Author Topic: Level Review--Lemmings Revolution  (Read 4402 times)

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Offline Nessy

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Re: Level Review--Lemmings Revolution
« Reply #30 on: September 14, 2018, 03:06:32 am »
"Love Train Boogie" is a classic Lemmings Revolution level in my opinion and I think you did it justice with your Good and Bad explanations :) I honestly don't know what is up with those water tanks and I don't think it was meant to be part of any type of intended solution. Maybe they should have focused more on preventing backroutes :evil:

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8-1: Bounce around the world!

Lemmings: 50
Save: 46
Time: 5:00
Skills:
- Climber: 1
- Floater: 2
- Bomber: 4
- Blocker: 4
- Builder: 6
- Basher: 0
- Miner: 0
- Digger: 2


Good: This was one of my favorite levels as a kid and it continues to be one of my favorite levels to this day. It's a puzzle involving splatforms but it is much more unobvious on how to do it and it has a tighter skillset that didn't allow for just a "build anywhere and anyway" you want type of solution. The level title is so awesome as well :) and a classic. It also has two entrances which the regular forum members around here know I love <3 although the fact that the lemmings pass the destructive terrain on the level from both sides does add a extra layer to the puzzle.

Bad: It is very easy to fall victim to super precise and finicky solutions. I don't really think it's the level designer's fault though. It's just one of those levels that has a good solution to it but it just falls victim to unintended "stuff" that can't always be patched out.

Offline mobius

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Re: Level Review--Lemmings Revolution
« Reply #31 on: September 15, 2018, 02:19:51 am »
I agree Bounce around the world is harder than it looks. It looks very simple but turned out to stump me for a while at first.

8-2 Lock In

Lems: 14
Save: 11
10:00 minutes

2 climbers
2 floaters
3 bombers
20 builders

Good: Another level that looks rather simple (and sparse) at first but turned out to be quite a bit harder. 20 Builders seems like 'you basically have infinite builders' :P but it is actually quite a challenge to ration them out. The main idea is a group of lemmings getting traped in an area and how to save them from outside (somewhat similar to but different then Penelope Lem Stop).

Bad: I found this level somewhat annoying because my solutions (I found at least two) always seem to rely on a lot of precision.  But that tends to happen a lot with builders in this game. I remember trying a lot of things that failed on this level.

https://www.youtube.com/watch?v=S8oeHw677ek&list=PL0750E99D04921FDE&index=38
« Last Edit: September 15, 2018, 02:43:52 pm by mobius »
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Offline Nessy

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Re: Level Review--Lemmings Revolution
« Reply #32 on: September 18, 2018, 11:34:53 pm »
"Lock In" for me was one of the first WTF puzzle that had me super stumped when I was a kid! I agree with your comments and despite needing a lot of polishing it was one of the most memorable levels for me.

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8-3: Under and Up

Lemmings: 50
Save: 48
Time: 5:00
Release Rate: 40
Skills:
- Climber: 0
- Floater: 0
- Bomber: 10
- Blocker: 0
- Builder: 9
- Basher: 1
- Miner: 2
- Digger: 1


Good: This level was strange to say the least. I feel like there was supposed to be a decent puzzle somewhere in here and I'll say that is enough information to put that under the "Good" section.

Bad: But I don't understand this level: 1) There is a giant lava pit in the middle of the level that a weasel on top lowers by hitting a laser switch. This allows you to just build over the teleporters, walk through the now empty lava pit, and then build over the next teleporter to the exit. Was this intended? If not why lower the lava pit instead of having it as a solid backroute blocker? 2) If you try to solve the level intentionally there seems to be something very wrong with the way builders behave when you build through those doors and platforms that have been opened through switches. This makes it really hard to build out of the pit that I think is the part of the level you go under and up in represented in the level title. 3) The time limit is super tight and it is unnecessary.

Offline mobius

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Re: Level Review--Lemmings Revolution
« Reply #33 on: September 19, 2018, 12:11:11 am »
Under and Up is one of the main candidates (which I mentioned earlier) as seeming to indicate that they intentionally created backroutes in some of these levels. As to why; I have no idea. While it sounds silly, given the number of glitches in the game and the shaky nature of the game's development I wouldn't be surprised if they went though the levels (as intended) and because of glitches (like what Nessy mentioned about this level) instead of fixing them, just decided to make fixes to the levels to make them easier, but who knows.
---------

8-4 Nice Shootin' Tex!

50 Lemmings
Save 42
4:00


floaters: 1
bombers: 6
blockers: 3
builders: 7
bashers: 1


Good: I assume the shooting in the title refers to getting the timing right on bombers. Aiming the builder is not really a problem as it there is a steel block as a marker (which is nice).

Bad: Other than that there isn't much to this level. It's just 1 long builder bridge, some timed bombers (blah) and sacrificing some lemmings to close the door at the top. I found this level sort of bland.
"Do not search for all the answers at once...  A path is made by laying one stone at a time."



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Offline Nessy

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Re: Level Review--Lemmings Revolution
« Reply #34 on: September 19, 2018, 11:57:29 pm »
8-5: Water way to go.

Lemmings: 30
Save: 25
Time: 10:00
Release Rate: 50
Skills:
- Climber: 10
- Floater: 10
- Bomber: 10
- Blocker: 10
- Builder: 10
- Basher: 10
- Miner: 10
- Digger: 10


Excellent: The pun in the title of course! :P

Good: I found this level to be quite an interesting puzzle. The top layer of this level is pretty straightforward... until you reach this certain switch in the middle layer that frees a crowd of Water Lemmings nearby. The catch is that it also activates a killer saw that will slowly start to kill the Water Lemmings one by one. In order to save them the normal Lemmings have to hit another switch that is too far away and it's pretty much impossible to hit it on time. The main puzzle revolves around going about the level in a more non-linear way.

Bad: Nothing to be honest. I guess it is pretty easy for its place and you don't really know the switch is a bad switch at first until you hit it but that's with anything in any game with stuff like this I guess!

Fun fact: I remember playing this level with my dad and when I found out what that killer switch did I refused to hit it ever again. My dad would ask me how I was going to free the Water Lemmings but I just told him I will find another way... I never did :P

Offline mobius

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Re: Level Review--Lemmings Revolution
« Reply #35 on: September 20, 2018, 12:32:12 am »
Water Way to Go: one of my favorite levels in the game. During my first play of this game this was the only tier 8 level that I could solve early on and I subsequently solved (if memory serves) 9-6, 10-7, then a little later 11-6 which are both way easier then those around it as well.
I like that this level isn't too hard but isn't trivial; it's a pretty decent challenge using exclusive Revolution gadgets.
Only bad things I'd say are it's position; it's quite a bit easier then levels around it. Some of the things in the level may be a bit pointless, (like the teleporters) but they serve a nice decorative feature, as well as the crab.

fun fact: this is the only level where the teleporters make an actual sound. For whatever reason they make no sound anywhere else in the game.

This level also has some interesting challenge solutions to it.
https://www.lemmingsforums.net/index.php?topic=1059.msg39018#msg39018
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Offline mobius

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Re: Level Review--Lemmings Revolution
« Reply #36 on: September 22, 2018, 12:46:48 pm »
8-6 As Quick as you Can!

Lemmings: 101
Save: 96
4:00


[I'm no longer going to carry on writing out the skills, since we can't post pictures it doesn't do much good imo]

Good:
The title refers to the theme of a race; the worker needs to make it to the switch in time to save the others. It seems very simple in retrospect but stumped me at first.

Bad:
Not a bad level idea but the idea is used several times now (Penelope Lem Stop..).  The two hatches make the solution sort of obvious when you realize that part of it and a bit trivial. I just wasn't real impressed with this level.
I don't like how building out of the pool requires two builders but it looks like 1 should be sufficient (or almost sufficient)
"Do not search for all the answers at once...  A path is made by laying one stone at a time."



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