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Messages - MASTER-88

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16
Level Design / Re: Best way avoid make backroutes?
« on: October 05, 2023, 08:14:14 PM »
I´ll always agree how hard its avoid make backroutes and make some "Extreme" ideas work. Armani is very good test player with my progress pack. Also Crane are played some my extreme levels.

My goal is make 1-2 Extreme level per week and bunch easier levels. Extreme levels includes always some sharp things which are really hard got to goal without breaking ideas.

One my work level really loved allow backroutes. I´ll personally not want allow those here, because there is one very unique trick and bunch other cool tricks. IIRC that is 3-4 version test with Armani. I am worked that level 3 day rightnow. Let see did i ever got my idea perfectly working here, but will be happy if i ever got it even accetable enought.

My progress pack contains more trick theme than custom+ series. I´ll learn a lot new tricks when i was testplayer with Crane pack and also more experience about neolemmings total. How ever my custom +3 is extremely good pack and surely my best public pack and first my pack which really are Extreme category and its big thanks with Armani about this. Custom+ 1 & 2 are more cunning packs than extreme packs.

But its fact most those "extreme levels" custom+ 3 was very easy to first public versions. Just added more sharp elements later update versions and make those levels extreme category. I never was got my pack good like this myself.

Its very important use test players if you want make very hard-extreme levels. When you make your own levels, you will more focus your main idea and forget check out other ideas. When someone else look same level and don´t know completion solution, he/she will look it way different.

We got Crane pack 1.05 version very well.  I think its very hard find backroutes Chaos modes anymore. How ever its will always possible. We patch those leves like mad. Few levels take 8-12 version to fix correct.

17
Thank you so much for the help MASTER-88, and I'm glad I inspired you!  Version 1.05 has been released!  Find the updated links and downloads on the first post (the music ZIP has had some missing files added - let me know if I forgot any).

Nice job. I loaded your new version. That progress we did was insane. I´ll happy we did it, even its tired and frustrated we both.

I think i did use my all own lemmings skills your pack. How ever backroute risk is still possible. At least i not have ideas anymore about Chaos modes. I´ll glad you got your pack just that awesome. Good work.

EDIT

I see you did little typo your fix list

Spoiler (click to show/hide)

18
Good Job Crane. We finally Patched your pack perfectly. Its still little risk some backroutes will still stay. At least in Chaos mode, this risk is very minimal anymore. At least we fix all major backroutes. So i´ll glad with this.

We wait 1.05 version and this update will be huge. I am glad im help Crane make his own pack most extreme. We spend over 60 hours to Chaos mode patch some levels.

I´ll more focus my own pack, thanks god im not have those themes like Crane, so i´ll usually allow more backroutes myself. Backroutes always piss me off too. I´ll only can imagine Crane feeling when i broke his level like mad. :devil:

I´ll hope this was worth it. Crane pack is one most awesome entire site. I´ll also like Crane Style. Most levels are old school style and i´ll personally liked this style. I´ll usually use Clear Physic mode play levels, so im not enjoy special grapich or ETC.... Expect replays. Its only way solved Extrme levels.

19
 I am make good progress with my pack. Armani is only who are played some my hardest Proto type levels. I´ll want make just sure im not got pass too many cheap ways. with extreme levels.

I am quite motivated my new progress. Crane pack are give me a lot ideas and tons new tricks. Though most those ones are denied  and patched Crane levels, so i´ll make my own version those tricks.

My pack idea is basically very similar as custom+ series. This pack is intented run through 5 Difficulty (My orginal plan is make 30 per each difficulty (maybe 25) I´ll aim 30, but those EXTREME Levels are really slow to make.

Step 1: Noobie Tour (Levels are easy, some casual tricks) much skills and new boards. (Most those boards come harder remake later difficult) My system used 2 level remake like custom+ series
Step 2: Advance Tour (Levels starting are easy, mostly infinite skills and advance trick training. Middle of difficulty there will be a lot short practice levels, which will learn most those harder advance tricks with easy situation. You will need those later. At this point its important to play levels if you miss any tricks you will towards to wall end of the game. Yeah all those advance tricks are never show even advance traing packs. There is few trick i founded by Crane pack when i was test player, but those was denied.
Step 3: Genius Tour (This Step is cunning)  Still learn some superadvance tricks. Most board are quite difficult and complicated.
Step 4: Intentnse Tours (Most Step 1 mode hardest remake will be here) At this point my pack goes hard. Those levels not have to be EXTREME.
Step 5 Hopeless Tour (Making EXTREME Levels, every levels have to be includes at least 1-2 or more sharp elements. Armani are test player few my hopeless tour levels. At this point i am make only 3/30 EXTREME levels, but those 3 really are EXTREME category. Because those sharp elements includes. Have to thanks also Armani solved my two solution and i have to add one sharp things at least one, we make this level very well.

I´ll be glad if i can make at least 1-2 EXTREME Level per week. I´ll also plan final level is not EXTREME category. Like my previous pack i´ll plan it Huge level like Custom +3 final leve ls 25 minutes to long and got perfect theme. Im not currently have good theme.

Hope we make next awesome pack springtime 2024. That my pack name also demo. I´ll plan some better name later. Ideas about pack name is welcomed.




20
Level Design / Re: Best way avoid make backroutes?
« on: September 22, 2023, 07:59:41 AM »
Quote
"skills you can't live without" challenge; Nepster mentioned he frequently did this as a backroute testing strategy. It won't catch everything though.

Thats is one i use myself a lot. I just counted those skills and and skills you cannot solved, i´ll just list those skills pen & paper and try another approach. How ever this strategys is useful levels where is very less skills. But levels where is several skill and much lenght, its quite pointless.

I´ll personally like make speedrun levels, because not need worry about backroutes, but have to throw tons tricks in one go. I did High Speed Steel Wrok (my own version & also amiga version) Those levels are backroute free, just all is enought when you saved all in timelimit. Yes its one Lemmings levels category. If we want make strategy levels its not work here, then we have to think a lot.

Most backroute free levels are speedrunlevels and button smash levels.. Fun to build & hard to completed, but you are allowed use what ever way you want. Only goal is completion. Some individual tricks are really hard to throw., I´ll see this in Crane pack without slip backroutes, its really hard.

I´ll also PM with Crane he is tired. I think he will need some rest. Im not want are that asshole who make his live too hard and spam backroutes all times. So if we i have to keep break we will keep it. Crane is extremely good lemmings builder. But those intention ideas is very hard to got finnish without backroutes. Its not easy for me too. We spend few levels over 8 hours work in row and we both was very tired at this point.


21
Lemmings Main / Re: Most Crap Lemmings themes?
« on: September 22, 2023, 07:32:27 AM »
namida mention London bridge, its not are bad theme. I´ll also know orig 11 is balet theme and also quite good.

What is Orig 10. Its my favorite one.
Is that Orig 10 Nothing to free?
There is Pendlum theme with this, and its sounds like Orig 10 a lot.
https://www.youtube.com/watch?v=WeOFimyghIA

22
Lemmings Main / Most Crap Lemmings themes?
« on: September 22, 2023, 07:09:04 AM »
Thats quite fun topic. Don´t just too serious. Little bit humor and etc....

Which theme you hate most.  I have some my list
1:Oh no lemmings theme 2 (this theme is so horrible) I´ll usually just goes editor and changed it if i work some hard level. Or i simply off my music. This theme give me headache.
2: Orig 8 (Not that horrible like Oh no 2, but also painful at least in hard levels)
3: Orig 17 (How ever Genesis version with this theme is much better IMO.) Orginal version are quite horrible.

My Favorite are
1: Orig 10
2: Orig 2
3: Orig 13
4: Orig 9.
5: Oh no 1 is also good lemmings theme.
Extra: Special levels themes Beast 1 & 2 are very good.

23
Level Design / Re: Best way avoid make backroutes?
« on: September 22, 2023, 05:01:02 AM »
I am Crane Test player 1.05 version. I only can imagine that Crane frustration levels. Progress solved, fix and fix things over again. And sometimes its seems its infinite vicious circle, where is not way out.

How ever i am learn a lot better player myself and some backroutes not are that cheap ones, but we have to buried most those ones. Crane like his theme system, so we not are allowed break it roughly.

How ever im not want throw trash all my awesome ideas and so i also start build my own new pack which will use some buried ideas I´ll plan 150 levels pack again. This will be very large progress. My custom +series contains 394 levels and its take total 3 years.

I´ll might make some short packs too. Planned Amiga classic 2 which will contains only 30 levels. I´ll also use that my large pack like i use my Amiga 1 my custom+ series.

I´ll focus more my own progress until when Crane 1.05 version are done.

Armani was my test player custom +3. And yes i´ll feel that frustrating levels make EXTREME levels. Its not are fun hobbies. Its just hard work. I´ll personally used some buttons when some backroutes was simply impossible to fix. I´ll also know, buttons will reveal some routes and its not very ideal choice, sometimes its only one at least in large levels, which have a lot skills.

I can only imagine Crane frustration levels at this point. I also was very tired & cranky when i got done my custom +3 Step 5.  But when i was done it i was very glad my pack. Expect Crane levels, my own levels not have real themes, so im not are personally that nitpicking about all things.

How much time its take we reveal all SNES & DOS levels backroutes. We spend that progress over 10 years. There might be still some remain yet.

24
We hardly work Crane pack. Good news one broken level is now perfectly fixed, even its take a tons time and have to test different tool sets. Finally got done perfect level which make Crane happy.

Spoiler (click to show/hide)

When 1.05 is ready. Its will be extremely good/strong version. Even its take that what its take. Just a lot frustrations and time. I´ll hope im not make Crane too mad. Its my testplayer job. Im not are good guy. I am ruthless asshole who break levels all times.

My intention is still good. If im not figured out those backroutes, someone else will be figured out then later. I´ll make sure, 1.05 version will be really strong and very hardly improve.

Current backroutes/possible backroutes we have to solved:

Spoiler (click to show/hide)

I´ll Wish good luck. ;)

25
Quote
So a couple of Chaos levels are currently broken and I'm trying to think how to patch or redesign them.  It's a little frustrating, but that's the nature of things sometimes.

Is there several levels broken?

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Good luck. Yes i´ll imganine that some frustratings.

26
No problem.

Here is final 1.04 version Chaos level completed.
Level 25 Immortal
https://www.youtube.com/watch?v=CGlKjZbhWR8

Spoiler (click to show/hide)

1.04 version is now completed succesfully. All 30 Chaos levels. Okay Challenge 29 is remain yet. And im not are run through all cute mode replays 1.04 version. Though play all those through 1.01 version.

I´ll might look some Crane 1.05 proto levels yet, if we could fix those routes before 1.05 version will be released.

27
BTW Crane. This is yout topic you can erased all my unwanted post here. Its not matter much. Im not even know what i did wrong? but its might culture difference. I am sorry about this. Np other words. As far as i thin youtube videos is also okay? Righht? What to heck i do wrong? Tell me?

Im not want make your angry or sad. I´ll be glad we are making through those all progress.

28
Dman i am fucking drunk right now. I think i have to erased some?

Did this Ok im post your completion solutions in yotube. (I´ll also make its less spoil as i can) Used minimal reveal picture.

This look i am used spoiler tags, What heck i am forget under spoiler tags?

29
Damn sorry Crane. I forget some spoiler tags. My bad.  :-[ But how ever im not revela those new levels.

I´ll use spoiler tags when i think i need those. I think that was my fault too. Luckily its could be fixed. But im not revela too much. Yes i´ll fix my post. Sorry Crane.

EDIT:
What you ask me hiiden there under spoiler tags? Just i think im not revela too much. At least 1.05 version will be secret.


30
Sadge we cannot fix Chaos 22 hallowed grounds., Yeah its techincally impossible, because there is no theory way make it and block backroutes. Let see which is Crane plan/visions here??

Spoiler (click to show/hide)

Divisive Action & Splashdown will be some really brutal next time. Also Dropship 12. I´ll give up Crane latest proto Dropship 12. That was simply too hard for me.. But yeah that take also some several protos to fix correct.

We are worked Crane levels to hard. And luckily most are fixable, even its sometimes took a lot work and frustratings.

I loved that job are Crane testplayer. Crane pack is always are my personal favorite.

Be right back. Crane will give more informations later. We are quite close 1:05. ;)

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