You people keep finding loopholes in this level.
Then again, that's actually good because then I know that there are things I still need to fix.
Calling it a loophole.... you mean THIS (as in reshaun's replay) is NOT the intended way? If not, let the cat out of the infernal bag - at least a small part of it]]>
Thank you Kodebreaker and Reshaun for the strat !
I was trying that technique a while back! I had a feeling that it had to be that way to beat the level!
I just jump and bump over the obstacles and solved it.
Then again, that's actually good because then I know that there are things I still need to fix.]]>
I've seen that you edited another level of yours and added 2 new textures on GitHub. Are there new Nevermania levels coming soon?
Currently, I'm just revisiting existing levels. After a five-year break, there are some improvements that I think should be made. The two textures are needed by the upcoming new version of Rails, although it seems that mtrl/orange has already been in use by add-on level sets for a while.
Perhaps there'll be a new level eventually, but it may take some time, and I haven't really started yet.]]>
[...] here are the two hints we have so far:
Don't read too much into those quotes.
The part about how the player is not supposed to defeat the thwomps had the caveat "Not this way, at least." And the remark about dtb's replay was just a bit of fun. Causing a fall-out, no matter where, is obviously not the trick.]]>
Ah, so the trick is to fall out in the right spot?
When building the level, I tried to make it impossible to jump over the rails by bumping against the inner edge of those stone paths. Given Neverball's possibilities for freestyle playing, however, it's hard to squash all shortcuts reliably. Still, I may need to start thinking about new countermeasures because you're not supposed to defeat the fire thwomps. Not this way, at least.
So the clue is that you are not supposed to be able to go to both switches. As shown in the new version, the switch that lowers the slide has been removed and has been put on both open switches. Meaning that the locked switch lowers the bump that puts you to the goal. I feel like it has to do something with that little piece behind the fence and timer.]]>
So there's a new version of Inferno... and it's even harder! How do I solve this level?
https://github.com/Neverball/neverball/ … nferno.map
I've just smashed over 3500 commits in the repository "neverball" (including sucking up into the future repository).
Check this out before you merge it!
https://github.com/Neverball/neverball/ … nferno.map]]>