CustLemm Level List Game

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

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Timballisto

If we're not already decided on what to  review next could we do one of my packs?

ccexplore

Quote from: JM  link=1114567084/330#341 date=1124534155
Bad: <snip> and one way block not used in level
But the one-way block wasn't utilized in the original either.

ccexplore

Quote from: Timballisto  link=1114567084/345#345 date=1124843909If we're not already decided on what to &#A0;review next could we do one of my packs?
Which of your packs would you prefer?

Shvegait

QuoteAlso, the exit doesn't seem to work so it is technically impossible.

I was going to ask about this. I even searched in LemEdit for a hidden exit, but nope. It definitely seems impossible; anyone know otherwise?

Timballisto

Any of them. &#A0;I think...three. &#A0;Yeah, three's good, but ultimately the choice is up to you.

EDIT:  Uh.....we need some screenshots of both of my new packs... X_X

ccexplore

I forgot which menu it is called, but in LemEdit there's a place where you can set certain display-related options.  So you can turn off the terrain and tell it to ignore the no-overdraw and/or draw-on-terrain-only flags.  Then all objects in the level should show up.

If you can't find an exit object with a z-order of 15 or lower, then the level is impossible to solve.

Shvegait

Yeah. What I meant was I viewed all the objects in the level, and there is no hidden exit. 8 are acid, 1 is the window, 1 is the only exit. I just didn't know if there was some trick/bug that let you get in the exit before dying in the acid. I guess not, but I didn't know.

Impossible levels are for suck &#A0;:-(

@Timballisto: OK, I'll set up screenshots in a little bit. Packs will be named timb03 and timb04, if that's OK.

Timballisto


ccexplore

Quote from: Shvegait  link=1114567084/345#351 date=1124852257I just didn't know if there was some trick/bug that let you get in the exit before dying in the acid.
Oh I see.  So it's not a z-order problem, it's the overlapping object problem.

When the trigger areas of two objects overlap, the one with the higher z-order takes effect in the overlapping region.  So I guess here, the problem is that the water's trigger area is overuling part of or all of the exit's trigger area.

Interesting.  Let me take a shot at this, the level might actually be solvable (or at least the exit can be made usable) without modification.  Well, a slim maybe anyway.

ccexplore

Ok, it looks like all of the exit's trigger area is covered up by the water's trigger area.  So, in effect, there are no exit trigger areas in the level, hence the level is not solvable.

ccexplore

Hmm, actually, I'm not 100% sure now.

It seems like, from the entrance area, you escape the wrath of water if the row of pixels of ground is at y=143.  The exit's ground row is actually just one lower than that, at y=144.  It seems that without the water, you can still exit with the ground row as high as y=140.

So it would seem that there are some places where the exit's trigger area are not overlapped by the water's.

This is actually confusing me a little now.  I always thought trigger areas are aligned to multiples of 4 in their x, y, width and height.  Now I'm not so sure.

Anyway, I'll try this level later again and see if it's possible to solve it as is.

Shvegait

Interesting. Well, you know that the exit triggers span multiple y values, but it only matters if there's ground for the lemmings to land on. This is not true for water, where the lemmings will die regardless of surrounding terrain. So while the exit trigger's region may not be completely overlapped by the water, there's no ground for the lemmings to land on to make an exit, and they'll always hit the water first.

Timballisto: I've uploaded screenshots for your 3rd and 4th pack. One note: The method I normally use for piecing together screenshots does not work on Level 4 of your 4th pack (the really long line). Whenever there's no context and very little contrast in pixels either horizontally or vertically, it can take a really long time to get an accurate screenshot. On the other "line" levels, I've been lucky that they've been on something like the crystal set, where there's at least some variation in the pixels. The pipes make it a bit more annoying, although it should be possible, but it's late, and I'm tired &#A0;X_X

We're not reviewing that particular pack next anyway, so it doesn't really matter, but for the time being I just put up a screenshot of the level preview, which should give a basic idea of the level (although the picture is very very small.)

JM

Are we reviewing Timballisto's levels then?

ccexplore

Quote from: ccexplore (not logged in)  link=1114567084/345#355 date=1124861102Anyway, I'll try this level later again and see if it's possible to solve it as is.
Level solved!  Here we go:

http://www.geocities.com/guestlevels/lemmings/spilledpeasoup_a.png
http://www.geocities.com/guestlevels/lemmings/spilledpeasoup_b.png

This is a 77/80 solution.  It should be possible to get 79/80 if you don't use bombers to free the 2 blockers I used.  I'm less sure about the feasibility of 80/80, mainly because I think you'd run out of builders.

Timballisto

How did you get those bridges like that???????