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Messages - Nepster

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1861
Levels for other engines / Re: Lemmix Level Pack Topic
« on: April 24, 2014, 10:22:03 PM »
Hi Akseli, thanks for your feedback and replays. I'm glad you liked the levels, given that you backrouted several rather badly  ;P.
Level 1: I really should have seen this backroute while watching Turrican's solution :XD:.
Level 2: That is möbius' backroute, which I had hoped to remove with V2.
Level 3: Similar to one of the intended solutions. It still works in V3 and is the first non-backroute saving 96%.
Level 4: Intended solution.
Level 5: Nice solution... but I included this possible approach just to mislead the player. For V3 the solution needs to be modified slightly, but that can be done. Expect that you have to find a completely new solution for V4.
Level 6: As you guessed, another backroute.
Level 7: Different from any of the solutions already known to me and more straight-forward. I don't know yet whether to leave it.
Level 8: That's the backroute, I tried to remove in V2 and again in V3 ... and now I realize, that it is still in there :evil:. I really should have done some more testing.
Level 9: Very close to my solution. Unfortunately you missed the idea that was my starting point to create this level. But given the difficulty already, it is probably better to leave the level as it is.
Level 10: Completely different to my solution, but truly ingenious :thumbsup:. I will probably modify the rightmost one-way wall slightly to make the bomber timing easier.

1862
Levels for v10 or older / Re: Lemmings Plus II Topic
« on: April 22, 2014, 10:36:31 PM »
By the way, if I've missed anything on the high % tables, let me know.

Some of the % for LPII (not the Bonus Pack) are improvable. I haven't checked whether someone else already got them, tough.
Sneaky 6: 75% (using blocker-cancels-trigger-glitch)
Sneaky 9: 97% (slightly tweaking the game mechanics)
Genius 4: 80% (optimizing my previous solution)
Genius 14: 81% (just RR-fiddling with the intended solution)
Genius 19: 96% (obvious improvement of my backroute which already saved 94%)

Although this is slightly off-topic, the level Psycho 30 from LPDos can be improved to 98% as well. I attached this extremely glitchy backroute.

1863
Levels for other engines / Re: Lemmix Level Pack Topic
« on: April 18, 2014, 09:56:37 AM »
Thanks for trying out the new version, Turrican!

Level 1: This is very close to my solution, but still misses one minor point. I will not remove this solution right now. But if I have to modify this level in the future due to serious backroutes, be prepared that exactly this solution might not work anymore.
Level 3: Another backroute. Though this is a pretty open-ended level (I know at least 3 solutions), there is one property I want to enforce, namely
Quote from: Spoilers
You have to use different paths on both sides.
Level 5: Your backroute shouldn't be hard to fix. The amount of builders is indeed pretty tight, but sadly even one more builder allows for several backroutes. Your solution nevertheless gave me some ideas, which might lead to non-glitch backroutes. I will have to do some more playtesting the next days. 

Another comment for Level 8 (Broken Symmetry): Turrican's backroute still works even in V2.

I'm working on revisions of level 3 and 8 right now. So consider skipping these levels for now.

Edit: Finished revisions now and V3 of my level pack is attached.

1864
Levels for other engines / Re: Lemmix Level Pack Topic
« on: April 11, 2014, 06:11:46 PM »
Thanks for your feedback!

Level 1: I did not know that lemmings turn around at the edge of the screen :XD:. So you missed completely the trick I was trying to advertise with this level. I have removed this backroute in the new version below.
Level 2: How long did you need to execute THAT??? I never guessed that anything like that could possibly work and your solution is definitely MUCH harder to pull off than mine. Though it isn't the trick I wanted to be applied, anyone who can think of such a solution deserves to pass the level. So I will not consider your solution a backroute (at least for now  :P).
Level 4: Intended solution.
Level 7: Clever... extremely clever... extremely extremely clever :thumbsup:! That's completely different from anything I tried so far and it's a honor to declare your solution to be one of the official ones.
Level 8: This is exactly the type of backroute I wanted not to exist. I fixed this in the version below.

1865
Help & Guides / How to upload new versions to the database?
« on: April 11, 2014, 05:30:28 PM »
I wanted to update my level pack Nepster01 in the level database. But if I move to my level pack and click "edit", then I can only modify its name and the description, but I see no way to upload an improved version of the level pack?
Do I have to delete the whole pack and do the uploading procedure again with the new version?

1866
Thanks for updating the Bonus Pack! I played the modified levels again and solved Reverse 4, Reverse 5 (which is a very good level now :thumbsup:) and Flight 6 mostly in the indended way.
Rush 4 though... First of all my backroute still works, though it's harder to execute now. After that I tried to find a solution that looks more like an official one. The first half of the solution I found then is pretty similar to yours, but finishes with a shortcut. Neither of my two solutions is nearly as beautiful as your intended one.
I also played the secret gimmick level after looking up the trigger area: While not one of my favourites, it's a good level nevertheless. Compared to your intended solution, there is an easier way for crowd control though.


1867
Levels for other engines / Re: Lemmix Level Pack Topic
« on: March 31, 2014, 10:33:52 AM »
Thanks for playing, möbius!

Level 2: This is definitely a backroute.
Level 3: Oops, both sides should be symmetric, i.e. the balls under the right entrance should be 8 pixels lower. Your solution is nevertheless pretty close to one of mine and I would gladly accept it, were it not for reasons of symmetry.

I fixed both issues in the attached lvl-files.

1868
The past days I had some waiting to do and decided to determine some skill values for the remaining three Psycho-levels. As they come with an abundance of terrain removal skills, one should not be surprised that only very view skills are actually necessary. In detail:

Psycho 22: 2 Builders
After namida's work, only builders, bashers, miners and diggers were left. Removing bashers and miners is rather easy. Replays for no diggers and only two builders are attached. Nothing special with these solutions - just awfully precise terrain removal.
Slightly off-topic: I watched namida's no-climber solution for this level. But I wonder what kind of game machanics transports these three lemmings to the top of the screen?

Medi 28 (the easy version of Psycho 22): 2 Climbers, 1 Builder
Doing Psycho 22 convinced me that Medi 28 should be improvable on climbers. But actually doing so turned out to be one of the worst ideas I ever had. Just watch the replay.
Btw. it can easily solved using only 24 skills in total.

Psycho 27: 2 Builders, 1 Basher
Floaters, blockers, bombers and diggers are easily removed. The solution removing climbers and miners is (of course) a backroute, using a basher-stair on the left. The same goes for the solution with only 2 builders. Surprisingly reducing bashers works less well using the backroute (I only got down to 3 or so). So one has to adapt the intended solution.

Psycho 29: 1 Builder
Floaters and bombers are trivially discarded. The attached solution without miners can easily be turned into a solution without blockers. Alternatively one may replace both bashers with miners, removing the bashers from the skill list. Now only climbers, builders and diggers remain. Each of those has a replay attached.
This even improves on Danger 20 (No salvation IV).


Furthermore I noted some more levels, which could probably be improved (though I haven't checked yet):
Medi 6: Are all the terrain removal skills really needed?
Medi 23: 3 builders? Even less??
Medi 30: The blocker should be removable.
Danger 2: Not for improvement, but: How do 1 floater and 14 builders in the min. skill list fit with a minimum of 14 for total skills?
Danger 12: Just looks improvable.
Danger 16: Do we really need 4 bombers?
Danger 19: Are all the terrain removal skills really needed?
Danger 23: Where do we need the digger?
Psycho 5: What happens if you use the turning lemmings to bash away 6 pixels on the left?
Psycho 13: Why the blocker and bombers?

1869
Levels for other engines / Re: Lemmix Level Pack Topic
« on: March 30, 2014, 08:20:39 PM »
I just uploaded my first level pack to the Lemmings database: Nepster01 (which you may also get directly from this post).

Any kind of feedback and in particular any replays are very welcome! Though I did some testing myself, I still suspect there to be an awful lot of backroutes. So don't be too shy to drown me in them ;).

The levels
- are created for Lemmix with Dos Original mechanics.
- do not require any use of glitches to be solved.
- are roughly sorted in difficulty. If you feel some level to be out of place, please tell me.

Hope you enjoy them!

PS: If you wish to play these levels in Lemmini or Lix, please get the levels from the Lemmings database. There it comes with a txt-file containing some comments on solvability.

1870
I had another go at the levels I previously failed to solve. Some of the more interesting replays are attached.

Trial 3: Looking back at the solution, I wonder what made the level THAT hard.
Trial 4: Got the intended solution.
Trial 5: Found some alternative way...
Trial 6: Sure, 100% is possible for the right-hand side as well. I found it even easier than going left, which I solved similarly to DynaLem. Together with Challenge 2 this is my favourite level.
Reverse 6: I actually got both of my approaches working, though one may easily guess what the intended solution is.
Rush 4: Probably the same backroute as Akseli.
Trial/Challenge Secret Level: Pretty straight-forward solution using only one type of skills while even saving one more lemming than needed. The trigger area for this secret level is surprisingly easy to reach. I checked some far more inaccessible places first.

Haven't found the trigger in the gimmick levels yet.

1871
Thanks for creating some more levels! As DynaLem already said, the Trial and Challenge levels are really hard.

I attached most of my replays. There you will also find comments (containing several spoilers) on all the levels I tried so far.

Just one question: Is there any possibility to skip one level (i.e. Trial 3)?

1872
I finished yesterday the last of your great levels. Many thanks for these hours of fun! :thumbsup:

Nevertheless some remarks:
- favorite levels: Treetop Trial, Panic Attack and Only one Lemming away 
- least favorite ones: all Floater Frenzies (sorry, but I don't see the point of these levels) and Overflow zone (I usually hit F11 right at the start and then stare at the screen until I have a solution - but that's probably the worst approach to this level)
- I really liked the idea of one-way areas, but quite often they had the flavor of backroute-fixes instead of being a genuine part of the puzzle.
- I like the look of the Psychodelic, Sand and Metal style; the Tree style could use some more texture in the leaves but is nice otherwise; and I better say nothing about the Purple style...
- There are serious backroutes for Jailbreak (Cunning 12, glitchy), If you're lemmy and you know it (Genius 3, non-glitchy) and Wrong way, Mister Lemming (Genius 19, glitchy). See the replays attached.
- Treetop Trial can be solved (even non-glitchy) using only 2 builders (instead of 3). If you don't know such a solution already, consider this a challenge.

EDIT: Thanks for the remark about LPDOS, but I already played these levels some time ago. If I find the time to look at them again, I might even participate at the voting for the best level (but don't wait for me).
About being new here: That's only partially true. Although I registered recently, I follow this forum for quite some time now.

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