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Messages - ccexplore

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5266
Reviews / Re: CustLemm Level List Game
« on: September 20, 2005, 11:20:56 PM »
Although it doesn't affect the lemmings, there's certainly a visual difference, since the value "0" is displayed as a blank in the skills toolbar.

I can imagine for example that a "nuking" level with no skills can benefit from an initial RR of 0 so that every number in the toolbar is blank, while a 1-of-everything level would prefer an initial RR of 1 to fit with the rest of the number of skills.

5267
Tech & Research / Re: Weird error thing
« on: September 20, 2005, 11:14:41 PM »
Maybe, although if I remember correctly, there shouldn't be an analog of the 400-terrain-piece issue for steel areas, the game should stop after the 32nd piece of steel.

I'm more inclined to think that maybe one or more of the steel areas were outside the level boundaries, and so removing them fixed the problem.

Next time something like this happens, I'm willing to look at the level data to try to pinpoint exactly what's causing the issue.

5268
Reviews / Re: CustLemm Level List Game
« on: September 20, 2005, 09:38:03 PM »
Quote from: Shvegait  link=1114567084/615#615 date=1127245187
ccexplore: Yep, LemEdit lets you specify a release rate of 0. Several other levels that have been reviewed also used this release rate. Seems kind of pointless... Is there even a difference between 0 and 1? I know most release rates aren't unique in Lemmings. 98 and 99 are identical for example. I had thought it was every pair of numbers, but I'm not sure.

That's correct, the game (at least the PC version) treats every pair of RR numbers identically, so 98 and 99 are equivalent, 96 & 97, ..., 0 & 1.  This is clear from the calculation the game's programming does with the RR.

And if I recall correctly, the game doesn't respond to lowering RR when the RR is already at the initial RR, so it's not like you could go below 0 either.  Thus I think initial RR 0 and initial RR 1 are completely equivalent.

5269
Challenges / Re: Lemmings Challenges
« on: September 20, 2005, 09:28:22 PM »
Quote from: LemSteven  link=1117597280/285#293 date=1127246326
I'll edit my earlier post and check out the 4-builder soution. &#A0;My previous solution used 1 builder to hold the crowd, 2 to clear the swamp, 2 to build up to the cactus, and 1 to stop the final basher.

So yes, here's a hint for getting rid of the builder you used to hold the crowd:

A single well-placed mining stroke

5270
Reviews / Re: CustLemm Level List Game
« on: September 20, 2005, 07:36:57 PM »
Quote from: JM  link=1114567084/600#613 date=1127244841
When I played the level it said the release rate was 0.

Really?  Oh well, sorry.

I thought LemEdit doesn't let you set the initial RR lower than 1.  Interesting.

5271
Reviews / Re: CustLemm Level List Game
« on: September 20, 2005, 07:24:21 PM »
Quote from: Timballisto  link=1114567084/600#609 date=1127243125
You can? &#A0;Did you find a backroute or something or did you just not use all of the bashers when you used them for what they were supposed to do?

I imagine the latter.  I don't have the means right now to test your level.  Ultimately I guess it's a matter of what the initial RR is, since JM's review listed it incorrectly as "0".

5272
Challenges / Re: Lemmings Challenges
« on: September 20, 2005, 05:50:23 PM »
Quote from: ccexplore (not logged in)  link=1117597280/285#291 date=1127219985
after you get past the "swamp" LemSteven alluded to, there exist a position reachable via just 2 builders

Clarify:  what I really meant was "reachable without using more than 2 builders".  You may use whatever non-builder skills you feel necessary to get to the exact horizontal and vertical "magic spot".

5273
Challenges / Re: Lemmings Challenges
« on: September 20, 2005, 12:39:45 PM »
Quote from: LemSteven  link=1117597280/285#289 date=1127172134
Meanwhile, I have another challenge:

Crazy 8: &#A0;Save 100% using 7 builders (the level gives you 8).

Well, be it 6 or 7, the challenge has now been superceded:

Crazy 8:  Save 100% using 4 builders (the level gives you 7)

This is a glitch-free solution.

The key saving comes from the following fact, which sounds rather unbelievable but is absolutely true:  after you get past the "swamp" LemSteven alluded to, there exist a position reachable via just 2 builders, which allows you to bash thru the "cactus" left of the exit without over-bashing past the exit.  You would not expect the basher to stop bashing at where it stops, but it does.

Naturally, that position needs to be pixel-precise both horizontally and vertically.  It will turn out you don't need to start bashing off from a build brick (in fact, you shouldn't).  That should help limit the number of places to try, for those who want to discover it themselves.

Screenshots are available, although again, it might be hard to believe without seeing it in action yourself.

=======================

Aside:  the screenshot in the Lemmings Solution pages for Crazy 8 is inaccurate near the exit area.  The screenshot has a very narrow and somewhat deep pit left of the exit which doesn't exist in the actual level.

5274
Challenges / Re: Lemmings Challenges
« on: September 20, 2005, 08:46:06 AM »
Quote from: LemSteven  link=1117597280/285#289 date=1127172134
Crazy 8: &#A0;Save 100% using 7 builders [the level gives you 8].

:???: My copy of ONML only has 7 builders on Crazy 8, and the screenshot at home.wanadoo.nl/lemmings-solution also listed only 7 builders available.  Did you mean 6?

5275
Challenges / Re: Lemmings Challenges
« on: September 19, 2005, 08:19:29 PM »
Quote from: ccexplore (not logged in)  link=1117597280/285#285 date=1127116337
After lengthy investigation, it looks like the 4-builder 100% glitch-free solution is probably not going to work out the way I wanted. &#A0;In short, there are some troubles involving the blockers (both).

Actually, I take that back for now.  It occurs to me with simple modification of how the crowd is trapped, I can trap them so that they don't mill around all over the place while certain key players are at work.  Not only does this makes certain moves much easier to deal with, but it also potentially alleviates one of the blocker issues.  I'm still unsure about the other blocker issue though, but overall it's looking more hopeful than before.

5276
Challenges / Re: Lemmings Challenges
« on: September 19, 2005, 08:42:16 AM »
Quote from: ccexplore (not logged in)  link=1117597280/285#285 date=1127116337
However, I think I can downgrade it to a challenge that's still interesting, if strangely specified:

Save 100%, glitch-free, using no more than 6 builders laying out a total of no more than 41 build bricks.

This is not yet confirmed, but I'm definitely planning to confirm it sooner or later.

I've now confirmed it, so it's official:

Mayhem 17: save 100% using no glitches, no more than 6 builders laying out a total of no more than 41 build bricks

It should be possible to refine the challenge to 5 builders and 41 bricks.  I'll confirm that later in the future.

Although there is no way to enforce the number of build bricks used in a level, the terrain can be changed to enforce the solution.

5277
Challenges / Re: Lemmings Challenges
« on: September 19, 2005, 07:59:32 AM »
Quote from: ccexplore (not logged in)  link=1117597280/270#280 date=1126832103
Now let's see what it can accomplish on Taxing 4......

Well, this is a start:

Taxing 4: save 90% (36/40), no more than 6 builders

This is not optimal in a number of ways, although it would be incredibly tedious to find the optimal solution.  5 builders is definitely possible, it just so happens that on my successful try, I needed to use the 6th builder in order to get the correct distance between certain lemmings.  The minimum # of builders possible with this method would probably be around 4, and minimum # lost would probably be around 2 or 3.

I'll try to release a CustLemm level featuring the glitch (the same one previously used in the 1-builder Mayhem 17 solution) sometime next week, along with some hints on how to get it to occur.  Note again that it is an interaction between actions of 2 lemmings.

5278
Challenges / Re: Lemmings Challenges
« on: September 19, 2005, 07:52:17 AM »
Quote from: ccexplore (not logged in)  link=1117597280/270#283 date=1126855532
Now that you reminded me of that other way of builder-free crowd control, I need to review Mayhem 17 to see whether I can lower the number of builders while maintaining 100% and glitch-free, now that I can use one of the blockers elsewhere......

After lengthy investigation, it looks like the 4-builder 100% glitch-free solution is probably not going to work out the way I wanted.  In short, there are some troubles involving the blockers (both).

However, I think I can downgrade it to a challenge that's still interesting, if strangely specified:

Save 100%, glitch-free, using no more than 6 builders laying out a total of no more than 41 build bricks.

This is not yet confirmed, but I'm definitely planning to confirm it sooner or later.

Note that the build-brick count counts any bricks that has been laid down at some point in the solution, even if the pixels of the brick is later removed.

In case the challenge specification inadvertently includes "backroutes" to the challenge I intended, please PM me your solution to this challenge.

5279
Level Design / Re: Beat the timer
« on: September 18, 2005, 02:48:09 AM »
Never seen it myself.  Was it in DOSBox or not?

Oh yeah, also, since you use the actual game (Lemmings/ONML, as opposed to CustLemm) to play your levels, which game was it?

5280
Reviews / Re: CustLemm Level List Game
« on: September 16, 2005, 08:25:53 AM »
Quote from: JM  link=1114567084/555#566 date=1126817932
The level can be hard to complete at first but then when you play it a lot of times the solution can be obvious.

So sounds like the word you are really looking for is "intimidating" rather than "challenging".

I do have to agree that you need to make your reviews more specific.  For each sentence of review you write, you should ask some sort of a what, how, or why question about the sentence.  If you can answer it, you should add a sentence or two relating to the answer.  For example, if the solution is easy or hard to figure out, ask yourself "how easy/hard?" and consider the answer.  Does it only take 2-3 tries?  a dozen?  a few days?  By including that information in the answer, you can make the review much more informative than the usual vague one-syllable adjectives, while expending only a few extra words.

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