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Messages - IchoTolot

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1831
NeoLemmix Levels / Re: [NeoLemmix] Lemmings United
« on: March 30, 2019, 09:02:30 PM »
Here's my re-solves of 0126 and 0129. (Haven't looked at 0141 again yet.)

Exactly intended! :thumbsup:

1832
NeoLemmix Levels / Re: [NeoLemmix] Lemmings United
« on: March 30, 2019, 03:49:56 PM »
V 2.9 is out!

Based on namida's feedback the following changes for rank 1 were made:

Level swap:

- 1 33 <--> 1 38

Backroute fixes:

- 1 26 (locked the RR, - 1 platformer, 1 pick-up skill removed, some steel added)
- 1 29 (some steel added)

Comments on namida's comments:

Quote
I felt that the X-of-everything levels (and a couple of other meant-to-be-simple ones) were more long and tedious than they needed to be, with many such levels taking over 10 minutes in-game time. However, once I got past those and into the puzzles, I really enjoyed this pack so far! I also find - though this isn't really your fault - that the traps in some graphic sets are almost inherently hidden traps, in particular the BeastII tileset's weasel(?) trap. The Biolab set also could perhaps use some darkening on the background; it's very easy to mistake terrain for background in some cases.

The bunch of very long levels in the earlier stages of the pack are indeed made a bit tedious by design I must admit. They can easily be shorter no discussion and convincing needed there! They are not meant to be very great, but there is another reason why they are made this way.
I plan to teach routine and endurance here, as I think this one of the first major things a new player desperatly needs.
Just assign skills and get through these levels moderately efficient, use a lot of skills, gain more of a feeling for the abilities. This routine and the endurance to tackle long tasks I see as very critical things a player needs to increase their skill level. It's not just learning tricks!
This routine for example enables the ability to see the more hidden usages of tricks and simple assignments and is the first step of seeing solution patterns.
I also rather have a few long X-of-everything levels than a ton like the old game here. I still see them very nessesary, because of my own experiences on how I learned Lemmings. I learned so much in terms of basic skills by simply getting through larger landscapes with a bunch of skills in the beginning of playing custom levels.
Also this prepares for longer tasks in the future by developing the nessesary endurance.

I still tried to keep them to a reasonable number though and tried to find a balance between these long tasks and short puzzles in this first rank.

But I could write whole topics here and I think everyone has their own philosophy to teach things in the end.

Now to the more level related:

Spoiler (click to show/hide)

And I must say this loud:
I smiled so much over your 1 41 attempt!! It's just like I walked into a time machine and watched your Reunion 1 41 attempt again for the first time! Some things never change! :laugh:

1833
NeoLemmix Levels / Re: [NeoLemmix] Lemmings United
« on: March 30, 2019, 09:04:56 AM »
On a side note - the [NeoLemmix] tag in the title isn't really needed, given that all packs on this board should be NeoLemmix. ;)

You are right there, I am still used to it though and think it looks neat. ;P


1834
NeoLemmix Main / Re: Preferred level height
« on: March 29, 2019, 01:55:57 PM »
160 is simply the pixel height of the original Lemmings 1 levels, so that was set as the default.

Quote
grey letterbox which kind of annoys visually.

If you mean the grey outline in-game: This is the way to tell the player where the actual playing area ends.
It is very important to tell players in advance to which extend they can go/build towards the edges, as they are all deadly.
In most cases the levels backround color is black and a black border would not be noticeable in contrast to the playing area, so that's why a dark grey was chosen. An option to change or deliver different options for that color could be a possible debate.

The standard screen can display a bit more than the original one-screener from Lemmings 1 (320x160 pixels). If we can display a bit more than the screen, then why not simply display it (if it exists) in a level was our thinking. That's why 184 matches in your case.

Quote
Is it allowed in competition maps etc.?

If you mean contests, that solely depends on the rule you are making a level for. Some may restrict or even force vertical levels. A lot of rules don't restrict the height though.

Quote
Are there any standards for level height in more classic levels?

This depends on the definition of "classic". Classic Lemmings 1 levels are 160 pixel high. Some creators may restrict themselves during creation and aim for more L1 classic levels.
You could also simply define classic as you don't need to scroll vertically. In this case 184 still matches that for you.

Personally I set the height to whatever I need to realise my idea. Often this is more than the 160 standard height. I created quite a lot of levels for Lemmings United that had ~200-240 pixels in height as I simply needed a bit of extra vertical space to create certain falls and set-ups.

In general everyone has their own preferred level creation style and I would suggest don't let yourself be constrained by the levels height or width. You can in general aim to be not unnessesarily huge, but if you need an extra 40 pixels on a side don't hesitate to raise the number. :)

1835
Lemmings Main / Re: Playing Lemmings 2 On Modern PC
« on: March 29, 2019, 12:48:03 PM »
I just hope a platform like GOG will tackle the task of modernizing games like this for current systems. I'd pay a pretty penny for a chance to play games like this without any hassles.

Yeah that would be something. Right now setting things up with DOSbox is not an easy thing to do for everybody.

Lemmings 2 and especially 3 are quite hard to set-up properly.

If you need help with getting any of the entries to run or general help with our custom Lemmings games like Lix and NeoLemmix: Don't hesitate to ask! :)

1836
NeoLemmix Levels / Re: [NeoLemmix] Lemmings United
« on: March 28, 2019, 10:31:04 PM »
V 2.8 is out!

The following levels have received a backroute fix:

- 4 37 (removed some steel + slight terrain changes)
- 4 39 (removed the stoner pick-up - so -1 stoner, +1 stacker, +1 platformer, +2 bashers, +1 save requirement)
- 4 40 (added a 3 minute timer, added some steel)

1837
Level Design / Re: April 2019 Level Collaboration
« on: March 28, 2019, 05:29:18 PM »
Quote
Heck, what happens if I can't solve the level when it's my cue?

Take a look at the replay then. ;)  There is no shame in that.  Solving skills should not matter at all for being able to participate!

It's not important that you can solve it, it's more important what you can add or fix. Even just adding impressive decorations a good contribution.

Also you can ask to be placed in one of the earlier turns when solutions don't really exitst or are still vague.


Also I want to remind you of my idea: We could have 2 different solutions with different skillsets in the end, like an easy and a hard version.

If you have problems making a hard solution: Help in developing a fun easier version of the level. ;)

Quote
I'm hesitant about joining just yet though, I take so long to do just about anything...

You don't have to submit your part in 1-2 days or so. Just in a somewhat reasonable time.

Also you are not forced to make huge or complex changes in your turn. Each step will add a bit, not all.

Give it a go!
:)

1838
We had a medium sized tie, so 2 extra levels move up for now. :)

Next group is up!

1839
Level Design / April 2019 Level Collaboration
« on: March 28, 2019, 03:38:18 PM »
The final result of this collaboration has been attached to this post! :)

I was thinking after a long time we could attempt to do another level collaboration. :)

How does this work?

1.) You just say here in the topic or in a pm to me that you want to participate and I'll write you on the list.

2.) I'll roughly randomize the list of people to get a sequence. If you feel not good about covering certain positions this is totally negotiable (just tell me in your pm/post). Somebody might feel more confortable crafting landscapes in the early iterations than forming solutions later on for example. I try to put people in their confort zone as this should result in a better end result. :)

3.) The first person on the list starts making the level. For the first person it's usually just the raw landscape or just a part of the level.

4.) The first person posts his/her result in the topic and the second person contiunes making the level based on the result of the first person. You can change the things a person before you added, but it's not nice to simply completely discard all changes from another person without at least asking for permission.

5.) The goes on until the last person on the list has done their part. Usually the last few persons form the intended solution, add some additional quirks to it or decorate the level a bit more. The first persons usually form the general landscape and develop first crucial parts and tricks the solution revolves on.

6.) At last everyone tries to solve and therefore backroute fix the level, or find other problems that might need fixing.

Important: You result is always level + replay. Maybe in the first few iterations a replay is not needed, but if a solutions starts to form it is nessesary.



Another idea I had is that we could have 2 different solutions with different skillsets in the end, like an easy and a hard version.

As this is a collaboration of multiple people:

Every person is allowed to use the resulted level in their pack/s and I will also submit it to the NL community pack level pile!

Everyone had part in it so everyone should be able to use it and be proud of it! :8():


So what tileset are we going to use?

I was thinking the following tilesets could use some more attention:

- plom_bastemp
- sqron_turrican2wall
- zanzindorf_agony

So maybe use one of them ???   I am open for other proposals here! In the end I think I will hold a poll on which one we should focus on. :)

Tell me if you want to participate! Also comment on which tileset, or combination of tilesets, we should use (may it be from my little list or another proposal). :)



Participants:

- IchoTolot
- SQron188
- möbius

1840
Contests / Re: Polls for possible changes to the contests
« on: March 26, 2019, 08:22:02 PM »
Given the vote ended 6 to 3, I think I keep the rule spilt up for now.

While trying to make the survival rates roughly equal, while them being lower as before so we will always end up with ~6 levels in the mixed stage.

The other speed up processes I will implement.


Something truly radical, like the list method Simon proposed, I may try out in a spin-off contest. ;)

I had some ideas for different voting styles and a ranking list was one of them. Another one was a "monarchy"/"wise senat" way in which 1 or ~3 people simply decide the entire ranking. Which could be an interesting twist, trying to appeal exactly that one person or the small group.

But as I said that would be a spin-off contest first where it's ok to goof around and experiment completely. :)

1841
In Development / Re: Ski Sloping Lemmings
« on: March 25, 2019, 11:09:36 PM »
Do you know where I could download the new format? I created an another folder within the two neolemmix folders which I have called (Newest Neolemmix format). I might struggle with the text file one.

Mainpage: neolemmix.com

Use the installer and you should get everything.

If you've got an old nxp pack already you can use the pack converter (should already be included with the installer) to get your new format pack.

If you want to bundle your new format nxlv levels into a pack, just use the included Pack toolkit. Save your progress inside the pack's folder in NL's levels folder. If the folder does not exist yet create it first.
You don't even need the toolkit to create a pack if you are confused by it, just look at the packs already included in NeoLemmix and mirror the structure there while adjusting the subfolders, info.nxmi and  levels.nxmi to your files.

If you really cannot do it : Send me your new format nxlv levels and I'll build the pack for you. ;)      I can even send you a recording on how I do it.

1842
Contests / Re: Polls for possible changes to the contests
« on: March 25, 2019, 08:36:00 PM »
The new plan sounds very good to me. There's only one thing I don't like about it -- I would rather keep the first round being grouped by rule so that we establish the winner of each rule as well as the overall winner of the contest -- especially for rules like "Make a Tame level" where all entries have no chance of winning overall. But if people want to get rid of rule-grouping, I'm okay with that, and it's still a big improvement on the current system.

I agree with this. Some rules are likely to lead to more successful (I wouldn't necesserially say "better") levels than others, so I think it's worth running them separately.

I think this is the main point to discuss still.

If some rules lead to better levels, then those from "worse" rules will drop out anyway during the contest. They will get into the mixed group sooner or later. I still think the equal group size with equal surviving rates is a higher goal to achive than delaying the inevitable mixing. ???

1843
Total number of levels: 26

Group 1:


Nessy's "Flaming Hallway" (Lemmings Destination level 5)
namida's "Swampflower" (Lemmings Plus VI Delirious 15)
IchoTolot's "Laboratory D-E-S-C-E-N-T" (Level Design Contest #15)
kieranmillar's "Brickin' 'eck" (Not Fun 6 in v05 of Quest From Kieran)
GigaLem's "A Village on the lake" (Festival Millas 2018 Mayelo 5)

Group 2:

Nessy's "Journey" (Contest #14 Winner, NeoLemmix)
namida's "Dareful Drop (Part II)" (Lemmings Plus VI - Delirious 12)
namida's "Tight Schedule" (Level Design Contest #15 / LPVI Manic 11)
IchoTolot's "Arctic Oscillation" (Level Design Contest #14)
kieranmillar's "Increasing Productivity" (Not Fun 2 in v05 of Quest From Kieran)

Group 3:

Nessy's "A Shortcut Through Downtown" (Festival Millas 2018 Artiko 7)
namida's "The Highbridge (Part II)" (Lemmings Plus VI Delirious 19)
Colorful Arty's "See you on the Flipside, Doofus!" (Contest #15 Winner, NeoLemmix)
tan x dx's "12 Steps to Success" (Integral Lemmings Delta 05)
IchoTolot's "Laboratory A-S-C-E-N-T" (Level Design Contest #15)
bulletride's "Medusa" (Level Design Contest #14)

Group 4:

Nessy's "Loving the Chaos" (Lemmings Destination level 7)
namida's "The Highbridge" (Lemmings Plus VI Delirious 7)
Colorful Arty's "It's Lemmings Doofus!" (Contest #15 Winner, NeoLemmix)
Crane's "Mind The Gap!" (Random Level Sharing Thread)
GigaLem's "In the halls of the Amihan" (Festival Millas 2018 Artiko 5)

Group 5:

Nessy's "Crossover" (Lemmings Destination Demo - level 8)
namida's "Into The Web" (Lemmings Plus VI Delirious 5)
Gronkling's "Come Back!" (Contest #15 Entry, NeoLemmix)
tan x dx's "Precision engineered lemming" (Integral Lemmings Epsilon 06)
Raymanni's "Little house on the hill" (Level Design Contest #14)

1844
Welcome to the Level of the Year 2018 voteoff!

So, most of you will know how this works, but just in case - and so that specifics are covered - here's a quick rundown.

The nominated levels have been divided into 5 groups of 5 or in one case 6 levels, semi-randomly. To be specific, the division was done in such a way that a single author wouldn't have too many levels in a single group.

Each group will be voted on one at a time, with only 2 levels from each group advancing to Phase 2. We try to bring the number down to 2 in 1 Round. I plan no tiebreakers for this and if we have a minor tie then all tied levels advance. In case of major ties (4+ levels), I might run a tiebreaker.

If we then have ~10 levels in phase 2, these will be split up into 2 groups. I also plan to just let 2 of each group survive with no tiebreakers if possible. So that ~4 levels will be in the final phase 3 and only there I will enforce placements with tiebreakers.

If you want to see the full list of nominated levels in non-randomized order, check the nominations list topic
If you want to play these levels without having to dig up all the various level packs, check the playing phase topic which has an NXP available for download that contains all the nominated levels.

Please remember that discussing the nominated levels is not allowed in the LOTY2018 topics now that voting has begun. This does not apply to levels that have already been eliminated at the time. Discussing them elsewhere in the site is okay, as long as it's not in the context of LOTY2018.

1845
Contests / Re: Lemmings Forums Level Contest #16 - Results
« on: March 24, 2019, 10:41:26 PM »
Quote
@IchoTolot for the prize I would actually like for the $5 to be directly donated to the Lemmings Forums

Alright I sent the money to namida for maintaining the site. :)

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