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).
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.
Thanks for the replays they were a big help!
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.
Here is my solution.
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.
The second set is a lot easier than the first. Replays to Week 2 attached (again recorded with the experimental release - sorry).
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.
solved level 2 which seems like backroute.
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
solution to Show your true colors, feels a little backroutish
I was very much expecting the left side pillar to be splat height, surprised when this worked.
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?
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 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
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.
----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.