@eric That is a very bad backroute to my R1! :XD: I have uploaded V2 of my R1. The change there are some pickup skills. Let's see if it stops your backrouting to it now! :P
I have solved both Armani's R1 and KingShadow3's R1. My replays are attached. Also, I started an LP of the contest levels. Here are the links to them. Enjoy! :P
Part 1: https://youtu.be/rjmqT2GodEU (https://youtu.be/rjmqT2GodEU)
Part 2: https://youtu.be/ootqJnIsVKY (https://youtu.be/ootqJnIsVKY)
Wow, this was a difficult but really good level! :thumbsup: Lots of red herrings here that will cause you to be a skill short. In particular, timing the basher so that a climber can use the cactus at the top to shimmy over to the right side is quite clever! :) That was the part that took me a while to figure out, while I had everything else all figured out.
I don't think this is intended, as I have a few skills leftover. Not as difficult as Armani's R1 IMO, but still very challenging!
The rest of my LP of the contest levels will follow as soon as I can get to them! ;)
Solved rule1 levels.
There only 3 levels to solve per rank, so I might try to solve rule2 and rule3 levels today as well. ;)
I'm quite sure that this is intended. The only suspicious thing is that I didn't take advantage of the updraft. Nice cute level though! Making a long path for a lemming to shimmy is always fun :thumbsup:
Probably I backrouted the level since I have some leftover skills. I do have a feeling that the intended solution requires cooperation between two worker lemmings. ???
I bet this is intended. Very clever level! I like the solution a lot. :thumbsup:
Solved the remaining R2 and R3 levels which I haven't seen/played yet. My replays for Armani's R2 and R3, as well as KingShadow3's R2 and R3, are attached. I smell backroutes for KingShadow3's R2 and Armani's R3 :P Maybe KingShadow3's R3 as well, but it might be acceptable?
Also links to the remaining LP videos. Enjoy! :P
Part 3: https://youtu.be/mh6Jio1y4UE (https://youtu.be/mh6Jio1y4UE)
Part 4: https://youtu.be/8QeaQglTJPY (https://youtu.be/8QeaQglTJPY)
Part 5: https://youtu.be/m142MH8wx5E (https://youtu.be/m142MH8wx5E)
I was a dummy here and it took me far longer than it needed to. In contrast to a few of your previous R2 levels, no advanced/fancy trick needed here! Hence, this is quite easy for an R2 from you. Then again, you did acknowledge that given the ruleset for R2, it's quite difficult to make a level that fits the description AND is also very hard. Still a challenging level even for such a small and short level. Also very nice level here too! :thumbsup: Out of all the R2 levels, I feel Icho's is the hardest. And I'm not saying that because of how I pre-tested his levels :P
I think this might be a slight backroute since I have a couple of skills leftover :P This one was a difficult one for me. I think you're going to enjoy hearing me talk my way through solving this one in my LP, though ;)
I'm sure this is a backroute since I have two builders leftover? :P
This might be a backroute as well, although maybe acceptable? Here, I can adapt my solution so that I don't collect the fencer pickup and simply can use the two remaining builders to release the crowd :P
All rightie, since I have solved every contest level at least once, Part 5 will be the last video in the LP series for a while. When I return to record in maybe a few weeks or possibly closer to the closing date of the playing phase, I will simply be showing off the intended solutions to the contest levels once I resolve all updated levels and all solutions are acceptable. I will also show off my solutions to Icho's contest levels, as well as the intended solutions to my own contest levels, next time! ;) I pretested Icho's contest levels once again, and so along with my own contest levels, there were only 2 levels per rule I needed to play and solve in my LP :P
I will include my entire replay collection for the LDC #23 levels at a later time! ;)
You ended up breaking my r2. It's definitely easier than my average r2s, but not like this.:crylaugh:
My rule3 is intended to be an open-ended level. But surprisingly you found almost same solution as mine! The main idea of the level is that you can make a lemming tri-athlete and give rest of the lemmings one permanent skill each.(5+5+5+1=16)
So any solutions that send a worker lemming(tri-athlete) from top hatch(which is the only hatch that spawn 6 lemmings) and prepare safe falls for the 3 athletes groups, I would consider acceptable.
Well done! :thumbsup: I think my r2 is easier than r3, so it's won't be a problem to you.
Solved rest of the levels.
Only one stoner left this time. Hope we are getting closer to intended!
It seems like you're master at making small level too! Everything falls into place perfectly in such a tiny level. Very impressive level! :thumbsup:
I think the my solution is intended. Using two walkers to cancel two miners in order to save last one second!
Attached two solutions. Both have leftover skills, so I doubt they are intended. By the way, this level is really really small! The smallest level I've ever seen :lem-mindblown:
I suspect I've solved all of your levels in intended ways in V1! This level was quite difficult. It took me a while to realize that I had to send a climber to the left side of the level and let him start bashing from there. I also attached a solution that saves a walker with some precise timing.
This seems intended. I like the contrast between the darkness of L2 shadow and bright colors of L2 beach! And also the evil moon vs the sun :laugh:
This could be intended. not 100% sure though.
@Armani Your solution to my R1 is about 95% intended. I have uploaded V4 of my R1 by making a stacker a pickup. This should be it with V4! :laugh:
The only unintended parts was how you used the second builder, as well as a sacrifice to the acid.
Your solution to my R2 is 100% intended. Well done! :thumbsup:
For R3, your solution is 99% intended! I added OWAs, so all you need to do is tweak one skill assignment and then you'll have the intended solution ;)
Finally, for your solutions to Icho's levels, by my pre-testing, I can confirm that they're all 100% intended. Well done! :thumbsup: For the second solution to his R3, I say that's an acceptable alternative that spares a skill and definitely one that I could had found as well in my pre-testing. However, it's Icho's call, as I didn't make his levels :P
Solved updated levels.
Okay. This has to be intended. Very clever level :thumbsup: I would say the most difficult thing was to realize that I should clone the builder to make a safe fall for the crowd and time the second worker so that he slip under to make a stacker turnaround point. Also it took me quite a while to realize that the crowd can make a second round to buy enough time for the worker lemming to finish the final platformer bridge.
Sorry but I think I broke the level again :'(
I think I figured out what you meant by missing 1%. ;)
@Armani - Awesome, your solutions to both my R1 and R3 are now 100% intended! Well done! :thumbsup:
Everything Comes in Twos? - The only differences here between your solution and mine is I used the climber to bomb inside the stack to release the crowd, as well as platforming to the exit first and then stoning to fill up the gap. However, all the main tricks are there, and this is essentially the same as the intended solution, so this is perfectly fine by me! :thumbsup:
I believe you are correct about cloning the builder to make a safe drop for the crowd being one of the most difficult things to see in the level. Also realizing that you only have one chance to bash through the OWW to release the crowd, as once the builder and the clone are done, there's no way for the athlete to get back to the area to bash them out, since he will always land on the floating platform where the masher trap is, and when he drops down from it he glides in such a way where he DOES NOT hit the wall and goes back to the left. Even if he did, as I said before it's impossible to get back there to bash the crowd out due to the slanted platform blocking the climber. Finally, the crowd will always make at least one round back to the top and hence the splatform is absolutely necessary
As you might have seen too, I threw in plenty of red herrings here that can trip people up when solving this level. For example, using a builder to get to the triangular slope on the left side and then using a platformer to get to the exit could certainly work. HOWEVER, how would the crowd get to the exit now that you used that platformer? Also, by attempting this you'll always be at least a skill short. Most importantly, the exit platform is JUST out of reach, being a few pixels too far to seal with a platformer :evil:
Thanks for the positive feedback on my R1! :thumbsup: I really wanted to avoid using pickups for backroute fixing just so it makes it very clear that the X-of-everything rule is satisfied with the level, but alas as I unfortunately found, backroutes have resulted :(
Cross Over Into the Light, My Lems! - Yup, you are correct in figuring out that missing 1% ;) The trick I wanted to enforce here was making the solver realize that you must make the miner bash before he breaks through the tiny pixel floor where the two triangular slope terrain connect, as well as going through the main structure with the pipes. The trick with using a builder to extend a miner and the slopes overhead to keep a basher going, I got inspiration from Icho's level "Night of Nights" from Reunion, which is one of my all time favorite levels from that pack!
Looks like I'm already improving a lot in backroute fixing my own levels in just two LDCs, as here I ended up taking half the amount of versions in contrast to the previous LDC, which was the very first one where I made levels. That is, until Icho or someone else comes along and finds a way to backroute my level(s) :crylaugh:
I'll be back in a few weeks to resolve levels, so it'll be some time before I get to resolving your R2.
Thanks so much for playing my levels, as usual, and the really great feedback and compliments on my levels! :) Regarding your own levels, I think I have to say your R1 is my favorite of the three. Very deceptively difficult but I absolutely love the overall solution and the tricks needed
Finally back again to resolve updated levels. Resolved KingShadow3's levels, as well as Armani's R2 level. I think KingShadow3's R1 might still be a backroute, as I have a miner and a floater leftover. Also, I simply used a cloner to meet the save requirement.
Ok, this should be 100% intended. Wow, even for a small level this is still an extremely deceptively difficult level. This one probably took me a good 40 mins. Here, the hardest part to see was blocking in such a way so that the crowd can pass through the blocker AND step up the thin enough ceiling depending on where you bash in the lower part of the level. The level title was pretty much a hint to that you can't hold back the crowd and instead must keep it going at all times.
I kept running into problems thinking about how can I get two separate lemmings, one for each of the bashable sections. This is where jumping at the extreme edge with the glider is a very good red herring, as only by doing that can you even reach the top platform where the exit is with a worker. The next problem was reaching the bottom platform with him, which could only be done by using a walker to turn around and then platforming. However, by doing this you lose the worker lemming for the top bashing section. So, problem of getting two separate lemmings for each bashing section remains.
Then, it just dawned upon me that one must platform up the tiny gap at the very start. This simple thing was something I overlooked for a very long time, as when solving the level's appearance keeps making you think the platformer goes at one of the gaps where the bashing sections are, where the rope is. That turns out to be completely wrong! So, seeing to platform the very small gap is very hard to see.
So yes, even with V2 no advanced tricks needed at all, although perhaps blocking in the manner described above is probably borderline of being advanced. Here, it's pretty much a variation of a passthrough blocker, but instead of passing through from above, it's done with lemmings from below.
All in all, very well done with a deceivingly tough level! :thumbsup:
Somehow this doesn't feel intended, but it probably is, since everything else I tried I kept being a skill short or the solution fails due to at least a pixel or so, or from running out of time. I got to say, it's definitely a much harder level now. Nice job here if my solution is intended ;)
This should be fine, even though I have a builder leftover. You did say you the level is open-ended.
@Kingshadow3
This seems better, as I have no leftover skill this time.
@kaywhyn
Intended :thumbsup:
This is where jumping at the extreme edge with the glider is a very good red herring, as only by doing that can you even reach the top platform where the exit is with a worker.
Good eye, kaywhyn :thumbsup: Actually glider+jumper was not enough to reach the top platform at the initial version of the level.
I thought making it possible would be nice distraction from the intended solution.
EDIT: put kaywhyn's post inside the spoiler tag
This one finally looks to be 100% intended. If so, very nice solution! :thumbsup: Deceptively difficult for a 2-of-everything, especially since a lot of things will fail by at least a pixel or so. Also, some of the skills are quite precise.
The second blocker was what I couldn't figure out for a while, as well as how to save one of the blockers if both need to be used. Turns out that they're mechanics I'm familiar with. No very fancy/advanced tricks needed, just some parts are difficult to see.
I think with this, we're all done with updates for this LDC. I noticed you haven't sent any replays for my R1, though. Is it proving to be too hard or something?
@Icho Even though you used all the skills for R1, it is still a backroute. I have added some more terrain and a fire trap. Also restored the stacker I took away and made a pickup. This should fix it now!
For R2, it was pretty much a drastic rework on the bottom. Added updrafts all over the area, shifted the newly added exits and water upwards, shifted the tiles at the bottom and outer exits downwards, shifted the rest of the level upwards, except for the two top hatches, and finally removed the exit limits on the top exits, as you can no longer see the numbers due to being too far off the top of the screen. Also, they're not really needed anymore since the top half is pretty solid now ;)
The way you used the second cloners in both levels are unintended, and they're the only things that are not intended in your solutions that remain. Everything else is intended.
@Icho R1 is now about 98-99% intended. Just a very small backroute that I think is very easy to fix with a time limit.
Honestly, I tried to avoid not putting a timer in, but I think this is the only way to truly enforce the second cloner usage I have in mind, as that is the only skill you used unintended this time.
R2 is now 100% intended. Nice job ;) A lot of fixes needed there, but at the same time that's what I get for having put together that level in literally just 15 minutes. I should had known such a level would be very susceptible to backroutes despite being the shortest R2 level in the entire contest :XD: