[NeoLemmix] Lemmings Plus Omega II

Started by namida, February 20, 2017, 04:06:52 PM

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nin10doadict

I re-downloaded this and made progress again. The level that had me stuck took about 30 seconds once I read the talisman description for it... Turns out I had made a level for my own pack that was similar in nature as a petty attempt at revenge, without realizing that the solution I devised for it was the solution for Fluffy 14 as well. I didn't put the pieces together until I read that talisman hint. :-[

namida

The talismans are usually an extra challenge that goes beyond what's needed to simply solve the level. Fluffy 15 is actually a perfect example - the level in and of itself is very easy, but the talisman requires saving 100%, which is very hard to do - in fact, I don't know of anyone who's achieved it yet other than myself.
My projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)
Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)

namida

Well, that's embarassing. It appears that while I did update the NL website with the updated level maps / images, I forgot to actually upload the new V1.03 NXP.

This is fixed now.
My projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)
Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)

Nepster

Here some replays to most of the updated levels.

Spoilery comments:

Coarse 12: Should be more intended now.
Spiky 13: Not much changed. I can still evade the zombie completely.
Spiky 15: This should be more intended now.
Spiky 16: Same solution as last time.
Sharp 2: I don't really know what has changed. The same solution still works.
Sharp 6: Same solution as last time.
Sharp 9: The timing is pretty annoying, because the climber has to be fast, but the two lemmings walking out of the pit have to be rather slow to wait for the climber, but still fast enough so that the basher doesn't fall to his death. Overall the result is RR-fiddling, precise miner placement, and even trying to assign the glider as soon as possible without missing the pick-up skill. All of this feels unnecessarily complicated.
Sharp 12: Very nice solution. :thumbsup:
Sharp 14: This feels more intended now.
Sharp 15: I spent a very, very long time to realize that I don't have to turn the glider around with a platformer in order to be fast enough to build below the hatch. After realizing that, the level became suddenly much easier. ;)

namida

Spoiler
Coarse 12 - Intended solution indeed. :)
Spiky 13 - Guess I overlooked that as one point the lemmings could be trapped with just a blocker...
Spiky 15 - Intended solution here too.
Spiky 16 - This is a workaround I overlook far too often. >_>
Sharp 2 - I definitely remember testing whether "your backroute" still worked and finding it didn't. Which probably means I was remembering it wrong while testing...
Sharp 6 - Easy oversight, easy fix.
Sharp 9 - Your solution is essentially the intended one, but you've overcomplicated the execution a bit. You in fact do not need two lemmings to come out from the left entrance; one is enough. You then get a lemming for building the platform to the exit by releasing the lemmings from the right entrance at the correct time, which is much easier to achieve than what you did.
Sharp 12 - Still a backroute. Similar to Spiky 16, it's another case of me preventing a builder-platformer combo, only for it to be possible when the order is reversed.
Sharp 14 - It's not quite the intended way. But at the same time, I am almost 100% sure it's impossible to block this while still allowing the intended solution (except with pickup skills arranged in such a way that the solution would be far too obvious), and it is very close.
Sharp 15 - This solution is fine, and also probably the closest to my solution yet. (In particular, I also used the midstroke-basher-bomber trick, although the level is possible without it.)
My projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)
Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)

namida

V1.04 update released.

Contains backroute fixes to the following levels:
- Spiky 13 "Zombie Fence"
- Spiky 16 "The Prototype"
- Sharp 2 "Cop This!"
- Sharp 6 "It's Not Meant To Bee"
- Sharp 12 "Drawing Dead"
My projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)
Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)