Overall, like you said, there are no bad/trivial/Tame levels, everyone's levels provide a little bit to a lot of challenge in their own way. It would be worth considering getting as many of the levels into the Lix community pack as the level authors are ok with, as they are all pretty high-quality levels.
name | amount |
Akseli | 9 |
Gronkling | 9 |
ccexplore | 9 |
Clam | 9 |
geoo | 9 |
Pooty | 7 |
Proxima | 7 |
Steve | 6 |
Crane# | 4 |
möbius*# | 3 |
name | amount |
ccexplore | 9 |
geoo | 9 |
Akseli | 8 |
Gronkling | 8 |
Clam | 8 |
Pooty | 5 |
Proxima | 3 |
Crane# | 2 |
Steve | 2 |
möbius*# | 2 |
level | author | points |
Stroke at Retirement Age | geoo | 11.99 |
Evacuating a Retirement Home | Clam | 10.93 (+1) |
The Isle of Skye | Gronkling | 10.11 (+1) |
Prize Catch | Crane | 9.24 (+1) |
A sea of purest green | Pooty | 6.11 |
Tres Hombres | möbius | 5 |
Feel the Pressure | Akseli | 1.62 |
The "Hole in the Head" Gang | Steve | 0 |
Brute Fours | Proxima | 0 |
3: geoo (this is better than any of the dirt levels in Lemmoings or ONML iirc, well done)
1: Crane (Like the theme, wish the solution were as cohesive)
1: Gronkling (again, a nice looking level in a style I never use, good work)
1: Clam (if only for the design idea)
3 votes: Prize Catch. Exquisite and imposing.
2 votes: The Isle of Skye. This deserves points for tileset choice alone, but also really excellently done.
1 vote: A sea of purest green. Cool boat, and the dock really completes it.
level | author | points |
Feel the Pressure | Akseli | 10.67 |
Evacuating a Retirement Home | Clam | 10.66 |
A sea of purest green | Pooty | 7.71 |
Prize Catch | Crane | 6.57 |
The "Hole in the Head" Gang | Steve | 4.78 |
Tres Hombres | möbius | 4.48 |
Stroke at Retirement Age | geoo | 3.66 |
The Isle of Skye | Gronkling | 2.9 |
Brute Fours | Proxima | 1.57 |
2: Akseli (any level I can spend this long on without actually getting to work is a winner for me)
2: geoo (any level that's intended route stumps everyone )
1: mobius (It's easy but not terribly so and there's a couple ways to do it, I kind of like the idea really)
1: Clam (I have to assume all that stuff isn't just there for background. I think, anyways)
3 votes: Feel the Pressure. Really simple design, but so many things to try, and surprisingly difficult.
2 votes: A sea of purest green. This wins my prize for Best Red Herring. Simon can draw that one up
1 vote: Stroke at Retirement Age. Lots of things to do, and (clearly!) not many that lead to actually solving the level.
Voting is much harder than I initially thought, because I find the levels very equally enjoyable and pretty-looking. Originally I wanted to give votes for the three best levels like 1, 2 and 3 points, but that was too hard. I also thought of giving one point for six levels in both categories due to many good levels, but perhaps that would have been a boring choice. I decided to compromise with my votes.I concur, I pretty much enjoyed all of the levels as well. I ended up distributing 1 vote to 6 levels each, but order-wise among these I guess things would be Steve >= Akseli > Clam >= Crane > Pooty > Proxima
level | author | average rank |
Stroke at Retirement Age | geoo | 8.2 |
The "Hole in the Head" Gang | Steve | 6.67 |
The Isle of Skye | Gronkling | 6.2 |
A sea of purest green | Pooty | 5.17 |
Feel the Pressure | Akseli | 4.2 |
Evacuating a Retirement Home | Clam | 4.2 |
Brute Fours | Proxima | 3.5 |
Prize Catch | Crane | 1.83 |
Tres Hombres | möbius | 1.6 |
Pooty's was also interesting, I think he manages to hide the intended solution very well by making it seem like there are a lot of other more straightforward alternatives to try first (ignoring some of the backroutes that needed to be eliminated, though even then it only got to v3).
I concur with Steve how surprising Akseli's level was, it looked so deceptively simple but not that easy to actually get a working solution.
name | amount | levels |
geoo | 22 | Gronkling v1, Gronkling v2, Gronkling v3, Gronkling v4, Crane v1, Crane v2, Crane v3, Crane v4, Crane v5, Crane v6, Crane v7, Akseli v1, Steve v1, Steve v2, Steve v3, Clam v1, Clam v2, Pooty v1, Pooty v2, möbius v1, möbius v2, möbius v3 |
Akseli | 18 | Gronkling v1, Gronkling v8, Crane v1, Crane v2, Crane v3, Crane v4, Crane v5, Crane v6, Crane v7, geoo v1, Steve v1, Steve v2, Steve v3, Steve v4, Pooty v1, Pooty v2, möbius v1, möbius v2 |
Gronkling | 13 | Crane v1, Crane v7, geoo v1, Akseli v1, Akseli v2, Steve v1, Clam v1, Clam v2, Clam v3, Clam v4, Pooty v1, möbius v1, Proxima v1 |
ccexplore | 12 | Gronkling v1, Gronkling v6, Gronkling v7, Crane v1, Crane v7 (confirm), geoo v1, Steve v1, Steve v2, Steve v4, Pooty v1, möbius v1, Proxima v1 |
Clam | 9 | Gronkling v1, Gronkling v7, Crane v1, Crane v7, geoo v1, Akseli v1, Akseli v2, Steve v1, Pooty v1 |
Pooty | 7 | Gronkling v1, Crane v1, Crane v4, Crane v7, Akseli v1, Steve v1, möbius v3 |
Proxima | 6 | Gronkling v1, Crane v1, Steve v1, Pooty v1, möbius v1, möbius v2 |
Crane | 5 | Gronkling v1, Gronkling v2, Gronkling v3, Steve v1, möbius v1 |
Steve | 5 | Crane v1, Clam v1, Pooty v1, möbius v1, möbius v3 |
lyygak | 2 | Pooty v1, Pooty v2 |
Luis | 1 | Akseli v2 |
I would definitely remake my own level for Lix -- it will be easy to substitute for the one-way walls -- but judging by the votes, maybe you don't want me to?
Either way, it's worth stating up front that fractional votes are permissible
ccexplore came up with the wonderful idea to distribute fractional votes (wish I had thought of that myself, would have made things a lot easier. Turns out they also serve as tie breaker now, breaking a tie by 0.01 point. )
I would have been interested in seeing ccexplore's and Simon's level, because I think I haven't ever seen a Lemmix level made by those guys. I guess ccexplore has made some levels for Lix but has Simon ever created a public Lemmings level? I want to know!
For me it's definitely ok to put contest levels in Lix and in a levelpack in the level database. The contest levels have been ordered in the pack by publishing date so far, but now it's possible to order them by difficulty to the new pack from the easiest to the hardest according to our poll, for example. Both ways are ok for me.
I vote that Clam's level is definitely harder than Akseli'sThat's how I rated these levels also. Though Excel file indicates some contradictions with the amounts of solvers: 7 people solved my level, and 9 people solved Clam's level (8 the final version). Also, some levels may change by difficulty still to some extent due to last backroute fixes, like Prize Catch maybe.
(I know Akseli didn't aim for as hard as possible, at least).Yeah, and my intention also in the upcoming contests is to make more fun than hard levels.
Akseli: Looks like you introduced a new backroute with that terrain there. Solution attached.
Though Excel file indicates some contradictions with the amounts of solvers: 7 people solved my level, and 9 people solved Clam's level (8 the final version). Also, some levels may change by difficulty still to some extent due to last backroute fixes, like Prize Catch maybe.I suppose if you take out my votes, then Clam's level would have ended up quite a bit lower than yours. It seems like I rated Clam's level notably higher than everyone else, and yours a bit lower than everyone else.
the only reason I couldn't solve Insane Steve's level is becauseQuote from: highlight to readI thought it was impossible to free a blocker by having a walker dig him out.
And so far, Clam's seems to be one of the hardest, because there's very little room to experiment and try different approaches.
I'd be interested to see how you got to 50%, so I can see if you're on the right path or not. I had a play just now and found that you can save 6 (one less than required) with a simple backroutish method, so it's quite possible that the level is misleading you
I tried to fix up Crane's level, attached is a new version where I try to eliminate all the found backroutes.
Yes, that's the intended route. Unlike everyone else's, you route actually was somewhat close to the intended one.
I would've thought both exits would get used, which hasn't been the case so far with my solutions including the v8 one. That aspect not important enough to be enforced I guess?
Yes, that's the intended route. Unlike everyone else's, you route actually was somewhat close to the intended one.
Interesting, but...Quote from: spoilersI would've thought both exits would get used, which hasn't been the case so far with my solutions including the v8 one. That aspect not important enough to be enforced I guess?
The left exit is a 'troll exit'!
It is supposed to be possible to climb the poles protecting the left exit so you can dig down and build, but you run out of time trying to complete it this way.
Quote from: spoilersIt is supposed to be possible to climb the poles protecting the left exit so you can dig down and build, but you run out of time trying to complete it this way.
As you may be aware, geoo's v8 of your level prevents climb/dig/build for the left exit. That's probably for the best anyway, as I think it would be a bit annoying to leave that route open and yet have it fail merely due to time, especially if it doesn't seem too far off time-wise.
I may make the structure a bit higher so the time is more off and it becomes apparent that you can't go that way.I have a thing for artistic presentation too, so I'll try to clean up his fixes a bit. If you're up for another challenge, take a look at "Tier Drops" - the attachment's on the previous post. I thought I had backrouted it just now, but thankfully it was averted at the very end, so no modifications needed!
I'll admit it's a bit of a d**k move.Haha, I haven't tried the last version of that level yet, but I had forgot this post about your level until now.
I hope you can get your computer healthy again, Proxima!
Instead of 'catching' the climber like in the intended route, you can turn him around before digging the pole by building against the terrain you placed there, and only dig down once he's turned around. That way he'll automatically face right after digging the pole, and walk safely to the exit. To make sure he won't climb into the squisher trap, you can just making him bash at the end instead of someone else.
The shredder trap was supposed to eliminate ccexplore route (which is possible again now that you've replaced it with terrain), which goes as follows:Ooh, good point. I missed that one. Always the simple things! Anyway, hopefully this rectifies the exploit while remaining pretty! Of all the replays I missed, it had to be that one. Thanks. Hopefully this is the final revision I will need to do for Prize Catch for it to be a worthy level at last! (Porting it to Lemmini though will be problematic though due to how bombers work differently on steel)QuoteInstead of 'catching' the climber like in the intended route, you can turn him around before digging the pole by building against the terrain you placed there, and only dig down once he's turned around. That way he'll automatically face right after digging the pole, and walk safely to the exit. To make sure he won't climb into the squisher trap, you can just making him bash at the end instead of someone else.
So what's the plan now? Each of our final revisions goes into a Custlemm pack?Yes, I uploaded the pack with the latest versions of all levels here: http://lemmings-db.camanis.net/levelpack/ag1zfmxlbW1pbmdzLWRichELEglMZXZlbFBhY2sYwq8FDA/
Ah geez, nice find - I didn't think they could fit through there. Hopefully this addresses it. Hopefully this level won't require as many revisions as Prize Catch - this level is meant to be a little simpler and more elegant.Thanks, you can send it if you want, but I'll just try until I find the intended solution myself.
Geoo, if you want the official solution, I've made a replay of it that I can PM to you if you're interested.
...other than thickening the wall and making it obvious that you shouldn't bomb or dig there - ideally not what I want to do due to aesthetics and symmetry, plus it makes the level easier to solve, but I may not have much choice, especially if the level is ever ported to Lemmini.)
Blockers can cancel nearby steel and one-ways. You blow up one of the walker lemmings that got squeezed between the wall and the blocker. The lemming has to be closest to the blocker when it explodes to benefit from the canceling, so it's slightly tricky to time.
You have limited options to fix. Besides thickening the wall, it might work if you make the floor thinner so that the bomb crater breaks through the floor, but that still makes it "obvious" that the bomber can't be used, plus it hasn't been ruled out yet whether you can start the explosion slightly higher if you use the climber and builder on the exploding lemming.
Quote from: spoilersBlockers can cancel nearby steel and one-ways. You blow up one of the walker lemmings that got squeezed between the wall and the blocker. The lemming has to be closest to the blocker when it explodes to benefit from the canceling, so it's slightly tricky to time.
You have limited options to fix. Besides thickening the wall, it might work if you make the floor thinner so that the bomb crater breaks through the floor, but that still makes it "obvious" that the bomber can't be used, plus it hasn't been ruled out yet whether you can start the explosion slightly higher if you use the climber and builder on the exploding lemming.
I might try some "thin steel" then. I don't think you can use a Climber or Builder because the steel area extends a few pixels above the floor (but not high enough that it affects bashers).Here is version 4 - I do feel the safeguards I've put in to patch up the exploit are a little tacky and obvious - if it comes to the worst, I can cut my losses and just put a solid steel floor back in. The other changes: