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Messages - Nepster

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1816
Levels for v10 or older / Re: Lemmings Plus III - Release Topic
« on: July 27, 2014, 01:53:18 PM »
Yes, Rough 8 is even harder than Fierce 15, where I am back to 88% :evil:.

Some selected replays attached and some comments here:
Fierce 4: Your fixes created a new solution, though it's now likely to be closer to the intended one. I hardly ever found such wasteful (but necessary) uses for diggers.
Fierce 11: My solution still works and got even nicer. Though I wonder whether the skill changes didn't simplify the level, as one has fewer possiblities to pass the obstacles.
Fierce 12: Were you aware that one can easily omit one builder in my solution as well? There is now a certain part in my solution where the large number of lemmings is slightly annoying.
Fierce 15: I am confused about this one. My usual approach can be modified to work as well for this version (and saves again 88%). But I had to change the part I thought you referred to when you wrote in PM, that I solved about half of the level in the intended way? Btw. I liked the previous version better, because it felt cleaner.

As for those, who wonder how I got so far in Fierce:
Quote from: Spoilers
The officially released and the test version use the same level codes and cheating was allowed in the test version ;P.

1817
Lix Levels / Re: Lix Community Level Set - First complete Beta!
« on: July 25, 2014, 05:04:47 PM »
Heed the Traffic Light: I wondered as well about its placement in mid-Hopeless, but it seems geoo had more problems solving it than you had or I expected there to be.

Devil's Right Hand: I still like this solution. Nevertheless there is a one-way-gadget which is even marked as such with a red arrow and your solution passes it in the wrong direction. I am not sure, whether we want such a "feature" in the community level pack, as other players may think we deliberately mislead them and thus feel cheated. Depending on how everyone else feels about this issue, I have two new versions for you:
V3: Removes only a backroute I found yesterday myself (by abusing the metal placement in the construction of the one-way-gadgets). Akseli's solution remains.
V4: Removes both my backroute and Akseli's solution (and unfortunately afaik geoo's as well).

EDIT: The previous versions did not completely remove my backroute. Please download V3 and/or V4 again (if should be called "New" at the end).

1818
Lix Levels / Re: Project Capybara
« on: July 24, 2014, 07:40:20 PM »
A very interesting solution with a totally unexpected use of the bomber :thumbsup:. As of now, I am undecided whether to keep your solution. On the one hand it's probably not the best idea to make the level even harder and having two interesting, but completely different solutions would be a good feature of a level in a community level pack. On the other hand, your solution is much more linear than mine and misses some other features as well.
The easiest way to remove your solution would be to change the number of lixes to 100 (or even 200) and still allowing to lose only four lixes.

1819
Lix Levels / Re: Project Capybara
« on: July 21, 2014, 08:52:44 PM »
Here are replays for Theresa and Walkabout (though the ones for the second level are likely backroutes).

I see it's already at version 6?  :D
Yep! I needed five revisions until I could no longer backroute my own level ;). And don't worry if you have trouble solving it - in geoo's difficulty rating system I would give it at least a 3.7.

Here is (with namida's approval) another level: A remake of Rush 4 of the LPII Bonus pack, which hopefully enforces namida's intended solution. In case someone wonders: I decided to use the pipe style instead of the original beach/sand for two reasons. First of all I had to use pretty small terrain pieces at certain places to cope with the missing one-way-walls. Secondly the level would have been much larger using the beach style, which would have resulted in rather long waiting periods.

1820
Lix Levels / Re: Project Capybara
« on: July 17, 2014, 07:16:45 PM »
Here is my first proposal for inclusion in project Capybara. The level is meant to be very hard (at least once the tons of backroutes are removed ;P).

1821
Lix Levels / Re: Lix Community Level Set - First complete Beta!
« on: July 17, 2014, 07:04:23 PM »
Thanks for explaining the possible backroute in Tinker.
However; it sounds like the time could be relaxed a little [add more] it doesn't have to be as tight as Nepster is saying it is.
I don't think you have to change the time limit if you leave the SI at 30-50 (of fix it e.g. at 40). My previous comment is only relevant if you still wish to fix the SI at 50 - otherwise please ignore it.

1822
Lix Levels / Re: Lix Community Level Set - First complete Beta!
« on: July 16, 2014, 07:25:38 PM »
Attached some solutions to levels which had backroute fixes, though I guess all of them are rather close to the intended solutions.

Slipping: möbius' new version of Slipping (i.e. the tseug remake) is quite a bit easier than the original Lemmix level, cf. attached solution. Imo Top Gear and Lixes in Motion are more interesting puzzles than the current Slipping Again and Three Days.

Tinker Tailor Soldier: You mention in the first post that you consider fixing the RR at 50 (to remove a backroute?). Then you should either relax (or remove) the time limit or reduce the number of lixes. As it is, there is not enough time for the very last lix to appear and walk unhindered to the exit (at least with my solution). I am not aware of any solution that the corrent time limit removes, but that doesn't mean anything.

Division of Labor: I remember that on my first few tries, I took about 10-30 seconds to long. So the time limit here definitely removes some solutions.

1823
Lix Levels / Re: Lix Community Level Set - incomplete alpha
« on: June 25, 2014, 04:54:54 PM »
I finally managed to write some hints for my levels. I had difficulties to find helpful but not too revealing hints, so if you can think of better ones, feel free to replace mine.

Escape the Pit: As this is meant to be an easy level, raising skill numbers sounds reasonable. I just realized that (in my version) going over the right hill is already possible with the reduced skill set :XD:. Maybe even reducing the save requirements to 28/30?

Trading: Another solution. The new version is quite a bit harder than the previous one.

Lix who Japed: Another solutions just for the sake of completeness; it doesn't feel backroutish.

1824
Levels for other engines / Re: MobiLems - Alpha release!
« on: June 14, 2014, 07:45:52 PM »
S2L22 - Hard to Port!: There is a backroute which is much harder than the intended solution

Are you by any chance a married bachelor?  :P
Yeah, kind of. The point is, that I believe that möbius made the level with one specific theme in mind, which can be circumvented using this approach. Moreover my solution is harder mainly because one needs some very precise skill assignments, so "much more annoying in its execution" instead of "much harder" would have been a better descrption.

1825
Lix Levels / Re: Lix Community Level Set - incomplete alpha
« on: June 14, 2014, 07:18:40 PM »
If you are interested I can make replays (at least without the RR-fiddling needed to make them actually work).

Sure, let me see them.
Finally got around to make them (using v10). The additional trap removes one of the approaches (even if the game mechanics were different). I added it nevertheless.

I assume that Escape the Pit (or Pit of Despair?) is supposed to be easy but I attached my replay saving skills just in case.
That's precisely the solution I figured was intended in your original design. As for the saved skills: With the given skill set and 29/30 requirement, the second bomber and blocker are essentially useless. Ignoring these you have one floater spare, which isn't so much. And I am fine with either of the titles.

a backroute fix for A Fearful Symmetry [new]
Attached a solution. Note that your design is not symmetric: My approach for the left-hand side doesn't work for the right-hand side (because the blue block at the bottom is slightly lower).


Finally one remark @geoo: Perhaps you can update "Off the Rails" to use the same terrain as "Derailed Level"?

1826
Levels for other engines / Re: MobiLems - Alpha release!
« on: June 14, 2014, 06:50:04 PM »
I (nearly) played through all of the levels in V3. Most of then were quite fun, except for some long and repetitive ones (like "Path to Mahimah") and the two levels I would put in the category "fool the player" (namely "Puzzlin' Evidence" and "Nothing Gold Can Stay"). Apart from them:  :thumbsup:  :thumbsup:
My favourites are: Going down, Another funeral... (at least after simplifying the digger placement), Five for Fighting, Suspended Animation and the last three levels in Heinous.

Attached is a bunch of replays. Names like "S2L13" stand for "stage 2, level 13". Most of them should (hopefully) be rather close to the intended solutions. Those I believe are not (or have other interesting things going on) are mentioned below.

S1L1 - Lesson 1 - Block: Good blocker tutorial, but imo not trivial enough for the very first level. You have two hatches, lemmings will die when left alone and some traps are around...
S1L3 - It's A-Bashing: If you bash too low on the bottom right end, it's impossible to still solve the level. I don't know if that's a good thing to have in a tutorial level?
S1L11 - Send in the Lemmings: The ceiling route is trivial and uninteresting.
S1L23 - Workin' on a chain: Way too hard for Friendly. There is a 1-pixel gap in the vertical chain on the right, which can have annoying consequences. And I doubt my solution is intended...
S1L25 - Ice Cave: Boring - just dig down and then bash!
S1L26 - Lemming Overboard: In the rocks in the middle there is a 1-pixel gap that will trap the lemmings between it and the steel wall on the right. Depending on whether this is inteded, I would suggest to remove this gap or make it more visible. On the top platform at the right I noticed that you made it slightly thinner unter the rock. You did this probably to disallow digging down and then bashing along the platform. Right now it isn't a priori clear that this won't work, so maybe make the whole platform several pixels thinner?
S1L30 - Oh Lemming, where art thou?: I was slightly disappointed that there was no repeat for this level with a reduced skill set.

S2L6 - And the Long Shadows: No need to bash through any one-way-wall, cf. replay.
S2L12 - The Path to Mahimah: Way too long and not really intersting.
S2L17 - What's for dinner?: Not my type of level and more of a Friendly level.
S2L20 - The Six o'clock Rush: Good level, but too hard for Flapdoodle.
S2L22 - Hard to Port!: There is a backroute which is much harder than the intended solution, but doesn't need the blocker.
S2L28 - Loophole: My solution needs a Lemmini-only behaviour, which I consider a glitch.

S3L1 - The Icarus Agenda: At the bottom of the one-way-wall there is steel that goes way further than the graphics suggest. This had me placing the miner wrongly on my first try.
S3L5 - Eight Slippery Lemmings: How did changing the RR make the level easier? (OK, at least when considering only my solution, which is likely to be unintended)
S3L6 - Lemmings in Motion: The hardest level in MobiLems. Not yet solved (and neither the Lix version).
S3L7 - Going Down?: Have some spare skills...
S3L16 - Another Funeral...: The hidden steel makes the digger placement complicated.
S3L17 - Puzzlin' Evidence: No fan of this level - the solution is rather easy and uninteresting, but you never expect this to work.
S3L19 - It Takes Time to Build: Backrouted.
S3L24 - Road to Nowhere: 98% without the bomber possible.
S3L25 - Babylon Fading: Not yet solved. But this level seems the same as in V1. What have you changed?

S4L5 - Nothing Gold Can Stay: Not a fan of such levels, especially with what you did to the exit object.
S4L6 - Every Which Way But Loose: Backrouted.
S4L11 - Honey, I have shrunk the levels II: 100% possible.
S4L13 - Suspended Animation: 93% possible.
S4L21 - Eye of the Needle: The second builder has to be placed rather precisely. It would be easier if the exit platform would be 1 pixel lower or if the steel flag starts a few pixels higher.
S4L23 - Tres Hombres: The builder placement needs to be extremly precise. Is there no possibility to modify the level to allow for one or two pixels leeway?
S4L24 - Lemmings with the Golden Gun: 91% possible.
S4L26 - Passing Engagement: Backrouted

1827
Lix Levels / Re: Lix Community Level Set - incomplete alpha
« on: June 09, 2014, 08:19:10 PM »
Here the remake of "Escape the Pit" that möbius mentioned.

1828
Lix Levels / Re: Lix Community Level Set - incomplete alpha
« on: June 09, 2014, 03:32:45 PM »
I'm still not confident Picard Maneuver is free of backroutes.
If it helps you, here are the three (somewhat similar) solutions I know of.
(and you might wish to check the attachement in you post as it seems to be an empty txt.-file)

On that note, if you are finding potential solutions that you can't execute but think may be possible, please feel free to let me know anyway, ...
I have two approaches that need slight modifications in the game mechanics to work (so no need to worry right now, but if a future release changes them...). As I haven't saved replays after convincing myself that these solutions don't work, here are only the two specific game mechanics in question:
- Bombers walking down a miner tunnel create a hole that turns other lixes around. If this would also hold for bombers walking up...
- Bashers are somewhat slow with their first stroke. If they would be as fast as in Lemmix...
If you are interested I can make replays (at least without the RR-fiddling needed to make them actually work).


1829
Lix Levels / Re: Lix Community Level Set - incomplete alpha
« on: June 05, 2014, 06:15:52 PM »
Here is a solution to Won't get fooled again V8. As it saves 97, I doubt that it is the intended one.
@ccx: As you mentioned, my previous solution doesn't need the obscure trick. In fact I planned to stop the miner with the spare skill and was surprised when I didn't need to do this.

Laser Deathroom 3 -- I can't remember the solutions to the Laser Deathrooms, but I agree that perhaps we don't need all three.
At least my solution had similarities to the one for Laser Deathroom 1. So it might be possible to turn Laser Deathroom 3 into a challenge for Laser Deathroom 1 ("use only 8 builders") and mention this in the hints?

1830
Lix Levels / Re: Lix Community Level Set - incomplete alpha
« on: June 01, 2014, 09:54:16 PM »
"Dances with Lixes": Another (easier) solution not mentioned in geoo's post, which should be hard to remove as it allows for many variations and doesn't use all skills.
"News Struck at Ten": If my solution is intended, then this level is way easier than rated.

Mod Edit: Restored attachments.

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