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Messages - Turrican

#211
Lemmini / Re: Turrican's Superlemmini projects
May 26, 2021, 04:52:29 PM
This is another "Lemmix to Superlemmini" level conversion . The level is "The specialists"  by H0ru5 (from the elfpack1 pack).

Compared to the original version , this version blocks some routes , that were obvious backroutes . In order to do it , I had also to remove the exit , that existed in the middle of the level , in the original version , because that was a source of some very easy backroutes . So in this case , this conversion is practically "my take" on that level . 

I have also attached the replay of the solution!

Link for the music track , that I use with the level : https://modarchive.org/index.php?request=view_by_moduleid&query=102605

For the music track , create a folder , called "Turrican projects" in your music folder , and put the music track  inside that folder

EDIT: I upladed the version 1.01 of the level , which contains a very small visual touch on the middle of the level . I uploaded also its updated replay .
#212
Lemmini / Re: Turrican's Superlemmini projects
May 23, 2021, 02:58:39 PM
This is another "Lemmix to Superlemmini" level conversion . The level is "Stroke at Retirement Age"  by Geoo (from the contest1 pack).


I have also attached the replay of the solution!

Link for the music track , that I use with the level : https://modarchive.org/index.php?request=view_by_moduleid&query=103305

For the music track , create a folder , called "Turrican projects" in your music folder , and put the music track  inside that folder

EDIT : I have uploaded the version 1.01 of the level. It contains a backroute fix.
#213
Lemmini / Re: Turrican's Superlemmini projects
May 19, 2021, 07:08:00 PM
This is another "Lemmix to Superlemmini" level conversion . The level is "Fortress 13"  by H0ru5 (from the elfpack01 pack).


I have also attached the replay of the solution!

Link for the music track , that I use with the level : https://modarchive.org/index.php?request=view_by_moduleid&query=47519

For the music track , create a folder , called "Turrican projects" in your music folder , and put the music track  inside that folder
#214
Actually , when you load and pay a level in lvl format , Superlemmini creates the .ini version of the level in the $external subfolder of the levels folder , so in that case , you can go to that subfolder , and get it .
#215
In Development / Re: Levels by Turrican
April 16, 2021, 06:47:32 PM
I have uploaded the version 1.05 of "Dockside Warehouse" . This version contains another preemptive backroute fix . The change compared to the previous version : I have removed a stacker .

The replay , that I had uploaded for the previous versions , doesn't work in this version of the level , so I have uploaded also , the updated version of the replay ( the intended solution has one small change , compared to the solution of the previous versions ) .
#216
Here is the version 1.05 of "Dockside Warehouse" . This version contains another preemptive backroute fix . The change compared to the previous version : I have removed a stacker .

The replay , that I had uploaded for the previous versions , doesn't work in this version of the level , so I have uploaded also , the updated version of the replay ( the intended solution has one small change , compared to the solution of the previous versions ) .

About the solutions :

  @ Kaywhyn : Intended solution. Good job ! :thumbsup: Also , your solution works in the new version of the level .

  @ IchoTolot : You had used the intended method , but unfortunately your replay doesn't work in the new version , due to this preemptive fix . But your solution will work again if you do a small change to it .
#217
  @IchoToloT: Intended solution. Good job! :thumbsup:

Your solution has two small differences , compared to mine , but it is intended.
#218
  @Kaywhyn: Good job on your solution , but unfortunately , it is a small backroute , so in this case , it doesn't work with the latest version of the level ( the version 1.04 ) .

It's a pretty good solution , but it contains a move , that I have blocked it in the version 1.04 , ( as a preemptive backroute fix ) .
#219
In Development / Re: Levels by Turrican
March 30, 2021, 11:14:11 PM
I have uploaded the version 1.04 of "Dockside Warehouse" . This version contains a preemptive backroute fix .

Also , the replay , that I had uploaded for the previous versions , doesn't work in this version of the level , so I have uploaded also , the updated version of the replay ( the intended solution remains the same ) .
#220
Here is the version 1.04 of "Dockside Warehouse" . This version contains a preemptive backroute fix .

Also , the replay , that I had uploaded for the previous versions , doesn't work in this version of the level , so I have uploaded also , the updated version of the replay ( the intended solution remains the same ) .
#221
In Development / Re: Levels by Turrican
March 16, 2021, 07:39:01 PM
I have uploaded the version 1.03 of "Dockside Warehouse" .

The change in this version , compared to the previous one : I have added some steel.
#222
Quote from: Armani on March 16, 2021, 05:20:50 AM
Solved Turrican's level.
Two solution attached. And both have several leftover skills.

Both solutions are backroutes , but one of these is close to the intended solution.

As a result , here is "Dockside Warehouse" version 1.03

The change in this version , compared to the previous one : I have added some steel.
#223
In Development / Re: Levels by Turrican
March 15, 2021, 01:45:05 AM
I have uploaded the version 1.02 of "Dockside Warehouse" . The level has now a working locked exit. ( You can find the updated level in this thread , and in the thread about the LOTY 2020 contest ) .
#224
Here is the version 1.02 of "Dockside Warehouse" . Now the level has a locked exit ( I used a locked exit from another tileset ) .
#225
Quote from: Armani on March 14, 2021, 03:50:13 PM
I noticed that @Turrican's level "Dockside Warehouse" has some buttons but the exit is not a locked exit. It will be an eaxy fix though ;)

Unfortunately , that is because the L2 tileset doesn't contain a "locked exit" object. I am not sure about how to fix this issue.