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Messages - IchoTolot

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NeoLemmix Levels / Re: [NeoLemmix] Lemmings United
« on: April 21, 2019, 08:48:38 am »
V 3.8 is out! :)

The following levels have received a backroute fix:

- 1 41 (some minor terrain changes)

Spoiler (click to show/hide)

NeoLemmix Levels / Re: [NeoLemmix] Lemmings United
« on: April 20, 2019, 11:59:25 pm »
Thanks for the replays. :thumbsup:  Will look through them in detail tomorrow.

I just checked: Pacifism 27: Dr. Do-Ping's Hideout and 29: Bring in the Siege Engineer! are indeed intended! ;)

Pacifism 41: As Far As Peace Can Go will need a minor fix though. ;P

And the voting for the last group is up! :)

NeoLemmix Levels / Re: [NeoLemmix] Lemmings United
« on: April 19, 2019, 08:33:01 am »
V 3.7 is out!

I've added the standard music rotation in case a person doesn't have the music tracks.

The following levels have received a backroute fix:

-2 25 (added some steel)

The following levels have received a little terrain fix:

- 1 28
- 2 26 (in both cases it was possible to walk under a set of spikes)

Comment on namida's feedback:

Spoiler (click to show/hide)

NeoLemmix Levels / Re: [NeoLemmix] PimoLems
« on: April 19, 2019, 08:26:19 am »
V 2.8 is out! :)

I've added the standard music rotation in case a person hasn't got the music tracks.

It also would have the neat side effect that lemmings with permanent skills would appear with their blue hair again in clear physics mode.

I am in favor of this. :) 

Level Design / Re: April 2019 Level Collaboration
« on: April 17, 2019, 03:37:43 pm »
Yes there are quite a few backroutes in your iteration. I've attached an example backroute where I saved among other stuff a basher and a digger, while also using simpler methods.

For my step:

I've tried to refine the V2 solution while keeping the core ideas intact. Also the upper and lower half should now have some more helping interaction in between them. I also added the decoration.

Currently I would rate this at ~medium difficulty. In my measurements ~ late rank 2 or early rank 3. By far not an easy pushover, but not a hopeless riddle either.

Still missing though: A proper title! ;)

I would suggest that we focus on finding backroutes now, or if someone has another good idea for the solution refine it further/change it up. Also the decoration could be changed if you have another good idea there.

Of course if you have an idea for the title speak it out! ;)

I've attached the level+solution. :)

Lemmings Main / Re: Assigning function vs lemmings' crowd
« on: April 17, 2019, 01:47:09 pm »
Question bothered me as one of my custom levels - 'Moss & Iron' - requires miner both to block and release crowd. With NeoLemmix aid it's pretty simple, otherwise not that much (especially after I've tweaked playtime and available functions to absolute minimum for sake of final version) ;)

Don't be bothered, I would guess the majority of custom levels for NeoLemmix are made with Directional select in mind and without it would be rather tedious.

I would even say a good portion of the custom content nowdays requires the usage of frame-stepping, skill-shadows, replays.... to at least some extend.

I would explain it in the following way:

NeoLemmix (NL) is more puzzle-focused than Lemmings 1 (L1) which I would call more execution-focused.

In NL (and also Lix I would say) we tend to quite often demand rather precise tricks and assignments with a minimal set of skills, but offer the help of things like directional select, frame-stepping, skill-shadows, replay function.....etc as a help. Solving the puzzle and identifing the used tricks and mechanics is therefore the core while the execution is secondary.

L1 is more forgiving in the precision, complexity and skill set department and the solution is often not that hard to see, but as a tradeoff offers no helpers --> a fail results in a restart from 0. As a result your correct execution matters more (that includes getting the correct facing Lemming in a crowd for example), while the puzzle is often secondary.

NeoLemmix Levels / Re: [NeoLemmix] Lemmings United
« on: April 17, 2019, 06:53:04 am »
V 3.6 is out!

The following levels have swapped their position:

- 2 07 <--> 2 24

The following levels have received a backroute fix:

-2 25 (-1 stacker, +1 basher, some terrain changes; this was a little problem child during testing and I think the stacker is the cause here --> let's get rid of it ;))
-2 26 (some terrain changes)

The voting for group 3 is up! :)

Lemmings Main / Re: Assigning function vs lemmings' crowd
« on: April 15, 2019, 10:39:28 am »
If you are indeed using NeoLemmix:

The directional select is also part of the advanced options on the skillbar (the blue left/right arrows).

There is also the option to select a Walker from a crowd (Ctrl) and to highlight a lemming (right-click on a lem).

I can highly recommend taking a look at the NeoLemmix manual which lists all fuctions from the advanced skillbar, hotkeys over options to precise frame-stepping for easy pixel precise assignments:

Other Projects / Re: Everything by IchoTolot
« on: April 14, 2019, 09:02:53 pm »
Thought I make a quick YT channel update here after quite a while.

So currently I am uploading my attempt on the X-Row of N++. Link to the first X-Row video:

Also, after uploading my playthrough through all of the singleplayer campaign missions of Command&Conquer Mental Omega on mental, I've slowly started to tackle the challenge maps on hard/mental as well. I am playing alone with an A I ally as a meatshield in these, so I need to mostly rely on myself as a result.  My focus is not being the fastest or most efficient here and I don't restrict myself in terms of faction choices, the goal is to simply win. For that I will choose what faction I think suits the challenge. So far I've completed Ouroboros, Purgatory and I am currently in the process of releasing the videos of the Heavyobject challenge. Links to the first video of each challenge: 

I also uploaded a complete coop game of Civilization V where I teamed up with Colorful Arty:

On the Lemmings side of things I am covering Insane Steve's World at the moment:
Before that Lemmings Plus VI was covered:

I think that's it for this little update post, when new stuff is happening I will post it here. ;)

NeoLemmix Levels / Re: [NeoLemmix] Lemmings United
« on: April 14, 2019, 01:53:30 pm »
Then I will reconsider the positioning, but probably wait after you solved the rest of the rank to maybe find a suitable swap with a level that might be too easy for it's positioning. :)

The voting for group 2 is up! :)

NeoLemmix Levels / Re: [NeoLemmix] Lemmings United
« on: April 11, 2019, 10:18:20 am »
V 3.5 is out!

The following levels have received a backroute fix:

- 2 21 (added the builder as pick-up skills and so -1 builder) I also hope this fix will also reduce the entropy on this level as you won't have builders anymore at the start.

Comments to namida's feedback:

Spoiler (click to show/hide)

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