different from what I remember.
Triangle Ineq: It's meant to be impossible to release the two parts of the crowd separately, should be fixed.
The Mon0lith: you made your life a lot harder in the Mon0lith than necessary. There is a pretty consistent setup that doesn't require luck with how your climbers align.
Segmentation Fault: I think 30/50 is a good fix, unless you want to be strict.
This is a Stickup: I think it's an open-ended level, not sure. It's not easy, and all solutions that I know of feel a bit hackish one way or another.
A Towering Proposition: This is an exact port from Insane Steve's Cheapo set. That one had 4 ranks, the last one also called Hopeless, and this level was in the last rank. A decade of people getting better at solving levels now has this level in the first half of the level pack now.
Quote from: geoo on March 13, 2018, 06:11:38 PMAlternative methods required: Is open-ended and meant to have many solutions.
Do we know that for certain?
QuoteBipolar Maniac: This backroute is again a result of cutting down the number of lix without giving backroutes too much thought. There's no harm in giving e.g. 20 here.
Not true; the lix count was reduced specifically in order to cut out another backroute. With the spawn interval at its current value of 20, this backroute is possible if the lix count is 15 or above.
QuoteDo we know that for certain?
Pretty much. Alternative methods recommended came first, then people figured out there are one-of-each solutions and Steve felt that'd make a great new level.
QuoteNot true; the lix count was reduced specifically in order to cut out another backroute. With the spawn interval at its current value of 20, this backroute is possible if the lix count is 15 or above.
Interesting, I don't know that backroute. Forestidia's backroute seems to rely on having at most a certain number of lix. So would something like 13 or so work?
Thanks for the feedback.
I've solved "Thomas the Climber" and "Feel the Pressure".
Concerning "Thomas the Climber"
Was a nice level where I stepped in every mistake I could make. It's in general more about getting things together.
Concerning "Feel the Pressure"
This level seemed quite easy for this rank, very well possible that I backrouted.
Attached: Even simpler solution to Feel the Pressure. It took me 12 minutes to find this, including a rant halfway-through about the wrong shading of the steel pieces' left edges. :lix-evil: Maybe 8 minutes raw.
I suspect Pressure is easier than Stickup, which is possibly still underranked even in late Daunting. Both Forestidia's and my solution to Pressure look plausible to find, hers probably even more than mine.
-- Simon
Attached my solution to "Waltz in C Sharp Miner". There is one move that could be seen backroutish but could be very well intended as well. It was an interesting on a small skillset focussed level.
Attached a solution to "Waltz in C Sharp Miner" version from 28th of March 2018 (https://www.lemmingsforums.net/index.php?topic=3765.msg70283#msg70283).
Exactly the intended route, very nice :thumbsup:
Quote from: geoo on March 14, 2018, 07:25:51 AM
QuoteDo we know that for certain?
Pretty much. Alternative methods recommended came first, then people figured out there are one-of-each solutions and Steve felt that'd make a great new level.
QuoteNot true; the lix count was reduced specifically in order to cut out another backroute. With the spawn interval at its current value of 20, this backroute is possible if the lix count is 15 or above.
Interesting, I don't know that backroute. Forestidia's backroute seems to rely on having at most a certain number of lix. So would something like 13 or so work?
Increasing the size of the entire level (the main thing being increasing the length of the basher's part) while also increasing the lix count to ~20 or whatever is needed) should fix this I think.
Spoiler
to prevent the instant bomber backroute the initial basher cannot finish in time for the lix party to free them selves then get to the end there
Attached my solution to Down Among the Dead Lix. Was interesting to get everything together and I needed a couple attempts for it.
Attached a solution to Down Among the Dead Lix as of version from 14th April 2018 1:24 pm UTC (https://www.lemmingsforums.net/index.php?topic=3765.msg70474#msg70474).
Attached three solutions to Down Among the Dead Lix as of version from 14th April 2018 4:11 pm UTC (https://www.lemmingsforums.net/index.php?topic=3765.msg70478#msg70478) and a solution to Think Inside the Box.
To Think Inside the Box
I had a hard time paying attention to all these hatches and then I thought for a while for some reason you need two cubers for the falling down hatch.
A solution to Survival of the Craftiest. Not sure if it's a backroute.
Edit: Attached another solution.
SotC is a resource management level where any solution is acceptable, so no worries there. Nice replays! :thumbsup:
Thanks for the feedback.
I've solved All Aboard the Pain Train.
Spoiler
If my solution is intended the level feels obscurely precise. You don't have so many possibilities of action, so you can get the idea to the solution but execution felt extremely finicky.
I fiddled around and suddenly it worked out though I thought it would fail. I didn't even need climber or floater. Therefore there were other attempts were I just was one lix short.
I've solved Tinker Tailor Soldier Lix.
Spoiler
This was a tough one for me, especially since I a long time didn't get to the idea to assign at first the miner to the climber.
Edit: Have solved Heed the Traffic Lights as well. The level was astonishingly well doable. Was an interesting puzzle.
Edit2: Have solved as well Circular Ruins:
Spoiler
Thought too complicated in the beginning, was tough to get everything together.
I've solved Ascending and Descending.
Spoiler
I saw roughly what to do relatively fast. But since you only have one destructive skill you have to think about alternatives to contain the crowd.
Ascending: Another anything-goes level with a few known solutions. Your is actually the closest to mine so far :thumbsup:
Circular Ruins: It's an unfortunate effect of the miner and digger behaviour that you can pull off this trick, leaving the single pixel that interrupts the climber. Solutions shouldn't depend on single pixels like that. The intended trick for this part of the level is different and much cleaner. The rest of the solution is as intended, including the use of the batter.
Thanks for the feedback.
I've solved "Merde, Merde, Merde!".
Spoiler
It's not that bad/tough as it looks at first sight although it's tight as well as from the skills as from the save requirement. At the beginning you can actually only do one thing and from that point it develops.
I'v solved "Bashing&Building", "The Hotel in Hell" and "Won't Get Fooled Again".
To "Bashing&Building"
Simon told me that it uses a special trick that seems obvious in hindsight (but not the trick itself of course). I think I've known this one before for flexible level management. The end part seemed very tight timingwise.
To "The Hotel in Hell"
I saw my rough way of solution relatively fast but it failed at first barely timingwise since I hadn't thought of one step in the organization of the solution.
To "Won't Get Fooled Again"
I think I found the main trick of the level by accident in one of my attempts. Nice design job with the fake exit/hatch. I've attached two very similiar solutions; one goes for getting the trick naturally, one forces the situation for the trick.
I've solved "We're in This One Together".
Spoiler
It's a level where you have to put quite some things together although the level design guides you a bit.
We're in This One Together: Backroute-ish but it gets some main ideas.
geoo/Steve: Is Forestidia's solution possible in the original Lemmix map? No, it isn't possible in the original Cheapo map. Fix with steel (http://www.lixgame.com/etc/wereinthisonetog.txt), earmarked for next release because the Cheapo WeTogether had steel here.
-- Simon
Attached a solution to "We're in This One Together" in the version of this post (https://www.lemmingsforums.net/index.php?topic=3474.msg70709#msg70709).
Very close to intended. Still misses the hallmark feature of the solution, but I don't see how to force it any further without making harder the intended solution.
-- Simon
I've solved "The Lix Lies Down on Broadway". Not sure if it's intended since skills left and saved all in a lose-1 level.
Spoiler
I used a very particular trick to be able to use only two stairs to turn the crowd.
LiesBroadway: Your solution is a backroute, but it's a beautiful backroute, worthy of making a standalone level from this.
I have no idea how to prevent this. The technique to bypass the final blocker is new to me and looks surprisingly universal.
-- Simon
I have solved "From the Other Side".
Spoiler
My solution is rather peculiar and extremely precise. But I think I made it myself harder than I had to.
Edit: Attached another but similiar solution that requires less precision.
I've solved No More Heroes.
Spoiler
It has a tight timing but is compared to the other levels in this rank not that hard. You get many hints by the level design. One funny aspect is that I thought I tightly missed in my successful attempt then realizing that I can lose one lix more.
I've solved Behind Bars.
Spoiler
It was quite tough getting everything together. Some ideas only failed by a tiny bit. I had a severe thinking error at some point which costed me a good chunk of time.
I've solved "You Only Get One Bash at It!"
Spoiler
My solution is extremely precise and finicky. Not sure if that's intended that way.
<SimonN> Forestidia: wow, no, backroute. Amazing that it works though.
<Forestidia> I guessed so. Thanks for checking.
<Forestidia> It's extremely precise to make it work.
<SimonN> Yeah. It looks slick but it must be super nasty
<Forestidia> Absolutely.
OnlyOneBash, Idea for Proxima on how to fix
More steel to the right of the steel below the starting platform? Does this remove too many red herrings?
Alternatively, put holes into (the earth to the right of (the steel under the starting platform)) to stop the basher?
-- Simon
I've solved Devil's Right Hand.
Spoiler
If intended it was not that bad since it was generally hinted at the very rough steps by the skillset and terrain although there are many variants left to try still.
Forestidia and I solved Rhapsody in Blue.
14:50 <Proxima> nice job :D
14:51 <Forestidia> thanks
14:53 <Proxima> It's exactly as intended.
-- Simon
I've solved "One Step Off".
Spoiler
Basically a one (and a half) trick level with the main trick used twice (the title even helps a bit). Maybe even rather Vicious worthy since the trick is not that extravagant.
Forestidia and I solved Yuki Muon. 90 % of the theory is by Forestidia.
-- Simon
Forestidia and I solved Yuki Muon again, this time the theory was shared 50:50.
Proxima's reaction
17:54 <Proxima> Yes, that's acceptable. Some of the steps are done differently from my solution but you have the main route and the correct use of the batter
-- Simon
I've solved Labyrinth of Despair.
Spoiler
The constructive skills were the main problem.
Also solved Labyrinth of Despair.
This level was spoilt for me in discussions 2-3 years ago, but I forgot some of the spoilers that this was challenging again.
-- Simon
Both very interesting solutions. Simon's is closer to mine, but still has some novel features. Any solution is acceptable on this level.
Forestidia and I solved Brute Fours.
Spoiler
Even though I might have had the final idea to climb, then build from hatch 1, Forestidia was sceptical for hours about imploding from hatch 2 and pushed for an alternative to that imploding. This was the right question.
This was harder than Labyrinth of Despair for both of us. Elephant-style solving (bang your head against the palm tree until the coconuts drop) doesn't bring results.
-- Simon
Both Forestidia and I seem to have backrouted Toccata. In particular, Forestidia's solution runs for over 32,000 phyus (more than 30 minutes ingame time).
-- Simon
Hotfix for both solutions.
Spoiler
In terms of backroute vs. acceptable, Forestidia's solution would be acceptable, but I want to avoid the player finding this particular variant and thinking the extremely long duration is intended.
My backroute adapted to work with the hotfix.
-- Simon
Simon and I have solved "A matter of perspective" (intendedly according to the lemforum replays)
Spoiler
I really got stuck in this level although I had the right idea at some point. But the assignment of the builder is quite precise and I had the hunch to use either miner or runner to finetune, which leaves you a skill short. It's actually in a way precise that you can get the solution by accident without even thinking of the main trick. We actually stumbled into the solution finally. So I'm in total not really fond of the way the level plays out.
I've solved Division of Labor.
Spoiler
Not sure if the stalling move in the end is intended.
Yes, that's the intended solution.
Another solution to Striking News At Ten. Contains ideas of Simon and me. Is again very precise.
That's almost entirely intended, all the main ideas are in there.
I made a couple of changes, fixing your old backroute, and also enforcing the last bit of my solution. I also made a few tiny tweaks that should make execution a little bit easier (but not much). It might still take a couple of tries to get the timing right, but the title might help with that.
Solution to Striking News with geoo's fatter central cactus.
The extra buzzsaw makes the level easier. Among the 3 last maps (Striking News, Mile High Club, Only One Bash) I got Mile High Club spoiled and solved the others in cooperation. I got 2 important ideas on Striking News from Forestidia. Therefore, no suggestion on ranking, I'll happily keep it the final map.
Still extremely precise, I advise to
Spoiler
Shorten the distance between the cacti where the floater is trapped. Player should be able to generate all basher timings with only climber and basher assignments. Player should not need to re-float because floating happens so early in the solution.
The proof from 2017-08-02 fails anyway, and I'll offer to reprove the map with such a change.
-- Simon
I fully agree with your suggestion.
Spoiler
I made the gap tighter in the last backroute fix, but not very tight as I'd have to remove one of the cactus bits making it look dumb (but then the whole level does), and instead made the terrain flatter at the point where you bash (allowing for some variation there). But I think it's better if the gap is extremely tight to allow easily for any timing, and you can undo the flattening of the terrain where you start bashing (because I'm not sure if I made it so non-flat for backroute prevention).
Two solutions to Gomen Ne.
I plan to change Striking News according to agreement for the next release.
-- Simon
I solved "Recycling Plant".
Spoiler
Not as fiddly as I thought but still it can happen that one is just one lix short.
The above solutions to Gomen ne sunao ja nakute are intended. I also have a backroute by Forestidia in my replay collection that I haven't gotten round to fixing yet :lix-blush:
Forestidia and I solved The Continuum Hypothesis.
Spoiler
It feels backroutish: We have 1 blocker leftover, we cluster the lix, and we have many precise timings.
On the other hand, the timings are easy to implement because we don't have to undo any unrelated parts to fix timings. It may well be intended. We squeezed every bit of extra height out of our plan. In particular, we cancel the final digger of the (I am A.T.)-digger-staircase for extra height while the clustered lix walk over it.
Proxima judged this a backroute.
-- Simon
Forestidia and I solved From the Other Side (in its version from 2018-04-29), working from loose ideas by Forestidia.
Spoiler
This looks intended:
* This uses all skills.
* Only the blockers are precise and everything else has leeway.
* The last spawn happens conveniently when I want to release the crowd.
-- Simon
I have solved: Oh No, Not Again.
Spoiler
My solution is very tight. I had the main idea relatively early but couldn't implement it until now. Could be a backroute though.
Edit Simon: I attached my solution too, this arose after massive counselling by Forestidia and is probably similar to hers.
I've solved "Panic Attack".
Spoiler
Has a bit of timing but has some leeway as well. Interesting level.
Another solution to "The Last Laugh".
Spoiler
With a hack solution I reach the other exit.
Have solved "Path of Wickedness".
Spoiler
My solution is quite tight and hackish at some point.
Have solved Trading and Cooperating.
Simon gave me one decisive idea.
Spoiler
If my solution is fully intended then the blocker placement is a bit finicky. Apart from that elegant solution with mainly out-of-the-box moves next to the clear ones.
That's exactly as intended, great job! Thanks for the comment!
Spoiler
I know the blocker placement is a bit precise unfortunately, but I already tried to make it as forgiving as possible considering the tricks that are pulled off with it.
Have solved Metal City Mayhem.
Have solved Systematic Separation. Suspect it's a backroute.
Have solved Las Ranas Hermanas.
Spoiler
Seems like a backroute since I saved 2 more than needed and used a hackish trick.
Only two Hopeless levels of the lemforum pack left: Brickout and Love is Over. Both have plenty of different skills, which makes finding a solution harder.
Good job! :thumbsup:
I also didn't realize you solved one of my other levels (Won't Get Fooled Again) a few months back (https://www.lemmingsforums.net/index.php?topic=3474.msg70693#msg70693). Both solutions you attached for that level are accepted. Quick comments:
Spoiler
Your second replay (ending in 165031) I think exactly matched my replay. Originally I wanted to enforce having to use the batter for the lix to get encased in the cube, but soon found out that is basically not enforceable due to the natural delay between landing and resume walking. I was also worried that with variable spawn interval removed, it might become too hard for the player to create the setup needed. (The irony is that by design, I did set up the level and spawn interval to allow the timing to work out for that second-replay solution, something I did from day one well before variable spawn interval was even discussed for removal. But it always nags me that it is unfair to expect the player to discover that, and when variable spawn interval got removed it seems to potentially take away a lot of freedom for the player to create a favorable setup.) The fact that you worked out the other replay, even if by accident, gives me some comfort that there's still enough freedom for the player to work out a favorable setup. (Good thing too that I left the save requirement intentionally looser.) It's also a good sign that you solved this before Brickout, as I think Brickout is a far better level anyway despite its history of backroutes. Looking forward to see what you come up with for that level.
Thanks for the feedback. Have solved Brickout as well.
Spoiler
I have 2 skills left and there is one pecularity that the lix treat a brick as built although it's still in the making animation. Else it looks rather clean.
Sadly that's a backroute, it's a little too straightforward to accept as an alternate solution for a level in Hopeless.
Attached is an attempt at fixing the level. So the backroute saga continues... :XD:
Regarding one of your comments:
Spoiler
In Lemmings, the builder's animation consists of the lemming first laying down the build brick and then stepping up onto it. At the moment (frame) the build brick is displayed as fully laid down in the animation, the actual terrain pixels are also added to the level. I would expect a similar principle is at play with Lix's platformer (and builder), though I haven't tested myself frame by frame to see if the terrain pixels are added on or before the frame that shows the "brick" as having been fully placed into position. From your comment sounds like maybe it's happening well before that expected frame?
To your comment to my comment:
Spoiler
I looked again and now I see that the brick is just fully laid at the right moment. In this moment the other (clustered) lix is put/teleported on the brick, which is why it looked to me like the brick had effect without being laid.
I'll happily merge a Brickout fix into 0.9.30 whenever that releases, it will release in 2019. I'll pick the newest mutually-agreed-on Brickout from this thread.
-- Simon
Based on not seeing another solution reported quickly for nearly 2 weeks now, looks like the backroute fix has done its job perhaps (fingers crossed...)? Anyway, you still have around 15 more days before 2019 is done. Until another backroute is found before year's end, feel free to take the version attached several posts above as the fix to merge.
I think I backrouted Love is Over, at least I don't use all of the skills.
This is pretty much intended. There are minor variations on how you can set everything up.
I just (re?)-watched your solution to Las Ranas, and this is a bit of a backroute. The miner cancelling trick you use there is pretty powerful. I attached a version of the level with a tiny terrain change that should fix this backroute.
Thanks for checking.
Love is Over
Seems like there are a lot of red herrings in the level then, but solution is nice.
Las Ranas
I made a thread about the trick (https://www.lemmingsforums.net/index.php?topic=4562.0) since it seemed hackish to me, the frog has a narrow trigger area.
Have another solution for Brickout as well, but it is so tight that it could be a backroute.
Quote from: Forestidia86 on April 29, 2018, 12:10:17 PM
I've solved "The Lix Lies Down on Broadway". Not sure if it's intended since skills left and saved all in a lose-1 level.
Spoiler
I used a very particular trick to be able to use only two stairs to turn the crowd.
impressive! I'd say this is harder than the intended solution. I don't plan to change anything.