CustLemm Level List Game

Started by Shvegait, April 27, 2005, 01:58:04 AM

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tumble_weed

HAHA I just realised all you need is a builder and a basher :-/

oh and sorry for the delay...I am being held up by what can only be described as shear lazyness



 Garjen00 - Level 8: "Floater's Round"
 
5 - Climbers
5 - Floaters
5 - Bombers
5 - Blockers
5 - Builders
5 - Bashers


Terrain set -  1
Lemmings - 20
Save - 100%
RR - 5
Time - 2 Minutes

Good: Symmetrical. I guess like the last level I reviewed this can be done in lots of different ways, and since there are 5 of most of the skills you could get inventive and create some interesting solutions. You could possibly send 2 scouts each one going a different direction, that would probably push this level up to maybe at least a tricky. You could even go as far as  getting 4 scouts: one to make a path building up to the exit, one building down from the top fire pattern, and the other two doing the exact same thing from the other side. :D


Bad: Easy.

Timballisto

Quote from: tumble_weed  link=1114567084/105#105 date=1120671636HAHA I just realised all you need is a builder and a basher :-/

???

Huh?  How?  Is the fall height not high enough to kill the lemmings or something?

tumble_weed

Let them all go into the bottom compartment...build up  to the top of the one way obstacle and then get a lemming to bash through the thin column...there's a possibility that might not work, but to me it looks like it should work (i haven't tried, just looked at the picture...

oh...and i'm talking about sharing a climber, right...not floater's round....so yeah

Shvegait

You can get a builder to go up that high on "Sharing a climber?" It looks impossible... Maybe I'll try it...

About "Floater's Round", what do you mean by this:

Quoteone building down from the top fire pattern,

I guess I didn't find the level quite as easy as you did (Of course it is not very hard), but I played it a while ago... I don't see more than one real possible solution with one possible variant (which is nearly identical)... The builders are the limiting factor in this level of course... other tools are plentiful...


Well, moving on anyway (But I am still curious about your alternate solutions to "Floater's Round"):



Garjen00 - Level 10: Printing Press
 &#A0; &#A0;
80 Lems &#A0;
98% to save &#A0;
RR: 1
Time: 9 minutes
Skills: 20 of each

Good: Nice level design. You have to think a little how to manage the four different groups. A good level to be at the last level in the pack.

Bad: Long and tedious, without any real puzzle to it.

tumble_weed

haha don't worry, if I'm saying something completely wrong don't mind me!

Shvegait

OK. I just tried it, and it is only possible to get to the top of the one-way wall. There are more than 6 metal pixels above this (maybe 9 or so, didn't really count). So that way is impossible. But there are still other ways more obvious than the intended solution (or so I assume).

JM

The level is not impossible to beat.But I found most of Garjen's levels too difficult to beat.

tumble_weed

um so we gunna start the next set?

JM

I don't know what the next set can be.Well if you can't think of what the next set can be you can also review my level pack JM04.dat

I'm sure you have played on the levels in that pack.

Shvegait

QuoteThe level is not impossible to beat.But I found most of Garjen's levels too difficult to beat.

Of course it is not impossible... We were just discussing a possible alternate solution which is impossible.

If we are doing JM04.dat, I'll need to go make pictures (won't take long). Or does anyone have another pack in mind? I don't mind either way.

Conway

I'm happy to do JM's pack. It seems easy enough!

tumble_weed

I don't really mind...but I don't think I actually have his levelpaks


Shvegait

OK. I took the screenshots of JM04.dat and played through the levels. We'll be able to review this pack very quickly...



JM04 - Level 1: Deadfall
    
60 Lems  
83% to save  
RR: 15
Time: 5 minutes
Skills: 5 climb, 5 float, 5 bomb, 5 block, 20 build, 10 mine

Good: Several ways to solve it.

Bad: Easy! Also, the center is asymmetrical, and some of the sides are uneven, which makes it look shoddy.

guest

Quote from: Shvegait  link=1114567084/105#118 date=1120855262Also, the center is asymmetrical, and some of the sides are uneven, which makes it look shoddy.
Well, part of that is Custlemm's fault (oir rather, limitation).  Since interactive objects' x-coordinates must be multiples of 8, and since the entrance and exit objects have close but not identical widths, I don't think there's any way to have the exit be above the entrance and centered at the same time.

The rest looks alright from the screenshot, though it's hard to tell.