For the general point, what I meant was that, even though the discussion of what to do with this one trap is pretty trivial, I can see that the differences in our views on level design are going to cause problems later on with my levels, and it's probably best if I don't take part in this. Sorry again for being such a pain. I'm really glad to have had the chance to get a look at Lix -- it's a really great version of the game!
Are you being serious?
Your levels are some of the best contributions, excellent in both design and level idea, and it'd be a great loss if you stopped designing levels now.
I don't see how you infer that we're going to run into big issues at some point in the future, I mean, wouldn't that have constituted itself in me having issues with your levels if it were true?
I remember one single instance where I changed something in one of your levels, and that was when I moved the water in Close to the Edge down by a tiny bit, as its top parts were above the steel, and thus you could see where the water is cut off (which wasn't visible in the editor, so I assumed it was just a little oversight on your part), and noted that I did that. I remember making a suggestion for LIX and Behind Bars, which you didn't like, so I didn't add these suggestions in.
I set a couple of guidelines - no hard and fast rules - meaning you can break them if you have a reason for it, and discuss individual suggestions. You even agreed that in this particular instance, following the guideline (i.e. uncovering the trap) was a good solution in the end, which ended up being the result of the discussion.
I don't feel I'm being overly bossy about enforcing the design principles here. But if you disagree, tell me and make suggestions what to change in the way things are done.
So yeah, "community level set as envisioned and curated by geoo and Simon and no one else in the community" (or more exactly, to quote Simon, "as envisioned by us to be enjoyable for as many players as possible") might be true to some extent simply due to the way this is set up, but I'm trying to keep levels mostly as they are and discuss when I don't like something; if you think it's downright impossible to cope with this way, then I'll happily hand over the organizational work with all its (minor as I think) privileges over to you, if think you're better fit for the job, and willing to maintain the list and do all the other stuff.
(Then I get some more time to make and play levels and perhaps work on the styles again.
)
well, the only reason I had any objections to changing the level was because I was trying to make it as close to the original as possible. But in any case; here it is with the suggestions. The trap is unhidden and I also lengthened the left side so it's not as tight (with the basher and all) and I took the time away. I agree completely about time limits. The hidden traps never bothered me but I usually take a ridiculous amount of time on a level anyway. I keep playing it over and over. ...Some call it obsession. Anyway, I'm making these for others not myself so I'll oblige. Just be sure to note somewhere that it's slightly changed from Pieuw's version. This better be the last time I have to upload that level. jk
btw, I really like that level, Recycling plant.
Then, here is an early version of The Italian job. I changed the name in case anyone decides it's good enough to be considered. The reason I changed it is because this one involves stopping a miner and basher simultaneously, which is something I'm not good at. But I know it's possible. The trap isn't nessisary, but if you take it away also take away 1 builder. This is more of a test, I'm curious which of these is better overall in either technique or originality etc...
Also, could someone upload my level Italian Job. I deleted mine by accident
It's on the list, you can find it here:
https://raw.github.com/geoo89/lixlfpack/gh-pages/theitalianjob.txtYeah, I see your point about trying to keep the level as original as possible, but when remaking you already make quite a bunch of design choices (which style to choose, how to lay out the terrain), and uncovering the trap or extending the walkway doesn't affect the solution concept, so I feel there's not much of a difference in that.
I attached two solutions to The French Connection, using two different ways of basher/miner cancelling (not sure which one is intended, I like the first one better). It's a pretty tough one, possibly harder than The Italian Job, but I find Italian Job more elegant, because it uses merging the miner tunnel into the basher tunnel instead of relying on some technical trick (or pretty precise timing in case of my first solution).
About Recycling Plant, do you mean Clam's "Lix Recycling Plant", or are you mocking the non-existence of that level in the list (which I intend to remake from my L2 version at some point).
[edit: whoops, already see a very silly backroute myself. Fixed now (hopefully), unfortunate someone already downloaded the first version.]
Yeah, that fixed my first two backroutes, but I got two new solutions instead.