What are the skills you need for maximum percentage on each level?

Started by Minim, October 21, 2011, 08:50:46 PM

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ccexplore

As mentioned in the "Minimum Skills with Maximum %" thread, Taxing 4 has been reduced to 8 builders.  You can find the replay there, although the reduction in builders is solely from how I handled the upper part of the level in that new solution.  So for this challenge where we only care about the builders count for this particular level, you may find it easier instead to just do the lower part the old way, and just change the upper part with the mining and subsequent building to match the new solution.

ccexplore

Once again, improvements found in the "Minimum Skills with Maximum %" thread carry over to this challenge, this time for Mayhem 10 reducing the number of builders to 17.

I'm also almost certain that based on the moves used in this improved solution, we can also (in separate solutions) reduce both bashers and diggers counts by 1, if we use the blocker-free crowd-holding method in the previously presented 1-blocker solution.  Once I have time to actually confirm with replays, I'll update the results table accordingly.  [edit: both confirmed, table updated]

ccexplore

We kicked off the new decade 2020 with the discovery that Mayhem 19 actually has a lose 2 solution, see replay here.

So we need to revise the result reported here for that level, which previously assumed a lose-3 solution.  For now it's just the skill counts as seen from the replay (1 climber, 2 bombers, 18 builders).  I suspect we could end up using 1 or possibly 2 less builders; other skills cannot be further reduced.  Will update results here once improvements can be confirmed.

LemSteven

Here's a couple of random improvements from ONML:

Crazy 20: 10 builders, 1 basher.  10-builder screenshot attached (requires steel glitches).
Wild 1: 1 builder, 1 miner.  1-builder screenshot attached (requires direct drop).

LemSteven

I was taking a look at Wicked 15 for the min-skills for max-% thread, and I have to call into question the 7-builder result for that level in this thread.  The result is first mentioned in my post here, but I made a reference to Proxima's earlier work, which I can't seem to find anywhere.  I'm sure I took the 7-builder result from his original post, since I can't seem to replicate it myself.

Later on, Proxima posted this in a post that appears to have been deleted, but not before it was quoted by Clam:

Quote from: ProximaWicked 15 -- now that I'm actually playing this in Lemmix, it looks like my previous result may be incorrect. It seems that in the original game you have to place 6 bricks under the hatch to make the fall safe, and that can only be done using a clever trick seen in this video

This suggests that the 7-builder solution may have been incorrect.  I'm going to assume it is unless someone can provide evidence confirming that it's doable.  The fewest I was able to use, while still saving 48/50, is 9 builders.

ccexplore

I had a look and managed to use 8 builders, it requires the no-basher start that Clam found (which requires assigning builder on very next frame after assigning miner, before it has a chance to remove any terrain), this way you can use the spare basher to later turn the lemming around some steel instead of building to do so.

7 builders seem unlikely and will require a replay proof.  Updating the results from 7 to 8.

[edit: I see that Clam's no-basher start (as seen in the replay he attached in his post) wasn't quite what I did here, so a quick note below about what I did here, for people who can't watch my replay:
Spoiler
The place to mine then immediately build is at the right edge of that shallow dent right of entrance landing (the one that's 5 pixels wide and 1 pixel deep).
]

Minim

Well, sorry if I happened to fill in the wrong result. :XD: I don't remember where I got that from either.

At least I was able to redeem myself with an improvement to another level which has been left in the dust. Here's Havoc 15 with 15 builders, although considering the route I used, I wonder if it's doable with fewer. I also wonder if the digger can be removed too.

Edit: Down to 13 builders now, but looks like the digger seems to be out of reach, unless there's a way to contain (and free) them with the 5 builders I had left.
Level Solving Contest creator. Anybody bored and looking for a different challenge? Try these levels!

Neolemmix: #1 #4 #5 #6
Lix: #2  #7
Both Engines: #3

LemSteven

My recent 9-skill solution to Wicked 18 can be adapted to result in a 5-builder solution, improving the result for this thread.  The primary change is that the builder used to release the crowd is replaced with a miner, although a few subtle changes from my screenshot in the other thread were necessary to make this work.  See spoiler for details.

Wicked 18: 5 Builders
Make the first lemming a climber and the second a builder near the edge of the steel platform (he must make the side of the platform unclimbable).  The climber builds to the floating island and climbs up, while the third lemming builds into the steel to seal off the left side.  Raise the release rate to 99.  The climber mines left to meet his earlier bridge, and then mines again to free the crowd.  The front lemming in the crowd mines (the rest of the crowd turns in his tunnel), and then builds 2x to the exit.

LemSteven

Here's a 15 builder solution for Wicked 4.  It's really just a simple refinement of the 16-builder solution I confirmed back in 2012, which saves a builder on the right side.

The 1 climber, 1 bomber, & 1 basher remain unchanged from before.

LemSteven

Tricky 22 improved to 8 builders.

This is essentially a variation of the 10-skill solution that ccexplore posted here, with one of the build-delays replaced with a floater.

Solution
1: Make the 9th lemming out of the entrance a floater as soon as he appears.
2: Lemmings 1-5 build over the pit.  Each builder must be assigned at the very edge, so that the 6th lemming can land safely on the other side.  There is one pixel to spare, so you can start one builder early and still get away with it.
3: Lemming #8 builds as soon as he turns around, while lemmings 6-7 build to seal off the gap from the right side.  They should finish just before #9 and #10 arrive.
4: Lemming #5 (the last of the right-facing builders) needs to bash before he lays his last brick, so that he doesn't connect with the terrain on the right.

If everything is placed properly, #8's bridge will release the crowd to the left, and everyone can exit.