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Messages - Turrican

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1
Tech & Research / Re: The Direct Drop Topic
« on: July 19, 2024, 07:56:18 am »
I have attached a zip file with these levels.

As , to how I found them, I just browsed these packs for levels that had open spaces above their exits , and if the skillset looked suitable , I tried to backroute them. It was relatively quick browsing, which didn't cover the entirety of these packs. Also , some of these levels , I had played them at the past , so I knew , that they would be able to be backrouted , this way.

2
Tech & Research / Re: The Direct Drop Topic
« on: July 18, 2024, 09:16:42 pm »
Here is, some additional input , about the direct drop topic. First of all , I am not against direct drop by itself. I had used it in the past for various solutions in games and engines , that supported it, like Lemmix. And I have posted also , some of these solutions in my youtube channel , and also, I am completely fine, with the current situation of having engines that support it like Superlemmix , and engines that don't support it, like Neolemmix or Lix. The reason , that I am opposed to this feature , on this thread, is because , I don't want it , to become, the new community standard , for the reasons , that I have mentioned in my previous post , in this thread.

So, the following days , after that post , I did some testing , on various levels from various levelpacks ,and I  created , a number of "what If" backroutes, which are practically , how these levels, would be played , and solved, if Neolemmix allowed direct drop. I also saved , the replays of these. Initially , I didn't want to post these replays , but I've decided to post them here, because they cover various types of backroutes, that can become possible , because of direct drop, and also, these replays , will be useful , for anyone , that will decide at the future,  to convert a pack , that contains any of these levels to Superlemmix.

 Here are the levels. Comments about their backroutes are in the spoiler tags :


Revenge of the Lemmings 2022 - Armaggedon 5 - Getting Stuck in a Cave :
Spoiler (click to show/hide)

Revenge of the Lemmings 2022 - Armaggedon 40 - Stroke at Retiment Age :
Spoiler (click to show/hide)

Lemmings Plus IV - Insane 11 - Tower of Confenction :
Spoiler (click to show/hide)

Lemmings United - Pasifism 13 - Vertical Voyage :
Spoiler (click to show/hide)

Lemmings United - War 21 - Center of Attention :
Spoiler (click to show/hide)
   
Lemmings United - Bonus 32 - Shadows of Ourselves :
Spoiler (click to show/hide)

Lemmings Plus Omega II - Spiky 6 - Plytime :
Spoiler (click to show/hide)

Lemmings Quartet - Quartet 7 - Is the beach day cancelled then ? :
Spoiler (click to show/hide)

Lemmings Reunion - Nightmare 11 - The Chosen Lemmings of Ra :
Spoiler (click to show/hide)

Clammings - Insane 13 - Over and Under and Out : 
Spoiler (click to show/hide)
   
Casualemmings - Hyper 2 - The joke's on You : 
Spoiler (click to show/hide)



Links for the packs :

Lemmings Plus Series : https://www.lemmingsforums.net/index.php?topic=1922.0
The linked post , also contains links , for the replays of the intended solutions.

Revenge of the Lemmings 2022 : https://www.lemmingsforums.net/index.php?topic=5963.0
The linked post , also contains a link , for the replays of the intended solutions.

Lemmings Reunion : https://www.lemmingsforums.net/index.php?topic=2175.0

Lemmings United  : https://www.lemmingsforums.net/index.php?topic=4131.0

Lemmings Quartet : https://www.lemmingsforums.net/index.php?topic=5796.0

Clammings : https://www.lemmingsforums.net/index.php?topic=3642.0
The zip file of the pack , also contains replays of the intended solutions.

Casualemmings : https://www.lemmingsforums.net/index.php?topic=4710.0


About my pack : When I converted my pack to Superlemmix , I had already , an idea about which levels had even a small possibillity to be affected , and I took the needed meausurements. There is also , a possibility , for these levels , to be impossible to be backrouted with the use of direct drop, even without these measurements , but in practice , you never know!
 


3
Tech & Research / Re: The Direct Drop Topic
« on: July 03, 2024, 04:07:00 am »
Personally, when it comes to the old games/engines , I liked that they supported direct drop.

But when it comes to the modern engines , my opinion , is strongly against direct drop.

And the reason for that , is because the modern engines allow the creation of very tall levels. And especially the levels that are really tall , while having relatively small width ( compared to their height). These levels, have the biggest potential to be affected by direct drop. And the existence of direct drop has the potential to be detrimental to their gameplay and solution.

Imagine spending a lot of time, to build a really, tall level, with the exit , on the bottom part of it.
And also having , a pretty complex, nuanced , and hard to find path , that the player needs to find , in order to lead the lemmings to the exit. But the player instead , just casually finds a backroute on your level , that allows them , to use direct drop to their advantage, and suddenly, you see the all lemmings your level contains , to casually falling from 1500 pixels height , to the exit, and just casually exiting, after having fallen, from the height, that I’ve just described!

And just putting terrain above, above the exit, is not always the best solution. What if If I want , in a very tall level , in an engine that allows direct drop , to have some floaters landing normally from very large height, on the exit , and exiting ,  while at the same time, not allowing normal lemmings do the same?

In comparison, if I want to simulate direct drop, in a very tall level , in an engine, that doesn't have direct drop enabled , I can just, put an updraft , just above the exit, so  I will have direct drop , perfectly simulated , and the lemmings, safely falling from a very large height to the exit. In the previous scenario, that I described, in the engine that has direct drop enabled, I don't have that luxury.

In short , very tall levels, are one of my favourite types of levels. But these levels may have their own needs , that may be different, compared to the needs of more regular levels.
That's why imo , having direct drop disabled, may benefit them more, than having direct drop enabled.

And that also makes the discussion and comparison , between older ports and engines , mostly meaningless imo! How many of the older ports/engines contained levels , that are over 1000 pixels tall?

Also when discussing how the physics should work, I think gameplay and puzzle quality, should take priority, over consistency between different mechanisms.

4
Thank you! :thumbsup: This level, took me a very large amount of time, in order to make it!

5
I have uploaded, the version 1.17 of the pack. It contains the Superlemmix version of my new level. That level is : Wicked 10 - ''Space Program 10.000 B.C.' .

I have upladed also , the updated replay collection, which also, contains , the replay of the solution , of the new level.

Also I have uploaded , the updated version of the soundtrack of the pack , in my dropbox , and I have posted , in the first post , the link for my dropbox , which contains , the updated soundtrack , of my pack.

Here is how the level looks :




6
I have uploaded, the version 1.11 of the pack. It contains a new level. That level is : Rigel 9 - ''Space Program 10.000 B.C.' .

In order to play it , you will need also , one of the Festival Millas 2002 tilesets ( plom_stnebula ) . Because that tileset is relatively new , if you haven't it already , you can find it on the Festival Millas 2002 release thread. Here a link for that thread : https://www.lemmingsforums.net/index.php?topic=6137.0

I have upladed also , the updated replay collection, which also, contains , the replay of the solution , of the new level.

Also I have uploaded , the updated version of the soundtrack of the pack , in my dropbox , and I have posted , in the first post , the link for my dropbox , which contains , the updated soundtrack , of my pack.

Here is how the level looks :




7
In Development / Re: Levels by Turrican
« on: June 16, 2024, 10:08:50 am »
Here is my new level. It's called ''Space Program 10.000 B.C.'' .

I have also attached the replay of the solution.

In order to play it , you will need also , one of the Festival Millas 2002 tilesets ( plom_stnebula ) . Because that tileset is relatively new , if you haven't it already , you can find it on the Festival Millas 2002 release thread. Here a link for that thread : https://www.lemmingsforums.net/index.php?topic=6137.0

Link for the music track , for the level  : https://modarchive.org/index.php?request=view_by_moduleid&query=68925

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

Here is how the level looks :




8
I have upoaded the version 1.16 of the pack , which contains the version 1.03 of  Bonus 5 - "The Mushroom Village" , which contains some small terrain changes.

After a bit of experimentation , I managed to have a terrain design that I like a lot , so the terrain desisgn of the 1.03 version , is final.

You will need the version of the ''turrican special'' tileset that I have already uploaded for the version 1.01 of the level , in the first post , in order to play the new version of the level.

Gameplay and solution , remain the same.

9
I have upoaded the version 1.10 of the pack , which contains the version 1.03 of  Bonus 5 - "The Mushroom Village" , which contains some small terrain changes.

After a bit of experimentation , I managed to have a terrain design that I like a lot , so the terrain desisgn of the 1.03 version , is final.

You will need the version of the ''turrican special'' tileset that I have already uploaded for the version 1.01 of the level , in the first post , in order to play the new version of the level.

Gameplay and solution , remain the same.

10
In Development / Re: Levels by Turrican
« on: June 10, 2024, 09:43:46 am »
I have upoaded the version 1.03 of "The Mushroom Village" , which contains some small terrain changes.

After a bit of experimentation , I managed to have a terrain design that I like a lot , so the terrain desisgn of the 1.03 version , is final.

You will need the version of the ''turrican special'' tileset that I have already uploaded for the version 1.01 of the level , in the post , which contains, the level., in order to play the new version of the level.

Gameplay and solution , remain the same.

11
I have uploaded , the version 1.15 of the pack. It contains a new level. That level is : Bonus 4 "The Mushroom Village" . This level contains AI art .

In order to play it , you will need an updated version of the "turrican special" tileset . I have attached it in the first post.

I have upladed also , the updated replay collection, which also, contains , the replay of the solution , of the new level.

Also I have uploaded , the updated version of the soundtrack of the pack , in my dropbox , and I have posted , in the first post , the link for my dropbox , which contains , the updated soundtrack , of my pack.

Here is how the new level looks :



12
I have uploaded , the version 1.09 of the pack. It contains a new level. That level is : Bonus 5 - "The Mushroom Village" . This level contains AI art .

In order to play it , you will need an updated version of the "turrican special" tileset . I have attached it in the first post.

I have upladed also , the updated replay collection, which also, contains , the replay of the solution , of the new level.

Also I have uploaded , the updated version of the soundtrack of the pack , in my dropbox , and I have posted , in the first post , the link for my dropbox , which contains , the updated soundtrack , of my pack.

Here is how the new level looks :



13
In Development / Re: Levels by Turrican
« on: June 08, 2024, 07:31:43 am »
I have upoaded the version 1.01 of "The Mushroom Village" , which contains some small terrain changes.

You will need to download again , the ''turrican special'' tileset , in order to play the new version of the level , so I have re-uploaded it , in the post , which contains, the level.

EDIT : I have upoaded the version 1.02 of the level , which contains some small terrain changes. You will need the version of the ''turrican special'' tileset that I have already uploaded for the version 1.01 of the level , in the post , which contains, the level., in order to play the new version of the level.

14
In Development / Re: Levels by Turrican
« on: June 06, 2024, 05:54:00 pm »
Here is my new level. It's called "The Mushroom Village" . This level contains AI art .

In order to play it , you will need an updated version of the "turrican special" tileset . I have attached it in this post.

I have also attached the replay of the solution.

Link for the music track , for the level : https://modarchive.org/index.php?request=view_by_moduleid&query=73250

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 upoaded the version 1.03 of the level , which contains some small terrain changes. You will need the version of the ''turrican special'' tileset that I have already uploaded for the version 1.01 of the level , in this post, in order to play the new version of the level.

Here is how the level looks :



15
I have uploaded the version 1.14 of the pack , which contains various fixes on several levels , and updated replay collection.

First of all , it seems , that on the latest versions of Superlemmix , some trigger areas of some button items had changed , something that caused the buttons , on some of the levels of the pack , to not work. The affected levels were , "Wicked 7 - Dockside Warehouse" , Wicked 10 - "Cyberlems 2555 - Part 1" ,  Wicked 11 - "Cyberlems 2555 - Part 2" , and Bonus 7 - "Cyberlems 2555 - Part Zero" . These levels have been fixed now , in this update.

Also 'Wicked 8 - "Underwater Caverns" , has been updated , due to a physics , change in shimmier physics. The changes are : -1 shimmier , +1 walker and +1 save requirement. I have uploaded also the replay of the updated version of the level , in the replay collection.

The updated replay collection contains also , a new replay for "Bonus 5 -"The House With the Thin Foundations'' , again , due to that change  in shimmier physics.

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