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Lemmings Main / Re: guess the Lemmings level game
« on: September 14, 2012, 05:04:13 PM »
And then there were four. ?
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Final Version of Tick Toxic I'll guarantee this is unbackroutable!
Difficulty is still about a late taxing map (going from a lemmings1 level point of view)
Thanks for pre-testing the early version again Proxima.
Rubix
mine was:
almost same as part 1 except let two lemmings go on beyond the first crevice. One mines to turn around then mines into the longer crevice and bashes to free the others before falling.
This is one of the backroutes I'm guessing. I didn't even get to look into the left part of the level and see what else was going on. On youtube somebody has what he claims are the two main solutions that are probably intended. His name is LemminsMaster
Nope, it's neither of these either (and I don't even see the possible connections to my clue anymore ).
I think my clue is far less obscure than some of the previous ones, but perhaps a little different in style.
Oh, to bring up an older level:...
Genesis - Present 16 - A trap is a trap
Lemmings: 100
10% to be saved
Time: 3 minutes
Release rate: 80
Skills: 7 bombers, 7 blockers, 5 builders
Good: Impossible to build straight away, lots of exits and of course, lots of traps. Not a bad intended solution with the requirement of more than one worker...
Bad: ...but it's time consuming with blockers AND bombers, steel frame looks boring.
My solution to this was very unorthodox, and I sense it is what the designers were trying to aim for, given the low pass percentage. I bombed straight down the middle, directly above the exit. Of course, you don't have enough bombers to break through, so I used the only other source of bombers available... the nuke. About 30% get saved this way. It also explains the presence of the steel floor, to prevent exploding lemmings from undermining the exit.