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Messages - Nepster

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1831
Lix Levels / Re: Lix Community Level Set
« on: May 29, 2014, 09:24:19 PM »
Here another solution to Won't get Fooled Again.

EDIT: Short comment on ccx's answer in the next post: The trick stopping the miner isn't essential to the solution as one can simply use the batter instead. The unused batter also makes it possible to save 94/100 using this approach, so you would have to set the requirement to 95 in order to remove this solution.

1832
Lix Levels / Re: Lix Community Level Set
« on: May 27, 2014, 05:42:36 PM »
Over my Head: Please ignore the comments in my previous post. When I wrote it, I was only aware of solutions that are more complicated than necessary.
Lix Who Japed: New solution, though it's likely another backroute.
Devil's Right Hand: Backroute with steel-bashing behaviour (at the right one-way gadget) confirmed.

1833
Lix Levels / Re: Lix Community Level Set
« on: May 26, 2014, 09:36:43 PM »
No new version for Devil's Right Hand because one needs 6 pixels (low-res) of steel to remove the steel-basher behaviour. While this is easily done for the left and the middle "one-way wall", one doesn't have the space at the right one. So I will wait for now, until it is clear whether a change in the game mechanics will solve this problem.

Some solutions (and backroutes) for the updated levels:
Hard to port: A new backroute appeared, but is easily fixed by enlarging the steel at the exit platform.
Lixes in motion: At the moment there is a backroute saving 20/20. But the fix for "stopping diggers by assigning miners" should also remove this one.
No more heroes: A new try with this one: Saving 29/30 but I need all the time down to the last frame.
Elixir (from the last post): I like my solution for this new version, but it has only passing similarities with my previous solutions. Nevertheless I have two suggestions: To make the fall down from the red blocks survivable needs rather precise bomber timing. Perhaps one can add a little step on the blue blocks at the bottom? Secondly one could perhaps move the sawblade into the gap between the exit and the metal block? As it is right now, its trigger area reaches exactly one pixel over the left edge of the metal block, which is a priori not clear at all. And it still allows (non-successful) attempts like the one I attached.
Over my Head: I like the solution to OmH2 and OmH3 better than the one to OmH1. OmH3 is rather hard on timing, while in OmH2 one has a (mostly) unneccessary time limit and one needs to start the miner right after the lix falls out of the hatch. If it was my decision (which it isn't), I would take OmH2, remove the time limit and move the big step about three bricks to the right. (For all these remarks, I assume of course that my solution is the intended one)

1834
Lix Levels / Re: Lix Community Level Set
« on: May 25, 2014, 10:58:30 PM »
Good work with the remake of Devil's Right Hand! Unfortunately I already found a backroute (though it's not a trivial one, cf. attachment). This is fixed in V2 (along with minor stylistic changes).
I noticed that one can get through the one-way wall in the wrong direction using one basher and one builder. I will have to check during the next days, that this doesn't allow for new backroutes.
I didn't notice such a one-way gadget in any other level. To which one are you referring?

1835
namida, I didn't say there was anything in these replays that I consider a glitch - just some new behaviour, which I am not sure I like (but that's only my opinion). For the third replay: It's just there to show that builder-walls now need only two builders under certain circumstances.

1836
Lix Levels / Re: Lix Community Level Set
« on: May 24, 2014, 10:56:30 AM »
Actually I have a funny feeling that I might have tried this change already so there's a possibility I may have simply revived some older alternate solution instead.  I guess I'll find out soon enough if that's the case. :-\
Though I don't know yet the intended solution, I think this was somewhat prophetic...

1837
Sorry, that I was so unprecise about basher mechanics in my previous post. Attached are now four levels (with replays, but still for V1.01n), showing some new phenomena (and clam, ccx, ... will likely find many more). I am rather unconcerned about the first two. The third may have some applications in usual levels and the fourth is the most worrisome.

1838
Thanks for the explanations, namida! Everythig works now.
Today I spend some more time, exploring the new game mechanics (for version 1.01n). I still found one behaviour that I would consider a glitch (besides the direct drop to the exit, where our opinions differ). The test level with replay is attached.
Apart from that: I don't know yet, whether I like the new basher mechanics. It allows for a bunch of new tricks, though most are rather hard to execute. This may make backroute-proofing custom levels rather hard in some cases.

1839
Lix Levels / Re: Lix Community Level Set
« on: May 22, 2014, 09:31:33 PM »
@geoo: The solution to Traffic Light/Time Gate is precisely as intended. I have a new solution to the Derailed Level and finally understand how it got its relatively early placement.

Edit: Just read your comment on Bibbidi again: I found it easier to stop the basher with a bomber hole, making the level pretty easy in its execution.

1840
May I suggest to add another option to the ongoing poll: Extend the Readme that comes with CustLemmixNeo.
It would help (at least me) to have the following informations present there:
- version number
- explanations of the newly added features (and perhaps a summary of the changes in the game mechanics as you did in the very first post in this thread)
- explanations, how to use single .lvl-files, new terrain styles, ...
Unfortunately I couldn't yet get CustLemmixNeo to load your level. It always wants to load some levelpak.dat (which works fine btw), but how can I play single levels? I am sure, you explained this somewhere, but I am too dumb to find it right now.
But (as far as I can tell right now): Great work :thumbsup:!

1841
Lix Levels / Re: Lix Community Level Set
« on: May 20, 2014, 06:23:53 PM »
First the good news: Found solutions to Dilemma and Stuff in the Way that feel intended (though in Stuff there are some bricks missing at the very right end of the level).

Now for the bad news:
It takes time...: Including a walker was a bad idea and one can still solve the level saving 80/80 without using the walker (though given the digger trickery involved this might be less of a problem).
Derailed Level: First I found a solution that saves 27 and can be adapted to save 28 if one is given a second walker or if one little box is added on top of the newly included one. The next totally different solution (which was a bit of a let-down) saves the required 28, but depends much on the precise digger and basher mechanics and works as well for Off the Rails...

@geoo: Thanks for explaining the behaviour at 1 pixel gaps.

1842
Lix Levels / Re: Lix Community Level Set
« on: May 19, 2014, 06:06:19 PM »
Here are the remakes of Heed the Traffic Light aka Time Gate and of Bashing & Building along with replays of the intended solutions. It seems likely that there are still backroutes in Traffic Light and if anyone has a better name for Bashing&Building, I am happy to change it.

As mentioned before, if you don't like the levels, just scrap them. And if you want other levels instead, tell me.

1843
Lix Levels / Re: Lix Community Level Set
« on: May 17, 2014, 05:50:32 PM »
@Proxima: There are still at least two solutions... (but no bridge walls any more)

@Simon and off-topic (sorry): Even if it spoils the level, you might want to have a look at my solution to We are in this one together (attached in my previous post), as there is something weird going on when I bomb one climber slightly below another: The remaining climber reverts to a walker, hits its head, turns around and falls down - without moving into the bomber hole. As a side remark: Even before that happens, the lixes seem to move over a 1-pixel gap at the end of one stair.

1844
Lix Levels / Re: Lix Community Level Set
« on: May 17, 2014, 02:57:39 PM »
@geoo: My favourite levels are Devil's Right Hand (obviously), Dunes (which is pretty redundant as we have this trick at least as a challange in Cold Iron's Bound), Time Gate (once your backroutes are removed) and Bashing&Building. If noone suggests anything different, I will start recreating Time Gate and Bashing&Building.

@mobius: Hard to Port: The backroute geoo is talking about is attached.

I played the updated levels (with the exception of Stuff in the Way, which seems to use terrain pieces, that are not yet included in Lix). Dilemma and Hotel in Hell have still the same backroutes and the one to Derailed Level got harder, but still exists.

Leap of the Locust: I don't think it is that repetitive and one doesn't have to stop the basher midstroke, so the basher-stair is OK imo.
Solar Eclipse: I like that it (essentially) fits on one screen, even if it is a little bit crammed. Spacing out many hatches over several screens is the main reason why I haven't even tried Think Inside the Box.
Suicide Attack: There are other solutions (cf. replay) which have no hint for bomber timing at all.
Ramen Masterchef: I like this level. Even though it is not that a brilliant puzzle, it gave me a good laugh when seeing it for the first time.
It takes time to build: I vote for keeping it (with modifications). geoo's solution can easily be removed by either requiring 77/80 or reducing the height of the block on the left. I attached another solution to this levels. But I guess if one really wants to enforce mobius' intended solution (as I understand it), one probably has to cut the skills down to the minimum.
3 minus 1: The version in the level pack doesn't require freeing a blocker with a digger (and before reading geoo's post I didn't even consider doing this here). If you want, you may even remove the blocker.
Wrong way: Imo this level is better than Minimalism(1).

There are a few levels not mentioned above, that I think aesthetically improvable: Babylon Fading, It's a long way up, Digging the Air (layout is good, but it doesn't fill one screen), To Destroy is to Construct, Division of Labor.
From the levels that are newly sorted in, I consider Death or Glory slightly harder, Cornerstone harder and Crimson Room much easier than rated now. While I agree that Erbalunga was harder than its previous position, place 120 might be too late imo.
Around place 135, there are now three levels (Ob3lisk, Tower of Babel, Well OK Then) that focus on cubers. Maybe spacing them out a little bit?

Lastly: What is the latest version of this infamous level Brickout?

1845
Levels for other engines / Re: Lemmix Level Pack Topic
« on: May 17, 2014, 11:26:49 AM »
It seems that allowing to free the lemmings on the left and right with a builder was a bad idea as your solution is again a backroute. And you don't need to make an adaption based on your nice solution - this level is already meant to be exactly that (at least when all the backroutes are removed ;)).
Another update is coming soon...

EDIT: V6 uploaded on the database.

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