Level pack topic

Started by Timballisto, July 02, 2004, 01:50:41 AM

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ccexplore

Quote from: guest  link=1089136533/240#252 date=1123961964I can get 79/80 but not 80/80 because the lemmings are too close together. Where did you put the miner/digger to get past the traps?
I was going to say "check your IM" and then I realize you-know-what.  ;P  So let's do this instead (highlight to read).  [Warning: it's a complete spoiler]

1) First lemming out will bash across the balls, starting as far right as possible while still being able to bash across with just a single basher.  Make the third lemming a blocker right over the entrance.

2) Watch the second lemming closely.  He'll of course catch up to the basher and then turn around.  Now, after he reaches the blocker and turn around again, watch for the lemming coming after him (I believe it's the 8th one out).

3) As a delay, make the 8th one bash that little bit of ball on the left that the first lemming didn't bash (because he started bashing further down to the right, remember?).  If done right he should end up making 3 bash strokes.

4) Now go back to the front line with the first basher.  You should notice that shortly before the basher completely breaks through, one lemming will actually pass on ahead while the basher is still bashing.  (This has to do with the holes in the ball.)  He'll be the leader, then follow by the basher (X), and then followed by the lemming from step #3.

5) Now make the leader dig, preferably as close to the first slicer trap as you dare.  Actually, as long as there's about 3-4 pixels from the left edge of the dig pit to the edge of the wall, you're fine.

6) Then make following lemming (X) mine just a little before the digger's pit.  This is why the digger's pit should be close the slice trap, so that there's room for a tiny bit of mining.  This serves as a delay.  X should mine just 1 single stroke or so and then drop into the digger's pit and stop mining.  But that's sufficient to allow him and the crowd behind him to be fully trapped by the digger's pit.

7) Now just switch the digger to a basher when he digs deep enough (8 pixels down).

8. To free the blocker at the entrance, wait until there are no more lemmings that are heading left towards the blocker.  Then make someone who comes out of the entrance dig immediately upon landing (hold the right mouse button down while left-clicking, so that you'll select the walker instead of the blocker).  Dig just once and then bash, so you'll free the blocker without breaking through the 2-pixel thin floor.  Done!

guest

Oooo.. It works! Thanks! :)
You probably saved the same amount I did for the last half of the pack, unless you somehow got 100% on level 8. ;)
It is definetly possible to save 100% on 3 and 5. Once level 4 is working it also shouldn't be too hard to save 100%. It is probably possible to save 100% on level 2, with all those builders, but it would be kind of annoying. Level 1, however, is difficult, perhaps you could do it. ;P

ccexplore

Quote from: guest  link=1089136533/255#256 date=1123974261Level 1, however, is difficult, perhaps you could do it. ;P
It is? :???: I couldn't find anything particularly tricky about passing it.  On the other hand, I don't think it's possible to get 100% either.

Shvegait

QuoteIt is?  I couldn't find anything particularly tricky about passing it.  On the other hand, I don't think it's possible to get 100% either.

Based on the rest of his paragraph (which discussed saving 100% on other levels), I'm almost positive he meant it is difficult to save 100%. (Of course, it must be impossible.)

Shvegait

QuoteI think it is impossible to save 100% on every level on JM16.

Do you mean it's impossible to save 100% across the whole pack (as in, save 100% on all 10 levels combined), or to save 100% on each individual level (as in, save 100% on just at least 1 level)? Because it is certainly possible to save 100% on most of the levels (and has been done), and certainly impossible to save 100% on a couple others (Level 1 for example).

JM

That's what I mean. It certainly is impossible to save 100% on Level 1 but I don't know about the others.

ccexplore

Quote from: Shvegait  link=1089136533/255#260 date=1124060605Do you mean it's impossible to save 100% across the whole pack (as in, save 100% on all 10 levels combined), or to save 100% on each individual level (as in, save 100% on just at least 1 level)?
Based on the previous few posts (which discussed, amongst other things, the impossibility of 100% on level 1), I'm almost positive he meant it is impossible to save 100% on all 10 levels combined.   ;P

JM

I think it is impossible to save 100% on every level on JM16.

guest

Quote from: JM  link=1089136533/255#261 date=1124061004That's what I mean. It certainly is impossible to save 100% on Level 1 but I don't know about the others.

Level 8 seems to be the only other one where it is distinctly impossible. Actually, it *might* be possible to save 100% on level 1. If it had 2 more builders then it is very likely that it would be possible.

ccexplore

Quote from: guest  link=1089136533/255#263 date=1124062914Actually, it *might* be possible to save 100% on level 1. If it had 2 more builders then it is very likely that it would be possible.
I'm not at my home computer now, but depending on how far the entrance is away from the wall on the right, 1 more builder might suffice for 100%.  You need at least 7 builders to reach the exit as far as I can tell (though maybe I should actually sketch it out to make sure I can't get away with less).  You can get a bridge wall with 3 builders, but then you need another builder to release the crowd.  Hence my figure of 11.

Nevertheless, the fact is we're only given 10 builders.

guest

The wall seems to be at the exact length that makes that impossible, I'm not sure though. The solution I had in mind for 12 builders is very hard to execute, so I probably won't try much more. Here is the solution:
Set the release rate to about 80 before any lemmings come out. After one is out, set it back to the minumum. Make #1 build as close to the edge as possible. When #2 is as close to the edge of #1's first step as possible, make him build. Make #3 build two or three pixels away from the next edge. After that, the lemmings should be sealed up so they won't fall off the screen. Make #4 (actually could be any lemming, I'm just calling him #4) build to the right on #3's lowest step. Make #4 build two more times so that he hits his head on the steel, leaving a one pixel gap obove his last step. When he is low enough to get onto the next platform, make him build to the left. Set the release rate to 99. Make #4 build two more times to get onto the next platform, then do it again to get to the exit. Make any other lemming build to seal up the one pixel gap.

JM


guest

It is obviously possible to get 100% on level 4 using the thing at the top of the screen that isn't one-way, but that was not how the level was supposed to be. It is, however, still possible without using that sort-of-cheat. I would be interested to know the intended solution, because I probably found a backroute.

guest

Oh, and the level works fine. Some of the traps don't seem to work though. Sometimes, an object won't work unless its y coordinate is a multiple of 2, 4, or 8 (I'm not sure what it depends on).

ccexplore

On top of that, only interactive objects with z-order from 0 to 15 works, the rest are treated as fakes (entrances are exempted from this rule).  Since you want at least 1 working exit, this means a max of 14 working traps.

The multiple is 4 for the y coordinate.  Non-multiples-of-4 for y doesn't disable the trap like the z-order does, it just shifts the trap's trigger area slightly up (so as to align its y coordinate to a multiple of 4).