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Messages - IchoTolot

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2236
Moving on to Group 5. :)

2237
NeoLemmix Levels / Re: [NeoLemmix] Lemmings Reunion
« on: June 09, 2018, 10:55:46 PM »
Here is a full set of my solutions.

I think I already had those together with the PimoLems ones. Will take another look during the week nevertheless. :)

2238
NeoLemmix Levels / Re: [NeoLemmix] PimoLems
« on: June 09, 2018, 09:47:18 PM »
Here are my new solutions.

All solutions are either intented or alternative solutions. :)

2239
NeoLemmix Levels / Re: [NeoLemmix] Lemmings Reunion
« on: June 09, 2018, 09:39:45 PM »
Here are my new solutions.

Both of these are acceptable. :)

2240
"Insanity Plea" and "Lemmings Nature" already got their ticket for the next phase.

But now we've got 3 levels left for only 2 free places. The Round is up! :)

2241
Contests / Re: Lemmings Forums Level Contest #15
« on: June 09, 2018, 04:04:35 PM »
For the Rule 1 levels, do we just invert the level, invert and flip (so that way it's like you rotated a picture upside down) or does it not matter at all?

Just invert the level, that way it's exactly upside-down.

We do a mirror here, not a rotation.

Quote from Nepster's pm:

Quote
The second one has exactly the same terrain the first one, just upside-down.

I will give 1 little leeway here though:

After the complete invert, you are allowed to invert back single pieces that have the exact physical attributes as the inveted version for fixing lighting issues. This will result in exactly the same terrain as after the complete invert. It's just some of these pieces can look very odd and out of place when the shadow side is on top. So you have a little visual style choice here.

2242
Next round is up! ;)

2243
That last group was a close one!

Moving on to group 4 now! :)

2244
Level Design / Re: A case against 10/15/20-of-everything levels
« on: June 03, 2018, 01:50:11 PM »
I am not against or the biggest fan of "10+ of everything".

They do a bad job in teaching the skills -- tutorial levels are way more suited for that.

They do a good job of training the player basic solving and pathfinding in Lemmings.

So my approach would be: 

- Tutorial levels first to introduce the skills.

- Move over to easy "X of everything" to teach basic solving and pathfinding with lots of freedom for beginners.

- Throw in easy, more restrictive puzzles after a bit to slowly shift over to standard puzzle solving. Also things like RR mechanics, timers, easy tricks and pick-ups come into play.

- In later stages throw in a few "more or less" open-ended hard "X of everything" levels like the "Labyrinth of Despair" or "Final Frustraintion" type.


Also I see quite some similarities in the way I produce a part of my levels to your suggested "Provide yourself with 10/15/20 of every skill while testing" or "how to approach X-of-everything instead" techniques. ;)

2245
Level Design / Re: What does "Sunsoft difficulty" mean anyway?
« on: June 03, 2018, 01:26:14 PM »
I think you are right.

I thought for quite a long time now that using the old difficulty ranks to describe the difficulty ranks in custom packs is not really fitting.

1.) The difficulty in the oiriginal packs is way too inconsistant!

So what does Mayhem difficulty mean?   

"Steel Works", "Rendevous at the Mountain", the "Fast Food Kitchen".....    These are quite easy levels compared to "No added colors or Lemmings or "Save me" And even some lower ranked levels I would call harder.

What does Tricky difficulty mean?

"This should be a doodle", "A ladder would be handy" or "Postcard from Lemmingland".

I think you see the point here, but I guess most people only reference to the hardest levels in the rank when comparing and simply not count in the rather easy ones.

2.) The difficulty in custom packs is topping "Mayhem"/"Sunsoft" difficulty even in the earlier ranks!

I am an offender here as well when describing Reunion's ranks with original messurements. I descibed rank 2 with "Tricky-Taxing" and I can easily see quite a few levels not fitting that.

I would say most custom packs are "beyond Sunsoft/Mayhem" from rank 2 or 3 on, even with throwing out the easy original levels like "Everybody turn left" in these ranks.

Let's take "No added colors or Lemmings" as an example: It has the "free the blocker with a miner" trick and the trick to get the miner back up again by mining with the last lem. This is called by nearly everyone as at least one of the hardest if not the hardest level.

Now be honest: I think nearly everyone here goes beyond those 2 tricks pretty fast in their own packs. ;)

In conclusion: I think comparing custom pack rank difficulties to original rank difficulties is outdated and doesn't give a good comparison to other players. It rather just confuses them.

Custom pack difficulty exceeds the difficulty of the original games pretty fast and the difficulty of the original stuff is very inconsistant to begin with.

I won't use them to describe United's ranks. I still did this with Reunion, but back then I did it as all the cool kids were doing it. :P Instead I will simply use my own words to describe what the player will await in the respected rank: X of everything, trick introduction, easy puzzles, hard puzzles, ...... you get the idea.

2246
Level Design / Re: A case against 10/15/20-of-everything levels
« on: June 03, 2018, 12:53:20 PM »
And I don't think it was necessary to make your point by shouting so much.

I think you mistake big letters for shouting.

big letters are used to highlight important points, core statements, headlines or important words in a sentence - just like Strato did here.


2247
In Development / Re: Random level sharing topic!
« on: June 03, 2018, 11:53:24 AM »
Don't worry I have it sussed now. :)

Sorry, I'm only seeing this now. Even you seem to have managed it now here is the method again:

I simply loaded your old format levels with the new format editor and saved them under the new format --- that's it. ;)   

2248
Contests / Re: Lemmings Forums Level Contest #15
« on: June 01, 2018, 09:17:13 AM »
I will be severely disappointed if no one used this song for their Rule 1 level(s): https://www.youtube.com/watch?v=DvR9rOCiMrE
How about this one? https://www.youtube.com/watch?v=1nCqRmx3Dnw

Well, here you would probably get your free copyright strike for YouTube ;P

Also I would find the lyrics a bit annoying during play.

2249
To be honest, I'd suggest just letting all 5 slip through at this point, rather than continually drawing out an early round with tiebreakers.

 "drawing out" doesn't really matter as normal contests still continue in contrast to the older LOTY votings -- so it doesn't hold anything back like in recent years.
Also if we got a very big tie, then one group gets too many survivors, making the survival rate unfair in comparison to the other groups. Here it's just a small shift, but I want to be consistant and handle the groups equally. If we get a full on tie between the remaining tiebreaker candidates I will resort to letting them all through.
I want to keep that survival ratio as fair as possible. I would take a few tiebreaker rounds and a longer voting phase over unfair survival rates.

For next year's LOTY I already plan to further limit the nominations a person gets, due to the exponential increase in nominations we got this year. This should counteract the length for the next year. :)


2250
Well, we have another 3 way tie here for only 2 possible places in the next phase.

"Star Light Rollercoaster" and "Ten Story Stories and Tall Tales" already made it, but the remaining 3 levels need to fight once again for the last 2 spots. ;)

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