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Messages - Crane

#31
I would also argue "it's not a bug, it's a feature" because logically the lemming is still in the Jumper phase when they touch the terrain and haven't entered the Faller state at any point on the examples where they survive.  At least for me, it's game logic I can understand and also easy enough to test if a level includes it.  I would argue that level designers should probably avoid this set-up to avoid confusion, but that's up to them.
#32
This is not a solve, but a solution that barely fails!  Probably can't be solved this way, but who knows!
#33
That's a fair point.  No worries.
#34
New backroute for you kaywhyn!  Enjoy!

Possible Fix
Extend the steel part in the upper left corner so you can't dig down and drop onto a Builder's bridge there, or will this give too much away?

Alternative
Given I save exactly 1 Climber and it uses some advanced tricks and careful placement... maybe a talisman solution?!
#35
So after noticing a commonality that's appeared in a couple of levels in Contest #30, I've come to realise that a level sometimes becomes a stand-out inspiration for future design.  It's not necessarily the best level (sometimes it's not even nominated for Level of the Year, assuming its age is not so old that it precedes NeoLemmix) but something about it inspires other creators to add elements of its design into their own levels.

So I'm curious... what levels do you think are truly stand-out in this regard?

To start, I'll name one of the originals:
- Mayhem 3: "It's hero time!".  The original 1-of-everything puzzle really sang to custom level creators!  I think virtually everyone has made one of these at some point in time.
#36
I will say that I now consider Lemmings Cranium to be "Very Hard" rather than "Extreme" by the time you reach the Chaos rank, but Chaos 24, 26 and 28 I would consider "Extreme" difficulty.  David's new pack I would definitely consider "Extreme" by the time you reach the "400 metres" rank.  Take of that what you will.

The problem with difficulty is that it's very subjective.  Some things that can make extreme levels:

  • Intimiding-looking levels with no immediate clear solution... levels that make you think "How the hell do I get through this?" and lingers for at least a few minutes (e.g. Havoc 5)
  • A lot of red herrings where the intended solution is very well-concealed (e.g. DavidLems: 400 metres level 3)
  • Very good knowledge of game mechanics and the ability to exploit them on the spot or at least make it possible to do so (e.g. Lemmings Cranium: Chaos 24)
  • Requires some very creative or outside-of-the-box thinking to solve (e.g. Lemmings Cranium: Chaos 26)
  • Combining multiple skills in intricate ways that may be counterintuitive (e.g. Lemmings Cranium: Chaos 28)
Spoiler for Contest #30
Despite not being eligible for a LotY nomination due to being in development for a couple of years, Chaos 28 "Denial" has become rather inspirational, it seems, since quite a few levels have adopted what is being called the "Denial trick" or the "Denial set-up"

Another one, though it's not specific to extreme levels... sacrifices that aren't blockers, bombers or stoners (assuming it's not a huge number that is meant to offer a lot of leeway).  I find that throws a lot of players.
#37
Bronze talisman solution for V5 of March of the Neutrals (my gold talisman solution, which also gets the silver talisman, still works).
#38
I might have gotten the versions confused for The Incredible Doom Machine, since I thought V7 was the last one.  Nevertheless, with the current version, this backroute is still possible:
#39
Solved "Set To Kill!" V3 - still feels very fiddly though.

Also made another replay of "The Incredible Doom Machine" based mostly on IchoTolot's replay - it is very similar to one I've done already, but I decided to try to make it as efficient as possible.
#40
Both of your solutions for my levels are intended IchoTolot - well done!  Would have been nice to see you try to solve them on video, but oh well!
#41
Honestly, i'd rate some of the "400 metres" levels as "Extreme" difficulty!  I'm having a bit of a playthrough myself after watching kaywhyn's "Let's Play".
#42
Oh yes, my mistake.  Well, the basic premise of One Thing At A Time II is the same each time, just with a different permutation of digger placements.  Don't take this the wrong way, but it's not my kind of level.
#43
Quote from: JRT on June 26, 2024, 11:39:01 AM
There are still another 80 solutions to One Thing At A Time II to be found Crane! ;)
Well I found 3 of them!
#44
Another solution to "The Incredible Doom Machine".
Another nuke solution, but this one doesn't use the initial basher.
#45
Okay, this one is DEFINITELY a backroute!