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Topics - Proxima

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46
Reviews / Proxima's Reviews
« on: April 03, 2020, 05:05:02 PM »
Welcome to Proxima's Reviews!

So, this is an idea I've had for a while; it wasn't inspired by DireKrow's thread, although we have been talking about our threads in discord and mutually encouraging each other.

I've been around the custom Lemmings scene for a long time now, but I haven't actually finished very many packs. So I decided, as a way to motivate myself, that every time I finish a pack, I will post a review -- not level by level as with DireKrow's thread, but of the pack as a whole. I will concentrate on the following aspects:

Identity -- Pack name and date, name of original author and current maintainer (if any)
Statistics -- Number of levels and ranks, talismans
Features -- Does the pack use NeoLemmix's new skills and objects? Does it have any special gimmicks? (I am not trying to make a point about the new skills/objects being good or bad. It's just that because of the way NeoLemmix has developed and many level packs from older engines have been ported to NL, there is a fairly sharp divide between packs that use the new features and ones that don't; so this is a point of interest for anyone reading about the pack.)
Historical context -- What engine the pack was originally made for; features of interest about the process of converting it for NL (such as added or removed levels); the impact the pack has had on the development of the community. Here in particular, I'll try to do my research, but there will often be a lot I don't know and I'm open to adding information if anyone has anything to contribute.
Thoughts on the pack -- The meat of the review :P Here I will talk about how much I enjoyed the pack as a whole; any particular favourite levels; I'll try to concentrate on the positives, but if there are any un-favourite levels I might mention that too 8-)
Difficulty -- What level of player would I recommend it for? Is the difficulty fairly steady throughout the pack or is there a wide range?
Overall impression -- A summary to finish with.

I was hoping to start with either Lemmings Plus I or GeoffLems, but I haven't been able to finish either of those yet, and since DireKrow is reviewing MazuLems, and I've played that pack before in Lix but some of the Lix mechanics are not exactly true to the original game, I decided to quickly play through MazuLems so I could read DireKrow's reviews without spoilers. So, MazuLems ended up being the first pack (other than Lemmings Redux) I've truly finished in NeoLemmix, and will be my first review.

Requesting a review

If you would like me to review your pack, or have a suggestion for a pack I should play, that's great, but please be patient. My #1 rule is that before reviewing a pack, I have to solve every level without help. I also don't want to have too many packs I'm in the middle of playing at any one time. Also, I will only review packs playable on NL 12.7 or later, so no old-formats or gimmicks packs, or packs for other engines.

Packs I am currently playing

GeoffLems
PimoLems
Lemmings Migration
Lemmings Plus II

Review index

#1 MazuLems
#2 MiniLems
#3 Sammings
#4 Tame Gone Wild
#5 Lemminas
#6 Lemmings Plus I
#7 DoveLems
#8 Lemmings DD

*

47
Closed / [SUG] Select lemmings separately from theme
« on: March 16, 2020, 05:34:41 PM »
No, I'm not re-opening the rejected suggestion to combine multiple lemming types on one level. But with the recent explosion of variety of lemming (and lemmina) sprites available, it makes no sense to keep this chained to theme selection. Especially because that forces every lemming sprite type to be installed as a separate style.

48
Closed / [SUG] Talismans for "max N skill types"
« on: March 16, 2020, 04:11:43 PM »
"Fewest different skill types" was an interesting challenge, and while the talisman system partially supports this challenge (in that we can have "use only skill X" talismans), it would be good to expand this to support levels that require more than one skill type.

49
Closed / [BUG] NL sometimes fails to mark a level complete
« on: March 03, 2020, 05:37:41 AM »
This has happened to me a couple of times recently -- most recently on Lemmings Recurring, Fun 6. I completed the level, but the postview screen said "You rescued 99 / You needed 99 / Your record 0" (normally a successful completion would replace a previous record, so it should have said 99). NL didn't save a replay (I have automatic replay saving on), the level wasn't marked as complete nor the talisman as obtained. I later solved the same level again and everything was okay and it completed normally.

At the moment I don't know what triggers this bug, but I'll keep an eye out for if it happens again so that we can look for common features.

50
Closed / [DISC.][PLAYER] UI and talismans
« on: February 27, 2020, 06:21:10 PM »
At the moment, there are a few issues with the user interface for informing players about talismans:

:tal-gold: Multiple talismans on one level are not easily discoverable.
:tal-silver: The game doesn't display the requirements of a talisman you've previously beaten. (You may want to check these when writing a review of the level, or posting a challenge for the level.) It's true that you can check via the F4 list of all talismans for the pack, but this is a little awkward, and a quick way of checking while in the level itself would be welcome.
:tal-bronze: The preview screen layout leaves space for a talisman, whether or not there is one. (I don't have an issue with this, but Strato found it ugly.) However, the preview screen can only show one talisman, and it doesn't cope well with talismans with complex requirements. (Link to previous discussion of the last point.)

Some ideas for improving this:

* Have a hotkey that brings up a window displaying all talismans for the current level. This could be a pop-up that pauses the game until dismissed. It should be available both during play and on the preview screen. (ccexplore suggested something along these lines, in the topic linked above.)
* Replace the preview screen's talisman display with "X of Y talismans unlocked" and a reminder of what the talisman-display hotkey is.
* On the postview screen, if multiple talismans exist, replace "You unlocked a talisman!" with "X of Y talismans unlocked!". (Consideration: in this case should X be the number the player has just unlocked with their level completion, or the total number unlocked on the level? I think the latter would be more helpful.)

51
Closed / [SUG][PLAYER] Indicate zombies in hatch
« on: February 27, 2020, 04:20:05 AM »
At the moment, if there is a zombie hatch, there is no way to know how many zombies will spawn.

The most obvious solution is that the "still in hatch" indicator in the UI should include zombies as well as regular lemmings.

52
Closed / [SUG][PLAYER] A few tweaks concerning modes
« on: February 27, 2020, 04:12:57 AM »
1. When the game is paused and I restart, I prefer it to stay paused -- firstly because I often want to wipe the slate and start thinking about the level afresh; also because it gives me a way to adjust actions very early in a replay, which is awkward to do at the moment. (Admittedly, if there's a strong objection to this change, I could still tweak NL to get my desired behaviour, by not having a restart hotkey and making R a -10,000 frameskip.)

2. Always exit replay-insert mode when starting a new level or restarting the current level.

3. Fast forward should unpause automatically.

53
Closed / [SUG][PLAYER] Indicate hatch pins in CPM
« on: February 14, 2020, 11:25:57 PM »
In clear physics mode, hatches should have a red dot showing the exact spawn location of lemmings. The main use is measuring fall height from the hatch, but it would also be handy when a hatch is in the midst of terrain and you want to know where the lemmings are going to go.

54
Closed / [SUG][PLAYER] Clearer indication of one-way walls
« on: February 10, 2020, 05:59:00 PM »
In clear physics mode, one-way walls have arrows to show their existence, but it would be better still if their terrain pixels were also recoloured to show their precise boundaries. That would, for example, allow the player to know whether it's possible to bash in between a OWW and a deadly object without having to experiement.

55
NeoLemmix Styles / Proxima's tilesets
« on: January 27, 2020, 05:04:54 PM »
Whew! Two years after promising to do this, I've finally gotten round to it. This is the finished Minesweeper set, which I'm happy to make available for everyone to use in their levels and for it to be accessible to the automatic downloader.

If you have any levels made with old versions of the Minesweeper set, unfortunately they will require reworking, as I have changed the names of several tiles to make the set easier to use (for starters, the "0" through "8" single tiles are all adjacent in the editor). If you need help with any of your levels, let me know and I'll do my best.

I'm really sorry it's taken me so long to get this done.


Revenge of the Lemmings - Picnic 24 - Minesweeper Lemmings

56
Closed / [Discussion][Player] Complex talismans
« on: January 26, 2020, 09:04:19 PM »
In Lemmings Plus I, the Medi 1 talisman doesn't display correctly in-game because it has too many requirements (it has a maximum allowed number for every skill). It does display correctly in the talisman list, but it's not ideal to have to exit play to go and look at that.

Another concern is that the more requirements a talisman has, the harder it is to remember exactly what the requirements are; and it's not much fun if you have to keep exiting play to check them. Maybe there should just be a limit on how many requirements a talisman is allowed to have?

57
Challenges / NeoLemmix: Maximum Saved Records
« on: January 20, 2020, 08:48:56 PM »
(DOS counterpart)

This topic is for compiling maximum lemmings saved records for NeoLemmix levels. This is not just limited to the NL versions of the original levels; feel free to add records for usermade packs.

It's important to be aware that, unlike the original games, NL packs may be updated by their creators/compilers at any time. To make things run more smoothly, if you have any records to share, please observe the following protocol:

* Refer to levels by name, not just position! Records without level names will not be added to the opening post.
* If possible, make sure you are playing on the latest available version of a pack at all times.
* When posting records, include the date the pack was last updated. (This will usually be the "last edited" date of its topic's opening post.)
* If possible, post replays so that your results can be verified.

I'll start the ball rolling with Lemmings Redux, now that the pack is finished. I haven't played through the entire pack yet, but I've skimmed through it to see which levels are non-100% (I may have missed some) and done my best to set a record on all the remaining levels. I feel sure that some of these can be improved!

As usual, all levels are 100% unless specifically mentioned. (If cloners are available, "100%" means the total of lemmings + cloners, and any less than this will be noted.)

Lemmings Redux
Spoiler (click to show/hide)

Original Lemmings levels
Spoiler (click to show/hide)



Dodochacalo's packs

DoveLems
Spoiler (click to show/hide)



Geoffster's packs

GeoffLems
Spoiler (click to show/hide)



mantha16's packs

Sammings
Spoiler (click to show/hide)



Namida's packs

Doomsday Lemmings
Spoiler (click to show/hide)

Lemmings Plus I
Spoiler (click to show/hide)

Lemmings Plus II
Spoiler (click to show/hide)

Lemmings Plus Omega
Spoiler (click to show/hide)



Nessy's packs

Lemmings Migration
Spoiler (click to show/hide)



WillLem's packs

Lemminas
Spoiler (click to show/hide)

Lemmings DD
Spoiler (click to show/hide)

MiniLems
Spoiler (click to show/hide)

58
Closed / [BUG][PLAYER] 12.8: Lemming count incorrectly turns red
« on: January 18, 2020, 02:39:17 PM »
To reproduce: Play a level with 10 lemmings, 10 required (e.g. Fun 4).

The lemming count turns red as soon as one lemming is saved.

My understanding is that the lemming count should only turn red when there are not enough lemmings remaining to solve the level. I assume the engine is testing whether the remaining lemmings are less than the original save requirement, not taking into account that some lemmings have already been saved.

59
Closed / [SUG][PLAYER] Hotkeys for min and max release rate
« on: December 15, 2019, 06:43:11 PM »
We have the ability to instantly flick to the minimum or maximum release rate by right-clicking on the buttons, but it would be convenient to be able to do the same with hotkeys.

60
Closed / [BUG] [PLAYER] Diggin' the air
« on: December 07, 2019, 12:54:55 PM »
To reproduce: Play the level "Private room available" (Present 29, in Extra Levels). Select digger, and hover over a lemming as he walks along the top platform.

Expected: The skill shadow will vary in height, indicating how far the digger will go before he stops.

Observed: The skill shadow is always the same height.

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