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Messages - IchoTolot

#2011
I've had some time for the first rank and the last level today. I've attached the replays. :)

For the written comments here I will focus on what could be improved.

In general:

My favorite level so far was 1 17! :thumbsup:

As Nepster also stated: For my taste there were too many huge levels with 15+ builders. I would try turning down the builder count drastically and aim for a balance between small, medium and large levels in future content.
In quite a lot of levels I just had to build very long bridges where I just assigned a builder, pressed the skip 10secs button, assigned the next builder, pressed the skip 10secs button, assigned the next builder,......this makes some levels seem very monoton.

Level specific:
Spoiler

- 1 02 + 1 03: I think 5-10 lemmings would have done the trick here. ;)
- 1 05: The empty space where you just walk could have been trimmed here. You have long walking periods where nothing needs to be assigned.  You could have achieved the same with a much smaller level.
- 1 09: This is too hard and too long for a simple builder tutorial. I would have put the exit on the lower right side here.
- 1 12: This is quite a step in difficulty from the last level. Mining from below through a ceiling could easily be a road block for less experienced players.
- 1 13: I think I stated many times that I really don't like the disjoint union kind of levels. :devil:   Each section could have been a level on it's own.
- 1 17: A really good puzzle! :thumbsup:
- 1 20: Exits should always be visible! Even more when they can't hide from true physics mode. ;)

- 4 20: I see the main problem here should be "how to turn with just builders". But you could really cut the level height in half here and still make the level work with waaaaay less builders.

- 4 19: I quickly checked the level as Nepster stated that it may be impossible: I quicky saw a solution that failed to a terrain piece being 1 pixel off. Could you check if this level is indeed possible. ???
#2012
NeoLemmix Levels / Re: [NeoLemmix] Lemmings United
April 06, 2019, 10:35:35 AM
V 3.0 is out!

Based on namida's feedback the following changes for rank 2 were made:

Fixed backroute:

- 2 08 (some terrain changes + the level name in-game was fixed; the file name still is the old one due to simplicity reasons and I don't think this matters much :P)

Positioning changes:

- 2 01 ---> 203 (so the old 2 02 and 2 03 are 1 place earlier)
- (The new) 2 01 <--> 2 15
- 2 05 <--> 2 19

Comments on the feedback:

A few of the "this was easy" cases I think come from the you already know the trick special case here.
Prime examples would be:

Spoiler
fencer + basher in 2 13, miner interrupt + platformer in 2 16, the trick in 2 18, disarmer behavior in 2 20, I would even guess the intended route in 2 08 falls into this category.
For the ones where I had a similar feeling before I applied some changes.

What I would like to know/want you to know:
Spoiler

The old 2 01 "Arkon", I still think this isn't too difficult, but I moved it 2 placed further.
Yeah, I take the blame for the bloated 2nd half for 2 05 :P  I just had too much fun creating the landscape here while experimenting with the tileset.
What was fiddly in 2 06? I never had any fiddly issues myself, or reported ones from beta testers. ???
I am very surprised that 2 07 was very hard. :lem-shocked:
Why was 2 10 frustraiting? So far this level was quite popular from the feedback I have gotten. But this could be a personal preference thing.
I am honored that 2 14 was a such a hit. The number is a) a reference to the L2 outdoor level which was named such a number as well and b) It's the telephone number for my local pizza delivery place as this was Simon and my theory what the original number stands for. ;P
2 17 was the one I was considering a bit hard here so a fast solving time surprises me a bit. Josh even had some problems here, but I think this comes down to you already know the trick.
The old 2 19 is nearly timingless when using the climber. ;)
#2013
Level Design / Re: April 2019 Level Collaboration
April 05, 2019, 07:50:37 AM
I will wait until Tuesday. Then this collaboration will start. So contact me if you still want to join!

Even if we end up just with 3 people I want to do this. Also with fewer people I think everyone will get 2 turns instead of just 1. :)

As SQron is still participating I will propose we use "sqron_turrican2wall" as the tileset for this level.
#2014
I think maybe a result textfile from the mass replay checker in which every level is solved is enough. ???   Of course with included info about NL and Pack version.

We've also got the green markers in the level select screen. Maybe a screenshot including a green mark on the pack is also a good indicator.
#2015
Contests / Re: Level Design Contest #17
April 04, 2019, 03:37:57 PM
As I am submitting my first entry....

I want to remind you on the new default naming scheme for contest entries:

Author_Levelname_RuleVersion

Examples:

IchoTolot_A very good Level!_R2V1
Bob_Builderfest_R1V23

So please, when submitting and later updating levels, use this format for the filenames! :)
#2016
The voting for group 4 is now up! :)
#2017
Quoteis there a shortcut key for playing replays? I forgot which key it was.

Standard hotkey for loading replays in a level is "L".

All hotkeys can be looked at by going into the configuration menu by pressing "F3" in the main menu.

Also the answer to most things in that regard is: The Manual

QuoteAt least we got in working in the end. :)

Your attachement in the main post still contains the wrong file name for "levels.nxmi". ;)

#2018
Level Design / Re: April 2019 Level Collaboration
March 31, 2019, 08:30:53 PM
A reminder that this is still in planning and could use a few more participants! ;)
#2019
Quote from: grams88 on March 31, 2019, 06:40:45 PM
Thanks guys trying the pack out, look forward to checking those replays you guys have.

The issue is still not fixed yet.

The "levels.nxmi" file is still named "Ski Sloping levels.nxmi" in your attachment.

Rename and reattach it so unsuspecting users still get the right order of difficulty ranks, it's just 1 file that needs a quick renaming.

Otherwise most people will start with Black Slope.


I attached the fixed pack. It's quick so I simply did it. ;P
#2020
Moving on to group 3! :)
#2021
Contests / Level Design Contest #17
March 31, 2019, 02:43:56 PM
Welcome to another contest of the Lemmingsforums! This time the three rules have been picked by Colorful Arty for winning contest #15.

A few words to new participants and forum members: If you haven't entered before, I strongly encourage you to try - even if you don't win, it's fun to participate; and we have had cases where first-time entrants have won before!; there are three choices of rules given, you may enter one level each for up to two of the rules.
You may either use new format NeoLemmix, or Lix.
If you have two entries, they may (but do not have to) be for the same engine. Please make sure you tested your level for basic solvability before submitting and be sure to also submit any custom tileset you are using, so others have no problem playing your level. ;)

Pre contest testing: You can choose 1 person who does a bit of pre-testing for you, so that the biggest backroutes and screw-ups of your levels can be detected before the playing phase. I cannot control this so it's only a guideline, but still I would prefer not everyone knows every level before the playing phase starts. ;)

Here are the rules on how the submission deadlines work:
- Initial submission phase deadline will extend such that it's 72 hours from the time of the last submission, up to the 5th submission (inclusive). After this it no longer changes no matter what.
- Update phase deadline will not extend over the initial dead line!
- Even if you missed the cutoff date for the initial submission phase, late entries are accepted until the update phase ends. There is no penalty for a late entry, beyond that people are less likely to spend as much time on the level before voting begins.

And here is the new ruleset:

Rule 1

Make a level only using tilesets that you haven't used before in a level you have publicly published. VGASPECs are not allowed!
In the case that you have published levels that collectively use every tileset (likely only to happen in Lix), then make a level only using tileset pieces that you either haven't used before or use infrequently (You may use whatever objects you like in this case).
We likely won't be able to strictly enforce this rule, so it will be a bit of an honors system, but if you make a level that clearly doesn't use anything unfamiliar to you, it will be rejected. This is a rule to encourage you to try one or more of the many different tilesets the forumers have created.

Rule 2

Make a level that gives you:

-    Exactly one type of permanent skill (Climbers, Floaters, Gliders, Swimmers, Disarmers or Runners)
-    Exactly one type of continuous constructive skill (Builders, Platformers or Stackers)
-    Exactly one type of continuous destructive skill (Bashers/Shovelers, Miners, Diggers/Stampers, Fencers)
-    Exactly one type of sacrificial skill (Bombers/Exploders/Imploders, Stoners, Cubers)
-    Exactly one type of instant skill (Blockers, Walkers, Cloners, Jumpers, Batters)

This means five different skills will be assigned, but you can assign as many of a given skill as you want. Example level gives you: 5 climbers, 2 bashers, 1 builder, 3 bombers, and 2 cloners.
Each type of skill needs to play some role towards the intended solution. For example, putting disarmers on a level with no traps would not be allowed!

Rule 3

Select a piece of terrain from any tileset and make a level using only that type of terrain piece. VGASPECs are not allowed!
You can insert as many duplicates of that piece as you want, and you can use other terrain pieces as erasers, but the only visible pieces can be that one type you selected. For example, you could make a level using nothing but the wishing well from the Dirt tileset and use other terrain pieces such as pillars from the Pillar tileset to erase parts of the wishing wells, but you cannot make the pillars visible on your level.
You are not limited in which or how many objects you can place in a level!

Submission phase ends May 7th 2019 at 00:00 UTC. This should give everyone enough time to think about a level. :) Deadline for the playing / update phase will be announced when it begins.

Ruleset in detail again: http://www.lemmingsforums.net/index.php?topic=2246.0

Send me a personal message with your level/s and if needed tileset/s to participate. It would also be nice to also tell me the rule which each level satisfies.

Prize selection:
- US $5.00
- One month's advertising on the forums news ticker
- Pick next contest's rules

Entries so far: 13

- IchoTolot (2)
- nin10doaddict (2)
- The Tomato Watcher (1)
- Nessy (1)
- Crane (2)
- Colorful Arty (2)
- SQron188 (2)
- Proxima (1)
#2022
NeoLemmix Levels / Re: [NeoLemmix] Lemmings United
March 31, 2019, 10:25:16 AM
Exactly intended! :thumbsup:

Spoiler

Basically I wanted that 3 builder block from the last Reunion 1st rank level to return + getting the trick from "Sactum of Nippius"  in and that little platformer trick to round off the core of the tricks. ;)
#2023
Hi! Downloaded it and it seems to work. :)

But I found 1 bug currently:

For me the "Black Slope" rank is the first rank in the level selector. I also found the reason:

Your "levels.nxmi" file is named "Ski Sloping levels.nxmi". This way the file gets ignored and the levels are just displayed by folder order in the level select screen.

I fixed it for myself now and the "Blue Slope" rank is now the first rank as intended. Did you manually edit the file's name? ??? If yes, don't simply rename those generated files! ;)

Anyway rename the "Ski Sloping levels.nxmi" file to "levels.nxmi" and reattach the pack with the fixed name. Then everything will function correctly. :)

I will try to take a look at the pack over the next week. :)
#2024
In Development / Re: Ski Sloping Lemmings
March 30, 2019, 10:33:29 PM
In extension to this: :P

Quote
You need the entire contents of the pack's folder - compress it into a ZIP file. Windows has had built-in support for ZIP'ing since Windows XP; or else 7zip is a very good, lightweight and free (both as in cost and as in open-source) cross-platform tool.

We need the whole folder to play.

Put the folder into a zip archive and attach it here.

For example look what you get if you download Lemmings United's level files (no music included here) with this link: https://www.dropbox.com/s/3fktfwkt12kyini/Lemmings_United.zip?dl=1

Also I still would make a new topic in the "NeoLemmix level" board. Extra tipp: Pictures make the release post look a lot better. ;)
#2025
NeoLemmix Levels / Re: [NeoLemmix] Lemmings United
March 30, 2019, 09:02:30 PM
Quote from: namida on March 30, 2019, 08:42:44 PM
Here's my re-solves of 0126 and 0129. (Haven't looked at 0141 again yet.)

Exactly intended! :thumbsup: