[Lemmings 2] Quest From Kieran 2 Development Thread

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

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kieranmillar

Thanks for the comments! I am good with a stream at 18:00 UTC (seems to be 7:00 PM UK time) so I'll be there! I have no changes to the Egypt tribe in the pipeline so hopefully it should all be mostly intended solutions.

Happy that you enjoyed the Space tribe. I wasn't so sure that explosions and jetpacks were going to go down so well as they can be a bit fiddly at times.

Comments about comments
1-3: All completely intended :thumbsup:
4: Mostly intended, you got the main bulk of the level correct so good enough! :thumbsup:
5: Heh, I've not played many other custom L2 levels yet as I wanted to avoid being influenced. Interesting that you made something similar and called it the same thing! Many of the other skills are just quality of life improvements to make things potentially less frustrating so not worried that you didn't use them. :thumbsup:
6: I'll have to keep in mind that you can get through diagonal steel blocks! Anyway this level is not so interesting and may be wholly revamped at some point.
7: There are some significant reworkings of this puzzle already in the pipeline.
8: This is similar to Nepster's unintended solution but given the intended one requires utilising a not obvious interaction I'm happy to leave this sort of solution in place. I'll increase the time limit.
9: Definitely a backroute. Looks like I need to raise up the teleporter platform.
10: The right central idea and identical to what Nepster did, but I want this solution to not be possible in Space 1 so there are small changes in the pipeline.

Simon

#31


QFK v6 Egyptian by geoo and Simon -- this stream shows both geoo's and my gameplay. This comes close to ccexplore's with for watching a race live. :lix-grin: Will expire in 14 days.

Thanks for Kieran for joining twitch chat!

In case you had preferred not to make a twitch account: An alternative for chatting during the livestream would have been IRC (irc.quakenet.org #lix and #neolemmix, webchat). We sit there often, even when not streaming.

During streams, twitch is better anyway. It's one chatroom for all viewers, and twitch saves the chat along with the vod for 14 days.

-- Simon

kieranmillar

The next update is almost here but still have some stuff to do and ran out of time today, so expect it tomorrow. My changelog has a whopping 22 levels listed for changes, some minor, some major. I'll also give you the following sneak peeks of what else is to come:




Ryemanni

I just played L2 recently so it will be a blast to try these out :D

kieranmillar

#34
It's finally here! Version 7 attached to the first post! This update brings the Cavelems Tribe, but because the thematic skills I chose combined with the pretty but really awkward to use tileset resulted in a lot of fan use, I figured some people might not like it so much, so also bundled along for the ride is the crowd-favourite Classic Tribe!

Note that the Classic Tribe is the first (and will probalby be the only) tribe where you are allowed to lose lemmings and still get a gold. To prevent annoying guesswork and trial and error, each level of the tribe states in the level title how many lemmings you are allowed to lose.

v07 changelog:

  • New Tribe: Cavelems Tribe!
  • New Tribe: Classic Tribe!
  • Beach 5 Turn the Tide - Backroute fix by enforcing use of flame thrower to free crowd.
  • Beach 6 Hang Sixty - Backroute fix, blocking off area behind beer can and made intended solution even easier to pull off.
  • Beach 7 Lifeguard to the Rescue - Wow, I didn't even know you could surf through the steel. Obviously a bug, now fixed.
  • Beach 8 Gnarly 180 Flip - Less precision needed.
  • Beach 9 Take the Plunge - Major revisions. Level simplified and shrunk slightly, skills changed significantly.
  • Egyptian 2 The Hardening Chamber - Fixed geoo's backroute, removed spare sand pourer.
  • Egyptian 7 Inner Sanctum - Fix geoo's backroute.
  • Egyptian 9 Eye Drops - Major rework, level is shorter, has less skills, simpler to execute and a quicker to traverse layout. Now its more of an actual puzzle instead of a playpen
  • Egyptian 10 Crypt of Infinite Echoes - Some backroute fixes. Nepster's backroute probably unfixable without making the intended route tedious.
  • Space 1 Introducing: Space - Backroute fix.
  • Space 4 Gravity Chamber - Knocked out wall and swapped Jetpack for 2 Jumpers.
  • Space 7 Satellite Junk - Major rework, removed Jumper skill, made jetpacking easier where possible, and all sorts of minor changes.
  • Space 8 Space Rescue - Increased time limit by a minute.
  • Space 9 Space Station Skylem - Rasied starting platform and telporter to fix backroute.
  • Space 10 Alternate Dimension - Backroute fix.
  • Sports 3 Cliffside Hangout - Removed misleading decorative spiky bits.
  • Sports 5 Give it the Run Around - Backroute fix.
  • Sports 6 Tour De Farce - Backroute fix.
  • Sports 7 The Home Stretch - Straighting ramp to exit for backroute fix (I want the exit raised up so it appears in the starting screen).
  • Sports 8 Pole Position - Major overhaul and simplification to fix longstanding backroute problems once and for all. I may have gone overboard...
  • Sports 9 Uphill Obstacle Course - Removed red-herring steel block near entrance that opened up backroute.
  • Sports 10 Pass the Baton - Steel near exit for backroute fix, fixed tennis balls so that they actually work.

Classic Tribe: Gameplay differences
While making the Classic Tribe I ended up learning a lot about how Lemmings 2 is different to Lemmings 1 in ways that might surprise you, so to prevent surprises, here's some things you should know. Note that all of the levels had to be specifically designed to accomodate or avoid some of these behaviours, but where ideas didn't work, at least Quest From Kieran 1 got some new levels :D

  • L2 assigns skills to the first lemming out of the hatch that is under your cursor. If the first lemming chosen cannot be assigned the skill for whatever reason, the game stops there and does not look for the next valid target. This means that assigning skills next to blockers may cause the assignment to fail if the blocker was first out of the hatch.
  • Exploders still exist where they blew up until the entire shower of pixels is off-screen, so you may be unable to assign any skills to other lemmings in the area where they blew up for a couple of seconds.
  • Exploders do not remove any terrain if the lemming was falling when his timer ends!
  • At the top of their climb, climbers may climb through 1 or 2 pixels thick overhangs.
  • Miners do not turn on steel.

Oh yeah, the Cavelems Tribe has the Icarus Wings skill, which is pretty ass to control and has some issues, so here's some pointers:

  • It is extremely susceptible to the fan, so I highly recommend either tapping it very lightly, or holding it really far away.
  • There are some issues with it detaching when you smack it into terrain. If you want to land it on a spear which is one pixel thick, the lemming will often fall through, so smack him into a wall or the ceiling instead is my advice.

Simon


kieranmillar

Have you wanted to play this pack, but don't like Lemmings 2 and its dodgy interface? Well I'm happy to meet you half way. Now you can play the Classic Tribe in Neolemmix in Quest From Kieran 2 : NeoClassic, you'll find it attached to the first post.

Note that due to gameplay differences, some very minor terrain adjustments had to be made to make drops that are safe in Lemmings 2 also safe in Neolemmix, as Lemmings 2 has almost double the safe fall distance.

I was in two minds whether or not to make changes over the difference where miners turn when they hit steel in Neolemmix, but not in Lemmings 2. In the end I didn't, but I have a suspicion that a backroute or two may open up as a result. If you find any, maybe I'll make changes.

geoo

Tried some of the backroute fixes in Space, Egypt and Beach. I'm still stuck on Beach 9 and 10, I have almost-solutions to both...

Spoiler
Beach 7: Looks like a very cheap backroute, but easily fixed by moving the right starting platform up.
Egypt 9: New hackjob solution. :P
Egypt 10: I only tried once and failed (but almost succeeded), but I'm pretty sure it's possible to just make a big pile in the starting chamber to get to the exit. Found another solution that saves 14 sand pourers.
Space 7 & 9: I found nice solutions to both, wonder if they are intended. Enjoyed them a lot.
Tiny Tomb: same solution still works.

kieranmillar

Thanks for the screenshots
Spoiler
Beach 5 Turn the Tide - Right idea :thumbsup:
Beach 6 Hang Sixty - A cool solution, no way to enforce exactly what I do but this is a nice solution so I don't think I'll make any more changes to this level :thumbsup:
Beach 7 Lifeguard to the Rescue - Oh for goodness sake *sigh*, I swear that drop was a death fall, maybe I always scooped in the wrong place and it is right at the edge of splat height? I think I will just steel off the entire upper platforms. The enormous L2 fall distance is a real pain.
Beach 8 Gnarly 180 Flip - Well people are getting the correct 180 Flip which is really what it was always about, I don't think the intended solution is really any more interesting than this so I'll just allow it at this point :thumbsup:
Egypt 2 The Hardening Chamber - Exactly intended :thumbsup:
Egypt 6 Tutankhamun's Tiny Tomb - Still the right idea, so not bothered that you managed to get the glue pour to work right there :thumbsup:
Egypt 7 Inner Sanctum - OK knowing what's intended you're honestly not even all that far off the right idea, just using the miner on the wrong piece of terrain, so whatever, it stays in. :thumbsup:
Egypt 10 Crypt of Infinite Echoes - I tried again and again to prevent that central pit from being properly glue pourable, but just couldn't do it, so this doesn't surprise me (it needs to slope down to prevent another backroute). Also it looks like making the edge of the top ledge flat has enormously reduced the number of sand pourers you need. I will probably slightly reduce the number of sand pourers, should also make your almost backroutes much less tenable. Otherwise you have the right idea so actually I'm not too fussed. :thumbsup:
Space 7 Satellite Junk - As you can tell because you saved a platformer, that's not exactly intended, but it works and I'm fine with it :thumbsup:
Space 9 Space Station Skylem - Wow! :lem-mindblown: What a cool solution. I'm happy to keep that in, very impressive :thumbsup:

Nepster

I solved both new tribes and the updated levels, except the totally mysterious Sport 4 (Nice catch). One comment to Classic in general: Can you swap the title and the requirement, so that the "lose xy" is displayed on the second line? This would look a lot better, in my opinion. Screenshots attached as usual.

Cave

1) Nice level, even though I first tried to use the Icarus wings at the top and then build at the middle platform, so that the runner turns around and I can fan the right-facing paraglider on the lower platform to throw the spear. I very much suspect this can be done, even though I didn't manage to do so.
2) Not my favorite, but nothing to complain about, either.
3) Very good level. :thumbsup:
4) The stomper has to be placed pixel-precise in this level, so that the second runner catches the ground on the upper platform and doesn't splat. Note that the placement as shown in the first screenshot is incorrect. I really don't think so much precision is necessary for this level.
5) This has to be a glaring backroute.
6) One can fan the paraglider from the starting platform directly to the exit platform. This was quite unexpected. Moreover please lower the left edge of the exit platform a little bit, because currently it's very difficult to turn the icarus wings without cancelling them directly (which causes the second runner to arrive too early at the basher). Apart from these issues a nice level.
7) The paraglider builds in the first screenshot in order to be fanned through the small gap (while still facing left) into the water. I am not a fan of so precise fanning.
8) Another solution that is almost certainly a backroute.
9) Very nice level.
10) Heavy multitasking at the beginning, which allows me to ignore most of the level.
Classic

1) Nice, easy beginning here.
2) I am fairly sure, that my solution is a backroute. But on the other hand I really, really hope the intended solution does not use the "Eye of the Needle"-trick (which was already annoying to pull off in L1, but should even harder in L2).
3) I don't know why the lemmings crawl to the top of the steel block, which is only annoying. And I suspect somehow that I should have used the climbers somewhere...
4) Here are two solution, both losing only one lemming. The first one requires very precise timing of the crowd to block the climber. The second one makes use of the huge fall distance in L2.
5) The other levels are better.
6) Excellent level. :thumbsup: But I lose only 3 lemmings, not 4.
7) I am fairly sure that my save-all solution is not quite intended.
8) Again, I managed to save all lemmings. Nice level.
9) The L2 assignment rules are absolutely annoying here, because they prefer blockers over walkers when assigning builders. :( As one needs to start the backwards builders rather high, this causes lots of problems. How about lowering the vertical distance by 8 pixels?
10) Another excellent level. :thumbsup:
Beach

5) I really hope this is finally the intended solution. Very good.
6) And another one, where I am hopeful to have the intended solution.
7) Here I am fairly certain that the long glider movement through the whole level is 100% intended. Great level!
9) But this smells like a backroute, especially as my previous solution was much more interesting.
Egypt

7) While watching Simon and geoo's video, I came up with this alternative solution.
Space

4) I repeat the Space 2 trick and fire a bazooka on a magno booter. Apart from the frame-precise assignment of the platformer that follows, a great solution.
10) Interesting that lemmings keep magno-booting after teleporting...
Sport

3) Interesting solution, but I doubt that without your hint on the shimmier mechanics I would have ever found this solution. The level does not in any way encourage the player to try assigning shimmiers to dangling shimmiers, so it's pretty likely that players who don't know about this, will never ever try it.
4) Still unsolved. By far the hardest level in the whole pack.
5) My previous solution still works, even though assigning the shimmier needs a lot of precision.
6) Next backroute, but this time taking the upper route.
7) I had to find another way to get the runner down there to create the platform. But it still feels very hackish...
8) I am fairly sure you can see what trick I tried, and I am perfectly sure it can be done. But unfortunately I could never manage to stop the builder at the correct height and then start the pole vaulter at the correct position.
9) It already was an excellent level, but now got even better! :thumbsup::thumbsup::thumbsup:
10) It shouldn't come as a big surprise: My backroute still works after slight modification. :P

geoo

#40
Solved the remaining updated levels, except for Sports 4 (pretty stumped on that one). I haven't touched the new levels yet, though we might try them out with Simon tomorrow night.

Spoiler
Beach 9: Amazing level, I had the main ideas for quite the while, but everything fell short a little bit until I figured the one-way stacker.
Beach 10: I basically solved this one during the last video stream with Simon, but my lemmings splatted on the final stacker pile, because they landed on the lower two pixels of it. Just shifting the pile actually solves the level. I realized though that I was actually wasting two stackers in my solution from the stream, so now I can actually just stack two at the bottom to make it safe, leaving me with one stacker to spare. I wonder if the intended solution differs a bit from this? Execution was a bit annoying in some places, especially the stacker at the very beginning and then getting the flame thrower go in the right direction when releasing the crowd.
Egypt 7: On your previous comment, I feel like my solution still skips two main ideas, first the long basher extended using pourers,
and second turning the climber after it's facing left. My solution is easily fixed just extending the block that I mine through horizontally,
so maybe you could just do that. I think what I believe to be the intended solution is much more elegant that my hackjob.
Sports 2: Smart solution here, took me a while to see and was very satisfying once I spotted it.
Sports 3: Agree, if you require the behaviour earlier already then you won't get stuck on not knowing the behaviour, because it's not the only thing that's to the level (again, nice use of the runner physics).
Sports 5: The trick is kinda neat, but not to easy to pull off.
Sports 6: Got some skills left over, so I wonder if this is intended.
Sports 7: Another hackjob solution, I believe you have something more elegant in mind here (of which I haven't figured out the details yet).
Sports 8: Lovely trick and witty title here. I wonder if your setup is slightly different as I have leftover skills.
Sports 9: Already found the intended solution last time, so no screenshots. Amazing level.
Sports 10: Probably a bit closer to the intended solution than the shortcuts, but still a couple of skills left over.

EDIT: Finally solved Sports 4, but it's quite hackish.

Spoiler
The first platformer has to be precise, and you have to assign the shimmier as soon as the brick is there. It will jump into the sloped ceiling and turn around, climb up at the right but stop climbing due to the platformer brick.
To get the lemming there in the first place, assign a runner, pole vaulter, the climber and shimmier to get up the second ledge.



kieranmillar

Thanks again Nepster. I'd like to push an update before tomorrow's possible stream, so thanks for finding more backroutes.

Beach

5 Turn the Tide - Intended :thumbsup:
6 Hang Sixty - Good enough, I'm not going to change this level any more :thumbsup:
7 Lifeguard to the Rescue - Intended :thumbsup:
9 Take the Plunge - I should have known that I shouldn't have been so confident about making two builders from the lower start platform a safe drop wouldn't lead to a backroute, but I think fixing the top half will make it all OK, and I really didn't want things to be so close to the splat limit if I could help it. Delaying lemmings with a flamethrower blast so you can build at the top is interesting, and that's really the backroute here.

Cave

1 Introducing: Cavelems - Intended :thumbsup: I really hope the other way round can't be done, it was actually very hard to stop it but I couldn't pull it off in this version so I'm feeling OK about it.
2 Take a Quick Stab - Intended :thumbsup:, well OK actually you're meant to use 2 spearers at the top but I knew it could only be done with one but it seemed a bit hackish but whatever.
3 Facing Extinction - Intended :thumbsup: Glad you like it!
4 Get Stuck In - Intended :thumbsup: Unfortunately the terrain available in this tribe is an almighty pain to work with which is why the stomper is even needed here, I didn't think it was quite that pixel precise, I'll see what I can do about it, maybe the mushroom needs some steel at the top, if that works. I'll try something.
5 Flappy Lem - hahaha oh dear!
6 Survival of the Fastest - Exactly intended :thumbsup: The parachuter being able to be pushed that far may be unexpected but unfortunately the parachuter is ridiculously flexible like that and I have to work with it. I will look into dropping the height of the exit platform.
7 The Dactyl of Terror - Pretty much intended :thumbsup: I suspected some may not like this idea but hey I was running out of ideas hahaha, but seriously it's easier to pull off if you build right at the bottom of that ledge in my experience and the landscape has to be tight due to limitations in both the tileset and the parachuter mechanics. Not too sure what I can do about this unfortunately.
8 Dino Might - Curses! Foiled by my cute decoration! Will have to steel that off it seems.
9 The Descent of Lemming - Exactly intended, hooray! :thumbsup:
10 Reinventing the Wheel - Wow, nice and clever backroute! It has to go though.

Classic

I will take a look at changing the position of the save requirement in the level titles and we can see if that's better
1 Needs No Intro - Hmmm... you actually backrouted this, but I could just keep it in because it is the first level. I'll fix it and then we'll see how it goes from there.
2 Richard's Cliff - Oh hmmm nice backroute! Easily fixed though.
3 Hangman - I think in L2 blockers shoving lemmings next to a wall makes them think they are trapped and makes them crawl. I will need to look over the other levels and watch out for this. Also this is definitely a backroute but one that is easily fixed at least.
4 Escort Mission - Well I think I can stop both of these, ensuring that the climber is not the blocker using very precise timing is unfortunate, I suspected it could be done, will have to think about how to solve that particular issue.
5 Overflow - Aaaah such an obvious backroute in hindsight. I know how to fix this one easily enough though!
6 Mt. Molehill - I didn't consider using a dig + builder to turn the lemming around and now I feel dumb. You know what, I'm going to change the skills and save requirement to make this the official solution! :thumbsup:
7 Pillar Thriller - Indeed, not entirely intended, but nice backroute! I can fix it though.
8 The Lowlands - The pesky dig + build turn-around trick strikes again! Oh man, I seriously don't know how to solve this one :( My lack of knowledge and experience of basic lemmings tricks causing me problems.
9 Spiral Stairs - Well, this backroute is a problem, but one I can fix, I hope!
10 The Water Tower - Nice solution! :D Only slightly off the intended solution, but I think I can fix it!

Egyptian

7 The Inner Sanctum - Sadness! :( But fixable with more steel.

Space

4 Gravity Chamber - How did you save the jumper here? I guess you only need one to climb up the starting area? Well I think I can fix that. The rest is pretty close to intended, good enough.
10 Alternate Dimension - Yes, it is quite cool, it's what people were missing from level 8 Space Rescue, and I decided was too mean to rely on as not obvious hence why I decided not to fix the backroute. I'm gonna double-check if this exact solution is not doable in Space 1 and if so, I'll leave it in, as really that's all I cared about fixing.

Sports

3 Cliffside Hangout - Exactly intended :thumbsup: I will try to make this particular mechanic enforced to use earlier in the level, I think that is all I can do to try and make this easier to figure out.
4 Nice Catch! - I will move this to later in the tribe. I personally think it's really easy, but I'll take everyone's word for it that it is hard.
5 - Give It the Runaround - I have decided, I'm just going to trash this level and reuse the intended mechanic in a better way.
6 Tour De Farce - Ahhhh looks like some steel is in order.
7 The Home Stretch - It's funny, because the runner was really only meant as a a convenience because of the long walk at the end, I will tweak the level to get rid of it and that should kill this particular backroute.
8 Pole position - The right idea, and almost exactly intended, just bash out the bottom half of that area too and then the little pointy spike in the ground shows the correct place to assign the pole vaulter ;P Not much I can do to KO this particular fiddlier not-quite-right solution, I don't think. Level is a bit lame anyway but this was the only way to make the trick work so don't know what to do about it, maybe make the block you build from half as high so can't pole vault from this high up due to lack of builders, I'll see.
9 Uphill Obstacle Course - Exactly intended :thumbsup:
10 Pass the Baton - Hahaha I feel so stupid. :-[

kieranmillar

Thanks again geoo.

Spoiler
Beach 9 Take the Plunge - OK given how hard this level is I don't want to fix this slightly unintended solution, the ideas or mostly right and there are still cool tricks so I'll leave it in. I can think of how to fix it but I'm not going to :thumbsup: In case you are curious, and because I'm happy to spoil it to you now, the intended solution was as follows:
Major spoilers
1) Have a worker lemming build the first bridge, dive onto the bucket platform, and build the second bridge.
2) Surf over to spade platform, and hang glide all the way up with 2 gliders to build third bridge.
3) Dive between bridges using divers small horizontal speed to miss bottom bridge and land back in water, surf and build stacker.
4) Release both crowds.
Beach 10 Toasted Clam Sand-wiches - So you're not the first person to find this backroute. It's alright, this level is quite hard and fiddly and you've spent so long on it that I'm not too fussed about fixing it. I think after a certain point I need to allow certain close-enough solutions to work on hard levels because I don't want people to spend forever and get annoyed. The intended solution isn't all that much more exciting, but does avoid having to worry about crowd control. Again, I'm happy to just spoil it if you are interested:
Major spoilers
1) Use flamethrower to avoid left-most clam.
2) Stack up parasol, most of crowd will get trapped on right and about 3 on the left, but that's fine, this will remove crowd control problems later.
3) Stack twice to pass bucket, and flame thrower on ramp to get to the water, surf and double-stack near exit like you do here.
4) Flame thrower to free lone lemmings on opposite side of stacker and swap places with the crowd, stack twice to climb up hut.
5) On yellow hut, use stacker and after one brick immediately cancel with scooper to turn around to scoop towards crowd and send crowd to the exit.
Egypt 7 Inner Sanctum - OK so the issue here is that both of the two main ideas you listed here are unintended, but Simon and Nepster's extend-the-basher backroute is so cool I want to leave it in. Turning the climber around was supposed to be a fail state and only isn't because of the red-herring steel I put in what was supposed to make the miner look obvious where it was meant to go that allows the cool backroute to work. I will have a go at fixing your hackish solution and see if it is better that way.
Sports 2 Double-back on Yourself - Exactly intended :thumbsup:
Sports 3 Cliffside Hangout - Exactly intended :thumbsup: Will make the change to make the double-shimmy trick required at the start for sure.
Sports 5 Give it the Run Around - This is the same as Nepster's backroute, but I'm gonna throw this level in the bin anyway, I have a better idea for it. not gonna spoil what was intended here as to not give away the central trick nobody found yet.
Sports 6 Tour de Farce - You and Nepster again pulling off a similar backroute.
Sports 7 The Home Stretch - Blaaarg! Better make that block steel!
Sports 8 Pole Position - Pretty much intended :thumbsup: The basher was to cancel the builder at the right height if you have only one lemming do both builders, and the runner is just a convenience for the long boring walk, so I'm cool with this!
Sports 10 Pass the Baton - Oh dear, it looks like I've spent all this time teaching you all the double-shimmier trick that I totally forgot about it here. Oh man, this is gonna be a tough fix!

kieranmillar

Version 8 attached to the first post. Another big update. Neoclassic won't be updated just yet in case more changes are needed after the possible upcoming stream.

v08 changelog:

  • Beach 7 Lifeguard to the Rescue - More steel *sigh*
  • Cave 4 Get Stuck In - At last, adding steel for quality of life purposes instead of backroute fixes.
  • Cave 5 Flappy Lem - This, on the other hand, is steel to fix a backroute.
  • Cave 6 Survival of the Fastest - Terrain tweaks for quality of life.
  • Cave 8 Dino Might - More backroute fixes involving steel.
  • Cave 10 Reinventing the Wheel - Another backroute fix involving steel.
  • Classic level titles now put the lose info after the main title. Some titles changed slightly to better accommodate this.
  • Classic 1 Needs No Intro - Use steel to fix backroute.
  • Classic 2 Richard's Cliff - Use steel to fix backroute.
  • Classic 3 Hangman - Use steel to fix backroute.
  • Classic 4 Escort Mission - Major revisions, skills also changed slightly.
  • Classic 5 Overflow - Now a Lose 0 level, trap removed.
  • Classic 6 Mount Molehill - Now a Lose 3 level, skills reduced slightly.
  • Classic 7 Pillar Thriller - Backroute fixes, number of builders reduced by 1.
  • Classic 8 The Lowlands - Major revisions, skill changes, now Lose 2.
  • Classic 9 Spiral Staircase - Backroute fix by moving some terrain.
  • Classic 10 The Water Tower - Backroute fix by swapping a Basher for a Miner.
  • Egypt 7 Inner Sanctum - Backroute fixes.
  • Egypt 10 Crypt of Infinite Echoes - Removed 5 sand pourers due to previous changes making things need less resources.
  • Sports 3 Cliffside Hangout - Changed beginning of level to show off necessary mechanic in the hope that people more likely to figure it out. Added shimmier.
  • Sports 4 Nice Catch! - Now Sports 8, small adjustment made to reduce chance of backroute due to skill randomly failing.
  • Sports 6 (now 5) Tour De Farce - A number of backroute fixes.
  • Sports 7 (now 6) The Home Stretch - A number of backroute fixes. Removed Runner skill.
  • Sports 8 (now 7) Pole Position - Minor change to make execution a bit easier. One basher removed.
  • Sports 10 Pass the Baton - Backroute fixes.

Simon

#44
I solved Nice Catch on stream, then raced geoo in Cavelems and Classic.

Vod of my play, with geoo's and my voice
Vod of geoo's play

Kieran and Raymanni stayed in chat the entire time, thanks!




geoo won the Cavelem race by 2 minutes, really close. I won the Classic race because geoo didn't want to backroute Richard's Cliff.

The races have been good fun, looking forward to have more!

Ideally, I'd manage to include geoo's broadcast into my own stream, in a corner. I've looked into local RTMP servers, and while I can test-stream to a server running on my own machine, I haven't managed to watch from it yesterday.

Rage sources, sorted by severity, 1 is severest:

  • L2 has abysmal assignment code.
  • L2 has no framestepping, but I'm used to framestepping.
  • Tiring after 3 hours of Jazz runs, then 6 hours of L2 racing.
  • L2 offsets assigned builders and blockers towards the right.
  • Nicely rarely: Unnecessary demand for execution in Kieran's designs. Out of the 25 levels that I played on stream, I suggested at most two easenings of execution, in Spiral Staircase and Bass the Baton. Well done, Kieran, in keeping this number low, I know you kept an eye on this!
-- Simon