played through the first rank 8-) and attached my replays for all except for the one I pretested.
I first tried to contain the whole crowd between two stackers to use compression method but it didn't work out nicely. Nice trick with that stacks with a dent to make something resemble one way force fields. Also the final stacker was not easy to see too.
Wow this is definitely not an easy solution to see. Every path I tried fell into at least one skill shortage. After I realize the exit is placed on top of the steel plate, I started to considered the possiblity of the nuke solution. Nice level :thumbsup:
That's really pretty tileset. I think I haven't seen it before. :laugh: I'm a big dino lover and I absolutely like the huge dino trap. Though I was a bit disspointed by the sound effect of this beautiful huge creature. :XD:
That was a easy but cool level. I wonder which instrument this level is depicting. ???
Not 100% sure if this is intended but I think my solution at least resembles the intended one. ??? The contraption on the leftside of the level seems very relevant to the solution and I took full advantage of it. :laugh:
I bunker the crowd near the start and still make the time limit. The save requirement is low enough that I ignore one of the bear traps, the trap kills every 3rd lemming. Still saves 5 lemmings extra.
Cute trick where the glider creates a climber-stopping lip for himself.
Stylish trick where two platformers meet at the fountain. That gains height for the one-way obstacle. Nice! Leftover skills: 2 stackers.
A variant of what geoo and I did before. I save exactly the save requirement. Leftover skills: 1 shimmier, 1 floater. In hindsight, Splash or Splat looks open-ended even though surprisingly little seems to work on first sight at all.
geoo will post an even more efficient solution.
Floating terrain at top-left: Finnicky alignment, everything must be pixel perfect. Feels like an area with multiple backroute preventions.
After I had the solution, I understood why the top-left area must be this finnicky. Nice theory behind this solution! Looks intended and mostly forced, apart from geoo's egregious backroute that geoo will post today.
What's the reasoning behind the death drop at the bottom left? They require release rate fidgeting to avoid deaths, and seems to add/prevent nothing.
Beginning without fencer looks forced now. I keep the fencer for the remainder of the solution, resulting in an easy remaining solution.
geoo had the idea to nuke. Finally, the water pits make sense; they gave a choice between platformer and stacker. Saves exactly the save requirement, that's a good clue that the nuke route is intended.
-- Simon
Attached two solutions. The second one saves a bomber and an extra lemming.
Stop Blowing Up v3: Brute-forced my way through a wall, definitely a backroute.
Swim Team Rush v3: Again, looks like a cheap backroute, even has an extra minute on the clock.
I wasn't aware that you can assign jumpers to sliders, until Simon pointed it out to me. Until then, I always had to use an extra exploder to achieve the same thing. That's my bad though. The time limit is really nasty though. My hunch is that my solution is intended, but I spent 30 min to get it work within the time limit, trying to shave off frame by frame by modifying the blocker and miner assignment, usually by just one or two pixels. This was really annoying. I also attached two things I tried that didn't work, one could work with a bit more time though, but again, it wasn't clear whether it could be squeezed into the time limit or not, wasting a lot of time trying. That's why time limits suck, and tightening them to eliminate backroutes makes things more annoying usually... I quite liked the level, it's very clean and simple and yet very though, but the time limit spoils it for me quite a bit, given the experience I had with it...
geoo's solution to Pimitive Instinct is almost intended. Just a little bit of detail is missing.
I solved the updated version. The change I made seems quite elegant, so maybe intended?
I did save a bomber though, and saved one extra lemming. Also, the previous solution almost still works, maybe you could make the water hole bigger to make it more clear that the previous strategy doesn't work there.
Your new solution to Hanabi is 100% intended! :)
@Simon, geoo
R1:
Simon's solution is very close, but the reason you found the bottom left so fiddly is because that part is the only unintended part in your solution, as it misses one final trick that I wanted to enforce there. Geoo's solution, on the other hand, is much farther away and is indeed a very bad backroute. For V4, I extended the trap near the bottom right, as well as replaced the steel with a wooden plank where the left entrance is. I could had maybe added in a timer to prevent Simon's waiting, but I rather avoid that for the time being :P
R2:
Both solutions are very bad backroutes, as the way the containment is done is very much unintended. For V4, I replaced the terrain under the trapdoor with steel and erased some of the left wall which will prevent that.
In both solutions, the timer is exactly supposed to prevent that backroute with getting to the exit from under! Yes, I could had used the easier way of preventing it by adding OWAs/steel instead of a tight timer, but I rather leave the very appealing get to the exit from under on either side, the left side which very well looks like it will work due to the somewhat generous timer but sadly no amount of RR fiddling will allow you to finish on time if you take it! In the intended solution at least :P
@geoo Your solution is actually intended. :thumbsup:
Your solution is intended except that it's slightly more efficient than mine. :thumbsup: All builder placements and bomber placements are correct. I can strictly enforce my solution by locking the release rate, but I don't think it's necessary and I will take your solution as challenging variation of the intended solution. Well done :laugh:
@Simon
Wow I didn't expect it's possible to platform from both sides to cross the waterfall. I have no choice but to widen the water fall... :evil:/spoiler]
And I played through all of rule2 and rule3 levels.(+updated rule1 levels ;))
I now use every skill! :laugh: It's more challenging and satisfying now since building all over the dino trap felt a bit cheesy :laugh:
I attached two solutions. I'm pretty sure the first one is intended. :D And I slightly tweaked the first solution so I was able to save one more lemming.
The solution was quite obvious I think. Still I like the overall scenry of the level. :thumbsup:
feels intended ??? I used all the given skills and overall interactions between the permanent skills and movement skills looks good. :laugh:
I might have backrouted this one. I have a leftover basher.
This was a fun level. :thumbsup: I have a spare walker though.
Probably the talisman of this level took me the longest to figure out. :evil: I barely got the talisman after so many attempts! I'm feeling good now :laugh:
Where to use the basher and using a jumper to hit the wall and turn around was the most difficult things to figure out here. After I found out that you can make a splatform at the leftmost side of the level without a basher, everything fell into place perfectly. It was definitely a cool level :thumbsup:
The timer is very tight!(or did I miss something ???) The climber/slider athlete has to fall into the miner tunnel otherwise he will just keep going to left and die. This was my favourite part. :laugh:
This was a cool action based level. I like the sense of urgency through out the level. :laugh:
It was a surprisingly hard and enjoyable level. :laugh:
@Armani, your solution to my R3 was actually surprisingly close to the one I had in mind for the level. Seems like you experienced the overall feeling of the level I intended. :)
There was some very trivial cheese that allowed you to save a Walker and consequently made the ending less intense. That's the least of my worries patching this thing. :XD:
@Armani
Your solutions to both my R1 and R2 are now about 98% - 99% intended! Meaning, we're not quite there yet, and I think the V6's will seal the deal on them :laugh:
R1 - This one still avoids a trick I intended on the bottom left. For V6, I added in a 1:50 timer. Yes, I thought about making one of the stackers a pickup instead, but I honestly don't want to disrupt the X-of-everything skillset from the get-go :P In any case, you just need to tweak the bottom left a bit and you should be good to go. Other than that, your replay is essentially the exact same as mine! I can assure everyone that the timer allows plenty of leeway, and I could even add in an extra 5 seconds, but I'll just keep it currently at 1:50 for now.
R2 - What, you mean to tell me that I misplaced that steel block near the exit? Ok, this was a complete dumb on my part :forehead: For V6, I simply shifted that steel block near the exit a few pixels to the right. I originally just shifted it 1 pixel, but let's better be safe than sorry, so let's do a few extra pixels over :P
Still, that was a nice abuse of the checkerboard mechanic that I totally didn't account for and think it would be possible for anyone to slip by with a miner from the right side of the large steel block.
@Armani
Your solutions to my R1 and R2 differ in a few details but are pretty much intended! :thumbsup: Well done!
R1 - Perfect, now your solution pretty much contains all the tricks I intended! :thumbsup: Basically the title here serves as a bit of a hint.
Tricks I intended: Exploding an in-progress stacker early enough so that the maximum height is reached in order to make a splatform for those coming from above, building high enough on top of a stack so that you can reach the structure in the upper left, and finally building in such a way as to block anyone from following the builder and then to bomb away a pixel of the staircase to release them with a well-placed bomber. In the end, if you follow the intended route, the timing of the platformer coming from the right at the top and the builder coming from the left should meet at the right time so that the platformer can catch him with a stacker. The interesting thing was that I originally was aiming for a 3-of-everything level, similar to Icho's R1, but then once I realized the difficulty of enforcing that builder trick at the top, I went further and decide to make puzzle revolving coming from both sides at the top so that you cannot get to the other side without platforming from the right side. Near the end, it nearly became a 4-of-everything level except for the bombers, where you only have 3, but then I realized wait, one could just bomb through the platformer that you did over the exit to reach it later, and thus it still ended up perfectly as a 4-of-everything :laugh:
The main purpose of the bombers are to basically just explode the terrain added by the constructive skills instead of the normal terrain. However, the only time you can explode the normal terrain is at the bottom left and possibly the small wooden staircase near the exit if you wish but of course that's not required :P
R2 - Intended! :thumbsup:
The only difference from the intended is you sent two lemmings to the right and one dies to the shredder trap. In my solution, I did more multi-tasking by sending three through it so that two pass through the trap unharmed, but of course it's not necessary since you'll still finish the level with about the same amount of time as if you just sent two through it instead. My way simply prepares the route faster.
In any case, the main trick of using the stoner to stop everyone else from going through the zapper trap as well as to allow them to step up to get through the miner tunnel is there even though the stoner itself isn't really needed for that since you will pretty much mine low enough so that swimmers can step up without it. Also mining from both sides at the top to release the crowd, otherwise you won't be able to get to the exit.
As you can see, due to the timer there are two other alternative routes that you could try for but sadly you will always run out of time. One of them would even be a very bad backroute due to it allowing you to save more than the requirement if it succeeded. This took me a very long time to figure out how to block. Yes, I could had easily just blocked them off with OWAs/steel, but I wanted to leave them in as very appealing routes that look like they could work but they don't, no matter how much RR fiddling you do.
Thanks so much for playing my levels, and I hope you liked them ;) Stay tuned for my R3 which will hopefully be ready soon. I put it off longer than I needed to and should sit down with the editor and make it soon! :laugh:
@Icho
Already commented on your solutions to my R1 and R2, but I will post here as will. You pretty much got the intended solutions to them. Nice job! :thumbsup:
R1 - Pretty much intended. Only the details in the bottom left area differ, but you made the bottom left more complicated than it needs to be :P There originally wasn't a timer, but after I saw a couple of solutions from Simon and Armani that involved some unnecessary waiting, I decided to end that madness. Not only that, it's to block a backroute that I don't think I can fix in any other way besides maybe making some pickups.
I think here without the timer platforming from the right side at the top won't be necessary, as you can pretty much do both on the left side if you have two platformers to spare. Plus you won't need to use the builder trick to block everyone from following him.
R2 - Intended! :thumbsup:
The only thing that differs from mine is that I send 3 over the slicer the trap so that I can do both the mining and bashing at the very top around the same time with different lemmings, but yours is fine too, as both solutions would end up finishing with about the same amount of time anyway :P
Icho
R1 - 100% intended now! Nice job! :thumbsup: I'll reiterate here, which is your solution to the previous version of the level was intended, except I didn't realize there was one trick in the bottom left area that could be avoided. Now, in this latest version I do see that it was used, and with that the other tricks I intended as well are now all there, so I'm happy :) I think you can now see that the way you placed the stacker was completely self-inflicted and therefore the solution was made more complicated than it needed to be in the previous version. With the change I made, not only did it eliminate the pixel precision (there should be a few pixels more leeway in the stacker placement now ;)), it also enforced a trick I intended in the bottom left area.
The tricks I intended on this level: Bomb a stacker in progress to make a splatform for the crowd on the far right, stack and use a lemming on top of the stack to build to reach the structure on the upper left area, stack close to the first stack and then bomb a lemming on top of the stack so that you can make a hole in the first one that the others can step onto it while also making sure you don't bomb through the wooden staircase, and finally with the two worker lemmings at the top to platform and build at about the same time so that you can catch the builder with a stacker and also allow the crowd to step up the wooden staircase to get the button while also building in such a way so that you seal off the gap to temporarily contain the crowd and then find the pixel precise bomber placement to allow you to take away that one pixel to free the crowd.
Also the level title is a bit of a hint to the solution, where it refers to how the bomber uses here all blow up the terrain added by the constructive skills. Granted, you could blow up some of the terrain as well if you want to in some cases, like with the platformer over the exit, but all bombers used here do blow up the terrain from the construction skills ;)
I do apologize for the pixel precision on some of the skill assignments, in particular the stack on the far right and the construction work at the top of the level, but honestly I don't think there's a better way to enforce the tricks otherwise.
R2 - Your solution was already 100% intended from the previous version, but the reason for the change was to fix a very glaring backroute found by eric that allowed you to send several lemmings past the zapper trap, therefore allowing you to save and finish with a lot of time to spare. I hope the steel on the thin pole is still noticeable, as I realize that it can be a bit hard to make out. Once again, thank you so much for your tip on how to make thinner steel pieces! :thumbsup:
R3 - Your solution is essentially intended, with the only minor thing that isn't intended is the use of the bomber to avoid the trap. I could maybe make some changes to enforce the solution I had in mind better, but I'm quite on the fence about it here and is probably a very big nitpick on my part if I do make an update. I'll think about it, but if I do release an update that's really the only skill assignment you need to tweak in that area. There will probably be one other change I'll make that won't affect the solution as well, so I'll likely release an update after all, but I'll do it when I'm good and ready.
I do apologize for not being more original with my R3. As you can probably guess from the level title, this is inspired by Mayhem 3 of L1, only I took things further and made the solution a bit harder and also uses the two new skills added to stable NL, the slider and the laser. So really, this was just my attempt at another 1-of-everything (the other one of mine that's this type of level was "Cross into the light, my lems" from LDC 23) that is a "It's hero time!" type level, meaning the only reason for the 1 minute time limit is simply due to it being a characteristic of that level :laugh: This was the only kind of level I could think of for weeks, and I tried my best to come up with some other level for R3, but nope, I had nothing else in mind.
Regarding the traps, are you saying that the idle animation is a few frames too short? Or the killing animation? Of course, credit goes to TTW for the secondary animations for them, as I didn't change anything here with the triggers. In the process of updating my R3, I've also noticed that the trap triggers are different widths and heights as well. I definitely could enforce the solution better if I had used the small square trapdoor trap instead of the cannibal one, but it still would had required burying the trigger very deeply into the terrain (though not as much as the latter) and would had made it not look as nice IMO.
As usual, I can't thank you enough for playing my levels and the very useful feedback as always! :thumbsup: I'm always constantly looking to improve my levels in any way possible, especially the visuals, and all your feedback has proven to be very valuable with helping me improve :) Also, as mentioned in the LDC Compilation topic, like you, I can definitely see the huge improvement in the visual department in my more recent levels! :)
I've released a V6 for my R3 not to fix a backroute, but rather one that adds in the door frame objects for the wrong trapdoor traps, as well as added some additional door traps in the bottom left area just in case there are any funny ideas that can be used there to backroute the level even though I'm certain they aren't needed. Just one trap suffices, but can't go wrong with making triple sure, right? :laugh: Here, I must thank Icho for his feedback and lending his knowledge of the L3 door traps having a literal door frame! :thumbsup: I honestly didn't know about that, but it does make sense, since what's supporting the door and allowing them to stand upright otherwise? Also, I should had known that they didn't look right without the frames because of how I've seen them used in Icho's United pack, but nope, I didn't catch myself.
@Icho
After thinking long and hard about it, I've decided to accept your R3 solution, so nice job solving it nearly intended! :thumbsup: Really, if I did in fact release an update, it would just be a steel block on the terrain where the trap is and hence all that's needed to fix the replay is adjusting the bomber placement by a pixel or two. In the end, I decided against the fix, since it just looked strange to me despite just being a steel block. And yea, that would just be a very huge nitpick on my end, when your solution isn't that much different from mine and the effect is essentially the same,
using a bomber to avoid the cannibal trap is intended regardless of how it's done via the placement
I've attached my solution for you to compare. Really the only difference to my solution is I use different lemmings at the start to do the first few skill assignments and the bomber assignment but is otherwise the same. I also grant you permission to show off my intended solution to my R3 after you show off yours, if you want. You don't have to, of course, but just know you have my permission to show my replay solution for your video :)
Finally started playing through these! I have solved the R2's and R3's of geoo's and Simon's Lix levels, as well as all the R1's. My replays are attached.
Phew, save for TTW and WillLem's levels, I must say these R1's were all deceivingly tough! I also haven't had any luck with Simon's and geoo's R1's yet. I'll have another go at them later! No hints, of course! :P
For tan x, is it correct that there aren't any stackers anymore for your R1? When I was watching Icho's video on the R1's, the level had stackers, but it seems that in V4 there aren't stackers ??? It just has bombers and builders now, with most of them as pickups.
Nice easy level demonstrating running and jumping into blockers to turn them to reach other areas well.
My solution doesn't have the crowd use all of the far right side, and I only platform from the right side. I still use all the skills though.
Like Icho, this one was a bit too much timing for my liking. Once I realized what the solution needed to look like, I ended up making so many adjustments on when to assign the runners, so after a while it just got really frustrating. I was able to save 2 due to careful placement of the last bomber.
Nice level, although I ran into the frustration of the bomber taking out part of the final platformer bridge while the lone lemming was platforming before the crowd arrives and slips by him, as well as one pixel more to the right and it would seal the gap to the exit but leave that gap in the bridge near the start of it, but one pixel before and there won't be a gap due to the bomber but it now won't reach the exit by a pixel. This was very annoying, I admit :P Here, I was able to save one over the requirement.
All rightie, now my feedback on the R1 NL entries.
Tough one but really good! :thumbsup: It was very hard to see building a bridge from both sides on the far left side being the most efficient, but I especially like the bridge on the right side to catch one of the final lemmings from the left trapdoor. I also had trouble figuring out how to get the lemmings to go over the top, but then I spotted a stepping up through the thin ceiling with a bomber after building twice. In the end, I have a bomber to spare and was able to save 1 over the requirement, so I wonder if this is a backroute ???
Nice level. Like Armani, I kept running up on skills short for a while, before I realized that it's a nuke solution. Even after this realization, I kept running up a lemming short, so that was a bit annoying. Then I tried some RR fiddling and after some time I finally got it to work. I think the funny thing was that I was considering making a nuke level for this rule, but guess I'm saving that for a later time. Seems like every noteworthy level designer of this community has made some kind of nuke level. I have yet to make one, though.
Tough one, especially with how to contain the crowds when you're faced with a 99RR and 3 trapdoors. Took me a while to figure out how to stop the bottom entrance crowd from dying, until I came up with the builder wall. Interesting trap near the exit, I don't think I've seen it before. Is that a new addition to the tileset?
Nice medium difficulty level. I was able to save a few skills and two over the requirement, so backroute?
Another nice medium difficulty level. This reminds me of a few other levels (I think one from Lemmings Plus and another from RotL) that uses a similar concept.
Finally got the Lix R1's solved and hence all the Lix entries solved and resolved Simon's R3V3. Here are all my Lix replays. Also, here is my video covering the Lix entries:
Part 1 (Lix entries) - https://youtu.be/IWI3ycmdfqQ (https://youtu.be/IWI3ycmdfqQ)
I will record my videos for the NL entries later on, as it's quite late here and I really should be getting some rest/sleep :laugh:
I've already gave feedback on the R2's and R3's, so I'm just going to give feedback for the R1's.
This one is tougher than it looks despite having only builders and an exploder. Even though the level is symmetrical, the solution is very asymmetric. Before I found this working solution, I tried the normal solution but the problem is that one will always catch up before the gap to the exit is done on either side. Then I started experimenting and saw that the flingers and bouncing from the spring can land them in different places if the staircases on the floating platforms are placed right. This looked promising, so I kept messing around with that, but the problem is that it would require two builders and then there's nothing to save them from splatting later. Thank goodness that's no the solution, as I thought it would likely be way too advanced if knowledge of flinger physics is needed to solve the level. Finally, I thought about how to get the ones that landed on the higher platforms down safely without splatting, and I think that's where the solution finally fell in place. Then again, I am returning to the Lemmings scene after a little over two months away from the game, as well as finally touching Lix again after 1.5 - 2 years, and it seems that my solving skills have gotten a bit rusty. Ultimately, I was able to figure out all the levels by myself, without hints. I'm a player who prefers no hints for Lemmings levels anyway, and Lix is certainly no exception ;)
Wow, this is quite tough! Before this working solution was found, I kept running into problems of someone catching up to the Lix building over the gaps on the right side, or I thought I had it solved but then I was a skill short. The hardest part to figure out IMO was that a bomber suffices to get over both obstacles on the left side, but that requires a falling Lix in the right location. I kept trying other stuff, such as a bomber and then a builder with a Lix on the left entrance. I also kept trying to see if a cuber would be enough to get over the second obstacle, but alas no. Interesting that my solution is pretty much the same as Armani's here, and you have mentioned that his is 100% intended, so that would mean mine is too :thumbsup:
For Simon's Rhizome R3V3 this should be intended ;) I admit that I watched Icho's solution shortly after I backrouted V2 and hence I know how to solve V3. At the same time, I was pretty much on the right track,
I did consider sending a climber to go over the top to the far right side, but for some reason I didn't think it would work and she wouldn't get to above the floating platform to dig on time before all the crowd has had a chance to pass first. Instead, I kept trying to use close to the final Lix in the tail end of the crowd going to the right to dig above the floating platform, but seems that it's not enough time to finish up the big gap to the exit on both sides. Just a case of me coming to an incorrect conclusion on something I didn't even try and see for myself that it does indeed work :XD:
In any case, I tried to see if I could still backroute V3, but seems like you've succeeded in blocking out all backroutes, so nice job ;)
Thanks Simon and geoo for your Lix entries :thumbsup: I will likely consider looking at the LixForum pack sometime and providing my feedback in the future so that we can get the ordering of the levels better, once I'm close to running out of NL content to play through ;)
Finally solved all the remaining contest levels. Here are all my replays for the NL entries (for the Lix replays, see the post right above this one), including all of my solutions to Icho's levels which I of course pre-tested, as well as my solutions for Crane's R3 and Niesch's R3, which I've also had the honor of pre-testing. I've attached 3 solutions for Niesch's R2, one of which is the talisman solution and the other two just slight variants of each other, as well as two solutions for Crane's R3, one of which is a solution from the pre-testing days, as well as the talisman solution.
Also I have the remaining videos up for the LDC levels :) For part 1, see the above post.
Part 2 (NL Rule 1) - https://youtu.be/dTpF8EbWRLE (https://youtu.be/dTpF8EbWRLE)
Part 3 (NL Rule 2) - https://youtu.be/9Yfxs9iM9-s (https://youtu.be/9Yfxs9iM9-s)
Part 4 (NL Rule 3) - https://youtu.be/s5r3VvmZgjc (https://youtu.be/s5r3VvmZgjc)
Part 5 (my contest levels) - https://youtu.be/4UG2jpppYc0 (https://youtu.be/4UG2jpppYc0)
For Armani's R2, I show Icho's intended solution after I show off my very hackish and extremely hard to pull off solution, while for my R3 after I show my intended solutions I show off Icho's solution, as a way to thank him for all the super helpful feedback he has provided me to help me improve in my designs! :thumbsup:
I've already provided feedback on the R1's last time, so this will just be feedback for the R2's and R3's.
Rule 2 Feedback
Like R1, all these levels were a lot tougher than I thought! In particular, I found Armani's R2 to be the hardest of the entire pack, though that's because of the extremely hackish solution I found which is very different and much tougher than the intended solution that I personally would accept, but that's for Armani to decide. Sadly, I've solved all of these close to around the time the update phase is closed, so apologies to those people whose levels I backrouted and cannot release an update anymore for the LDC :(
My solution to The Tomato Watcher's R2 is most definitely a very glaring backroute, though that can easily be fixed with OWAs pointing to the right on the sand terrain :P
This took me a very long time to solve and hence was the hardest level for me in the entire contest. I initially tried some "Flow Control" by compressing the crowd so that they can both be released with stackers at the right time to get over the wall and also the second Milla statue, but unfortunately I wouldn't have enough stackers or I also have to place the first stack a few pixels away from the entrance so that I can bomb a faller to release the crowd but then the crowd wouldn't be bunched up properly for this. Then eventually I did away with that and tried going through the thin waterfall at the start with a well-placed basher and then bash again once on the other side after swimming through. However, this created a lot of problems as I was faced with being a skill short or the climbers would get themselves into trouble by going back out to the left.
After a long time, I discarded the above and went for a normal solution of simply bashing on through at the very start so that I could save the stackers for elsewhere. There are two very difficult to pull off parts here: After bombing the OWW, I bashed at such a time so that one another nearby Milla doesn't turn around and at a super precise location, platform so that the basher doesn't stop and continues on through to the pole. The other one is near the very end with the final wall, where the stack on top of the first one is bashed at such a time so that both sides of it are destroyed to allow the others through. I was fortunate in that there weren't any nearby Millas, giving the basher time to platform the final gap before anyone arrives and dies to the spikes.
So yea, very hard to pull off solution. I did consider the ceiling route, but this was another case of me coming to an incorrect conclusion of deciding it won't work before I even tried it myself :XD:
Somewhat tough, though the solution is obvious in terms of where the bombers need to go. The bigger problem is getting the execution right. I've attached two solutions, which are just slight variants of each other, as well as the talisman solution. This one was a bit fun to figure out after a time even though it can be a bit dizzying due to the splitters and figuring out how to prevent the splatting, as not a single one can splat.
Sorry TTW, I severely backrouted this one :P As a result, some skills left and plenty of time to spare. Before I found this hackish solution, I initially used the glider to send one over the top, but by the time I mined the crowd out not enough time remains. Thus, I kept running out of time and as a result I got frustrated :evil:
Wow, I don't know why this level gave me so much trouble, but it's likely due to how I kept running into skill shortages or some Leminas will get into trouble before gaps were prepared. Good level, though I will have to agree with Icho here in that the time limit doesn't seem necessary in any way.
Rule 3 Feedback
These levels didn't take anywhere near as long as the other two rulesets, but still some tough nuts here. Then again, I only had to play Armani's, TTW's, and Silken's R3's here, as I ended up pre-testing both Niesch's and Crane's R3's, and of course all of Icho's levels. As a result, only feedback to the first three I mentioned will be provided :P
Nice level. I actually had an attempt at this level while I was the courthouse for jury duty (it's a civic duty of USA people which is pretty dumb and is a huge waste of time and seems quite arbitrary as to who needs to come and attend) and nearly got the solution, but one of the basher locations was wrong. This level still took me the shortest amount of time to figure out out of all your contest levels though ;)
Definitely not very hard but once again a level that ended with some frustration for me as I kept losing more lemmings than is allowed due to not finishing the final parts of the level on time before the crowd arrived. I'm sure it's simply the result of me making the level harder than it needed to be, though.
Harder than I thought, though too much jumping for my liking, so I'm in agreement with Icho that if the ruleset allowed less lemmings then it would had been better with less repetitive jumping. This one took a while to figure out how to get down safely since there are death drops pretty much everywhere. However, the rest of the level is easy once you figure out how to get to the floater pickups which allow you to get the bunch of pickups at the bottom on the left side more easily.
All rightie, thank goodness to finally have gotten through all levels here. I did get worry that I wouldn't be able to solve everything before the playing phase ended due to how late I came back to the game close to the deadline, but fortunately I was able to solve everything. Even if I didn't succeed here, I still be able to release videos of my solutions to them during the voting but off-site due to discussions of them not allowed unless they were already eliminated.
Thanks for the levels everyone and see you all for future LDCs! :thumbsup: