Lots of replays and lots of comments...
This was a fun level, though the teleporter could easily have been removed by a slightly different level design. So I was slightly disappointed as only one instead of the two types of gadgets played an essential role in this level (though of course it qualifies for R3).
Very well-hidden and nice solution, though a little bit too much precision for my taste ;). It would have been even better, if it was clearer that the trigger areas of the flame-throwers reach beyond the middle part.
Good looking level. But the solution was slightly boring, because it consisted mostly of bashing along at ground level.
Excellent level :thumbsup:, which will probably not win the beauty contest though ;). And the last bit of my solution might not be 100% intended though...
:devil::devil: Levels like this are precisely the reason why I want to cull invisibility (and fake) for objects so much :devil::devil: (I am only glad I played the single levels, thus being able to cheat by looking into the editor)
Not my favorite: Too much building and I have already seen too many very similar levels.
Nice level idea, though not the most beautiful of the levels. It would be even better, if I couldn't just use the platformer at the starting platform and save the lemmings this way.
Very good level that was much fun to play :thumbsup: Only the building parts at both sides could have been one or two builders shorter.
Nice looking level, though too much building+bashing and too little other skill uses.
My best try so far solved only 48/50 lemmings, not 49. But there are so, so, so many places, where something only works by being pixel-precise and so, so, so many other places, where things do not work due to one or two pixels, that this level is not really fun. Please make it (whenever possible) clearer for the player, what approaches work and what won't!
Very beautiful level and much fun for such a relatively easy level.
Good level idea! But the digger needs to be placed pixel-precise (which one only sees after 5 minutes game-play - even shadows won't help, because of the height of the level) and I needed like 10 tries to place the miner correctly, so that the miner survives the fall and is faster than the digger. Moreover I wonder whether the vertical scrolling is really needed here, which I still find confusing.
Sorry, but this level would have been much better, if it had been much smaller. I don't see any reason why it has to be sooooooo big! Currently I frequently got lost on the map and spent way too much time searching where my lemmings are.
The level idea in itself is quite nice.
Without the bottom route, this might have been a very good and fun level. But currently there were too many waiting periods and too few things to do.
Good level. My only problem is, that the lemmings hop out of the "holding" pit between the teleporter and the steel. Given the existance of the top terrain line, I totally didn't expect that and it was a nasty surprise!
(And I still can't distinguish radiation from slowfreeze objects, but that is not your fault, but that of the style)
Nice level which requires two different methods to prevent lemmings from splatting.
Much too trivial and after the four skill assignments within the first three seconds, it is waiting, waiting, waiting...
Fun, easy level. A slightly more restrictive skillset or other slightly less powerful skills wouldn't have hurt the level in my opinion (but then I usually prefer harder levels, so don't give this comment too much weight).
Another level that was much fun. My solution is slightly on the fiddly side though.
Totally, absolutely backrouted!
[everything played with NeoLemmix V1.43 or C++ Lix]
Here's a replay and review for IchoTolot's "Beware the Overload."
9/10
Good: Very interesting puzzle involving crowd control with teleporters.
The actual playable part of the level uses horizontal space well, being neither too large nor too small.
Bad: Somewhat trial-and-error once you figure out the solution. 5 to 10 extra climbers should help with that without oversimplifying the level.
Could be smaller vertically. Since it doesn't use the updraft for anything except to prevent splatting, maybe this fall would be better off made survivable without it. The level should still qualify for Rule 3 without it.
More Reviews!
These two levels I couldn't solve:
BulletRide's Precision
I didn't realize you could use blockers in that fashion. I guess I learned something new today.
Interesting level idea. I'll have to keep this technique in mind in the future.
Gronkling's Lost Umbrellas
Almost every approach I've seen or tried for this level fails by one pixel. Is this level intended to be pixel precise? Can't say I'm a huge fan of pixel precision.
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This one went okay though.
Flopsy86's Synchronised
Good: Figuring out how to distribute skills, figuring out how to save right side.
Bad: Seems at least some amount of precision with builders is inevitable in order to reach the right side without creating an area where lemmings can die. I had an extra builder I could have used there, but that would have increased the amount of precision I needed to turn the builder around to reach the exit. (I ended up using such precision, however, due to not realizing I had an extra builder).
The replay attached is for Synchronised.
UPDATE: I think this solution only works in the original version. I'll have to try again on the updated one.
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EDIT TO AVOID DOUBLE POST:
Gronkling, I don't think your solution for Across the Ball Pit works in v2. However, I will soon make an update restoring it (or at least something really close to it). v2 replaced some of the skills (including the stoners) with the three digging tools. In testing, the miner couldn't be applied as well as the digger or the basher, so I'll replace the miners with the stoners when I release v3.
EDIT 2: Update released.
EDIT 3: I just noticed that none of the replays for Lem-17 Bomber turn around the lemming to bash through the one-way-wall like I'd intended, but I don't think there's any good way to force it without a substantial redesign to the layout so I'm just going to leave it. For some reason I never thought of the fact that you could use just the builder to do it :XD:.
For reference, I'd intended for to use a bomber to turn around. The builder was supposed to be to allow lemmings to get back up to the exit.
Gronkling's solution to Long Division: Your solution avoids the main idea, and you find an alternative solution instead. Well done.
Long Division is already at the hard end, so I'd like to leave in your alternative solution.
Assign batter only to lix at the topmost level.
My main idea is that you must bat 3 times on top level, to push one lix far enough. To see how to do this, watch the intended solution attached to the v25 update post (http://www.lemmingsforums.net/index.php?topic=2744.msg58445#msg58445), or do this:
* let the 1st lix, A, from the rightmost hatch walk onwards
* dig with the 2nd lix, B, from the rightmost hatch
* when this digger clusters with another lix, C, bat both forward by an unrelated lix
* assign batter to A, pushing B and C forward even further
* assign batter to B, pushing C forward even further
* create the route with C
You don't bat 3 timse on the top level, but instead stall the crowd on the intermediate level. That's inventive, too, and gives enough time to finish the level in peace. You need to spam diggers, but you have enough.
-- Simon
Finally solved Gronklings level and I must say it's an excellent level!
Seeing the solution afterwards it isn't really that complicated (still hard though as you need to see several things), but you have to see that little trick to save that one skill ;P add some ways that almost work and get ready to be stucked.
I can see now why Gronkling was surprised on how nobody managed to solve it.
Replay attached. :) But please try to solve it regulary, I know you are able to!
Video will be uploaded later today as well. EDIT: It's up now ;)
Oh wow. I can see why I didn't think of using the builder there but how did I not think of using the terrain on the left side to get up to the ceiling?
Here's my replays for Rule 2. Once the video finishes uploading / processing, video for NL levels is here: https://www.youtube.com/watch?v=S5pdpS_AIp8
I did attempt to record video for the Lix levels too, but it messed up (it has intact audio, but the visual is frozen at the menu screen). So for those, the replays and some text comments will have to do.
All of the levels (both NL and Lix), I 100%ed the first time without even really trying too hard to do so, with the exception of geoo's level. This one didn't give me too much difficulty once I noticed something...
A nice level, but nothing too special. Very easy to 100%.
Very easy to solve. However, as I said, it's the only one I didn't 100% the first time around. Once I realised that all that was required to 100% was slightly desyncing the two groups from each other, and maybe using walkers to save a few stragglers, it wasn't so bad.
Replay of my solution to my own level.
Comments:
You can quite freely switch the miner & digger around to achieve the same result, which some of the solutions here did. It is also possible get one or two of the buttons before digging if you so choose. There is intentionally a bit of leeway on the skills here so that you can create the "1 way gates" however you want.
I'm not 100% sure this is okay, so if it's against the rules please disregard this; [or delete post]
my own solution to my level (in the pale moonlight)
comments:
Most of the solutions I've seen by other people are not bad, and comments have nice, but namida and IchoTolot found pretty simple backroutes. My solutions steals two ideas from Clam and one from tseug :P