This contest we have a lot of extremely beautiful levels. :thumbsup:
I smell a backroute here. But I can see a huge potential for really good solutions.
Very beautiful level, but probably a very ugly backroute. Still the hardest level in my opinion.
While the moon base looks totally amazing, I am less a fan of the space ship. My solution is nice, but I might have simplified it a little bit... One question though: Why 100 lemmings, when 20 lemmings would have been totally sufficient?
It is almost a disjoint union and even saving all lemmings isn't really hard. But you should really check the trap trigger areas. :P And why are there 100 lemmings, so that one has to change the RR in order to solve the level within the time limit? Wouldn't have 40 lemmings been absolutely sufficient?
Too big, too many "Wafflems" and too many precise skill assignments for my taste. One just fiddles around and after solving the level hasn't really the feeling that anything one did was actually intended. Still a pretty challenging level, though.
Did I already mention seomwhere, that I hate such big level? Granted, the terrain is nice (though some grass pieces could be flipped so that the striping goes only from top-left to bottom-right), and the solution is not too obvious (though I have some builders spare). But the level could easily fit into a much smaller space! Far less scrolling and far less lag on my computer.
Another level that is huge, though admittedly looks nice! Good level idea, but the implementation lacks a little bit. For example bridging the final gap: While one can easily see that the builder from the right will turn around, I totally expected the builder from the right to turn around as well and was very surprised when I found out this doesn't need to happen. That was actually by far the biggest road-block in the level.
PS: Did you just steal my release-the-crowd trick from my level "Dark Secret" from contest 12? :P
Nice little level and pretty easy. Freeing the upper hatch my way is probably not intended, though.
Very beautiful level and a nice solution. But there are a few tries that fail due to a single pixel: Firstly climbing out of the starting pit to the right is only possible temporarily, as the basher will remove a single pixel that prevents climbing up there. That one can not climb up the second pit can easily be overlooked, too. Secondly building over the second gap in such a way that the builder turns around is possible, but requires some precision. Finally the basher freeing the crowd has to start rather early, or one will remove part of the bridge over the first gap.
One last thing: Why so many lemmings, when 20 or 40 would have worked equally well?
This has to be a backroute, because I basically just built up to the exit.
Nice take on the two-solution rule. But I fear my solution is again not 100% intended. The faulty power cords are an amazing design, btw!
Extremely beautiful level, but its sooo huge that it slows down my computer considerably. With some precision timing, I solved the level without the fencer.
This has to be a huge backroute.
Rule 1: https://www.youtube.com/watch?v=V6TeBrkF9gE
Rule 2: https://www.youtube.com/watch?v=CyYPgnEPXPY
Rule 3 (part 1): https://www.youtube.com/watch?v=YsT0Bz3H2BM (bsmith and Arty's levels)
Rule 3 (part 2): https://www.youtube.com/watch?v=5iQRVusYTys (IchoTolot and Mobius's levels)
General remarks
R1
Nessy Excavation Site: Was a great level to start me off, my solution has to be a backroute though. I liked the design for this one though, it was a great scene of a disowned space station type level.
nin10doadict Frozen factory: Yeah, I said this in the video but I failed to understand why the platformer pick up skills were necessary. If they were unlock buttons then this level would be much harder I feel. Great design choice again!
Raymanni Cataclysm: Great level design and took me a while to figure out. This is my favourite of the R1 levels!
R2
Arty Crystal Enclosure: I didn't understand how there were 2 solutions to this level personally. I'm also not a fan of one frame miner strokes as used in my video solution.
Icho Mount Lemmerest: Loved the Highland tileset use but I believe this was a backroute, decided to go for the right hand exit but then switched to the left. The music was really good as well :)
nin10doadict Power Core: This one was pretty tricky and hard to get right. It was highly enjoyable though :)
R3
bsmith Colourful August: I thought for a moment there was a level named after Colorful Arty XD. This one was really tricky but it was fun to work out. It was a great level which looked like it could win this contest!
Arty Expedition to the Moon Sanctuary: Wow, what a great reference to the DuckTales Moon stage, ironic how you played that on your channel recently. The level was highly enjoyable but just one gripe. It was not clear that there was an updraft in effect on the whole level, this needs to be made clearer I feel. Even if it's a pre level screen telling you!
Icho Awakening of Aggressions - Wasn't able to solve this level, it was the only one that I wasn't able to solve in the whole contest. I don't seem to get on with this tileset at all, nothing personal! It's a nice level nonetheless despite the frustration on video trying to solve it!
Mobius Temple of Doom - First ever zanzindorf tileset submission to any contest which I've been able to solve. I solved the V2 of this level as well since it was updated before I attempted it on video. I really enjoyed working this one out, I'm not sure if this was intended but I liked my solution and this is very strong competition.
All the Rule 3 levels were very good, well done to everyone. I think Arty's is best by a pinch though just because of the Duck Tales music and moon reference in the music.
In response to Nepster:
You successfully found ONE solution to my Rule 2 level, although I thought to do that you needed to manipulate the RR for the crowd control to ensure only one lemming left the area. I guess not. I encourage you to find the other solution, which is much better.
As for my rule 3 level, I did the best I could with the Galaxy tileset. I also gave 100 lemmings because I felt like it; I like levels with lots of lemmings.
Thank you for the feedback :thumbsup:
1) The basher taking out the ability to climb out of the starting pit on the right is intentional, but I can easily move the terrain piece in question more up to make the inability to climb out more obvious.
2) I didn't know that too many lemmings was frowned upon. I can reduce the number of lemmings to 30 or 40 no problem :)
No, it isn't generally frowned upon. That's just my personal opinion. Some people like huge lemmings crowds and some (like me) prefer a minimalistic approach.
Oh okay, but I still might reduce the number of lemmings because the current number doesn't really add anything to the solution and it doesn't prevent any backroutes.
Your reply was the intended solution :thumbsup:. However, it seems that there is an extra climber that isn't needed so I will remove it in V2 along with the other changes based on your feedback.
Unfortunately you did backroute my level, but I see the problem and it should be an easy fix :). Thanks for the feedback as well!
Nice job Josh!
Crystal Enclosure: That's the easier of the two solutions, and the only one people have found thus far. I encourage you to find the other one, which does not involve going through the ceiling.
Expedition to the Moon Sanctuary: I have never seen that solution before, but I love it! This is an "any way you want" kind of level, so I always like seeing people's solutions to it (there are at least 6 distinct solutions at this point, all of which are roughly equally challenging.)
Here are some replays so far, four to be exact. :-[
Very nice level. It didn't take me long to figure it out and I'm not sure if it's a backroute or not. I love the music. :)
I had very hard time with this one and I think my final solution ended up being backroute. :'(
I nice relief from the super hard levels. I had fun solving it though. Love the cheese. ;P
Might be a backroute, not sure. I like it nevertheless. :D
Now it's time to tackle the harder levels... :XD:
my thoughts so far:
Quick key of difficulties terminology I may use:
easy - moderate - difficult - super difficult - savage difficult
Arty's levels:
Crystal Enclosure- I liked this one; feels very impossible at first then
takes a very classic trick but puts a twist on it. The other solution (backroute?) of going through the ceiling I'm not real fond of though; those solutions feel hacky to me. I like it visually.
I did not like the music at all; but this won't effect my vote fyi. (I heard it on Icho's video)
Expedition to the Moon Sanctuary - The solutino is nice many-things-go type, 2 of each skill and the level is unique with the "low gravity" theme.
I'm not as big of a fan of these tilesets.
Ichos levels:
mount lemmerest
Though I say I usually don't like big levels; I really liked this one. It didn't feel overwhelming. I like the same trick being used twice. It felt like it had a running theme of hills like going up a mountain.
I feel like I could've solved this on my own.
Awakening of Agressions
Nice visuals. Super Hard difficulty. Perhaps (but maybe not) borders on using too many tough tricks in one level which makes it too tough for my taste but after looking at it; pretty nice none the less. Reminded me slightly of geoo's Stroke at Retirement age which puts together a bunch of savage hard tricks into one; this kind of level is too much for me, not fun overall.
Nessys level:
Good visuals. Overall and interesting layout and very difficult puzzle. Haven't solved yet but I think I know the solution.
Raymanni:
you level was visually very cool looking. The solution was cleverly hidden, about moderate difficulty.
BSmith:
Quite a tough one despite it's simplicity (my favorite type of level). Even if what I've found what a backroute, was still fun and quite difficult.
On visuals: I'm not real fond of the psychedelic set but this was okay.
Simon:
Played this a little but got very frustrated right away. I'm not a fan of this style of level. (containing crowds). The visuals are nice though.
Flopsy
Mobius Space Race: How can I not love a level that's dedicated to me? :P
I haven't given all of them a thorough playing yet. Even if I don't solve all of them myself I am happy I actually was able to participate this time and can vote.
Just wanted to make a quick post about a solution I found to bsmith's level that I think might be a backroute. It is attached below.
I also attached my solutions to both updated Lix contest levels:
Oh No! More Tame Levels: Great concept and level! I used all the skills but I'm not certain if I used them the intended way.
Key To The Sacred Kingdom: Another great level! That trick used to contain the Lix, if intentional, is pretty neat.
solved "Oh no more tame levels"
nice theme and design. I think this is a backroute; 2 skills leftover.
Attached solutions to the two Lix levels.
The builders to contain the crowd are extremely precise.
I saved one lix more than required. Nice and relatively easy level.
Simon_r1v8 in update topic (https://www.lemmingsforums.net/index.php?topic=3442.msg66877#msg66877)
Deco abuse is indeed a backroute, but you're on the right track. v8 doesn't have this deco anymore.
The other solution that builds against pillar is very precise and I'd like to remove that. It's not as close to the intended route as the deco abuse.
This goes in the right direction, but it misses the idea and is precision-ragey. v8 should make this impossible.
-- Simon
Forestidia: That's practically the intended solution. Well done!
My solution assigns the digger on top of the middle pillar, not to the right of the middle pillar. But like you did, I then cancel it by builder assignment underneath the floor.
This avoids the feeling that the digger digs while standing on air. I'm not even sure whether I want this behavior in the first place -- it is pixel-precise, it works only one pixel to the side of the pillar. NeoLemmix would allow more leeway for this digger. But since NL allows it at all, it's probably not a huge problem in Lix to allow it, too.
-- Simon
Hi, sorry that this took so long but I may have finally figured out the second intended solution to Colorful Arty's "Crystal Enclosure" (a solution that does not go through the ceiling). I have attached that replay below.
If it is intended or close to intended then... wow :thumbsup:. Very creative solution and I can understand why you wanted to enforce that solution. Unfortunately there were some parts that felt hackish (my fault though), but hopefully the spirit of the solution is there.
Holy miner physics Batman! That is an impressive solution! :lem-mindblown:
You got the main trick with the builders and cloners correct, but the rest of it was much more hackish and precise than necessary.
You can go through the crystals in a more elegant way, but amazing job! I consider that perfectly acceptable! :thumbsup:
Yep just as I predicted: I over-complicated the heck out of it :evil:. Sorry about that. I went back and I believe I found the true intended way of getting through the terrain. The replay is attached below.
The terrain is excellent the way it is laid out, as you can figure out how to navigate the level by paying attention to how the crystals are positioned.
Well it took me long enough but I finally solved all the contest levels :) I have attached my replies below for completion, but none of them are backroutes so don't worry.
Additional comment: I have included both intended solutions to IchoTolot's "Mount Lemmerest", but I still haven't figured out the second solution to nin10doadict's "Power Core". Will post again when I do.
Very nice level and very fun to solve. It could technically be two different levels, but that's okay because that was the theme: a level being a race between two different zones that converge at the end. I also liked how the time limit wasn't too tight, but tight enough to enforce both "sides" being done at the same time to complement the concept of the level.
Nice theme of a frozen factory. The crowd control was a bit fiddly, but it wasn't too bad and I liked the idea of having to explore the factory to collect the platformer pickup skills you needed to solve the level.
Excellent use of tileset mixing to create an atmosphere and theme in your level. The solution also complemented the level nicely.
Nice concept and was fun to solve. Loved the tiny Tame level idea and the idea of how you had to pay attention to the terrain in order to effectively use all your skills in the right place.
I believe I finally solved it intentionally, and it was a very nice level. However, and personally, I liked the original version better as the decoration made the level look more like an entrance to a sacred kingdom, but your mini version is also nice and that’s just a personal preference.
I am still blown away by this level. The trick used with the cloner and builder is something I have never seen before and I'm glad you decided to enforce it. I have also solved it with a hack-free and more elegant solution, so I can safely say that I have officially solved it 100% intentionally :).
Excellent and beautiful level! :thumbsup: It is very well made as the level has two completely different approaches without making it obvious that it does visually, as in the level looks whole instead of divided into two different sections for both solutions. Great work!
Love the use of the wires that connected the button to the exits and to the traps as well. It also doesn’t look like it underwent a lot of backroute fixes. It is a power core after all, it’s not going to be the safest place to explore :). Unfortunately I still can’t figure out the right hand solution that leads to the left exit. My problem is getting a lemming separated to complete the final platform next to the left exit. Will post solution when I solve it.
Very nice puzzle. My solution used all skills except one miner, but it’s probably one little thing I overlooked and it isn't a backroute.
Excellent level. I love the idea of the low gravity. I didn't know right away that it was there, but I don't think there's anything you can do about it and introducing it when the lemmings fell from the hatch was the best way to handle it I think. Also love how there are multiple solutions and I love design of the sanctuary.
Excellent locked exit puzzle! Sure you had 5 of everything, but this level quickly made it clear that if you don't use these skills wisely your chance of solving the level is impossible, which made it an excellent puzzle level. Very nice work!
Another good level. It manages to keep the entropy high while at the same time if you pay attention to little details you can easily and logically deduce the solution. I also like that trick used at the beginning to free both blockers, it's something I have never seen and it's a pretty cool trick :)
Very nice 2-of-everything puzzle. None of the solutions are easy to figure out, but the skillset allows enough flexibility for multiple approaches. Nice job!