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Messages - Forestidia86

#721
The Spooky Tileset really looks neat.
#722
Lix Levels / Re: ClamLix
October 23, 2017, 11:24:02 PM
As last thing I looked through the Outtakes levels (v.0.9.2).
4 show missing terrain: 1-3 -"Abridged Inversion" and "Abridged Version" in two versions and 18 - "Korean Border Crossing" (all containing old oriental tileset).
I haven't solved the following 4 of the remaining: 8 - "Chaos Theory" and 17 - "Just drop in"; 12 - "Fill the Floor" (reply #93 indicates that it relies on variable SI), 16 - "Interval Training" (from the name it sounds as if it relies on manipulating the SI and cf. reply #93)
So I have attached 17 solutions out of 25 levels.

23 - "Time is Running Out" seems to have relied on time limit; is therefore pointless now.
Many of the levels are introductory or show off a certain mechanic. 22 - "The Turnaround Compendium" is a really nice introduction into most of the skills.

The problem with missing terrain have two Humane levels as well: 5 - "Bridge Burnout" (seems easily repairable by raising the entrance a bit), 22 - "About Face!" (contains old oriental tileset)

Some question about changed mechanics:
Spoiler
The backroute in "Shopping Cart Race" makes me wonder if the builder turned earlier when coming close to terrain with her head in the version the pack was designed for.

Edit 2: Attached the solution to the Insane level 11 - "Switchback Mountain" (felt really finicky). So remain 5 levels of Insane.
#723
Lix Levels / Re: ClamLix
October 23, 2017, 02:33:10 AM
What do you mean with difficulty curve?
Within one difficulty? It didn't really seem to me like that but that is a matter of strengths and weaknesses I think. So I'm not sure if I can answer it properly.

Some personal impressions concerning difficulty:
Spoiler

The hardest level of Arcane was for me 14 -  "LixBot Lab" (combined precise execution and hard puzzle).
7 - "Over and Under and Out" had a hard puzzle.
16 - "Turning the Screws" was about that one tricky idea concerning blocker mechanic. 9 - "Runner Stunner" was a about one tricky idea as well.
12 - "Compression Method Infinity", 13 - "Builders Without Borders", 20 - "Send in the Square Squad" and 22 - "Beaten into shape" were nightmarish executionwise.
The first few levels really seemed a bit easier though 3 - "Things can only get Batter" was scary executionwise. 23 - "Sandy Knolls" felt easier as well.
I think I backrouted at least 18 - "Shopping Cart Race" (my solution trivializes the level and doesn't use the quirk of wrapping around) and 25 - "Santa's Workshop" (very hackish solution and skills left).
The Arcane difficulty generally felt more execution oriented than puzzle oriented. It's more about excitement and doing crazy things in lix. But things feel a bit random in some levels then.

The Insane difficulty on the other hand seems much more puzzle oriented. It's about tough puzzles designed to think a longer time but therefore have better reproducablity if you know the solution.
I would say it's the heart of the pack with clean to the point puzzles.
There the first level "Made to (mis)meassure" felt a bit harder whereas 2 - "Run around the block", 4 - "Redlined" felt indeed a bit easier for me. 8 - "Bumpy Ride" and 25 - "Hang in there!" were on the "easier" side as well.
16 - "Hall of Stalling" was about one tricky assignment idea. 10 - "We all fall down eventually" was a bit finicky but the puzzle was not that hard.
The levels that I haven't solved yet are: 6 - "Builders' Cracks", 7 - "Hello, Goodbye", 9 - "Pick me up", 11 - "Switchback Mountain", 15 - "Nothing to Lose", 19 - "Square Squabble"   
The two no-trampoline variants to 18 - "Inside the Fourth Wall" and 20 - "Wrap your head around this one!" seemed much easier compared to the other levels in Insane. I don't know if they were harder with trampolines. They are nevertheless cool levels.

The Flingsane difficulty is about a certain game mechanic. So it's difficult to pinpoint. Maybe here is even something like a difficulty curve.
I haven't solved there (apart from the level that has missing terrain): 8 - "Another Pick in the Wall", 13 - "Two bridges, too far", 14 - "Set Fire to the Rain"  , 16 - "Fling Me"

I haven't really played the Humane difficulty to this point.


Edit 2: Since I have talked about having a backroute in the level "Shopping Cart Race" I have attached a probably more intended solution.

Edit 3: I have a less executionheavy solution to "Send in the Square Squad" attached, which
Spoiler
doesn't use flinging. It still contains long waiting though. Sorry for the long period of doing nothing in my first replay of this level by the way. I probably have done something else in the waiting time. The now attached replay is much cleaner. 
It still feels a bit finicky but can probably done better.
#724
Lix Levels / Re: ClamLix
October 23, 2017, 12:36:29 AM
I have looked through Flingsane difficulty as well and solved 11 of 16 levels.
One level shows missing terrain (9 - "The Great Wall of Lix"). It seems to contain the old oriental tileset.
I managed to solve another Insane level. The solution of which is attached as well.

Some remarks:
Spoiler

In "Skyline Skydiving" you don't have to assign anything. I'm not sure if that's intended since it doesn't use flinging mechanic then.

The lix count of the Insane level "Dig This!" seems a bit high. It's like some hectic assignments in the beginning and then long waiting for all lix to come out.

#725
Lix Main / Re: when tabbing away mouse glitch
October 22, 2017, 07:47:43 PM
Thanks Simon for the reply. A fix would be very nice since the cursor warp sometimes messes with me.
I think I have mobius' issue as well that the cursor is kept caught in Lix but you are right that's a separate issue from what I recorded. It just felt related since mobius mentioned weird movement of the mouse cursor.
#726
Lix Main / Re: when tabbing away mouse glitch
October 22, 2017, 07:03:14 PM
Yeah, I have encountered something the like.
Sometimes the mouse cursor just goes haywire, but that I have put on my old laptop and performance issues because of that.
#727
Lix Levels / Re: ClamLix
October 21, 2017, 09:14:15 PM
Thanks Proxima, solved the no-trampoline variants.
#728
Lix Levels / Re: ClamLix
October 21, 2017, 08:40:28 PM
I looked into playing the Insane difficulty:
2 levels seem to contain trampolines and are therefore showing missing terrain (18 - "Inside the fourth wall" and 20 - "Wrap your head around this one!").
Out of the 23 remaining I solved 16 and attached the replays. For the rest of the levels I really need a longer period of time of thinking and my head really needs a rest now.
#729
Thanks a lot for the answers. Sorry that I haven't found that older thread but that helps a lot.

Edit: Here is a list of missing levels as well.
#730
I recently started to play again the Windows version of Lemmings (from 1995) and I noticed that levels are missing compared to the Dos version. Does anyone know which levels are missing (concerning Lemmings as well as Oh no more Lemmings)?
#731
I have played through Lovely difficulty (v. 0.9.1) and have only very few remarks:

Spoiler

The level "Don't leave me hanging" seemed out of place difficultywise, if how I solved it is intended. It felt very precise and rough. But maybe that's only because digger cancelling gives me the shivers. I have attached the replay.

Is there supposed to be a difficulty curve in the order of the levels? If yes, I think "Let's Block and Blow?" is a bit early. Although the title somehow tells you what to do you have to get the idea what's the level is about. It felt difficultywise close to the level "Minimalism", which relies simiarly on one specific idea.

"Solar Eclipse" was a really nice introduction into a couple of the skills.

To solve "Lix Potion Number Nine" you literally don't have to assign any skills, which is quite funny. I attached the replay.

I understand that the sense of "Charge of the Lix Brigade" is the effect that is created by a ton of Lix but 600 seemed a bit much. I attached this replay for demonstration as well.

#732
Lix Levels / Re: ClamLix
October 18, 2017, 10:10:11 PM
Yeah, it's the level "Death Slide".
The levels were all somehow special and memorable but they were often very execution heavy and super precise as well. Some were really fun and clever and others felt a bit random and finicky. In total it was as fun as exhausting to go through these levels.
I have attached the 24 replays but I think I have some backroutes.

Edit: Removed one replay in the attachment.
#733
Lix Levels / Re: ClamLix
October 18, 2017, 09:46:56 PM
I know that this pack isn't supported anymore but I looked into playing the Arcane difficulty (on v. 0.9.1). I solved 24 out of 25 levels so far.
The remaining level has to do with jumper physics. Has there anything changed concerning that between 0.9.1 and the time the pack was last updated which could break the level? It's of course very well possible that I just haven't gotten the idea yet. But I just wanted to know if it's worth thinking further or if it's likely that the level is broken.
#734
Concerning the small detail: That way it doesn't seem that odd for me anymore like how I did it in my solution. I practically tried around until I saw that this could work out.
#735
I have a solution for Simon's renewed level (V8).
If that's intended I think I would have never gotten to that idea in the original level.  It feels somehow out of the box.