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Messages - Nepster

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1846
Lix Levels / Re: Lix Community Level Set
« on: May 16, 2014, 05:49:04 PM »
I will definitely look at the new version soon (but not right now).

As for including some of my levels: You are free to use my levels in any way you like, but it's for you and Simon (or common vote, but not for me) to decide, which levels to take. If you want to have some levels recreated in Lix, tell me and I will have a try (or simply remake them yourself). The only level I have absolutely no idea how to convert for Lix is level 10.

Some comments on comments on my solutions:
Buy on get one free (Part 1): The solution I attached was not (by far) the first one I found. I recorded this solution (and mainly only for myself) as it is the only one I know which saves 39/40.
Can't Reach it: I don't think you need to change the level. I just have the very bad habit that when told "Don't do this" or "You can't reach it", I will try everything to do just that ;P.
Cornerstone: The solution might be somewhat nice to watch, but getting the timing right was quite annoying.
Hard to Port: If it's a remake of the similar Lemmini level in mobius1 (with the same title), then my solution is not intended. Changing the blocker into a walker would definitely fix it, but it would also make the intended solution obvious. I would suggest making the lowest row of blocks into steel all the way to the hatch and setting the requirement to 49/50.

1847
Going through Danger and Psycho (and revisiting the Oddstack) turned up some more improvements (even for max saved). Most replays are only attached for the sake of completeness as the solutions require either glitches or much precision (or both). Nevertheless there is one solution, I recommend to try to find for yourself before watching the replay: Circular Wavelength (Danger 15) with only 2 climbers.

Medi 16: 1 climber, 3 builders, 1 bomber, 97%. I really didn't expect this level to have so many different solutions.
Danger 12: 9 climbers, 1 builder, no basher.
Danger 15: 2 climbers, 1 builder, 97%.
Danger 16: 2 bombers, 90%.
Danger 19: no miner and no digger. This turned out to be much harder than I expected (even after namida's warning).
Danger 28: 3 bashers. What is the solution without any builder?
Psycho 2: 2 builders, no basher. The solution with 2 builders can easily be turned into one without the basher.
Psycho 5: 20 bashers. I haven't fully analyzed this, so 20 bashers might not be final.
Psycho 11: no climber, no builder. So far I have only succeeded to save 65% without bombers...
Psycho 13: no blocker and no bomber.
Psycho 24: no bomber, 3 builders, 1 basher, no digger. The digger in the replay can be replaced by the bomber.
(any skills I did not mention above are not improved)

1848
As you seem still interested in this challenge, I went through Medi today.

Medi 6: It can be solved without diggers and one needs only one basher. I originally hoped to remove one miner as well, but that seems to require at least one (and likely two) more basher(s).
Medi 16: Improved on climbers, blockers and miners with only one solution, so I guess this approach is pretty new.
Medi 23: 3 builders confirmed (but no replay attached as this is indeed easy).
Medi 26: Nothing! Removing the last builder was a chore and nothing you want to watch or try for yourself.
Medi 30: Seems you haven't considered it all ;P. I got it down to no blocker, 3 builders and 1 basher.

I saw, you updated the values for Psycho 30 to include my steel-bashing solution. It isn't hard to modify it in order to remove climbers, builders or miners. If you want, I can upload replays of such solutions.

First thing is, a lot of the time, I've simply used the intended solution to give a "baseline" figure, especially with the levels that don't have much room for variety.
 
If you really did only this, your "baseline" values are very impressive. For several of them I have no idea how you got them.

Finally a completely unrelated remark @namida: CustLemmix with its frame-by-frame advance feature proves very useful during backrouting my own created levels, because it's now much more convenient to check out whether some approaches, which are hard to execute, indeed work. Thanks for making CustLemmix!

1849
Lix Levels / Re: Lix Community Level Set
« on: May 09, 2014, 06:18:41 PM »
Here are six more replays. I am fairly sure I backrouted "Hotel in Hell" (otherwise I would be severly disappointed in this level). All other solutions feel like intended ones.
I would like to add "From the Other Side" to the list which are harder than rated. So far I have only a solution that would work if the big block would be 2 pixels thinner. But I am rather certain, that it cannot be modified into a working solution.

1850
Levels for other engines / Re: Lemmix Level Pack Topic
« on: May 05, 2014, 04:11:13 PM »
Feel free to use any of my levels in any way you want.

1851
Levels for other engines / Re: Lemmix Level Pack Topic
« on: May 04, 2014, 11:12:44 PM »
The database contains now an updated version of my level pack. Apart from (hopefully) removing the backroutes, I replaced level 9 with its slightly simpler version and included replays of the intended solutions.

@Akseli: Your second backroute to level 8 still works, but is much more difficult to execute (e.g. the miner has to be stopped midstroke). As removing it completely would have had other negative consequences, I will leave it at this.

@namida: I got your replays to work using the Lemmix Editor with OhNo mechanics after modifying LemmixStyles.ini. Nevertheless thanks for making the Lemmix Player. Your solutions for levels 1, 3 and 4 are intended and I would be very surprised if you get your backroute for level 2 working in the new version (though it's theoretically possible).

1852
Levels for other engines / Re: Lemmix Level Pack Topic
« on: May 03, 2014, 11:31:38 AM »
@namida: Thanks for your replays. Unfortunately I can't watch your solutions because I always get the error "invalid replay header different mechanics". What mechanics do you use to play the levels? Given what you wrote, it seems that you got intended solutions on levels 1 and 3 and a backroute for level 2 (I can get away with not using blockers, but at least you should have to use all builders).

@geoo:
Level 4: Backrouted, but I have more problems with the very right ;P. But it's probably a good idea to make this possibility on the very left more visible.
Level 5: Another new solution, but quite neat and near enough to the intended ones that I accept it. If I hear nothing contrary from you, I will include a replay of your solution in V5.
Level 7: Essentially one of my solutions, but you traded using the remaining skills for a messier execution.
Level 9: Intended, though you really must hate the climber as he never survives with you ;). I will stick to the simplified version in V5, partly because your first solution showed me backroutes, that will be very hard to fix. The part on the right originally had another function (that you will hopefully see in another level at some time), though it now seems impossible to enforce it in this level.


1853
Lix Main / Re: 2014-04-04 released
« on: May 03, 2014, 10:22:20 AM »
It seems that there are at least two other requirements for this bug:
- The builder has to be a runner as well.
- Number of Builders returned + 1 <= Available builders at the beginning of the level.
So far I have only managed to get this bug for "Circular Ruins" and "Go ahead and Help Yourself", but not for "Crimson Room", "Don't Look Back" or "Just Stop the Bleeding".
Hope this helps for reproducing the bug.

1854
Lix Main / Re: 2014-04-04 released
« on: May 01, 2014, 11:45:55 PM »
I found a bug in the current version allowing you to "create" new builders and platformers:
You turn on slow motion and then assign during one frame several builders to a lix. It seems essential that you do all these assignments during exactly one frame. Furthermore you have to (try to) assign more skills than you actually have left at the moment. If the builder then hits a wall, you will get back all the builders you tried to assign, which may be more than you had previously!
I attached a replay showing this behaviour: One gets 4 builders out of 3 by using one .

Mod Edit: Restored attachments.

1855
Levels for other engines / Re: Lemmix Level Pack Topic
« on: May 01, 2014, 11:15:41 PM »
@geoo:
Level 1: intended 
Level 6: You fixed it a little bit different than I did, but that's OK.
Level 10: New solution, but similar in ingenuity and difficulty than Akseli's and mine. So I will gladly accept it. Great work :thumbsup:!
I hope I may include your solution for level 10 in the replays I will attach to V5?

@Akseli:
Level 1: intended
Level 2: Different than my solution and accepted as an alternative way.
Level 5: The problem is not that OWW cancels steal, but that the trigger area of OWW starts slightly above the actual arrows. This leaves a gap of 3 pixels between the OWW and the steal with no restriction to terrain removal. You managed to move the basher into a position, where it checks for such things right in this gap.
Level 6: Backroute. Expect for the next version, that your first basher will stop in the middle.
Level 7: Another great new solution to this level :thumbsup:.
Level 8: As far from the intended solution as probably possible. Though more difficult than the intended solution, I tend to remove it, as I am not a fan of solutions that rely so heavily on pixel-precise execution (and the change I plan will make it possible to beat this level in Lemmini). As for the origin of this level: I got the idea to this level while trying something incredibly stupid for qbeez's challenge to "With a twist of lemming please" (in qbeez1.dat).
I would like to include the replays of your solutions to levels 3 (for the max saved), 7 (the new one) and 10 in V5. May I do so?

@Turrican: I would be interested to include your solution to level 7 as well. OK with that?

Of course I will mention you all for finding the respective solutions.

1856
Lix Levels / Re: Lix Community Level Set
« on: April 30, 2014, 09:52:27 PM »
@geoo: All my replays so far - but don't say I didn't warn you ;). For some levels (like Recycling Plant) I forgot to save the replay, though most of them are there.

@Proxima: I recorded a slight variant of my solution for Halfway, which doesn't use bombing while climbing. It's included in the attachement. And I am still searching the 100%-solution for Prelude...

@möbius: I really loved Roundabout in the Lemmini version and it should definitely stay (after fixing it). In what way is it similar to Migration (which is another great level btw)?

1857
Levels for other engines / Re: Lemmix Level Pack Topic
« on: April 30, 2014, 09:23:04 PM »
Thanks for your feedback, geoo!
The solutions to level 2, 3 and 8 are intended. For level 6 you are almost there and I agree that FF is extremely useful (though it was one of the first levels I ever made in the old times when there was only LemEdit and Custlemm).
Level 9 deserves more detailed comments: Your solutions is rather different to mine and more complicated (though it can be simplified). But I really don't like how you turned the climber by bashing into the steel. I attached an alternative version with less builders, no steel and the "correct" RR (as it seems quite popular to change it like this, unnecessary as it is :P). I would be glad, if you could tell me whether you think this version more fun?
And level 1 turns out to be much more difficult than expected.

1858
Lix Levels / Re: Lix Community Level Set
« on: April 28, 2014, 04:21:29 PM »
I attached replays for both Derailed levels. As I will probably get the same request for Subversive/Elixir and Back(s)lash, these are attached as well.
Moreover the replay to Halfway, but I am not sure if I have the latest version of Lix (and I am too lazy to check right now). Nevertheless I hope that my solution allows for slight changes in the game mechanics, as I don't use the fling-bomber and do nothing special with the batter.

Prelude: I don't know the other solutions, so I cannot really decide whether removing this solution would be good. It just felt somewhat disappointing and cheating to have such a big level and using only a very small part of it.

Corridor: Ok... but I still don't like my own solution ;).

Lix Cannon: I don't know if that helps fixing the level, but I need to be pixel-precise when starting the first basher facing left.


1859
Lix Levels / Re: Lix Community Level Set
« on: April 27, 2014, 09:49:04 PM »
First of all: Congrats to all of you for this great level set :thumbsup:!

All comments below refer to the levels geoo linked to in his first post. The last time I updated my levels was late march. The numbering of the levels also refers to this list.

Levels that I found harder than the current rating:
Merge Sort (62), Derailed Level (64, far harder), Riddle me this (84, not yet solved), A fearful symmetry (94, my solution needs very precise execution), When the levee breaks (102, not yet solved), Circular Ruins (145, not yet solved though extensively tried), Get Hype (187, not yet solved though extensively tried)

Levels that I found easier than the current rating:
Adventure Playground (57), Detour (79), Flugtag (81), One way segment (83), Prelude (90, backrouted?), Abominable Snowlix (92), Switchback (101, backrouted?), Excavation (112), Hard to Port! (126, backrouted?), Three days of the Condor (132), A completely ridiculous level (133, 100% saved is easy), Logging you process (138, had this solution also for the prequel), Under the rainbow (146), Dilemma (157, backrouted?), Mice in the Pipeline (162), Watch Ye Step! (196), A Soulful bounding leap (200), Alien Invasion (207), Round Trip (218), Betcha can't save just one (223), Halfway down the stairs (230)

As already indicated, several of my solutions do not feel like intended ones. The most prominent examples are attached.

There are also some levels that deserve special comments. These comments contain mostly criticisms, because the list of levels that deserve "Great level" is just too long...
- Roundabout (39) @Möbius: Can you please check whether this level is actually solvable. There is a pesky gap at the top between the boxes and the steel to the right, which isn't there in the Lemmini level.
- Migration (67) and Last Mile (75): I don't understand the time limit. Every solution I can think of fits within the time limits (at least after two or three tries)
- Can't reach it - don't need it (70): Wrong title - the lower exit can be reached (which isn't even that hard btw).
- Cold irons bound (78): May I suggest a sequel without any floater (but everything else the same)?
- Too much stepping stones (105): This level gets much easier with basher- and miner-stairs (and even then it is non-trivial to pull off a solution). But as far as I know, there are no earlier levels showing off this trick. So for inexperienced players, this level is MUCH harder.
- Trivial Matters (107), Subversive Activities (152) and Elixir (197): Trivial matters and Elixir are (up to a slightly moved exit) the very same levels (unless I missed something). Subversive Activities uses the same general approach (but has some twists in its execution). Doesn't one of these levels (preferrable Subversive Activities) suffice?
- The same comment, but to a lesser degree, concerns: Derailed levels (64 + 189), Logging your Progress (54 + 138), Backslash (98 + 168)
- Impetus (113): It's fairly easy to save 100% using 2 climbers, 2 miners and 1 jumper. Intended?
- Corridor of Death (179): Is hiding the trap really necessary?

And finally one question: Is there a list with all intended/officially accepted solutions (except the 49 pages of this thread)? I would like to compare my solutions to the ones already known, before posting them here and stealing your time. 

1860
Levels for other engines / Re: Lemmix Level Pack Topic
« on: April 27, 2014, 07:48:45 PM »
Round 4 is up for backrouting! I tried to remove the backroutes in levels 1, 2, 5, 6 and 8.
I did change level 7, 9 and 10 as well:
Level 7: I removed Akseli's solution in the current version. Please tell me, whether you prefer the new or the old version. I am still not sure myself, which one I do. Turrican's solution is not affected by the change.
Level 9: I had a closer look at Akseli's solution. He replaced seeing one (more) trick by a much more precise execution (finding the correct RR and using the lemming, he loses, up to his last stroke). I usually try to discourage such precision. Therefore I slightly modified the level, hopefully to enforce a solution that is slightly harder to see, but easier to execute.
Level 10: Now you have about 10 pixels leeway to start the second bomber in Akseli's solution.

I plan to include replays of the intended solutions in V5.

Have fun (again)!

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