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Messages - Turrican

#1
Here is my new level , called "Science from the 4th dimension" .

It uses an art style , that Pieuw and Armani , have used for their levels.

The level requires the use of some glitches , in order to be solved.

I have also attached the replay of the solution. It is viewable on  "custom lemmings" viewing style.

Link for the music track for the level : https://modarchive.org/index.php?request=view_by_moduleid&query=104370

About the replay : The replay has been created on the playtest mode of the original Lemmix editor , on "custom lemmings" physics mode. I've tested it also on EricLang's new Lemmix player , but it doesn't work on that , due to differences on the order , that the lemmings appear on the level.

So , my "to do" list for this levels , contains creating a solution replay for EricLang's new Lemmix player , and also testing it on Custlemmix and Golems.

Here is how the level looks :


#2
I have uploaded, the version 1.14 of the pack , which contains some big changes.

First of all the Rigel rank , has been split into two ranks now. These ranks are Arcturus and Rigel. And 5 levels that previously were in the Rigel rank , are in Arcturus rank now.

Also the "AI art" levels , and the ""Excavations in the Cubic Cave" level , that previously were in the Bonus rank , are now in the main ranks.
 More precisely "Excavations in the Cubic Cave" is Sun 3 now.
                "The Mushroom Village" is Sun 5.
                "In the Sight of the Colossus" is Pollux 3.
                "Floating Above the Valley of the Clouds" is Pollux 6.
                "The House With the Thin Foundations" is Arcturus 3
                 "The Astral Monolith" is Arcturus 8

Also , the new version contains a new level. That level is : Arcturus 7 - "A.T. in construction" . It is based on a challenge solution for Genesis - Sunsoft 29 ( "I am A.T." ) .

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

Also I 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 :


#3
In Development / Re: Levels by Turrican
November 14, 2024, 01:54:04 PM
Here is my new level. It's called "A.T. in construction" . It is based on a challenge solution for Genesis - Sunsoft 29 ( "I am A.T." ) .


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=47747

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 :


#4
 I have uploaded, the version 1.19 of the pack. It contains the Superlemmix version of my new level. That level is : Bonus 6 - "Floating Above the Valley of the Clouds" . That level contains AI art .

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

Compared to the Neolemmix version , the Superlemmix version , has a different solution , and also contains Freezers , Laderrers and Ballooners.

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

Also I 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 :



#5
 I have uploaded, the version 1.13 of the pack. It contains a new level. That level is : Bonus 6 - "Floating Above the Valley of the Clouds" . That level contains AI art .

In order to play it , you will need the 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 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 :



#6
In Development / Re: Levels by Turrican
October 06, 2024, 03:14:35 AM
I have re-uploadeed "The Aerostat Rodens" level , but with a new name. The name of the level , has been changed now , to "Floating Above the Valley of the Clouds" . The reason for this change , is because it's original name was too similar to the name of another of my levels ( Airborne Rodents ) .
#7
In Development / Re: Levels by Turrican
October 04, 2024, 08:21:57 AM
Here is my new level. It's called "Floating Above the Valley of the Clouds" . 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=171082

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 re-uploadeed the level , but with a new name. The level has been renamed from "The Aerostat Rdents" to "Floating Above the Valley of the Clouds" . The reason for this change , is because it's original name was too similar to the name of another of my levels ( Airborne Rodents ) .

Here is how the level looks :



#8
I have uploaded the version 1.18 of the pack. It contains the version 1.01 of Wicked 10 - "Space Program 10.000 B.C." . The new version of the level contains a fix for a backroute , found by Kaywhyn.
#9

I have uploaded the version 1.12 of the pack. It contains the version 1.01 of Rigel 9 - "Space Program 10.000 B.C." . The new version of the level contains a fix for a backroute , found by Kaywhyn.

I have uploaded also , the updated replay collection , which contains the replay of the solution, of the new version of the level. The replay works in the new version of Neolemmix (12.13.0)

#10
In Development / Re: Levels by Turrican
September 08, 2024, 03:58:10 AM
I have uploaded the version 1.01 of "Space Program 10.000 B.C." . It contains a fix for a backroute , found by Kaywhyn.

I have uploaded also , the replay of the solution, of the new version of the level. The replay works in the new version of Neolemmix (12.13.0) .
#11
Tech & Research / Re: The Direct Drop Topic
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.
#12
Tech & Research / Re: The Direct Drop Topic
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
Completely different to the , intended solution , and it completely ignores the lemming at the lower part of the level.

Revenge of the Lemmings 2022 - Armaggedon 40 - Stroke at Retiment Age :
Spoiler
This is a characteristic example , of the type of backroute , that I don't want to see in custom levels. It commpletely skips , the whole puzzle.

Lemmings Plus IV - Insane 11 - Tower of Confenction :
Spoiler
Another characteristic example . It skips the entire puzzle.

Lemmings United - Pasifism 13 - Vertical Voyage :
Spoiler
Another backroute , which skips the entire puzzle

Lemmings United - War 21 - Center of Attention :
Spoiler
This solution skips , the entire part of the puzzle on the right part of the level.
   
Lemmings United - Bonus 32 - Shadows of Ourselves :
Spoiler
This backroute skips the last part of the intended solution , and also a very clever trick at the beginning of the solution.

Lemmings Plus Omega II - Spiky 6 - Plytime :
Spoiler
Another characteristic example . It skips the entire puzzle.
Lemmings Quartet - Quartet 7 - Is the beach day cancelled then ? :
Spoiler
It skips the last part of the intended solution.

Lemmings Reunion - Nightmare 11 - The Chosen Lemmings of Ra :
Spoiler
It skips entire parts of the intended solution.

Clammings - Insane 13 - Over and Under and Out : 
Spoiler
This backroute skips the part of the intended solution , that takes place on the lower part of the level.
Casualemmings - Hyper 2 - The joke's on You : 
Spoiler
This backroute skips the part of the intended solution , that takes place on the lower part of the level. 



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!


#13
Tech & Research / Re: The Direct Drop Topic
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.
#14
Thank you! :thumbsup: This level, took me a very large amount of time, in order to make it!
#15
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 :