[Lemmings 2] Quest From Kieran 2 Development Thread

Started by kieranmillar, April 17, 2017, 07:34:07 AM

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exit

#15
Screenshots now attached. :-[
(To previous post)

kieranmillar

Thanks. The good news is, we are getting much closer to the intended solution in some cases.
Spoiler
7 - Welp, that decorative bucket has to go haha, but you're getting close otherwise.

8 - Well this is getting closer and closer to being unfixable. Looks like I have to do something a bit more drastic. (You are nowhere close to the intended solution). Having said that most unintended solutions here are a bit cool but it's better to strive for the intended solution here I think.

9 - I'm adamant that I get the intended solution to work here because I was really proud of it and I think it will blow everyone's mind, but nobody is getting anywhere near to close to it yet. After a certain point it'll become unfixable due to what needs to be done, but I think I can still knock this backroute on its head.

10 - Good news, you are getting very close, but I am not happy with using a glitch being a good solution. Obviously you are not supposed to be able to stack through the palm tree. Given that going that way is also unintended, I think it's best served by more obviously blocking off going that way. The rest of your solution except going right past the palm tree is largely intended though, so good job! :thumbsup:

Nepster

QuoteI didn't start the screen up at the top because the top trapdoor opens at stun height, so the sound of the lemmings getting stunned was meant to be a clue that they were up there in case no-one scrolled up that high
Problem with this: The lemmings of the tribes yelp at any occation they can think of (and it feels they do even without having any cause :P). This got so annoying that I turned all sound off after the first two tries on Beach 1...

I solved the next two tribes, Sports and Egypt, both with 60/60. The Egypt levels were very good 8-), but I think I backrouted most of Sport :-[.

Detailed comments on Egypt

1) Very good first level! :thumbsup:
2) Easy level, that was nonetheless much fun to play.
3) Another great level, especially hiding the exit and bashing it free again at the end. :thumbsup:
4) This was slightly too easy for my taste. Get the carpet to the other side (stopping it was the main problem!) and the level is done.
5) Clever idea. I added only one screenshot, but it should be sufficient here.
6) Very neat trick, but I wonder whether this is actually completely intended? The basher is saved via flying to the exit on a carpet.
7) Evil design, that one may not use the glue-pourer on the lower ledge, or one barricades the exit :evil:. So I had the do some basher-preservation ;).
8) One screenshot of the (only) worker-lemmings should suffice. Great level again! :thumbsup:
9) The correct approach isn't hard to find, but to space everything correctly and manage to block the basher tunnels with only two sand-pourers took me way too many tries.
10) If one manages to trap a lemming totally within terrain, he climbs upwards until finding open terrain again. That's how the worker lemming upstairs got at his position :P The rest is standard work.

Detailed comments on Sport

1) Here two screenshots of two different solutions, both using (almost) none of the sporting skills.
2) The climber paves the way and there is even one builder left at the end to turn him on the triangle before climbing to the ball-trap.
3) Nice, little level. The only problem is how to save the climber...
4) It's important that the shimmier does not reach the ceiling in the second screenshot. After that only one platformer is needed and one can free the crowd.
5) If one turns the runner into a shimmier at the lower end of the small triangle, he jumps directly one the checkered block. The rest, you can see...
6) I am fairly sure, I shouldn't have trapped the crowd there ;P
7) I fear my screenshot isn't 100% descriptive, so here some more details: The runner can bash through the pillar and build over the gap before the crowd arrives. Then a climber jumps over the basher tunnel and frees the upper hatch.
8) I already hated basher-staircases in L1, and do so even more in L2 :devil:
9) That on the other hand was a great level again :thumbsup:. The lower left lemming on the first screenshot, shimmies to the exit flag and mines there. I misplaced a basher once, so I should have had a basher spare at the end of the level.
10) All jumping lemmings that you see are shimmiers and they allow bypassing the ball-trap. :lem-mindblown: I suspect this is not quite intended. ;)

kieranmillar

Thanks again for the screenshots and for figuring out some tricky (and sometimes not so tricky :-[ ) backroutes. Glad to see that Egypt is not as broken as the other two tribes, but a bit sad at the sheer number of Sports backroutes. :(

Egyptian
Spoiler
1,2,3 - All intended, but the levels are too simple to break I guess. Glad you enjoyed them. :thumbsup:

4 - I thought you couldn't stop the magic carpet on a flat ceiling so you wouldn't be able to stop up there. Looks like I need to extend that wall to the ceiling.

5 - Again, your ability to stop the carpet on any ceiling, not just downward sloping ones, caused a bit of a backroute here, but not massively. This will require major rethinks, or simply a removal of all ceilings! Maybe I'll just leave it as it is.

6 - Mostly intended, but I didn't think to turn someone around at the start with a sandpourer, which is obvious in hindsight, so the main trick is right, but not totally intended. I will need to make some tweaks here, maybe some better way to free the attractor instead of sand. Might swap the two sand pourers for a magic carpet, but then it's too obvious that the other route is wrong because it's super obvious you can't get past the trap. I guess it was super obvious anyway.

7 - Slightly backrouted, I didn't plan to fill up that entire area, but it's such a smart solution that I'm happy to keep it in! Good job! :thumbsup:

8 - Another minor backroute that gets the correct central idea (you need to correctly get the fillers to go backwards into the holes, sand up the gap, then mine down). You're meant to have two worker lemmings to pull this off. I might make some adjustments... or maybe I'll just leave this in, because the main ideas are all there.

9 - This level has lots of similar solutions as the central idea is obvious, so I doubt there will ever be anything to fix. This solution is a good one, a bit different to mine but it works. :thumbsup:

10 - Crawling glitches will never be correct in my levels. I think I can get rid of this particular one, but I suspect it will keep finding ways to be possible. I suspect that one of these days there will be an unfixable crawler glitch, oh well.

Sports
Spoiler
1 - Wow, serves me right for trying to put in a nice slope landmark for the miner to help people out. That definitely needs to go.

2 - A backroute. Looks like the bits hanging down from the ceiling need to be steel.

3 - A backroute, sadly :( But good job with this solution. Another easy fix with steel.

4 - Wow, he gets turned around by that? Ugh. Gonna have to fiddle with this one to try and fix that!

5 - Well that was dumb, adding in that little triangle to try and make execution easier caused a backroute. I think I can fix this? But I can see how else it might be similarly broken. Might need a substantial change.

6 - Curses! Cute decorations screw me over again!

7 - I cannot believe I never actually tried this. I feel so dumb! Time for a big steel wall!

8 - Wow, I never even considered something like that would be possible! Gonna have to try adding some steel, but it will make me sad :(

9 - Oooooh I can't believe I let that one slip by. Looks like the metal block needs a steep overhang on top!

10 - Nice backroute! Those balls are worthless traps in practice. I think I can easily fix this one though.

Nepster

Some comments on your responses to Egypt levels

Egypt 4: I stopped the carpet on the 45 degree upwards slope ;)
Egypt 5: I stopped the carpet on the downward sloping ceiling and then used the pourer behind the depression and it flowed backwards :P
Egypt 6: I freed the attractor with the glue-pourer.

Simon

#20
Thanks for the replies for the screenshots earlier!

Sports 1-10 on stream, and some Beach

With geoo and, later, Icho in voicechat. I gave commentary on what I consider intended and what I consider backroutes. geoo has taken screenshots of his solutions, he'll post them eventually.

-- Simon

kieranmillar

A video? Amazing! :lem-mindblown: Will definitely watch it all! :D Thanks!

The next update is gonna be huge at this rate. I have changes for 18 levels lined up so far. I cannot believe how many backroutes there are, you are all excellent at finding these. Perhaps a clear sign that I haven't played enough Lemmings?

geoo

I solved the first 5 Beach levels from version 3, and then a few more from version 4, and all of the sports level from the race with Simon. Many Beach levels were a bit fiddly, and I suspect many Sports solutions are backroutes, though there were some gems with elegant solutions and clean execution. I'm attaching screenshots and a few comments.

Spoiler
Beach 1: Nice puzzle, simple execution once you figure the idea.
Beach 2: My solution is very ugly but works. Could make the starting ledge shorter to discourage it.
Beach 3: The surfer behaves strangely in the water pit, so I resorted to divers in the end (for the second guy to get past the first bridge before it's ready, and one guy at arrived a bit too early at the second bridge).
Beach 4: I'm not a big fan of fanning skills...
Beach 5: Interesting, wonder whether it's intended.
Beach 6: A bit fiddly at the end, but the solution idea is nice.
Beach 7: Somehow really simple.
Beach 8: Looks like a backroute.

Sports 1: Again, nice puzzle with simple execution.
Sports 2: Solution is quite different from Simon's, I wonder what's intended here.
Sports 3: Nice trick here to make the climber not to overboard, I sent two runners ahead to bash and then mine backwards.
Sports 4: Used a shimmier which glitched into the triangular terrain, and just turned and fell down.
Sports 5: I found this one tough, but looks like a backroute, my solution is not particularly elegant. Was trying to find something where you platform from the left halfway up, but runners skip the ledge.
Sports 6: Very simple one. Was very skill efficient separating one while trapping everyone else with just one miner, but other options work.
Sports 7: I quite like this one, but I wonder if you had something more sophisticated in mind than turning simply with the two miners.
Sports 8: My solution feels very hackish, I believe there's also a direct shortcut going straight left but it's annoying to execute. Either way, I was unable to find a nice solution.
Sports 9: Love it, amazing level. Though depending on where exactly the shimmier start, it might stop half-way when going downwards, where you have the big triangular block touching the parallelogram block. This basically depends on luck. I wonder if you can put different blocks there to make it perfectly smooth so this doesn't happen.
Sports 10: Very bad crawling backroute.

ccexplore

Quote from: kieranmillar on April 25, 2017, 09:23:40 PMI cannot believe how many backroutes there are, you are all excellent at finding these. Perhaps a clear sign that I haven't played enough Lemmings?

Nah, it's often just a natural matter of tunnel vision.  As many people here can attest to, the level author is usually the worst at finding backroutes to their own levels, simply because they already have a particular vision on what the solution is "supposed to be", so it becomes that much easier to overlook something you never considered.  Whereas the player has no preconceptions and will try lots of things on their path to a working solution, and so will be more likely to stumble upon something unexpected by the author.  I also think Lemmings 2 with its more complex game physics will make it more likely that some skills or behaviors can be used in ways you never thought of.

It is also fair to say that there are some very good players on this forum. 8-)

kieranmillar

#24
Thank you all so much for the video and screenshots and feedback. Too many comments at once to respond individually to, but version 5 has been released! I call this the Oh God Everything Is Broken™ update. I've decided to try a less forgiving version of Beach 6 Hang Sixty to try and discourage the fiddly solution people had been trying. Ultimately I think it's slower than the intended solution quite significantly, and so should be an obvious fail now, which will hopefully stop people trying to spend so long on making things hard on themselves and getting frustrated. Hopefully.

Apologies for being a bit vague on some of these, I try to avoid giving things away in the release notes if I think it might be spoilers for someone. Trying not to draw attention to things in some cases.

Oh, I should mention quickly that if I understand geoo's Sports 9 solution then it is 100% bang-on intended. Well done!

v05 changelog:

  • Beach 3 Diving Board - Wider water pool. Extra builder skill.
  • Beach 5 Turn the Tide - Moved platform to the left, also level is a bit taller. Terrain altered to make crowd assigning easier.
  • Beach 6 Hang Sixty - Landscape around beercan and bottom of screen changed. 3rd builder brought back.
  • Beach 7 Lifeguard to the Rescue - Major revisions. Sand pourer replaced with surfer as a result.
  • Beach 8 Gnarly 180 Flip - Major revisions. Note: the exit has moved slightly too.
  • Beach 9 Take the Plunge - Major revisions, also now one less sand pourer.
  • Beach 10 Toasted Clam Sand-wiches - More steel, and large decorative sandcastle moved.
  • Egypt 4 Carpet Race - Backroute fix.
  • Egypt 5 Smooth Operators - Backroute fix? Probably.
  • Egypt 10 Crypt of Infinite Echoes - Crawling glitch fixed, hopefully!
  • Sports 1 Introducing: Sports - Never thought I'd have to fix an intro level, but here we are!
  • Sports 2 Double-back on Yourself - A number of backroute fixes.
  • Sports 3 Cliffside Hangout - More steel and minor revisions. Most importantly, fixed the typo in the name!
  • Sports 4 Nice Catch! - Major revisions. Note: Extra platformer skill added.
  • Sports 5 Give it the Run Around - Major revisions.
  • Sports 6 Tour De Farce - Major Revisions.
  • Sports 7 The Home Stretch - Backroute fixes.
  • Sports 8 Pole Position - Major revisions, quality of life changes, and reduction in skills!
  • Sports 9 Uphill Obstacle Course - Backroute fix, hopefully fixed random shimmier fail.
  • Sports 10 Pass the Baton - Tennis ball traps are worthless. In related news, backroute and crawler glitches fixed.

Nepster

Today I solved the Space tribe. I still used V0.4, but according to your changelog, it shouldn't matter. I am not a fan of jetpacks, bazookas or mortars, so overall I preferred other tribes, but at least my solutions don't look too much like backroutes.

Detailed comments on Space

1) Very nice intro level. :thumbsup: For an alternative solution, see level 10)
2) The main problem was placing the bazooka correctly. It feels like there are only two or three pixels where it may be placed.
3) Nice little level.
4) Very good level idea, but placing the upper platformer correctly, so that the lemmings land on the lower one requires quite a bit of precision.
5) I am not a fan of this level at all. Too much focus on execution and not enough on the actual puzzle.
6) Apart from the focus on bazookas and mortars, a good level.
7) That was a lot of fun to play! :thumbsup:
8) Very nice level, but the time limit got me on this one :( And assigning the magno booter after jumping over the trap requires too much unneccessary precision, in my opinion.
9) I like my trick with the platformers creating gaps, but I wonder whether this is intended?
10) Great level! But if you replace the two jumpers over the trap with platforming there once, one could use the same solution in level 1. But I guess this solution is actually more complicated than the one I found for level 1 first, so it might not be a huge problem.

kieranmillar

Thanks Nepster for your comments as always. A couple of solutions there are the right idea, but many are not quite right. I've made some fixes to the parts of your solutions that I consider backroutes. I don't want to push out too many rapid-fire updates, but given nobody has downloaded version 5 yet, I may as well upload another version, it's not like I'm requiring people to just keep applying updates constantly.

v06 changelog:

  • Space 1 Introducing: Space - Backroute fix.
  • Space 2 Anti-Gravity - Added steel to fix backroute.
  • Space 3 Blast Chamber - Mirrored the level!
  • Space 4 Gravity Chamber - Backroute fix.
  • Space 6 Satellite Junk - Minor platform move to fix minor backroute.
  • Space 8 Space Rescue - Trap replaced with big hole. The traps in this game are so useless.
  • Space 9 Space Station Skylem - Removed wall by teleporter, replaced with useless trap.
  • Space 10 Alternate Dimension - Backroute fix.

Response to your comments:
Spoiler
1 - Exactly intended, but obviously will need a change in line with fixing level 10, but no change to this solution.
2 - Looks like I need to make that block steel, that's a big backroute that avoids the main trick.
3 - This is hilarious, you've got all the right ideas, but I somehow never twigged that the lemmings start facing right. So I've gone ahead and mirrored the level so now it's slightly different. Your solution was fine and had all the right ideas, but I wanted things to go slightly differently. Maybe not worht a fix, but I'll do it anyway.
4 - The level of precision here is a problem as the solution is totally different to the intended. I'd rather encourage the intended solution as it's less precise.
5 - That's an interesting solution to this level! I knew some people would hate it, I feel like you made things possibly much harder on yourself here than they needed to be. But I think it's a really fun level, so it'll stay as-is for now.
6 - Hmm... not quite what I had in mind but whatever, good enough. (You're meant to be forced to use a magnobooter on one of the first two lemmings and then escort it across the level, but it's really hard to enforce that setup). The level's not so great in practice and the central idea struggled to be enforced so it's no surprise you've done something else. I might add  this to the list of levels that could do with being replaced.
7 - Good job! While not totally correct it's good enough, but there was one particular bit I'd like to enforce so I'll make a minor tweak. Your solution is neat though :thumbsup:
8 - A massive backroute, but at least fixing it saves you from the preciseness of using the magnobooter after the trap!
9 - Ahhhh, stacking platformers on top of each other, very smart! It's not intended as misses the main puzzle, but fortunately I think it's an easy fix.
10 - Exactly the right idea, but missing a particular trick, so I'll need to make a minor tweak. Good job on figuring out the central idea though :thumbsup:

Nepster

I played the updated levels. For some I think I got the intended solution, some others haven't improved at all.

Beach

5) Releasing the crowd is now much easier. Thanks! But unfortunately my old solution still works.
6) This level became a fanning hell. First of all fanning from the top platform to the green house is possible, but due to the small vertical window size, requires fanning beyond the screen bottom and hoping that one did enough. The next problem is fanning from the green house, below the platform to the right (without hitting it!) and stopping only at the water pool.
7) This level is now totally unfair, because one has to surf directly through the steel block!
8) The beginning requires a lot of precision now. If you use the sand-pourer, then a small gap remains which will be hit by the miner quite often. If you start mining right away, you have do so at the last pixel before turning at the ball and then stop the miner with a diver at one specific frame (see Beach08_Alt.png). The rest of the level is very nice, though.
9) Sorry, but your changes didn't help at all with starting the hang glider. Even worse: You now have to fan the first one upwards extremely fast to the platform where I used the sand-pourer. Moreover please enlarge the space between the water pool and the sand platform above. It is very hard to place the stacker correctly, so that the miner can remove the builder stair and still fall to the left of the stacker. Apart from these two issues a very nice level!
10) Nice level! My solution should be closer to the intended one now. :)
Egypt

4) The level has improved much and the solution looks more intended now.
5) I can't see any differences to the previous version. ???
10) No crawling any more (though I am fairly sure a crawling solution still exists), but I still doubt that my solution is intended.
Space

2) Very nice level with firing on the magno-booter.
3) Indeed pretty similar to the previous version. The only problem now is placing the attractor: Too early and no lemming turns from the bazooka impact, while doing so too late will fling a lemming to his death when the mortar hits.
4) Still basically the same solution as before, just using the laser blaster at a slightly different position.
7) I am not a fan of your changes, because they now require a lot more fanning jetpacks around: First from the right-most platform to the position in Space07_2.png, and then from the place in Space07_3.png to the left of the exit. Especially the second fanning is really hard.
8) Nice additional twist, that you added there! :)
9) I still use platformer stacking, but now have to use a magno-booter and the laser blaster to prevent the crowd from reaching the teleporter and find the exit instead.
10) I liked my previous solution better. The new solution again works in level 1, too, if you replace the first jumper (to separate the worker lemming from the crowd) by a magno-booter.
Sport

1) Very nice solution! :thumbsup: But unfortunately there are a lot of approaches that fail due to one or two pixels: For the direct path (similar to my previous solutions) the exit platform is two pixels too high. Turning on the exit platform with a pole-vaulter fails barely, and getting to the exit platform with the pole-vaulter seems impossible, too. The best I managed was hitting the ground right in front of the wall. If any of this would have worked, you would have gotten a completely different solution.
2) Another great solution. :thumbsup: Unfortunately I didn't know that jumpers can get across the small gap on the middle platform and therefore spent two very frustrating hours trying everything else, until at last I missed one builder assignment and the runner did not fall into the water as expected. :lem-mindblown:
3) I haven't solved this level. But I really, really hope that the solution does not go along the lines of the screenshot: Turn a runner with a shimmier at the second green spike, then mine down and let the climber-runner jump into the miner tunnel with another shimmier. The screenshot shows the only time I managed to mine at a reasonable place, but misplaced the shimmier assignment. And I have tried it several dozen times.
I really preferred the previous version!
4) I spent hours on this level, but have no clue what to do here. It really feels like I am completely missing some specific quirk of the L2 physics as in level 2, but unfortunately haven't accidentally hit upon it.
5) I need now two runners, at least. But unfortunately assigning both the builder and the shimmier at the upper platform requires a lot of precision.
6) If you don't let me trap the lemming there, then I trap them elsewhere... :P
7) Still basically the same solution, but now needs delaying the crowd by mining through the billard table once.
8) Much better level now! But I don't need the bashers at all and would have had a builder spare if I hadn't misplaced one...
9) Not much of a change, to be honest.
10) The trap is still useless, but instead of climbing up directly, I have to use a slightly round-about way... Releasing the crowd with the basher is pure chance, though.

Edit: Now with attachment.

kieranmillar

#28
Thanks again Nepster. I will probably hold off on the next version until there's another Tribe to play. Some of your backroutes make me sad, but some make me happy. I'm willing to allow interesting and fun backroutes in some cases, but in the case of Sports 3 (and I know people really liked that backroute) I'm adamant that while I have a tribe with the shimmier that I get this one to be the intended. Besides I can reuse the nice backroute for another level in another tribe.

Actually it looks like some of you are really struggling with Sports 3, so here are some important features of shimmiers incase you're all struggling because you don't understand how they work:
Shimmier facts

1) You can assign a shimmier to a "dangling" lemming, even if he's dangling because he was already shimmying and just hit a wall.
2) Shimmiers will turn around before dangling if they hit a wall, and will not turn around if they stop due to an overhang.

Comments to your comments:
Beach
5 - Well fine then, time to make a more drastic change.
6 - This level is not supposed to be fanning hell, and hopefully if I knock out that backroute it'll stop being fanning hell. The intended solution needs significantly less finicky fan use.
7 - OMG what! :lem-mindblown: Why does that work? I had no idea you could surf through the steel haha. Fortunately an easy bug to fix. I guess you're turning him around by scooping into the steel by the water now? Well, I guess that's alright, but should probably just bring back the sand pourer instead of the surfer and hope that the sand doesn't open up a backroute again. I can't believe this incredibly straightforward level is so rife with drastic backroutes.
8 - Good job on your solution :thumbsup: It is interesting that you've taken the correct bridge-stacker-bridge technique and applied it to exactly the wrong side of the level. Of course this only works due to the extension of the top group's platform, but I'm willing to leave your solution as is as the main tricks are all there. Also, I'll make the scooping and building easier to pull off and less precise if I can, I think I know how.
9 - Heh, I guess you misread my previous comment in that I wasn't bothered about the tricky to pull off hangglider use because it's actually not intended to be used there. I thought I'd nipped your wildly incorrect solution in the bud, but obviously not, which is why you're having some difficulty with nasty precision for some bits. I'll have to have another think about this and might have to remove the sand pourer, I think the intended solution here is great, but it's really hard to do many changes to the landscape here without making it impossible to work. I will need to think about this.
10 - Nice solution :thumbsup: While some details are not exact, I think your solution is good enough and so will leave it unchanged. It looks like there is a bit of finicky crowd control horror in freeing the crowd but not sure what I can do about that.
Egypt
4 - Looks like with precise enough sand pouring you don't need to spend a basher and use the filler to stretch it out to also go through the back wall, but nothing I can do about that, so it has to stay as is.
5 - I see now that you're turning the lemming around by burying him inside your filler, instead of just dropping from the magic carpet further back as I had assumed before. Well this is another unfixable issue, the level is a worse rip-off of an official level anyway so whatever, the main idea is there :p
10 - OK so coming into all this I didn't know that basher staircases were even a thing until you broke Sports 8 with one, and it looks like if you have enough bashers and pouring skills then there's no way to stop them replicating a miner. I seriously have no idea how to fix this, but it looks like a huge pain in the arse to pull off, so I guess I'm just going to leave it as it is I suppose. Oh well :(
Space
2 - Exactly intended, nice work :thumbsup:
3 - Yeah, I suppose your solution in the older version of the level avoided that attractor precision which was nice, but I think I'll just leave this level as it is. These explosion mechanics are gonna be a pain no matter what I think.
4 - OK, the positioning of the laser blaster there is really cool and I really like it :thumbsup: .... buuuuut I really don't want you to jetpack down to the floor, so I might still try and fix this. Hopefully it'll all still work.
7 - So this puzzle is primarily meant to be a logic puzzle about platform placement and the direction the lemming is facing. I was fine with your solutions where you do some tricky jumping, but if it's going to result in some fiddly jetpacking then I'd rather try to keep things simple. Here's what I'm gonna do: try to refactor this level to make it more focussed on the logic puzzle and remove all of the jumpers, as well as try to simplify jetpacking as much as possible (but it can be hard sometimes, because it's the jetpack, only so much can be done.
8 - While this is still unintended, in a major way, it's an unintended solution that I'm fine with keeping. Good job :thumbsup:
9 - Another unintended solution but one I'm fine happy with. It's a lot closer to the right solution, but again just some details are different (platform stacking) that I'm not too fussed about and would be hard to fix anyway :thumbsup:
10 - This will have to change as I want the general idea to be impossible in level 1. Looks like I need to add even more distance between areas.
Sports
1 - That is the intended solution, so good job :thumbsup: The fact that unintended solutions just barely don't work is good enough for me, I think it's obvious that the direct route isn't supposed to work so I won't feel sad about anyone spending too much time trying to be ridiculous here.
2 - Again, the exact intended solution, nice work. :thumbsup: Sorry you weren't aware that jumpers would still try to jump over the small gap, but due to limitations on the terrain placement for Lemmings 2 there is not much I can do about that.
3 - I am happy to say that the solution does not involve that level of nonsense, and I will remove the decorative spikes as you're not supposed to be able to turn around on them. I do want to stress that the solution here is super straight forward, an again sorry for knocking out the fun and smart backroute.
4 - Good news, there's no mechanical quirks you are missing, this is actually a straightforward logical puzzle. You might have a bit of backroute tunnel-vision.
5 - Yuck, the precision here is gross, and it's a backroute, so it has to go.
6 - *Sigh* I guess I'm going to have to be significantly more explicit here in what's not supposed to be allowed.
7 - Oh good grief. I only had that zig zag bit because I wanted the exit to appear in the opening screen, so if it's possible to turn around on it then it will have to be changed. I hope that stopping a turn-around in that spot will finally fix this backroute as far as I can see.
8 - One of these days I'll find a foolproof way to stop you guys from taking a rock climber up to the top path. Looks like I need to get much more explicit about it.
9 - Now this backroute makes me really sad. Looks like I'm gonna have to get rid of a platformer :( EDIT: No, wait, I don't! Phew!
10 - Time for more steel!

geoo

#29
Simon and I went through the space levels today (no video recording, we were working together on some of the levels). My comments and screenshots are below. I had a really good time playing these, very interesting levels.
Tomorrow (Sunday, April 30) we're planning to go through the Egypt levels, and videostream that again. If you want to watch, we'd start 18:00 UTC, though if that doesn't work for you we can also stream earlier or later. http://twitch.tv/simonnaar

Spoiler
Space 1: A bit easier to see the solution than Beach and Sports 1.
Space 2: Interesting little trick there.
Space 3: I like the double use of the mortar here, nice little level.
Space 4: This was a bit tricky to pull off, but really intriguing level. I wonder if my solution is intended, the jet packer seems a bit wasted. Though interesting use of the attractors here.
Space 5: This was pretty straightforward, and I didn't need any of the extra skills. Reminds me of a level I made a long time ago, of the same name: http://www.lemmingsforums.net/index.php?topic=990.msg33468#msg33468
Space 6: Found a pretty bad (but easy to fix) backroute, and a more sensible looking solution that makes nice use of the magno booter.
Space 7: I really like the premise of this one, though my solution ended up being not so tricky. I saved a magno booter, so I wonder if I found a shortcut somewhere.
Sports 8: Jumpers for getting ahead of the crowd, is that intended? Initially I used the last lemming from the right to laser blast, and then ran out of time, which was a bit annoying. I don't see the tight time limit serving any particular purpose, so you might as well make it very generous.
Space 9: The jetpacker placement is neat, but then I hacked my way through... Though if the teleporter is intended to be used, then I'm really intrigued by this level.
Space 10: I tried to do something completely different from Space 1, and I think I succeeded :)